Exemple #1
0
 def __init__(self, surface, target, dna=None, start=None):
     self.surface = surface
     self.target = target
     x = surface.get_width()
     y = surface.get_height()
     if not start:
         self.start = Vector2D(x / 2, y - 100)
     else:
         self.start = start
     self.pos = self.start.add(Vector2D(0, -20))
     self.velocity = Vector2D.zero_vector()
     gravity = Vector2D(0, 9.807)
     zero = Vector2D.zero_vector()
     self.acceleration = zero
     if dna:
         self.dna = dna
     else:
         self.dna = DNA()
     self.done = False
     self.detonated = False
     self.crashed = False
     self.step = 0
     self.fitness = 0
     self.distances = []
     self.obstacle = pg.Rect((x * 0.30, y * 0.6), (x * 0.4, 20))
     self.isParent = False
     self.min_dist = 99999
Exemple #2
0
    def update(self):
        gravity = Vector2D(0, 9.807)
        zero = Vector2D.zero_vector()
        if self.pos.distance(self.target) < self.min_dist:
            self.min_dist = self.pos.distance(self.target)

        # if self.pos.x > self.surface.get_width() or self.pos.x < 0:
        #     self.crashed = True
        #
        #
        # if self.pos.y > self.surface.get_height() or self.pos.y < 0:
        #     self.crashed = True

        if self.obstacle.collidepoint(*self.pos()):
            self.crashed = True

        if self.pos.distance(self.target) < 20:
            self.done = True
            self.pos = Vector2D(*self.target())

        if not self.done:
            self.distances.append(self.pos.distance(self.target))
            self.apply_force(gravity.div(200))
            self.apply_force(self.dna.genes[self.step])
            self.velocity = self.velocity.add(self.acceleration)
            self.pos = self.pos.add(self.velocity)
            self.acceleration = zero
            self.step += 1
        else:
            pass
Exemple #3
0
    def fromPoints(cls, a: Union[Vector2D, tuple], b: Union[Vector2D,
                                                            tuple]) -> linline:
        """Create a line from points with a limited domain.

            Create a line from two vectors or tuples.
            The domain will be limited to the two points including.

            Args:
                a: `Vector2D | tuple` Point A of the line
                b: `Vector2D | tuple` Point B of the line

            Returns:
                `linline` A linear line with a limited domain.
        """
        if (type(a) == tuple):
            a = Vector2D.fromTuple(a)

        if (type(b) == tuple):
            b = Vector2D.fromTuple(b)

        rc = (b.y - a.y) / (b.x - a.x)
        p = a.y - rc * a.x
        limit = [a.x, b.x]
        print(f"Limit: {limit}")

        return cls(rc, p, sorted(limit))
    def draw_calls(self):
        def call(method, *vargs, **kwargs):
            return method, vargs, kwargs

        calls = []
        screen_offset = Vector2D((self.world_width / 2, 10))
        screen_offset += self.position
        scale = 6
        # rotate and position the rocket
        points = [Vector2D(xy) for xy in self.rocket_vertices]
        points = [
            v.rotate_around(self.rotation_point, self.rotation) for v in points
        ]
        points = [scale * v + screen_offset for v in points]
        points = [(v.x, self.world_height - v.y) for v in points]
        calls.append(
            call("create_polygon", points, fill="blue", outline="lightgrey"))

        if self.engine_throttle:
            # rotate and position the engine flame
            points = [
                Vector2D((x, y * self.engine_throttle))
                for x, y in self.engine_flame_vertices
            ]
            points = [
                v.rotate_around(self.rotation_point, self.rotation)
                for v in points
            ]
            points = [scale * v + screen_offset for v in points]
            points = [(v.x, self.world_height - v.y) for v in points]
            calls.append(
                call("create_polygon", points, outline="orange",
                     fill="yellow"))

