Beispiel #1
0
def populate(n=10, m=10):
    new_cells = []
    forces = []
    for k in range(n):
        new = Cell(rd.randrange(target_radius, width - target_radius),
                   rd.randrange(target_radius, height - target_radius),
                   target_radius)
        new.setColor(cell_color)
        new_cells.append(new)
        force = []
        for i in range(m):
            force.append(
                (rd.randrange(min_force,
                              max_force), rd.randrange(min_force, max_force)))
        forces.append(force)

    return new_cells, forces
Beispiel #2
0
def populate(n=10, m=5):
    new_cells = []  # Array of cells
    forces = [
    ]  # Array of Array of tuple => [[(x, y), (x, y)], [(x, y), (x, y)]]
    for k in range(10):
        cell = Cell(rd.randrange(10, width - 10),
                    rd.randrange(10, height - 10), 10)
        cell.setColor(cell_color)
        new_cells.append(cell)

        force = []
        for i in range(m):
            force.append(
                (rd.randrange(min_force,
                              max_force), rd.randrange(min_force, max_force)))
        forces.append(force)

    return new_cells, forces
Beispiel #3
0
bg_color = 10, 61, 98
fg_color = 250, 211, 144
cell_color = 120, 224, 143
target_color = 229, 80, 57
blue = 130, 204, 221

frame_cap = 30  # Max FPS
physic_refresh_rate = 0.3  # Refresh rate for physic in seconds, can be float
display_refresh_rate = 1 / frame_cap  # Refresh rate for screen in seconds, can be float

# Creation of initial cell
target_radius = 10
target_cell = Cell(width / 2, height / 2, 10)
# target_cell = Cell(rd.randrange(target_radius, width - target_radius), rd.randrange(target_radius, height - target_radius), target_radius)
print("Target position: ", target_cell.getPos())
target_cell.setColor(target_color)
# target_cell.enableFriction(True, 0.3)
# target_cell.addForce((1000, 1000))

# Cell group, all cells must be in
cells = []
cells.append(target_cell)

screen = pygame.display.set_mode(screen_size)

# Store last update timestamp
last_physic_update = -1
last_display_update = -1

run = True