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main.py
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694 lines (613 loc) · 39.9 KB
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import sys
import os
import random
# Add project root to path for imports
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import pygame
from src.core.simulation import Simulation
from src.rendering.renderer import Renderer
from src.rendering.settings_screen import draw_settings_screen, handle_settings_input
from src.rendering.main_menu import draw_main_menu, handle_main_menu_input
from src.entities.obstacle import Obstacle
from src.utils.vector import Vector2
from settings import SETTINGS
import config
def main():
pygame.init()
# Track fullscreen state globally
is_fullscreen = False
# Initially use config values for window setup, but will be updated based on settings later
screen = pygame.display.set_mode((config.WINDOW_WIDTH, config.WORLD_HEIGHT), pygame.RESIZABLE)
font_large = pygame.font.SysFont('monospace', 30)
font_med = pygame.font.SysFont('monospace', 20)
game_state = 'main_menu' # Start with main menu
settings = SETTINGS.copy()
# Store renderer reference to maintain state
renderer = None
while True: # Main loop
if game_state == 'main_menu':
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Handle window resize
if event.type == pygame.VIDEORESIZE and not is_fullscreen:
screen = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)
# Toggle fullscreen with F11
if event.type == pygame.KEYDOWN and event.key == pygame.K_F11:
if is_fullscreen:
# Exit fullscreen
screen = pygame.display.set_mode((config.WINDOW_WIDTH, config.WORLD_HEIGHT), pygame.RESIZABLE)
is_fullscreen = False
else:
# Enter fullscreen
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
is_fullscreen = True
action = handle_main_menu_input(event)
if action == 'new_simulation':
game_state = 'settings'
elif action == 'multiagent_mode':
game_state = 'multiagent_menu'
elif action == 'load_simulation':
# TODO: Implement load simulation functionality
pass
elif action == 'load_settings':
game_state = 'load_settings_menu'
elif action == 'documentation':
game_state = 'documentation_view'
elif action == 'exit':
pygame.quit()
sys.exit()
draw_main_menu(screen, font_large, font_med)
elif game_state == 'load_settings_menu':
# Handle loading settings from the main menu
from src.rendering.main_menu import draw_load_dialog, handle_load_dialog_input, load_settings_file
# Draw the load dialog
file_rects, close_rect = draw_load_dialog(screen, font_large, font_med, save_type='settings')
# Wait for user input
waiting_for_input = True
while waiting_for_input:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
result = handle_load_dialog_input(event, file_rects, close_rect)
if result == 'close':
game_state = 'main_menu'
waiting_for_input = False
elif result:
# Load the selected settings file
loaded_settings = load_settings_file(result)
if loaded_settings:
settings.update(loaded_settings)
# Refresh the input texts to reflect the loaded settings
from src.rendering.settings_screen import refresh_input_texts
refresh_input_texts(settings)
game_state = 'settings'
waiting_for_input = False
elif game_state == 'documentation_view':
# Handle documentation view from the main menu
from src.rendering.main_menu import draw_documentation
scroll_offset = 0
viewing_doc = True
while viewing_doc:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
game_state = 'main_menu'
viewing_doc = False
elif event.key == pygame.K_UP:
scroll_offset = max(0, scroll_offset - 30)
elif event.key == pygame.K_DOWN:
scroll_offset = scroll_offset + 30
elif event.type == pygame.MOUSEWHEEL:
scroll_offset = max(0, scroll_offset - event.y * 30)
if viewing_doc: # Only draw if still viewing
draw_documentation(screen, font_large, font_med, scroll_offset)
elif game_state == 'multiagent_menu':
# Handle multiagent mode menu
from src.ui.multiagent_menu import MultiagentMenu
from src.managers.config_manager import ConfigManager
# Use the existing fonts from the main module
class FontManager:
def get_font(self, size):
