Example #1
0
    def cohesion(self):

        if self.prey is not None:

            if self.creature.position[0] > self.prey.position[
                    0] and self.creature.position[1] > self.prey.position[1]:
                self.creature.direction = Calculations.rotate_vector(
                    self.creature.direction, -self.creature.turn_speed,
                    -self.creature.turn_speed)

            elif self.creature.position[0] > self.prey.position[
                    0] and self.creature.position[1] < self.prey.position[1]:
                self.creature.direction = Calculations.rotate_vector(
                    self.creature.direction, -self.creature.turn_speed,
                    self.creature.turn_speed)

            elif self.creature.position[0] < self.prey.position[
                    0] and self.creature.position[1] > self.prey.position[1]:
                self.creature.direction = Calculations.rotate_vector(
                    self.creature.direction, self.creature.turn_speed,
                    -self.creature.turn_speed)

            elif self.creature.position[0] < self.prey.position[
                    0] and self.creature.position[1] < self.prey.position[1]:
                self.creature.direction = Calculations.rotate_vector(
                    self.creature.direction, -self.creature.turn_speed,
                    -self.creature.turn_speed)
Example #2
0
    def avoid_object(self, object, turning_speed):

        if self.creature.position[0] > object.position[0] and self.creature.position[1] > object.position[1]:
            self.creature.direction = Calculations.rotate_vector(self.creature.direction, turning_speed, turning_speed)

        elif self.creature.position[0] > object.position[0] and self.creature.position[1] < object.position[1]:
            self.creature.direction = Calculations.rotate_vector(self.creature.direction, turning_speed, -turning_speed)

        elif self.creature.position[0] < object.position[0] and self.creature.position[1] > object.position[1]:
            self.creature.direction = Calculations.rotate_vector(self.creature.direction, -turning_speed, turning_speed)

        elif self.creature.position[0] < object.position[0] and self.creature.position[1] < object.position[1]:
            self.creature.direction = Calculations.rotate_vector(self.creature.direction, -turning_speed, -turning_speed)
Example #3
0
    def cohesion(self):

        total_positions = [
            self.creature.position[0], self.creature.position[1]
        ]
        number_of_boids = 1

        for each in self.objects_in_range:
            if each.type is "Creature":
                if each.species is self.species:
                    number_of_boids += 1
                    total_positions[0] += each.position[0]
                    total_positions[1] += each.position[1]

        if number_of_boids == 1:
            return None

        average_position = total_positions[
            0] / number_of_boids, total_positions[1] / number_of_boids

        if self.creature.position[0] > average_position[
                0] and self.creature.position[1] > average_position[1]:
            self.creature.direction = Calculations.rotate_vector(
                self.creature.direction, -self.creature.turn_speed,
                -self.creature.turn_speed)

        elif self.creature.position[0] > average_position[
                0] and self.creature.position[1] < average_position[1]:
            self.creature.direction = Calculations.rotate_vector(
                self.creature.direction, -self.creature.turn_speed,
                self.creature.turn_speed)

        elif self.creature.position[0] < average_position[
                0] and self.creature.position[1] > average_position[1]:
            self.creature.direction = Calculations.rotate_vector(
                self.creature.direction, self.creature.turn_speed,
                -self.creature.turn_speed)

        elif self.creature.position[0] < average_position[
                0] and self.creature.position[1] < average_position[1]:
            self.creature.direction = Calculations.rotate_vector(
                self.creature.direction, -self.creature.turn_speed,
                -self.creature.turn_speed)