Esempio n. 1
0
# test.py
from psWrapper import PyWrapperPointSet

wrapper = PyWrapperPointSet()
wrapper.go(10)
print wrapper.getPointsX()
print wrapper.getPointsY()
Esempio n. 2
0
def main():
    # Initialize the game engine
    pygame.init()

    # Define the colors we will use in RGB format
    black = [  0,  0,  0]
    white = [255,255,255]
    blue =  [  0,  0,255]
    green = [  0,255,  0]
    red =   [255,  0,  0]
    DARKGRAY  = ( 64,  64,  64)
    GRAY      = (128, 128, 128)
    LIGHTGRAY = (212, 208, 200)
    N = 30000
    whichNonLin1 = 0
    whichNonLin2 = 0
    whichNonLin3 = 0
    whichNonLin4 = 0
    whichNonLin5 = 0
    whichNonLin6 = 0
    whichNonLin7 = 0
    whichNonLin8 = 0
    whichNonLin9 = 0
    whichNonLin10 = 0
    whichNonLin11 = 0
    whichNonLin12 = 0
    numLin = 10

    colorInc = 3

    width = 800
    height = 600

    # Create a button
    buttonGo = pygbutton.PygButton((width-155, 60, 50, 25), 'Go')
    # Create a button to save image
    buttonSave = pygbutton.PygButton((width-95, 60, 50, 25), 'Save')

    # Create 12 buttons to control the type of non linear transformations to use
    button1 = pygbutton.PygButton((50, 60, 25, 25), '1')
    button2 = pygbutton.PygButton((100, 60, 25, 25), '2')
    button3 = pygbutton.PygButton((150, 60, 25, 25), '3')
    button4 = pygbutton.PygButton((200, 60, 25, 25), '4')
    button5 = pygbutton.PygButton((250, 60, 25, 25), '5')
    button6 = pygbutton.PygButton((300, 60, 25, 25), '6')
    button7 = pygbutton.PygButton((350, 60, 25, 25), '7')
    button8 = pygbutton.PygButton((400, 60, 25, 25), '8')
    button9 = pygbutton.PygButton((450, 60, 25, 25), '9')
    button10 = pygbutton.PygButton((500, 60, 25, 25), '10')
    button11 = pygbutton.PygButton((550, 60, 25, 25), '11')
    button12 = pygbutton.PygButton((600, 60, 25, 25), '12')



    # Define the colorCon : the function which controls the coloring behavior
    def linearStep(i):
        if i>1:
            y = 0
        elif i<0:
            y = 0
        elif i>=0.6667:
            y = 0   
        elif i<=0.3333:
            y = i*3
        else:
            y = (0.6667-i)*3
        return y

    def colorCon(i, colorCode):
        if colorCode==1:
            return (int)(linearStep(i)*255)
        elif colorCode==2:
            return (int)(linearStep(i-0.1667)*255)
        else:
            return (int)(linearStep(i-0.3333)*255)


    # Set the height and width of the screen
    size=[width,height]
    screen=pygame.display.set_mode(size)
     
    pygame.display.set_caption("M & T's flame fractal !")
     
    #Loop until the user clicks the close button.
    done=False
    clock = pygame.time.Clock()
    calculated = False
    wrapper = PyWrapperPointSet()


    while done==False:
     
        # This limits the while loop to a max of 10 times per second.
        # Leave this out and we will use all CPU we can.
        clock.tick()
         
        for event in pygame.event.get(): # User did something
            if event.type == pygame.QUIT: # If user clicked close
                done=True # Flag that we are done so we exit this loop
            
            # handle user input
            if event.type == KEYDOWN:
                # if the user presses escape, quit the event loop.
                if event.key == K_ESCAPE:
                    done=True

            if 'click' in buttonGo.handleEvent(event):
                prePointsXY = []
                wrapper.go(N, whichNonLin1, whichNonLin2,
                    whichNonLin3, whichNonLin4, whichNonLin5,
                    whichNonLin6, whichNonLin7, whichNonLin8,
                    whichNonLin9, whichNonLin10, whichNonLin11,
                    whichNonLin12, numLin)
                pointsX = wrapper.getPointsX()
                pointsY = wrapper.getPointsY()
                calculated = True
                length = len(pointsX)
                # print len(pointsX)
                for i in range(len(pointsX)):
                    prePointsXY.append( (pointsX[i]/4+0.5,pointsY[i]/4+0.5) )
                    # Count the number of points
                hitNumberXY = defaultdict(int)
                pointsXY = defaultdict(int)
                for (a,b) in prePointsXY:
                    for j in range(colorInc):
                        for k in range(colorInc):
                            hitNumberXY[((int)(a*width)+j,(int)(b*(height-100)+100+k))] +=1
                    pointsXY[((int)(a*width),(int)(b*(height-100)+100))] = 1
                print len(pointsXY.keys())
                maxHit = max(hitNumberXY.values())
                numberHits = range(maxHit)
                color = []
                for i in numberHits:
                    j = (float)((i+1)/(maxHit+1)/2+0.25)^0.5
                    color.append((colorCon(j,1),
                        colorCon(j,2),colorCon(j,3),j))

            if 'click' in buttonSave.handleEvent(event):
                clicktime = (list)(gmtime())
                clicktime = [str(i) for i in clicktime]
                pygame.image.save(screen, "%s.png" % ''.join(clicktime))
                

