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So I've started learning programming a few months ago and this is one of my first projects. The program works, but I feel like it's a bit slow compared to the other implementations of Conway's Game of life. Is there any ways I could speed up my code ?

import numpy
import copy
import pygame
from pygame.locals import *
import random

pygame.init()

height = 400
width = 400
block_size = 4
window = pygame.display.set_mode((height,width),DOUBLEBUF)
window.set_alpha(None)
alive = (255,255,255)
dead = (0,0,0)


def check(y_axis,x_axis,grid):
    tmp_grid = copy.copy(grid)
    for y in range(1,y_axis-1):
        for x in range(1,x_axis-1):
            a = 0
            for i in range(-1,2):
                for j in range(-1,2):
                    if grid[y+i][x+j] == 1:
                        a += 1
            if grid[y][x] == 1:
                a -= 1
                if a < 2 or a > 3:
                    tmp_grid[y][x] = 0
            elif grid[y][x] == 0:
                if a == 3:
                    tmp_grid[y][x] = 1
    grid = tmp_grid
    return grid

def display(y_axis,x_axis,grid):
    rects = []
    for y in range(1,y_axis-1):
        for x in range(1,x_axis-1):
            rect = pygame.Rect(x*block_size, y*block_size, block_size, block_size)
            if grid[x][y] == 1:
                rects.append(pygame.draw.rect(window,alive,rect))
            elif grid[x][y] == 0:
                rects.append(pygame.draw.rect(window,dead,rect))
    pygame.display.update(rects)

def generate(y_axis,x_axis,grid):
    for y in range(1,y_axis-1):
        for x in range(1,x_axis-1):
            alive_or_dead = random.randint(0,1)
            if alive_or_dead:
                grid[y][x] = 1
            else:
                grid[y][x] = 0

def main():
    y_axis = height//block_size
    x_axis = width//block_size
    grid = numpy.zeros((y_axis,x_axis))
    generate(y_axis,x_axis,grid)
    while True:
        display(y_axis,x_axis,grid)
        grid = check(y_axis,x_axis,grid)

if __name__ == '__main__':
    main()
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  1. In your generate function, numpy.random.randint can do everything you need. I'd suggest renaming the function to generate_grid and just returning the generated grid.

  2. In your display and check functions, the grid parameter knows its own size - you don't need to pass that in.

  3. In display, your alive and dead colors could be in a tuple. Then you could index the tuple by [0] or [1] (the value of the cell) to determine the color:

    rect = pygame.Rect(x*block_size, y*block_size, block_size, block_size)
    
    rects.append(pygame.draw.rect(window, Colors[grid[x][y]], rect)
    
  4. Pretty much everything with a dot (.) or an expression should be cached inside display.

    pgrect = pygame.Rect
    rappend = rects.append
    drawrect = pygame.draw.rect
    
  5. Your x/y loop can be replaced using np.apply_over_axes

  6. The scipy.signal.convolve2d function will do most of the heavy lifting for you in terms of neighbor counting &c

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  • \$\begingroup\$ Thank you for your answer, I don't understand how I can implement the functions np.apply_over_axes and scipy.signal.convolve2d, I've looked at the documentation, but I don't really understand what they do. \$\endgroup\$ – Antetokounpo Dec 29 '17 at 23:54

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