sizes = {'small': 14, 'medium': 18, 'large': 24}
font_size = sizes.get(size, 18)
return pygame.font.SysFont('monospace', font_size)
font_manager = FontManager()
# Create multiagent menu instance
multiagent_menu = MultiagentMenu(screen, font_manager)
in_multiagent_menu = True
while in_multiagent_menu:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Handle multiagent menu input
result = multiagent_menu.handle_input(event)
if result == 'main_menu':
game_state = 'main_menu'
in_multiagent_menu = False
elif result == 'start_multiagent':
# Get the selected configurations from the config manager
config_manager = ConfigManager()
selected_configs = config_manager.get_all_agent_configs()
selected_config_names = config_manager.get_selected_config_names()
# Create a combined settings dictionary with multiagent configurations
multiagent_settings = settings.copy()
multiagent_settings['MULTIAGENT_CONFIGS'] = {}
# Load each selected configuration and add it to the multiagent configs
for config_name in selected_config_names:
full_config = config_manager.load_config(config_name)
# Extract only agent-specific settings (not environmental)
agent_settings = {}
for key, value in full_config.items():
# Skip environmental settings that should be shared
if key not in ['WORLD_WIDTH', 'WORLD_HEIGHT', 'FOOD_SPAWN_RATE', 'INITIAL_FOOD',
'WORLD_BOUNDARY_TYPE', 'GRAVITY_ENABLED', 'WIND_EFFECTS',
'SEASONAL_CHANGES', 'WEATHER_SYSTEM', 'TERRAIN_FEATURES',
'SIMULATION_SPEED', 'PARTICLE_EFFECTS', 'BACKGROUND_ELEMENTS']:
agent_settings[key] = value
multiagent_settings['MULTIAGENT_CONFIGS'][config_name] = agent_settings
# Update the global settings with multiagent configurations
settings.update(multiagent_settings)
# Transition to settings to allow final adjustments before simulation
game_state = 'settings'
in_multiagent_menu = False
# Draw multiagent menu
multiagent_menu.draw()
pygame.display.flip()
elif game_state == 'settings':
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
# On ESC from settings, go back to main menu
game_state = 'main_menu'
continue
# Handle window resize
if event.type == pygame.VIDEORESIZE and not is_fullscreen:
screen = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)
# Toggle fullscreen with F11
if event.type == pygame.KEYDOWN and event.key == pygame.K_F11:
if is_fullscreen:
# Exit fullscreen
screen = pygame.display.set_mode((config.WINDOW_WIDTH, config.WORLD_HEIGHT), pygame.RESIZABLE)
is_fullscreen = False
else:
# Enter fullscreen
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
is_fullscreen = True
action = handle_settings_input(settings, event)
if action == 'start':
# Maintain fullscreen state when starting simulation
if is_fullscreen:
# Stay in full-screen mode
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
else:
# Update screen with new settings dimensions in windowed mode
screen = pygame.display.set_mode((settings['WINDOW_WIDTH'], settings['WINDOW_HEIGHT']), pygame.RESIZABLE)
game_state = 'simulation'
elif action == 'toggle_fullscreen':
# Toggle fullscreen mode
if is_fullscreen:
# Exit fullscreen
screen = pygame.display.set_mode((config.WINDOW_WIDTH, config.WORLD_HEIGHT), pygame.RESIZABLE)
is_fullscreen = False
else:
# Enter fullscreen
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
is_fullscreen = True
draw_settings_screen(screen, settings, font_large, font_med)
elif game_state == 'simulation':
# Initialize renderer and simulation objects now that settings are confirmed
# Pass the current screen to maintain fullscreen state
renderer = Renderer(settings, screen)
simulation = Simulation(settings, renderer)
# Add rocks if enabled (using the existing OBSTACLES_ENABLED flag)
if settings.get('OBSTACLES_ENABLED', False):
world_width = settings['WORLD_WIDTH']
world_height = settings['WORLD_HEIGHT']
num_rocks = settings.get('NUM_INTERNAL_OBSTACLES', 5) # Use existing setting
for _ in range(num_rocks):
# Random position with some padding from borders
padding = 30
pos_x = random.uniform(padding, world_width - padding)
pos_y = random.uniform(padding, world_height - padding)
