Exemple #1
0
 def __init__(self, location, mass, color):
     self.location = location
     self.mass = mass
     self.color = color
     self.velocity = Vec2d(0, 0)
     self.acceleration = Vec2d(0, 0)
     self.topspeed = 9
Exemple #2
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    def __init__(self):
        self.d = Vec2d()
        self.p = Vec2d(random.randint(20, 500), random.randint(20, 460))
        self.hit = 0
        self.mass = random.randint(4, 18)
        self.hue = random.randint(0, 360)

        r, g, b = hsvRgb(self.hue, 0.7, 0.5)
        self.color = Color(r, g, b)
Exemple #3
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    def find_target(self):
        if self.eaten:
            self.targetrow = 16
            self.targetcol = 14
        elif self.type == 'b':
            self.targetrow = self.p_man.row
            self.targetcol = self.p_man.col
            if len(self.maze.dots.sprites()) < 131 >= 65 and self.blinky_lvl == 0:
                self.speed *= 0.95
                self.blinky_lvl = 1
            elif len(self.maze.dots.sprites()) < 65 and self.blinky_lvl == 1:
                self.speed *= 0.95
                self.blinky_lvl = 2
        elif self.type == 'p':
            if self.p_man.dir == 'up':
                self.targetrow = self.p_man.row - 4
                self.targetcol = self.p_man.col
            elif self.p_man.dir == 'down':
                self.targetrow = self.p_man.row + 4
                self.targetcol = self.p_man.col
            elif self.p_man.dir == 'left':
                self.targetcol = self.p_man.col - 4
                self.targetrow = self.p_man.row
            elif self.p_man.dir == 'right':
                self.targetcol = self.p_man.col + 4
                self.targetrow = self.p_man.row
            print(str(self.targetcol) + ' ' + str(self.targetrow))
        elif self.type == 'i':
            p_vec = Vec2d(self.p_man.col, self.p_man.row)
            if self.p_man.dir == 'up':
                p_vec.x -= 2
            elif self.p_man.dir == 'down':
                p_vec += 2
            elif self.p_man.dir == 'right':
                p_vec.x += 2
            elif self.p_man.dir == 'left':
                p_vec.x -= 2
            b_vec = Vec2d(self.blinky.col, self.blinky.row)

            col_vec = p_vec - b_vec
            col_vec *= 2
            r_vec = b_vec + col_vec
            self.targetcol = r_vec.x
            self.targetrow = r_vec.y
        elif self.type == 'c':
            p_vec = Vec2d(self.p_man.col, self.p_man.row)
            c_vec = Vec2d(self.col, self.row)

            dist = c_vec.get_distance(p_vec)

            if dist > 8:
                self.targetrow = self.p_man.row
                self.targetcol = self.p_man.col
            else:
                self.targetcol = 0
                self.targetrow = 30
Exemple #4
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    def __init__(self):
        self.d = Vec2d()
        self.p = Vec2d(random.randint(20, 140), random.randint(20, 100))
        self.hit = 0
        self.mass = random.randint(4, 18)

        r, g, b = hsvRgb(self.mass * 20, 0.7, 0.5)
        self.color = Color(r, g, b)
        r, g, b = hsvRgb(self.mass * 20, 0.5, 0.9)
        self.color2 = Color(r, g, b)
        r, g, b = hsvRgb(self.mass * 20, 0.8, 0.7)
        self.color3 = Color(r, g, b)
Exemple #5
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 def move(self, cars):
     for car in cars:
         start = time.time()
         oldDir = Vec2d(car.dir.x, car.dir.y)
         oldPos = Vec2d(car.pos.x, car.pos.y)
         car.update()
         newPos = car.getPos()
         newDir = car.getDir()
         deltaPos = newPos - oldPos
         deltaAngle = oldDir.get_angle_between(newDir)
         self.updateTime += time.time() - start
         if Const.SHOW_CARS or car.isJunior():
             self.moveCarDisplay(car, deltaPos, deltaAngle)
         
         if self.isLearning:
             self.learner.noteCarMove(oldPos, newPos)
 def heartbeat(self):
     oldDir = Vec2d(self.junior.dir.x, self.junior.dir.y)
     oldPos = Vec2d(self.junior.pos.x, self.junior.pos.y)
     quitAction = self.junior.action()
     carProb = self.model.getProbCar()
     if carProb and Const.AUTO:
         agentGraph = self.model.getJuniorGraph()
         self.junior.autonomousAction(carProb, agentGraph)
     if quitAction:
         self.quit = True
         return
     self.junior.update()
     self.collision = self.model.checkCollision(self.junior)
     self.victory = self.model.checkVictory()
     newPos = self.junior.getPos()
     newDir = self.junior.getDir()
     deltaPos = newPos - oldPos
     deltaAngle = oldDir.get_angle_between(newDir)
     Display.move(self.junior, deltaPos)
     Display.rotate(self.junior, deltaAngle)
Exemple #7
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    def update(self, mouse_x, mouse_y):
        mouse_loc = Vec2d(mouse_x, mouse_y)
        dir = mouse_loc - self.location
        dir = dir.normalized()
        dir *= 0.5

