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main.py
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import pygame
import random
import math
pygame.init()
# Class to manage drawing and visualisation settings
class DrawInformation:
DARKPURPLE = (44, 27, 48)
WHITE = (255, 255, 255)
ALICEBLUE = (240, 248, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
GREY = (128, 128, 128)
BACKGROUND_COLOUR = DARKPURPLE
FONT_COLOUR = WHITE
# GREYS = [GREY, (160, 160, 160), (192, 192, 192) ] # Uncomment for greyscale bars
# GREYS = [GREY, GREY, GREY] # Uncomment For borderless bars
GREYS = [
(127, 108, 140),
(173, 143, 194),
(192, 171, 204)
]
FONT = pygame.font.SysFont("Cascadia Code", 18)
LARGE_FONT = pygame.font.SysFont("Cascadia Code", 40)
SIDE_PAD = 100
TOP_PAD = 150
def __init__(self, width, height, lst) -> None:
self.width = width
self.height = height
self.window = pygame.display.set_mode((width, height))
pygame.display.set_caption("Sorting Algorithm Visualiser")
self.set_list(lst)
def set_list(self, lst):
self.lst = lst
self.min_val = min(lst)
self.max_val = max(lst)
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))) * 1.2
self.start_x = self.SIDE_PAD // 2
# Function to draw the interface
def draw(draw_info, algorithm_name, ascending):
draw_info.window.fill(draw_info.BACKGROUND_COLOUR)
title = draw_info.LARGE_FONT.render(f"{'Ascending' if ascending else 'Descending'} {algorithm_name}", 1, draw_info.FONT_COLOUR)
draw_info.window.blit(title, (draw_info.width / 2 - title.get_width() / 2, 10))
controls = draw_info.FONT.render(
"(R)eset ~ (S)PACE - Start Sorting ~ (A)scending ~ (D)escending", 1, draw_info.FONT_COLOUR)
draw_info.window.blit(controls, (draw_info.width / 2 - controls.get_width() / 2, 60))
sorting = draw_info.FONT.render(
"(I)nsertion Sort ~ (B)ubble Sort ~ (M)erge Sort ~ (Q)uick Sort ~ B(o)go Sort", 1, draw_info.FONT_COLOUR)
draw_info.window.blit(sorting, (draw_info.width / 2 - sorting.get_width() / 2, 85))
draw_list(draw_info)
pygame.display.update()
# Function to draw the list as vertical bars
def draw_list(draw_info, colour_positions={}, clear_background=False):
lst = draw_info.lst
if clear_background:
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_COLOUR, clear_rect)
for i, val in enumerate(lst):
x = draw_info.start_x + i * draw_info.block_width
y = draw_info.height - (val - draw_info.min_val) * draw_info.block_height
colour = draw_info.GREYS[i % 3]
if i in colour_positions:
colour = colour_positions[i]
pygame.draw.rect(draw_info.window, colour, (x, y, draw_info.block_width, draw_info.height))
if clear_background:
pygame.display.update()
# Function to generate a random list of integers
def generate_starting_list(n, min_val, max_val):
lst = [random.randint(min_val, max_val) for _ in range(n)]
return lst
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):
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
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: draw_info.RED, i - 1: draw_info.GREEN}, True)
yield True
return lst
def merge_sort(draw_info, ascending=True):
lst = draw_info.lst
def merge(start, mid, end):
left = lst[start:mid + 1]
right = lst[mid + 1:end + 1]
i = j = 0
for k in range(start, end + 1):
if i < len(left) and (j >= len(right) or (left[i] <= right[j] if ascending else left[i] >= right[j])):
lst[k] = left[i]
i += 1
else:
lst[k] = right[j]
j += 1
draw_list(draw_info, {k: draw_info.GREEN}, True)
yield True
def divide(start, end):
if start >= end:
return
mid = (start + end) // 2
yield from divide(start, mid)
yield from divide(mid + 1, end)
yield from merge(start, mid, end)
yield from divide(0, len(lst) - 1)
return lst
def quick_sort(draw_info, ascending=True):
lst = draw_info.lst
def partition(start, end):
pivot = lst[end]
i = start - 1
for j in range(start, end):
if (lst[j] <= pivot if ascending else lst[j] >= pivot):
i += 1
lst[i], lst[j] = lst[j], lst[i]
draw_list(draw_info, {i: draw_info.RED, j: draw_info.GREEN}, True)
yield True
lst[i + 1], lst[end] = lst[end], lst[i + 1]
draw_list(draw_info, {i + 1: draw_info.RED, end: draw_info.GREEN}, True)
yield True
return i + 1
def quick_sort_helper(start, end):
if start >= end:
return
pivot_index = yield from partition(start, end)
yield from quick_sort_helper(start, pivot_index - 1)
yield from quick_sort_helper(pivot_index + 1, end)
yield from quick_sort_helper(0, len(lst) - 1)
return lst
def bogo_sort(draw_info, ascending=True):
lst = draw_info.lst
def is_sorted():
for i in range(len(lst) - 1):
if (lst[i] > lst[i + 1] if ascending else lst[i] < lst[i + 1]):
return False
return True
while not is_sorted():
random.shuffle(lst)
draw_list(draw_info, {}, True)
yield True
return lst
# Main function to handle the event loop and user interaction
def main():
run = True
clock = pygame.time.Clock()
n = 150
min_val = 0
max_val = 300
lst = generate_starting_list(n, min_val, max_val)
draw_info = DrawInformation(1600, 600, lst)
sorting = False
ascending = True
sorting_algorithm = bubble_sort
sorting_algorithm_name = "Bubble Sort"
sorting_algorithm_generator = None
while run:
clock.tick(300) # Essentially the refresh rate in Hz. Change this value to change the speed of sorting.
if sorting:
try:
next(sorting_algorithm_generator)
except StopIteration:
sorting = False
else:
draw(draw_info, sorting_algorithm_name, ascending)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type != pygame.KEYDOWN:
continue
if event.key == pygame.K_r:
lst = generate_starting_list(n, min_val, max_val)
draw_info.set_list(lst)
sorting = False
elif event.key == pygame.K_SPACE and not sorting:
sorting = True
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_algorithm_name = "Insertion Sort"
elif event.key == pygame.K_b and not sorting:
sorting_algorithm = bubble_sort
sorting_algorithm_name = "Bubble Sort"
elif event.key == pygame.K_q and not sorting:
sorting_algorithm = quick_sort
sorting_algorithm_name = "Quick Sort"
elif event.key == pygame.K_m and not sorting:
sorting_algorithm = merge_sort
sorting_algorithm_name = "Merge Sort"
elif event.key == pygame.K_o and not sorting:
sorting_algorithm = bogo_sort
sorting_algorithm_name = "Bogo Sort"
pygame.quit()
if __name__ == "__main__":
main()