# Random size for the rock
rock_radius = random.uniform(10, 30)
# Determine rock type if enabled
rock_type = 'generic'
if settings.get('ROCK_TYPES_ENABLED', True):
rock_types = ['granite', 'limestone', 'sandstone', 'basalt', 'generic']
rock_type = random.choice(rock_types)
# Create rock obstacle
rock = Obstacle(
Vector2(pos_x - rock_radius, pos_y - rock_radius), # pos is top-left for rectangular bounds
rock_radius * 2, # width
rock_radius * 2, # height
'rock', # obstacle type
shape='circle', # rocks are circular
radius=rock_radius, # actual radius for collision
rock_type=rock_type # specific rock type
)
simulation.world.obstacle_list.append(rock)
# Run the simulation loop
while game_state == 'simulation':
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.VIDEORESIZE:
# Handle window resize (only in windowed mode)
if not is_fullscreen:
screen = renderer.handle_resize(event.w, event.h)
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
game_state = 'settings' # Go back to settings
# Maintain fullscreen state when returning to settings
if is_fullscreen:
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
else:
screen = pygame.display.set_mode((settings['WINDOW_WIDTH'], settings['WINDOW_HEIGHT']), pygame.RESIZABLE)
elif event.key == pygame.K_F11: # Toggle fullscreen
screen = renderer.toggle_fullscreen()
is_fullscreen = renderer.is_fullscreen
elif event.key == pygame.K_SPACE:
simulation.toggle_pause()
elif event.key == pygame.K_UP:
simulation.speed_up()
elif event.key == pygame.K_DOWN:
simulation.speed_down()
elif event.key == pygame.K_g: # Toggle genetics menu
renderer.show_genetics_menu = not renderer.show_genetics_menu
elif event.key == pygame.K_s: # Toggle statistics menu
renderer.show_stats_menu = not renderer.show_stats_menu
elif event.key == pygame.K_h: # Toggle species history menu
renderer.show_species_history_menu = not renderer.show_species_history_menu
elif event.key == pygame.K_c: # Toggle creatures menu
renderer.show_creatures_menu = not renderer.show_creatures_menu
elif event.key == pygame.K_i: # Toggle HUD sidebar (Information)
renderer.show_hud = not renderer.show_hud
elif event.key == pygame.K_ESCAPE and renderer.show_agent_info:
# Close agent info window when ESC is pressed
renderer.show_agent_info = False
if renderer.agent_info_window:
renderer.agent_info_window.toggle_visibility()
# Obstacle creation controls
elif event.key == pygame.K_o: # Toggle obstacles on/off (now rocks)
settings['OBSTACLES_ENABLED'] = not settings.get('OBSTACLES_ENABLED', False)
# Reinitialize obstacles based on new setting
simulation.world.obstacle_list = []
# Initialize border obstacles if enabled
if settings.get('BORDER_ENABLED', True):
world_width = settings['WORLD_WIDTH']
world_height = settings['WORLD_HEIGHT']
border_width = settings.get('BORDER_WIDTH', 10)
# Top border
simulation.world.obstacle_list.append(Obstacle(Vector2(0, 0), world_width, border_width, 'wall'))
# Bottom border
simulation.world.obstacle_list.append(Obstacle(Vector2(0, world_height - border_width), world_width, border_width, 'wall'))
# Left border
simulation.world.obstacle_list.append(Obstacle(Vector2(0, border_width), border_width, world_height - 2 * border_width, 'wall'))
# Right border
simulation.world.obstacle_list.append(Obstacle(Vector2(world_width - border_width, border_width),
border_width, world_height - 2 * border_width, 'wall'))
# Add trees if enabled
if settings.get('TREES_ENABLED', True):
# Determine number of trees based on either fixed count or density
if settings.get('TREE_DENSITY', 0) > 0:
# Calculate number of trees based on density and world area
world_area = world_width * world_height
num_trees = int(settings.get('TREE_DENSITY', 0.0001) * world_area)
# Limit to reasonable bounds
num_trees = max(0, min(num_trees, 50)) # Cap at 50 trees to prevent excessive numbers
else:
num_trees = settings.get('NUM_TREES', 15)
for _ in range(num_trees):
# Random position with some padding from borders
padding = 50
pos = Vector2(
random.uniform(padding, world_width - padding - 40),
random.uniform(padding, world_height - padding - 40)
)