        self.acceleration = dir
        self.velocity += self.acceleration

        if self.velocity.length > self.topspeed:
            self.velocity.length = self.topspeed

        self.location += self.velocity
Exemple #8
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    def __init__(self, init_pos, init_dir, color=colors.g, size=500):
        pygame.sprite.Sprite.__init__(self)
        self._image = pygame.Surface((500, 500))
        self._image.fill((0, 0, 0))
        self._image.set_colorkey((0, 0, 0))
        self.ta = (250, 100)
        self.tb = (50, 300)
        self.tc = (450, 300)

        pygame.draw.polygon(self._image, color, [self.ta, self.tb, self.tc],
                            40)

        if size:
            scale = 500. / size

            scaled_im = pygame.transform.smoothscale(self._image, (size, size))
            self._image = scaled_im

            self.ta = (250 / scale, 100 / scale)
            self.tb = (50 / scale, 300 / scale)
            self.tc = (450 / scale, 300 / scale)
            self.te = (250 / scale, 380 / scale)
            self.tt = (100 / scale, 200 / scale)

        self.pos = Vec2d(init_pos)
        # movement direction
        self.dir = Vec2d(init_dir).normalized()
        # we are we heading
        self.heading = Vec2d(init_dir).normalized()

        self.speed = 0.
        self.force = 0.

        self.rect = self._image.get_rect()
        self.rect.center = init_pos

        self.render_rotation()
        self.rotate_points(self.heading.angle - 90)
Exemple #9
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    def __init__(self, init_pos, init_dir, color=colors.g, size=500):
        pygame.sprite.Sprite.__init__(self)
        self._image = pygame.Surface((500, 500))
        self._image.fill((0, 0, 0))
        self._image.set_colorkey((0, 0, 0))
        self._image.set_alpha(66)
        self.ta = (250, 100)
        self.tb = (50, 300)
        self.tc = (450, 300)

        pygame.draw.polygon(self._image, color, [self.ta, self.tb, self.tc],
                            40)

        if size:
            scale = 500. / size
            key = "" + str(color) + str(scale)
            if key in Particle.cache:
                scaled_im = Particle.cache[key]
            else:
                scaled_im = pygame.transform.smoothscale(
                    self._image, (size, size))
                Particle.cache[key] = scaled_im

            self._image = scaled_im

        self.pos = Vec2d(init_pos)
        # movement direction
        self.dir = Vec2d(init_dir).normalized()
        # we are we heading
        self.heading = Vec2d(init_dir).normalized()

        self.speed = 0.1
        self.force = 0.1

        self.rect = self._image.get_rect()
        self.rect.center = init_pos

        self.render_rotation()
Exemple #10
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def doHit(b1, b2):
    a = b1.d
    b = b2.d
    s1 = b1.p
    s2 = b2.p
    impact = b - a
    impulse = (s2 - s1).norm()
    adb = math.atan2(impulse.y, impulse.x)
    impactspeed = impact * impulse
    q = math.sqrt(abs(impactspeed) * b1.mass * b2.mass) * cmp(impactspeed, 0)
    impulse *= q
    b1.d = a + impulse / b1.mass
    b2.d = b - impulse / b2.mass

    # Keep 'erroff.
    s = 21
    b2.p = b1.p + Vec2d(s * math.cos(adb), s * math.sin(adb))
Exemple #11
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    def update(self, time_passed):
        self.render_rotation()

        self.speed *= 0.999

        d = Vec2d(self.dir.x * self.speed, self.dir.y * self.speed)
        #-self.dir.x * self.speed * time_passed,
        #self.dir.y * self.speed * time_passed)

        self.pos.x += d.x
        self.pos.y -= d.y
        self.rect.centerx = self.pos.x
        self.rect.centery = self.pos.y

        a = math.radians(self.heading.angle)
        d.x += math.cos(a) * self.force
        d.y += math.sin(a) * self.force

        self.speed = min(3, d.length)
        self.dir.angle = math.degrees(math.atan2(d.y, d.x))