            # Controls the behavior of the 12 buttons on non linear trans
            if 'click' in button1.handleEvent(event):
                whichNonLin1 = 1 - whichNonLin1
                if whichNonLin1==1:
                    button1.bgcolor = GRAY
                else:
                    button1.bgcolor = LIGHTGRAY
            if 'click' in button2.handleEvent(event):
                whichNonLin2 = 1 - whichNonLin2
                if whichNonLin2==1:
                    button2.bgcolor = GRAY
                else:
                    button2.bgcolor = LIGHTGRAY
            if 'click' in button3.handleEvent(event):
                whichNonLin3 = 1 - whichNonLin3
                if whichNonLin3==1:
                    button3.bgcolor = GRAY
                else:
                    button3.bgcolor = LIGHTGRAY
            if 'click' in button4.handleEvent(event):
                whichNonLin4 = 1 - whichNonLin4
                if whichNonLin4==1:
                    button4.bgcolor = GRAY
                else:
                    button4.bgcolor = LIGHTGRAY
            if 'click' in button5.handleEvent(event):
                whichNonLin5 = 1 - whichNonLin5
                if whichNonLin5==1:
                    button5.bgcolor = GRAY
                else:
                    button5.bgcolor = LIGHTGRAY
            if 'click' in button6.handleEvent(event):
                whichNonLin6 = 1 - whichNonLin6
                if whichNonLin6==1:
                    button6.bgcolor = GRAY
                else:
                    button6.bgcolor = LIGHTGRAY
            if 'click' in button7.handleEvent(event):
                whichNonLin7 = 1 - whichNonLin7
                if whichNonLin7==1:
                    button7.bgcolor = GRAY
                else:
                    button7.bgcolor = LIGHTGRAY
            if 'click' in button8.handleEvent(event):
                whichNonLin8 = 1 - whichNonLin8
                if whichNonLin8==1:
                    button8.bgcolor = GRAY
                else:
                    button8.bgcolor = LIGHTGRAY
            if 'click' in button9.handleEvent(event):
                whichNonLin9 = 1 - whichNonLin9
                if whichNonLin9==1:
                    button9.bgcolor = GRAY
                else:
                    button9.bgcolor = LIGHTGRAY
            if 'click' in button10.handleEvent(event):
                whichNonLin10 = 1 - whichNonLin10
                if whichNonLin10==1:
                    button10.bgcolor = GRAY
                else:
                    button10.bgcolor = LIGHTGRAY
            if 'click' in button11.handleEvent(event):
                whichNonLin11 = 1 - whichNonLin11
                if whichNonLin11==1:
                    button11.bgcolor = GRAY
                else:
                    button11.bgcolor = LIGHTGRAY
            if 'click' in button12.handleEvent(event):
                whichNonLin12 = 1 - whichNonLin12
                if whichNonLin12==1:
                    button12.bgcolor = GRAY
                else:
                    button12.bgcolor = LIGHTGRAY

        # All drawing code happens after the for loop and but
        # inside the main while done==False loop.
         
        # Clear the screen and set the screen background
        screen.fill(black)
        buttonGo.draw(screen)
        buttonSave.draw(screen)
        button1.draw(screen)
        button2.draw(screen)
        button3.draw(screen)
        button4.draw(screen)
        button5.draw(screen)
        button6.draw(screen)
        button7.draw(screen)
        button8.draw(screen)
        button9.draw(screen)
        button10.draw(screen)
        button11.draw(screen)
        button12.draw(screen)

     
        if calculated:
            # # Draw points
            drawnPoints = 0
            for (a,b) in pointsXY.keys():
                drawnPoints +=1
                pygame.draw.rect(screen,color[hitNumberXY[(a,b)]-1],[a,b,1,1],1)
                if drawnPoints >50000:
                    break
            # for i in range(length):
            #     j = (float)(i)/length
            #     color = (colorCon(j,1),
            #         colorCon(j,2),colorCon(j,3))
            #     # print(color)
            #     pygame.draw.rect(screen,color,[(int)((pointsX[i]/4+0.5)*width),(int)((pointsY[i]/4+0.5)*height),2,2])
        # Select the font to use. Default font, 25 pt size.
        font = pygame.font.Font(None, 25)
     
        # Go ahead and update the screen with what we've drawn.
        # This MUST happen after all the other drawing commands.
        pygame.display.flip()
     
    # Be IDLE friendly
    pygame.quit ()