# Random size for the tree
width = random.uniform(25, 50)
height = random.uniform(40, 80)
# Random tree type
tree_types = ['deciduous', 'coniferous', 'palm']
tree_type = random.choice(tree_types)
# Random foliage color variation
foliage_colors = [
(30, 100, 30), # Green
(25, 85, 25), # Darker green
(35, 110, 35), # Lighter green
(40, 120, 40), # Bright green
]
foliage_color = random.choice(foliage_colors)
simulation.world.obstacle_list.append(Obstacle(pos, width, height, 'tree', tree_type=tree_type, tree_foliage_color=foliage_color))
# Add rocks if enabled (now the main obstacle when O is pressed)
if settings.get('OBSTACLES_ENABLED', False):
world_width = settings['WORLD_WIDTH']
world_height = settings['WORLD_HEIGHT']
num_rocks = settings.get('NUM_INTERNAL_OBSTACLES', 5) # Use existing setting
for _ in range(num_rocks):
# Random position with some padding from borders
padding = 30
pos = Vector2(
random.uniform(padding, world_width - padding - 30),
random.uniform(padding, world_height - padding - 30)
)
# Random size for the rock
rock_radius = random.uniform(10, 30)
# Random rock type if enabled
rock_type = 'generic'
if settings.get('ROCK_TYPES_ENABLED', True):
rock_types = ['granite', 'limestone', 'sandstone', 'basalt', 'generic']
rock_type = random.choice(rock_types)
simulation.world.obstacle_list.append(Obstacle(pos, rock_radius * 2, rock_radius * 2, 'rock', rock_type=rock_type))
elif event.key == pygame.K_b: # Toggle border on/off
# Toggle border enabled/disabled
settings['BORDER_ENABLED'] = not settings.get('BORDER_ENABLED', True)
# Reinitialize obstacles with new border setting
simulation.world.obstacle_list = []
# Initialize border obstacles if enabled
if settings.get('BORDER_ENABLED', True):
world_width = settings['WORLD_WIDTH']
world_height = settings['WORLD_HEIGHT']
border_width = settings.get('BORDER_WIDTH', 10)
# Top border
simulation.world.obstacle_list.append(Obstacle(Vector2(0, 0), world_width, border_width, 'wall'))
# Bottom border
simulation.world.obstacle_list.append(Obstacle(Vector2(0, world_height - border_width), world_width, border_width, 'wall'))
# Left border
simulation.world.obstacle_list.append(Obstacle(Vector2(0, border_width), border_width, world_height - 2 * border_width, 'wall'))
# Right border
simulation.world.obstacle_list.append(Obstacle(Vector2(world_width - border_width, border_width),
border_width, world_height - 2 * border_width, 'wall'))
# Add trees if enabled
if settings.get('TREES_ENABLED', True):
# Determine number of trees based on either fixed count or density
if settings.get('TREE_DENSITY', 0) > 0:
# Calculate number of trees based on density and world area
world_area = world_width * world_height
num_trees = int(settings.get('TREE_DENSITY', 0.0001) * world_area)
# Limit to reasonable bounds
num_trees = max(0, min(num_trees, 50)) # Cap at 50 trees to prevent excessive numbers
else:
num_trees = settings.get('NUM_TREES', 15)
for _ in range(num_trees):
# Random position with some padding from borders
padding = 50
pos = Vector2(
random.uniform(padding, world_width - padding - 40),
random.uniform(padding, world_height - padding - 40)
)
# Random size for the tree
width = random.uniform(25, 50)
height = random.uniform(40, 80)
# Random tree type
tree_types = ['deciduous', 'coniferous', 'palm']
tree_type = random.choice(tree_types)
# Random foliage color variation
foliage_colors = [
(30, 100, 30), # Green
(25, 85, 25), # Darker green
(35, 110, 35), # Lighter green
(40, 120, 40), # Bright green
]
foliage_color = random.choice(foliage_colors)
simulation.world.obstacle_list.append(Obstacle(pos, width, height, 'tree', tree_type=tree_type, tree_foliage_color=foliage_color))
# Add rocks if enabled (now default when O is pressed)
if settings.get('OBSTACLES_ENABLED', False):
num_rocks = settings.get('NUM_INTERNAL_OBSTACLES', 5) # Use existing setting
for _ in range(num_rocks):
# Random position with some padding from borders
padding = 30
pos = Vector2(
random.uniform(padding, world_width - padding - 30),
random.uniform(padding, world_height - padding - 30)
)
# Random size for the rock
rock_radius = random.uniform(10, 30)