        # rotate and position the left and right thrusters
        points = [Vector2D(xy) for xy in self.thruster_positions]
        points = [
            v.rotate_around(self.rotation_point, self.rotation) for v in points
        ]
        points = [scale * v + screen_offset for v in points]
        points = [(v.x, self.world_height - v.y) for v in points]
        if self.left_thruster_on:
            calls.append(
                call("create_oval",
                     points[0][0] - 3,
                     points[0][1] - 3,
                     points[0][0] + 3,
                     points[0][1] + 3,
                     outline="orange",
                     fill="yellow"))
        if self.right_thruster_on:
            calls.append(
                call("create_oval",
                     points[1][0] - 3,
                     points[1][1] - 3,
                     points[1][0] + 3,
                     points[1][1] + 3,
                     outline="orange",
                     fill="yellow"))
        return calls
 def set_touchdown_position(self, x_position):
     self.position = Vector2D((x_position, 0))
     self.velocity = Vector2D((0, 0))
     self.acceleration = Vector2D((0, 0))
     self.rotation = 0.0
     self.rotation_speed = 0.0
     self.rotation_acceleration = 0.0
     self.crashed = False
     self.touchdown = True
     self.engine_throttle = 0.0
     self.right_thruster_on = False
     self.left_thruster_on = False
class Physics(object):
    def __init__(self):
        self.position = Vector(0, 0)
        self.velocity = Vector(0, 0)
        self.acceleration = Vector(0, 0)
        self.mass = 0.0

    def update(self):
        self.position = self.position.add(self.velocity)
        self.velocity = self.velocity.add(self.acceleration)
        self.acceleration.mul(0)

    def apply_force(self, force):
        self.acceleration = self.acceleration.add(force)
Exemple #7
0
 def __init__(self, x, y, energy=None):
     self.position = Vector2D(x, y)
     if energy:
         self.energy = energy
     else:
         self.energy = 100
     self.eaten = False
Exemple #8
0
 def __mul__(self, other):
     self.checkType(Vector2D, other,
                    'Rotate2D can only multiply Vector2Ds.')
     cosAngle = cos(self.angle.radians)
     sinAngle = sin(self.angle.radians)
     return Vector2D(x=(cosAngle * other.x - sinAngle * other.y),
                     y=(sinAngle * other.x + cosAngle * other.y))
Exemple #9
0
    def intersect(self, other: linline) -> Vector2D:
        """Calculate the point on which the two lines intersect
        
        The two lines intersect on one point. Intersect() calculates
        that point and give back a vector.

        Args:
            other: a linline; the line that intersects
        """
        new_x = (other.b - self.b) / (self.rc - other.rc)
        return Vector2D(new_x, self.calc(new_x))
def main() -> None:
    res_x = 1024
    res_y = 768
    pygame.init()
    # screen = pygame.display.set_mode((res_x, res_y), pygame.FULLSCREEN)
    screen = pygame.display.set_mode((res_x, res_y))

    screen_center = Vector2D(res_x / 2, res_y / 2)
    scale = res_y / (2.5 * ONE_AU)

    sun = Vector2D(0, 0)
    earth = Vector2D(0, ONE_AU)
    velocity = Vector2D(INITIAL_EARTH_VELOCITY, 0)

    acceleration = Vector2D(0, 0)
    delta_t = 3.65 * 86400  # in s. The delta_time for each frame.

    running = True

    screen.fill(BLACK)
    while running:
        #update
        force = F(EARTH_M, SUN_M, (earth - sun).norm)
        accel_norm = A(force, EARTH_M)
        acceleration = sun - earth
        acceleration.norm = accel_norm
        velocity = velocity + acceleration * delta_t
        earth = earth + velocity * delta_t

        # screen.fill(BLACK)
        draw(screen, earth * scale + screen_center, size=3, color=BLUE)
        draw(screen, sun * scale + screen_center, color=YELLOW)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                key = event.key
                if key in (pygame.K_q, pygame.K_ESCAPE):
                    running = False
 def update(self):
     self.framecounter += 1
     if self.rocket.engine_throttle:
         # accelate
         engine_force = Vector2D(
             (0, .2 * self.rocket.engine_throttle)).rotate(
                 self.rocket.rotation)
         self.rocket.apply_force(engine_force)
     if self.rocket.right_thruster_on:
         self.rocket.apply_rotation(0.005)
     if self.rocket.left_thruster_on:
         self.rocket.apply_rotation(-0.005)
     self.rocket.apply_gravity(0.1)
     self.rocket.update()
Exemple #12
0
    def show(self, heading):
        font = pg.font.SysFont('Comic Sans MS', 12)
        self.heading = heading
        pg.draw.circle(self.surface, (255, 255, 255),
                       self.pos.floor()(), self.radius + 5, 1)
        x = self.pos.x + self.radius * math.cos(heading)
        y = self.pos.y + self.radius * math.sin(heading)
        end = Vector2D(x, y)
        pg.draw.line(self.surface, (255, 255, 255), self.pos(), end(), 1)
        title_text = font.render(self.title, True, (255, 255, 255))

        self.surface.blit(
            title_text,
            (self.pos.x - self.radius, self.pos.y + self.radius + 10))
Exemple #13
0
    def __init__(self, lifespan=None, genes=None):
        if not lifespan:
            self.lifespan = 300
        else:
            self.lifespan = lifespan
        if genes:
            self.genes = genes
        else:
            self.genes = []
            force = Vector2D.zero_vector()
            for _ in range(self.lifespan):

                g_force = force.random_vector()
                g_force.set_magnitude(0.1)
                self.genes.append(g_force)
        self.isMutant = False
Exemple #14
0
    def intersect(self, other: linline) -> Vector2D:
        """Calculate the point on which the two lines intersect
        
        The two lines intersect on one point. Intersect() calculates
        that point and give back a vector.

