Esempio n. 1
0
MASS = 1.0
MAX_SPEED = 100 # pixels / second
MAX_FORCE = 200 # pixels / second^2
MAX_TURN_RATE = 100 # degrees / second
INIT_VEL = Vector2(100,0)


world = GameWorld(WIDTH,HEIGHT)


# main Vehicle
leader = Vehicle(world=world, \
                  center=(WIDTH*0.5,HEIGHT*0.5), \
                  mass=MASS, \
                  max_speed=MAX_SPEED, \
                  max_force=MAX_FORCE, \
                  max_turn_rate=MAX_TURN_RATE, \
                  vel= 0.5 * INIT_VEL,
                  color='purple')

follower = Vehicle(world=world, \
                  center=(WIDTH*0.5,HEIGHT*0.15), \
                  mass=MASS, \
                  max_speed=MAX_SPEED, \
                  max_force=MAX_FORCE, \
                  max_turn_rate=MAX_TURN_RATE, \
                  vel= INIT_VEL)


def start():    
    follower.offset_pursuit_on();
Esempio n. 2
0
HEIGHT = 600

MASS = 1.0
MAX_SPEED = 50  # pixels / second
MAX_FORCE = 500  # pixels / second^2
MAX_TURN_RATE = 50  # degrees / second
INIT_VEL = (20, 5)
BEHAVIOR = Behavior.WANDER

world = GameWorld(WIDTH, HEIGHT)

# main Vehicle
vehicle = Vehicle(world=world, \
                  center=(WIDTH*0.05,HEIGHT*0.5), \
                  mass=1.0, \
                  max_speed=MAX_SPEED, \
                  max_force=MAX_FORCE, \
                  max_turn_rate=MAX_TURN_RATE, \
                  vel=INIT_VEL)

#evade in this case
vehicle.toggle_behavior(BEHAVIOR)


def start():
    create_agents()
    world.create_obstacles()


def update(dt):
    world.update(dt)
Esempio n. 3
0
HEIGHT = 600

MASS = 1.0
MAX_SPEED = 100  # pixels / second
MAX_FORCE = 200  # pixels / second^2
MAX_TURN_RATE = 100  # degrees / second
INIT_VEL = (100, 0)
BEHAVIOR = Behavior.NONE

world = GameWorld(WIDTH, HEIGHT)

# main Vehicle
hunter = Vehicle(world=world, \
                  center=(WIDTH*0.5,HEIGHT*0.5), \
                  mass=MASS, \
                  max_speed=(MAX_SPEED * 0.5), \
                  max_force=MAX_FORCE, \
                  max_turn_rate=MAX_TURN_RATE, \
                  vel= (INIT_VEL[0]*0.05,0))

hider1 = Vehicle(world=world, \
                  center=(WIDTH*0.25,HEIGHT*0.25), \
                  mass=MASS, \
                  max_speed=MAX_SPEED, \
                  max_force=MAX_FORCE, \
                  max_turn_rate=MAX_TURN_RATE, \
                  boid = 'purple',
                  vel=INIT_VEL)


hider2 = Vehicle(world=world, \
MASS = 1.0
MAX_SPEED = 100 # pixels / second
MAX_FORCE = 200 # pixels / second^2
MAX_TURN_RATE = 100 # degrees / second
INIT_VEL = (100,0)


world = GameWorld(WIDTH,HEIGHT)


# main Vehicle
vehicle = Vehicle(world=world, \
                  center=(WIDTH*0.5,HEIGHT*0.5), \
                  mass=MASS, \
                  max_speed=MAX_SPEED, \
                  max_force=MAX_FORCE, \
                  max_turn_rate=MAX_TURN_RATE, \
                  vel= INIT_VEL)


def start():
    world.add_agent(vehicle)

    vehicle.path = Path.create_random_path(10,(20,20),(760,500))
    vehicle.path_follow_on(); 
    
    world.display_flags_off()
    world.view_keys = True
    world.show_steering_force = True
    world.show_path = True
HEIGHT = 600

MASS = 1.0
MAX_SPEED = 100  # pixels / second
MAX_FORCE = 1000  # pixels / second^2
MAX_TURN_RATE = 100  # degrees / second
INIT_VEL = Vector2(100, 0)
FLOCK_SIZE = 10

world = GameWorld(WIDTH, HEIGHT)

# main Vehicle
leader = Vehicle(world=world, \
                  center=(WIDTH*0.5,HEIGHT*0.5), \
                  mass=MASS, \
                  max_speed=MAX_SPEED, \
                  max_force=MAX_FORCE, \
                  max_turn_rate=MAX_TURN_RATE, \
                  vel= 0.5 * INIT_VEL,
                  color='red')

flock = []
for i in range(FLOCK_SIZE):
    vel = Vector2(1, )
    vel.rotate_ip(random.randint(0, 359))
    vel *= random.randint(20, 30)

    v = Vehicle(world=world, \
                  center=(WIDTH*0.5 + random.randint(-30,30), HEIGHT*0.6), \
                  mass=MASS, \
                  max_speed=MAX_SPEED, \
                  max_force=MAX_FORCE, \