# Random rock type if enabled
rock_type = 'generic'
if settings.get('ROCK_TYPES_ENABLED', True):
rock_types = ['granite', 'limestone', 'sandstone', 'basalt', 'generic']
rock_type = random.choice(rock_types)
simulation.world.obstacle_list.append(Obstacle(pos, rock_radius * 2, rock_radius * 2, 'rock', rock_type=rock_type))
elif event.key == pygame.K_m: # Add horizontal mountain chain
from src.systems.terrain_generator import TerrainGenerator
world_width = settings['WORLD_WIDTH']
world_height = settings['WORLD_HEIGHT']
# Generate a realistic horizontal mountain chain
mountains = TerrainGenerator.generate_mountain_chain(
world_width, world_height,
orientation='horizontal',
position_ratio=0.5, # Middle of world
length_ratio=1.0, # Full width coverage
roughness=0.15, # Moderate roughness for natural appearance
num_segments=30, # More segments for better coverage with smaller peaks
gap_probability=0.0 # No gaps - completely uncrossable
)
simulation.world.obstacle_list.extend(mountains)
elif event.key == pygame.K_n: # Add vertical mountain chain
from src.systems.terrain_generator import TerrainGenerator
world_width = settings['WORLD_WIDTH']
world_height = settings['WORLD_HEIGHT']
# Generate a realistic vertical mountain chain
mountains = TerrainGenerator.generate_mountain_chain(
world_width, world_height,
orientation='vertical',
position_ratio=0.5,
length_ratio=1.0, # Full height coverage
roughness=0.15, # Moderate roughness for natural appearance
num_segments=30, # More segments for better coverage with smaller peaks
gap_probability=0.0 # No gaps - completely uncrossable
)
simulation.world.obstacle_list.extend(mountains)
elif event.key == pygame.K_r: # Add vertical meandering river
from src.systems.terrain_generator import TerrainGenerator
world_width = settings['WORLD_WIDTH']
world_height = settings['WORLD_HEIGHT']
# Generate a meandering vertical river
river = TerrainGenerator.generate_river(
world_width, world_height,
orientation='vertical',
position_ratio=0.5,
meander_strength=0.18,
river_width=settings.get('RIVER_WIDTH', 25.0),
num_points=25
)
simulation.world.obstacle_list.extend(river)
elif event.key == pygame.K_t: # Add horizontal meandering river
from src.systems.terrain_generator import TerrainGenerator
world_width = settings['WORLD_WIDTH']
world_height = settings['WORLD_HEIGHT']
# Generate a meandering horizontal river
river = TerrainGenerator.generate_river(
world_width, world_height,
orientation='horizontal',
position_ratio=0.5,
meander_strength=0.18,
river_width=settings.get('RIVER_WIDTH', 25.0),
num_points=25
)
simulation.world.obstacle_list.extend(river)
elif event.key == pygame.K_l: # Add lake
from src.systems.terrain_generator import TerrainGenerator
world_width = settings['WORLD_WIDTH']
world_height = settings['WORLD_HEIGHT']
# Generate a lake at a random position
lake = TerrainGenerator.generate_lake(
world_width, world_height,
center_x_ratio=random.uniform(0.25, 0.75),
center_y_ratio=random.uniform(0.25, 0.75),
size_ratio=0.12,
irregularity=settings.get('LAKE_IRREGULARITY', 0.4),
settings=settings
)
simulation.world.obstacle_list.extend(lake)
elif event.key == pygame.K_d: # Add diagonal mountain range
from src.systems.terrain_generator import TerrainGenerator
world_width = settings['WORLD_WIDTH']
world_height = settings['WORLD_HEIGHT']
# Generate diagonal mountain range from random corner
corners = ['top_left', 'top_right', 'bottom_left', 'bottom_right']
mountains = TerrainGenerator.generate_diagonal_mountain_range(
world_width, world_height,
start_corner=random.choice(corners),
coverage=0.65,
roughness=0.3
)
simulation.world.obstacle_list.extend(mountains)
elif event.key == pygame.K_k: # Toggle rocks on/off (secondary toggle)
# Toggle rocks enabled/disabled
settings['ROCKS_ENABLED'] = not settings.get('ROCKS_ENABLED', True)
# Reinitialize obstacles with new rock setting
# Preserve borders and trees
preserved_obstacles = [
obs for obs in simulation.world.obstacle_list
if obs.obstacle_type == 'wall' and (
obs.pos.x == 0 or obs.pos.y == 0 or
obs.pos.x + obs.width >= settings['WORLD_WIDTH'] - 20 or