        Args:
            other: a linline; the line that intersects

        Returns:\n
        `Vector2D` A vector if a match is found \n
        `None` None if no match is found
        """
        new_x = (other.b - self.b) / (self.rc - other.rc)
        if self.limit[0] <= new_x <= self.limit[1] and other.limit[
                0] <= new_x <= other.limit[1]:
            return Vector2D(new_x, self.calc(new_x))
        else:
            return None
Exemple #15
0
 def __init__(self, surface, pos, dna):
     super().__init__()
     self.surface = surface
     self.position = pos
     self.dna = dna
     self.energy = 500.0
     self.age = 1.0
     self.alive = True
     self.sex = random.choice([True, False])
     self.max_size = dna.genes['max_size']
     self.growth_rate = dna.genes['growth_rate']
     self.max_speed = dna.genes['max_speed']
     self.prev_acc = Vector2D(0, 0)
     self.state = "wandering"
     self.target = None
     self.targetReached = True
     self.lifespan = dna.genes['lifespan']
     self.breeding_age = dna.genes['breeding_age']
     self.breeding_cost = dna.genes['breeding_cost']
     self.feeding_behaviour = dna.genes['feeding_behaviour']
    pygame.draw.rect(screen, RED, ((vector.x-size/2, vector.y-size/2),(size, size)))

res_x = 1024
res_y = 768
pygame.init()
# screen = pygame.display.set_mode((res_x, res_y), pygame.FULLSCREEN)
screen = pygame.display.set_mode((res_x, res_y))

def border(screen):
    pygame.draw.line(screen, RED, (0, 0), (res_x, 0), 1)
    pygame.draw.line(screen, RED, (0, 0), (0, res_y), 1)
    pygame.draw.line(screen, RED, (res_x, 0), (res_x, res_y), 1)
    pygame.draw.line(screen, RED, (0, res_y), (res_x, res_y), 1)


position = Vector2D(10, 100)
velocity = Vector2D(30, 0)
acceleration = Vector2D(0, 20)
delta_t = .1

running = True
interrupt = False
while running:
    #update
    border(screen)
    position = position + velocity*delta_t
    velocity = velocity + acceleration*delta_t
    if position.y > res_y:
        position.y = res_y
        velocity.y = -.7*velocity.y
 def apply_gravity(self, gravity):
     if not self.touchdown:
         self.apply_force(Vector2D((0, -gravity)))
 def __init__(self):
     self.position = Vector(0, 0)
     self.velocity = Vector(0, 0)
     self.acceleration = Vector(0, 0)
     self.mass = 0.0
    if 'win' in sys.platform:
        try:
            ctypes.windll.shcore.SetProcessDpiAwareness(1)
        except:
            pass

    disp_bg_color = (0, 0, 0)
    disp_w = 1500
    disp_h = 800

    canvas = pg.display.set_mode((disp_w, disp_h))
    canvas.fill(disp_bg_color)
    WIDTH = canvas.get_width()
    HEIGHT = canvas.get_height()

    pos = Vector2D(WIDTH / 2, HEIGHT / 2)
    arm = Armature(canvas, pos, 10, 0.5, 25, -math.pi / 2)

    seg = Segment(canvas, base=pos, length=10, theta=math.pi / 2)
    while True:
        # pg.time.wait(100)
        for event in pg.event.get():
            if event.type == pg.QUIT:
                pg.quit()
                sys.exit(1)
            if event.type == pg.MOUSEBUTTONDOWN:
                canvas.fill(disp_bg_color)
                # arm.draw()
                # arm.orbit(0.1)
                # seg.draw()
                # seg.rotate(0.1)
Exemple #20
0
 def move(self, arg):
     self.position = Vector2D(arg[0], arg[1])
Exemple #21
0
 def __init__(self):
     self.position = Vector2D(0, 0)
 def calculate_end(self, theta):
     dx = math.cos(theta)
     dy = math.sin(theta)
     self.end = Vector2D(self.base.x + self.length * dx,
                         self.base.y + self.length * dy)
Exemple #23
0
    font = pg.font.SysFont('Comic Sans MS', 12)
    disp_bg_color = (0, 0, 0)
    disp_w = 1500
    disp_h = 800