        super(Ship, self).update()
Exemple #12
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                    show_help = not show_help
                if event.key == pygame.K_KP_MULTIPLY:
                    speed *= 2
                if event.key == pygame.K_KP_DIVIDE:
                    speed /= 2
                if event.key == pygame.K_KP_MINUS:
                    knots[current_knot].addition_points -= 1
                if event.key in range(48, 59):  # event.key is number
                    knots[current_knot].color = pygame.Color("white")
                    current_knot = event.key - 48
                if event.key == pygame.K_DELETE:
                    knots[current_knot].remove_point()

            if event.type == pygame.MOUSEBUTTONDOWN:
                knots[current_knot].add_point(
                    Vec2d(*event.pos),
                    Vec2d(random.random() * 2,
                          random.random() * 2))

        gameDisplay.fill((0, 0, 0))
        hue = (hue + 1) % 360
        knots[current_knot].color.hsla = (hue, 100, 50, 100)
        for k in knots:
            k.draw_points(gameDisplay, 'line')

            if not pause:
                k.set_points(*SCREEN_DIM, speed)
        if show_help:
            draw_help(knots, current_knot)

        pygame.display.flip()
Exemple #13
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GRAY_50 = (33, 33, 33, 50)
RED_50 = (255, 0, 0, 50)
GREEN_50 = (0, 255, 0, 50)
BLUE_50 = (0, 0, 255, 50)

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)

NUM_MOVERS = 50

movers = []
for _ in range(NUM_MOVERS):
    #random_color = random.choice([GRAY_50, RED_50, GREEN_50, BLUE_50])
    random_color = GRAY_50
    random_location = Vec2d(random.randint(0, WIDTH), random.randint(0, HEIGHT))
    random_mass = random.uniform(0.5, 4)
    movers.append(Mover(random_location, random_mass, random_color))

pygame.init()

FPS = 60

fpsClock = pygame.time.Clock()

screen = pygame.display.set_mode((WIDTH, HEIGHT), 0, 32)

pygame.display.set_caption('Bouncing Balls with Force')

while True:
    screen.fill(WHITE)
Exemple #14
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 def __init__(self):
     self.location = Vec2d(random.randint(0, WIDTH),
                           random.randint(0, HEIGHT))
     self.velocity = Vec2d(0, 0)
     self.topspeed = 9
Exemple #15
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from pygame.locals import *
from sys import exit
from vector import Vec2d

background_image = '../image/sushiplate.jpg'
sprite_image = '../image/fugu.png'

pygame.init()

screen = pygame.display.set_mode((640, 480), 0, 32)
background = pygame.image.load(background_image).convert()
sprite = pygame.image.load(sprite_image)

clock = pygame.time.Clock()

position = Vec2d(100, 100)
heading = Vec2d((0, 0))

while True:
    for event in pygame.event.get():
        if event.type == QUIT:
            exit()

    screen.blit(background, (0, 0))
    screen.blit(sprite, position)

    time_passed = clock.tick(30)
    time_passed_seconds = time_passed / 1000

    # 在参数前面加*意味着把列表或元组展开
    destination = Vec2d(
Exemple #16
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import pygame
from pygame.locals import *
from sys import exit
from vector import Vec2d
from math import *

background_image = '../image/sushiplate.jpg'
sprite_image = '../image/fugu.png'

pygame.init()

screen = pygame.display.set_mode((640, 480), 0, 32)
background = pygame.image.load(background_image).convert()
sprite = pygame.image.load(sprite_image)
clock = pygame.time.Clock()
sprite_pos = Vec2d(200, 150)
sprite_speed = 300
sprite_rotation = 0
sprite_rotation_speed = 360

while True:
    for event in pygame.event.get():
        if event.type == QUIT:
            exit()
    pressed_keys = pygame.key.get_pressed()
    rotation_direction = 0
    movement_direction = 0

    # 更改角度
    if pressed_keys[K_LEFT]:
        rotation_direction = +1
Exemple #17
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pygame.display.set_caption('Fluid Resistance')

GRAY_50 = (33, 33, 33, 50)
AQUA = (0, 255, 255)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)

liquid = Liquid(0, HEIGHT / 2, WIDTH, HEIGHT / 2, 0.1)

