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sorting visualizer.py
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205 lines (163 loc) · 6.74 KB
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import pygame
import random
import math
pygame.init()
class DrawInformation:
BLACK = 0,0,0
WHITE = 255, 255, 255
GREEN = 0, 255, 0
RED = 255, 0, 0
GREY = 128, 128, 128
BACKGROUND_COLOR = WHITE
LIGHT_GRAY = 160, 160, 160
DARK_GRAY = 192, 192, 192
# these gradients will be used for the bars
GRADIENTS = [
GREY,
LIGHT_GRAY,
DARK_GRAY
]
FONT = pygame.font.SysFont("arial.ttf", 30)
LARGE_FONT = pygame.font.SysFont("arial.ttf", 40)
SIDE_PAD = 100 # want padding on both the left and right had side
TOP_PAD = 150
def __init__(self, width, height, lst):
self.width = width
self.height = height
self.window = pygame.display.set_mode((width, height)) #creates the window
pygame.display.set_caption("Sorting Algortihm Visualization")
self.set_list(lst)
def set_list(self, lst):
self.lst = lst
self.max_val = max(lst)
self.min_val = min(lst)
# width of each block take the width - pad and then divde my the amount of blocks
self.block_width = round((self.width - self.SIDE_PAD) / len(lst))
self.block_height = math.floor((self.height - self.TOP_PAD)/(self.max_val - self.min_val))
# self side pad
self.start_x = self.SIDE_PAD//2
# passing a instance of the draw infomration class
def draw(draw_info, algo_name , ascending):
draw_info.window.fill(draw_info.BACKGROUND_COLOR)
title = draw_info.LARGE_FONT.render(f"{algo_name} - {'Ascending' if ascending else 'Descending'}", 1 , draw_info.GREEN)
# used to center in middle of screen
draw_info.window.blit(title, (draw_info.width/2 - title.get_width()/2,5))
controls = draw_info.FONT.render("R - Reset | SPACE - Start Sorting | A-Ascending | D - Descending", 1 , draw_info.BLACK)
# used to center in middle of screen
draw_info.window.blit(controls, (draw_info.width/2 - controls.get_width()/2,45))
sorting = draw_info.FONT.render("I -Insertion Sort | B- Bubble Sort", 1 , draw_info.BLACK)
# used to center in middle of screen
draw_info.window.blit(sorting, (draw_info.width/2 - sorting.get_width()/2,75))
draw_list(draw_info)
pygame.display.update()
def draw_list(draw_info , color_positions={}, clear_bg=False):
lst = draw_info.lst
if clear_bg:
clear_rect = (draw_info.SIDE_PAD//2, draw_info.TOP_PAD, draw_info.width - draw_info.SIDE_PAD, draw_info.height - draw_info.TOP_PAD)
pygame.draw.rect(draw_info.window, draw_info.BACKGROUND_COLOR, clear_rect)
for i, val in enumerate(lst):
#top left point in retangular
x = draw_info.start_x + i * draw_info.block_width
y = draw_info.height - (val - draw_info.min_val)* draw_info.block_height
#give each element a different color because the remainder will keep changing
color = draw_info.GRADIENTS[i%3]
if i in color_positions:
color = color_positions[i]
#draws the rectangles
pygame.draw.rect(draw_info.window, color, (x,y, draw_info.block_width, draw_info.height))
if clear_bg:
pygame.display.update()
# used to genreate the list
def generating_starting_list(n, min_val, max_val):
lst = []
for _ in range(n):
# will include both min and max value
val = random.randint(min_val, max_val)
lst.append(val)
return lst
#call this function every swap
def bubble_sort(draw_info , ascending = True):
lst = draw_info.lst
for i in range(len(lst)-1):
for j in range (len(lst) - 1 -i):
num1 = lst[j]
num2 = lst[j+1]
if (num1 > num2 and ascending) or (num1 < num2 and not ascending):
#swap the values
lst[j], lst[j+1] = lst[j+1], lst[j]
draw_list(draw_info, {j :draw_info.GREEN, j+1: draw_info.RED}, True)
yield True # generator for controls
return lst
def insertion_sort(draw_info, ascending = True):
lst =draw_info.lst
for i in range(1, len(lst)) :
current = lst[i]
while True:
ascending_sort = i > 0 and lst[i-1] > current and ascending
descending_sort = i > 0 and lst[i-1] < current and not ascending
if not ascending_sort and not descending_sort:
break
lst[i] = lst[i-1]
i = i-1
lst[i] = current
draw_list(draw_info, {i -1:draw_info.GREEN, i: draw_info.RED},True)
yield True
return lst
def main():
# pygame will need a loop to continue the display
run = True
# regualte how many timesuickly the game will run
clock = pygame.time.Clock()
n = 50
min_val = 0
max_val = 100
lst = generating_starting_list(n, min_val, max_val)
draw_info = DrawInformation(800,600,lst)
sorting = False
ascending = True
sorting_algorithm = bubble_sort
sorting_algo_name = "Bubble Sort"
sorting_algorithm_generator = None
while run:
#fps
clock.tick(60)
#check if the generater is done and we keep calling it constantly untill we are done
if sorting:
try:
next(sorting_algorithm_generator)
except StopIteration:
sorting = False
else:
draw(draw_info , sorting_algo_name , ascending)
#this will render the display
pygame.display.update()
for event in pygame.event.get():
#for hitting the exit button in top right corner
if event.type == pygame.QUIT:
run = False
if event.type != pygame.KEYDOWN:
continue
#reset the list
if event.key == pygame.K_r:
lst = generating_starting_list(n, min_val, max_val)
draw_info.set_list(lst)
#if reset you sorting stops and new vals generated
sorting = False
#can't sort if already sorting
elif event.key == pygame.K_SPACE and sorting == False:
sorting = True
#stores the generator object thta wil be created when we call the function
sorting_algorithm_generator = sorting_algorithm(draw_info,ascending)
elif event.key == pygame.K_a and not sorting:
ascending = True
elif event.key == pygame.K_d and not sorting:
ascending = False
elif event.key == pygame.K_i and not sorting:
sorting_algorithm = insertion_sort
sorting_algo_name = "Insertion Sort"
elif event.key == pygame.K_b and not sorting:
sorting_algorithm = bubble_sort
sorting_algo_name = "Bubble Sort"
pygame.quit()
if __name__ == "__main__":
main()