    canvas = pg.display.set_mode((disp_w, disp_h))
    canvas.fill(disp_bg_color)
    WIDTH = canvas.get_width()
    HEIGHT = canvas.get_height()

    environment = {
        "food": [],
        "creatures": [
            Creature(
                canvas,
                Vector2D(random.randrange(0,
                                          WIDTH), random.randrange(0, HEIGHT)),
                DNA()) for _ in range(50)
        ]
    }

    theta = 0
    food_field_radius = 400
    for _ in range(100):
        environment['food'].append(
            Food(disp_w / 2 + food_field_radius * math.cos(theta),
                 disp_h / 2 + food_field_radius * math.sin(theta)))
        theta += .13

    class Target:
        def __init__(self):
            self.position = Vector2D(0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)


def draw(screen, vector, size=10, color=RED):
    pygame.draw.rect(screen, color,
                     ((vector.x - size / 2, vector.y - size / 2),
                      (size, size)))


res_x = 1024
res_y = 768
pygame.init()
screen = pygame.display.set_mode((res_x, res_y), pygame.FULLSCREEN)

sun = Vector2D(res_x / 2, res_y / 2)
position = Vector2D(res_x / 2, res_y / 4)
velocity = Vector2D(50, 0)
acceleration = Vector2D(0, 0)
delta_t = .1

running = True
while running:
    #update
    acceleration = sun - position
    acceleration.norm = 20
    velocity = velocity + acceleration * delta_t
    position = position + velocity * delta_t

    screen.fill(BLACK)
    draw(screen, position, color=BLUE)
 def calculate_head(self, theta):
     dx = math.cos(theta)
     dy = math.sin(theta)
     self.base = Vector2D(self.end.x - self.length * dx,
                          self.end.y - self.length * dy)
Exemple #26
0
    v = Vector(*data) / s
    for name, datum in zip(names, data):
        assert getattr(v, name) == datum / s


@mark.parametrize(("Vector", "data"),
                  ((Vector2D, (1, )), (Vector2D, (1, 2, 3)),
                   (Vector('abc'), (1, 2)), (Vector('abcde'), range(10))))
def test_constructor_should_raise_TypeError_on_wrong_number_of_args(
        Vector, data):
    with raises(TypeError):
        Vector(*data)


equality_data = ("l r result".split(),
                 ((Vector2D(1, 2), Vector2D(1, 2), True), (Vector2D(1, 2),
                                                           Vector2D(2,
                                                                    1), False),
                  (Vector3D(2, 3, 5), Vector3D(2, 3, 5),
                   True), (Vector3D(2, 3, 5), Vector3D(2, 3, 4), False),
                  (Vector('abcd')(9, 8, 7, 6), Vector('abcd')(9, 8, 7,
                                                              6), True)))


@mark.parametrize(*equality_data)
def test_vector_equality_operator_should_work(l, r, result):
    assert (l == r) == result


@mark.parametrize(*equality_data)
def test_vector_inequality_operator_should_work(l, r, result):
Exemple #27
0
    if 'win' in sys.platform:
        try:
            ctypes.windll.shcore.SetProcessDpiAwareness(1)
        except:
            pass

    disp_bg_color = (0, 0, 0)
    disp_w = 1500
    disp_h = 800

    canvas = pg.display.set_mode((disp_w, disp_h))
    canvas.fill(disp_bg_color)
    WIDTH = canvas.get_width()
    HEIGHT = canvas.get_height()
    target = Vector2D(WIDTH * 0.5, HEIGHT * 0.5)
    population = Population(canvas, 100, target)

    isGrabbed = False
    while True:
        # pg.time.wait(100)
        for event in pg.event.get():
            if event.type == pg.QUIT:
                pg.quit()
                sys.exit(1)
            if event.type == pg.MOUSEBUTTONDOWN:
                isGrabbed = True
                print(isGrabbed)
            if event.type == pg.MOUSEBUTTONUP:
                isGrabbed = False
                print(isGrabbed)
Exemple #28
0
 def fromVector(cls, direction, location=Vector2D(0, 0)):
     rc = direction.y / direction.x
     b = direction.x * location.y - direction.y * location.x
     return cls(rc, b)
Exemple #29
0
 def direction0(self):
     return Vector2D(x=-1, y=0)