NUM_MOVERS = 25

movers = []
for _ in range(NUM_MOVERS):
    color = GRAY_50
    random_location = Vec2d(random.randint(0, WIDTH),
                            random.randint(0, HEIGHT / 20))
    random_mass = random.uniform(0.5, 4)
    movers.append(Mover(random_location, random_mass, color))

while True:
    screen.fill(WHITE)
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()

    liquid.display()

    for mover in movers:

        if mover.is_inside(liquid):
Exemple #18
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    def update(self, move):
        for explosion in self.explosions:
            if (pygame.time.get_ticks() - explosion.time_start) >= 100:
                self.explosions.remove(explosion)
        if not self.awake:
            if self.type == 'p':
                if pygame.time.get_ticks() - self.start_time > 2500:
                    self.leave_house()
            elif self.type == 'i':
                if len(self.maze.dots.sprites()) <= 202:
                    self.leave_house()
            elif self.type == 'c':
                if len(self.maze.dots.sprites()) <= 154:
                    self.leave_house()
            else:
                self.leave_house()
            if pygame.time.get_ticks() - self.timer >= self.speed:
                self.animate()
                self.timer = pygame.time.get_ticks()
        if self.eaten:
            self.speed = 100
            if self.row == 16 and self.col == 14:

                self.awake = False

        if pygame.time.get_ticks() - self.timer >= self.speed and self.awake:
            if move:
                self.col = self.nextcol
                self.row = self.nextrow
                self.dir = self.nextdir

            next_space = {}
            if self.dir == 'up':
                next_space = {'row': self.row - 1, 'col': self.col}
            elif self.dir == 'left':
                if self.col == 0 and self.row == 16:
                    next_space = {'row': self.row, 'col': 27}
                else:
                    next_space = {'row': self.row, 'col': self.col - 1}
            elif self.dir == 'down':
                next_space = {'row': self.row + 1, 'col': self.col}
            elif self.dir == 'right':
                if self.col == 27 and self.row == 16:
                    next_space = {'row': self.row, 'col': 0}
                else:
                    next_space = {'row': self.row, 'col': self.col + 1}

            adj_spaces = [{'row': next_space['row'] - 1, 'col': next_space['col'], 'dir': 'up'},
                          {'row': next_space['row'], 'col': next_space['col'] - 1, 'dir': 'left'},
                          {'row': next_space['row'] + 1, 'col': next_space['col'], 'dir': 'down'},
                          {'row': next_space['row'], 'col': next_space['col'] + 1, 'dir': 'right'}]
            behind = ''
            options = []
            if self.dir == 'left':
                behind = 'right'
            elif self.dir == 'right':
                behind = 'left'
            elif self.dir == 'up':
                behind = 'down'
            elif self.dir == 'down':
                behind = 'up'

            for space in adj_spaces:
                if space['dir'] == behind:
                    continue
                temp = self.maze.rows[space['row']]
                val = temp[space['col']]
                if val not in self.walls:
                    options.append(space)
                if self.eaten and val == 'S':
                    options.append(space)
                if len(options) > 1:
                    self.update_target()

                target = Vec2d(self.targetcol, self.targetrow)
                min_distance = 28*36
                for o in options:
                    opt_vec = Vec2d(o['col'], o['row'])
                    o['dist'] = opt_vec.get_distance(Vec2d(target))
                    if o['dist'] < min_distance:
                        self.nextdir = o['dir']
                        min_distance = o['dist']
                self.nextrow = next_space['row']
                self.nextcol = next_space['col']
                self.animate()

            self.timer = pygame.time.get_ticks()

            self.im.blitme()
screen = pygame.display.set_mode((WIDTH, HEIGHT), 0, 32)

pygame.display.set_caption('Mover and Attractor')

GRAY_50 = (33, 33, 33, 50)
AQUA = (0, 255, 255)
ORANGE = (255, 191, 0)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)

NUM_MOVERS = 10

movers = []
for _ in range(NUM_MOVERS):
    color = GRAY_50
    random_location = Vec2d(random.randint(0, WIDTH),
                            random.randint(0, HEIGHT))
    random_mass = random.uniform(1, 4)
    movers.append(Mover(random_location, random_mass, color))

attractor = Attractor(ORANGE)

while True:
    screen.fill(WHITE)
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()

    attractor.display()

    for mover in movers:
 def __init__(self, color):
     super().__init__()
     self.location = Vec2d(WIDTH / 2, HEIGHT / 2)
     self.mass = 40
     self.G = 0.2
     self.color = color
Exemple #21
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balls = []
nballs = 25
for i in range(nballs):
    balls.append(Ball())
lmx = 0
lmy = 0
mx = 0
my = 0
frames = fps = 0
t = time.time()
while not keyPressed():
    screen.clear()
    lmx, lmy = mx, my
    mx, my, mb = mouseX(), mouseY(), mouseB()
    mdx, mdy = mx - lmx, my - lmy
    balls[0].d += Vec2d(mdx * 0.3, mdy * 0.3)
    hits = []
    for b in balls:
        b.hit = 0
    for nb, b in enumerate(balls):
        b.update()
        for d in balls:
            if d != b:
                ds = b.p.dist(d.p)
                if ds <= 20:
                    hits.append((b.p.tup(), d.p.tup()))
                    b.hit = 1
                    d.hit = 1
                    doHit(b, d)
                doForce(b, d)
        if 0:
Exemple #22
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GRAY_50 = (33, 33, 33, 50)
RED_50 = (255, 0, 0, 50)
GREEN_50 = (0, 255, 0, 50)
BLUE_50 = (0, 0, 255, 50)