obs.pos.y + obs.height >= settings['WORLD_HEIGHT'] - 20
)
]
# Preserve trees if enabled
if settings.get('TREES_ENABLED', True):
preserved_obstacles.extend([
obs for obs in simulation.world.obstacle_list
if obs.obstacle_type == 'tree'
])
# No longer preserving general internal obstacles - only rocks, trees, and borders
# Add rocks if enabled
if settings.get('ROCKS_ENABLED', True):
world_width = settings['WORLD_WIDTH']
world_height = settings['WORLD_HEIGHT']
# Determine number of rocks based on either fixed count or density
if settings.get('ROCK_DENSITY', 0) > 0:
# Calculate number of rocks based on density and world area
world_area = world_width * world_height
num_rocks = int(settings.get('ROCK_DENSITY', 0.0002) * world_area)
# Limit to reasonable bounds
num_rocks = max(0, min(num_rocks, 100)) # Cap at 100 rocks to prevent excessive numbers
else:
num_rocks = settings.get('NUM_ROCKS', 20)
for _ in range(num_rocks):
# Random position with some padding from borders
padding = 30
pos = Vector2(
random.uniform(padding, world_width - padding - 30),
random.uniform(padding, world_height - padding - 30)
)
# Random size for the rock
rock_radius = random.uniform(10, 30)
# Random rock type if enabled
rock_type = 'generic'
if settings.get('ROCK_TYPES_ENABLED', True):
rock_types = ['granite', 'limestone', 'sandstone', 'basalt', 'generic']
rock_type = random.choice(rock_types)
preserved_obstacles.append(Obstacle(pos, rock_radius * 2, rock_radius * 2, 'rock', rock_type=rock_type))
simulation.world.obstacle_list = preserved_obstacles
elif event.key == pygame.K_c: # Clear all obstacles (except borders)
# Keep only border obstacles
preserved_obstacles = [
obs for obs in simulation.world.obstacle_list
if obs.obstacle_type == 'wall' and (
obs.pos.x == 0 or obs.pos.y == 0 or
obs.pos.x + obs.width >= settings['WORLD_WIDTH'] - 20 or
obs.pos.y + obs.height >= settings['WORLD_HEIGHT'] - 20
)
]
# If trees are enabled, also preserve trees
if settings.get('TREES_ENABLED', True):
preserved_obstacles.extend([
obs for obs in simulation.world.obstacle_list
if obs.obstacle_type == 'tree'
])
# If obstacles are enabled, also preserve rocks
if settings.get('OBSTACLES_ENABLED', False):
preserved_obstacles.extend([
obs for obs in simulation.world.obstacle_list
if obs.obstacle_type == 'rock'
])
simulation.world.obstacle_list = preserved_obstacles
elif event.type == pygame.MOUSEBUTTONDOWN:
# Handle mouse clicks for agent selection
if event.button == 1: # Left mouse button
renderer.handle_mouse_click(event.pos, simulation.world)
# Handle mouse clicks for menu navigation
if renderer.show_species_history_menu and renderer.species_history_vis:
renderer.species_history_vis.handle_click(event.pos)
elif renderer.show_creatures_menu and renderer.creatures_menu:
renderer.creatures_menu.handle_click(event.pos)
elif event.type == pygame.MOUSEWHEEL:
# Handle scroll for genetics, stats, species history, and creatures menus
if renderer.show_genetics_menu and renderer.genetics_vis:
renderer.genetics_vis.handle_scroll(-event.y)
elif renderer.show_stats_menu and renderer.stats_vis:
renderer.stats_vis.scroll_y = max(0, min(
renderer.stats_vis.max_scroll,
renderer.stats_vis.scroll_y - event.y * 30
))
elif renderer.show_species_history_menu and renderer.species_history_vis:
renderer.species_history_vis.handle_scroll(-event.y)
elif renderer.show_creatures_menu and renderer.creatures_menu:
renderer.creatures_menu.handle_scroll(-event.y)
elif event.type == pygame.KEYDOWN:
# Handle keyboard navigation for species history menu
if renderer.show_species_history_menu and renderer.species_history_vis:
renderer.species_history_vis.handle_key_press(event.key)
# Handle keyboard navigation for creatures menu
if renderer.show_creatures_menu and renderer.creatures_menu:
renderer.creatures_menu.handle_key_press(event.key)
dt = renderer.tick()
# Pass the renderer's particle system to the simulation update
# We'll temporarily attach it to the simulation object
simulation.particle_system = renderer.particle_system
simulation.update(dt)
renderer.render(simulation)
if __name__ == '__main__':
main()