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)

NUM_MOVERS = 10

movers = []
for _ in range(NUM_MOVERS):
    #random_color = random.choice([GRAY_50, RED_50, GREEN_50, BLUE_50])
    random_color = GRAY_50
    random_location = Vec2d(random.randint(0, WIDTH),
                            random.randint(0, HEIGHT))
    random_mass = random.uniform(0.5, 4)
    movers.append(Mover(random_location, random_mass, random_color))

pygame.init()

FPS = 60

fpsClock = pygame.time.Clock()

screen = pygame.display.set_mode((WIDTH, HEIGHT), 0, 32)

pygame.display.set_caption('Bouncing Balls with Friction')

while True:
    screen.fill(WHITE)
Exemple #23
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                if event.key == pygame.K_F1:
                    show_help = not show_help
                if event.key == pygame.K_KP_MULTIPLY:
                    speed *= 2
                if event.key == pygame.K_KP_DIVIDE:
                    speed /= 2
                if event.key == pygame.K_KP_MINUS:
                    knots[current_knot].addition_points -= 1
                if event.key in range(48, 59):  # event.key is number
                    knots[current_knot].color = pygame.Color("white")
                    current_knot = event.key - 48
                if event.key == pygame.K_DELETE:
                    knots[current_knot].remove_point()

            if event.type == pygame.MOUSEBUTTONDOWN:
                knots[current_knot].add_point(Vec2d(*event.pos), Vec2d(
                    random.random() * 2, random.random() * 2))

        gameDisplay.fill((0, 0, 0))
        hue = (hue + 1) % 360
        knots[current_knot].color.hsla = (hue, 100, 50, 100)
        for k in knots:
            k.draw_points(gameDisplay, 'line')

            if not pause:
                k.set_points(*SCREEN_DIM, speed)
        if show_help:
            draw_help(knots, current_knot)

        pygame.display.flip()
Exemple #24
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balls = []
nballs = 15
for i in range(nballs):
    balls.append(Ball())
lmx = 0
lmy = 0
mx = 0
my = 0
frames = fps = 0
t = time.time()
while not keyPressed():
    pg.fillRect(0, 0, 320, 240, 0x004400)
    lmx, lmy = mx, my
    mx, my, mb = mouseX(), mouseY(), mouseB()
    mdx, mdy = mx - lmx, my - lmy
    balls[0].d += Vec2d(mdx * 0.3, mdy * 0.3)
    hits = []
    for b in balls:
        b.hit = 0
    for nb, b in enumerate(balls):
        b.update()
        for d in balls:
            if d != b:
                ds = b.p.dist(d.p)
                if ds <= 40:
                    hits.append((b.p.tup(), d.p.tup()))
                    b.hit = 1
                    d.hit = 1
                    doHit(b, d)
        b.draw(pg, nb == 0)
    for a, b in hits:
Exemple #25
0
def doForce(b1, b2):
    h = abs(b1.hue - b2.hue) / 360.0 * -0.00001
    vec = Vec2d((b1.p.x - b2.p.x) * h, (b1.p.y - b2.p.y) * h)
    b1.d = b1.d + vec
Exemple #26
0
import pygame
from pygame.locals import *
from sys import exit
from vector import Vec2d


background_image = '../image/sushiplate.jpg'
sprite_image = '../image/fugu.png'

pygame.init()

screen = pygame.display.set_mode((640, 480), 0, 32)
background = pygame.image.load(background_image).convert()
sprite = pygame.image.load(sprite_image)
clock = pygame.time.Clock()
sprite_pos = Vec2d(200, 150)
sprite_speed = 300

while True:
    for event in pygame.event.get():
        if event.type == QUIT:
            exit()

    pressed_keys = pygame.key.get_pressed()
    key_direction = Vec2d(0, 0)
    if pressed_keys[K_LEFT]:
        key_direction.x = -1
    elif pressed_keys[K_RIGHT]:
        key_direction.x = +1
    if pressed_keys[K_UP]:
        key_direction.y = -1