def populate(): # define zulus for i in range(1, 2000): x = random.uniform(1, 1280) y = random.uniform(1, 800) shp = Rect(20, 20) pos = [x, y, 0.0] r = random.uniform(0, 1.0) g = random.uniform(0, 1.0) b = random.uniform(0, 1.0) a = random.uniform(0, 1.0) col = [r, g, b, a] z = Zulu(shp, pos, col) #Define as many rules as necessary vx = random.uniform(-120, 120) vy = random.uniform(-80, 80) r1 = Slide(vx, vy) # append zulus to rules r1.add(z) for i in range(1, 100): x = random.uniform(1, 1200) y = random.uniform(1, 800) shp = Rect(20, 20) pos = [x, y, 0.0] r = random.uniform(0, 1.0) g = random.uniform(0, 1.0) b = random.uniform(0, 1.0) a = random.uniform(0, 1.0) col = [r, g, b, a] z = Zulu(shp, pos, col)
def populate(): # define zulus for i in range (1,2000): x=random.uniform(1,1280) y=random.uniform(1,800) shp=Rect(20,20) pos=[x,y,0.0] r=random.uniform(0,1.0) g=random.uniform(0,1.0) b=random.uniform(0,1.0) a=random.uniform(0,1.0) col=[r,g,b,a] z= Zulu(shp,pos,col) #Define as many rules as necessary vx=random.uniform(-120,120) vy=random.uniform(-80,80) r1=Slide(vx,vy) # append zulus to rules r1.add(z) for i in range (1,100): x=random.uniform(1,1200) y=random.uniform(1,800) shp=Rect(20,20) pos=[x,y,0.0] r=random.uniform(0,1.0) g=random.uniform(0,1.0) b=random.uniform(0,1.0) a=random.uniform(0,1.0) col=[r,g,b,a] z= Zulu(shp,pos,col)
def populate(): # define zulus for i in range (1,160): x=random.uniform(1,1280) y=random.uniform(1,800) shp=Rect(2,2) pos=[x,y,0.0] a=0 # angle r=random.uniform(0,1.0) g=random.uniform(0,1.0) b=random.uniform(0,1.0) a=random.uniform(0,1.0) col=[r,g,b,a] z= Zulu(shp,pos,a,col) #Define as many rules as necessary r1=Slide((random.uniform(-120,120),random.uniform(-80,80))) # append zulus to rules r1.add(z) for i in range (1,160): x=random.uniform(1,1200) y=random.uniform(1,800) shp=Rect(20,20) pos=[x,y,0.0] a=0 # angle r=random.uniform(0,1.0) g=random.uniform(0,1.0) b=random.uniform(0,1.0) a=random.uniform(0,1.0) col=[r,g,b,a] z= Zulu(shp,pos,a,col)
def populate(): # define zulus for i in range(1, 160): x = random.uniform(1, 1280) y = random.uniform(1, 800) shp = Rect(2, 2) pos = [x, y, 0.0] a = 0 # angle r = random.uniform(0, 1.0) g = random.uniform(0, 1.0) b = random.uniform(0, 1.0) a = random.uniform(0, 1.0) col = [r, g, b, a] z = Zulu(shp, pos, a, col) #Define as many rules as necessary r1 = Slide((random.uniform(-120, 120), random.uniform(-80, 80))) # append zulus to rules r1.add(z) for i in range(1, 160): x = random.uniform(1, 1200) y = random.uniform(1, 800) shp = Rect(20, 20) pos = [x, y, 0.0] a = 0 # angle r = random.uniform(0, 1.0) g = random.uniform(0, 1.0) b = random.uniform(0, 1.0) a = random.uniform(0, 1.0) col = [r, g, b, a] z = Zulu(shp, pos, a, col)
def populate(): # define zulus z1 = Zulu() z1.shape=Rect(100,100) z1.centroid=[0,0,0] z1.color=[123,3,212] # Define as many rules as necessary, append zulus to rules r1=Slide(27,0) r1.apply_to(z1) r2=Bounce(land.boundaries) r2.apply_to(z1)
def populate(): # define zulus z1 = Zulu() z1.shape = Rect(100, 100) z1.centroid = [0, 0, 0] z1.color = [123, 3, 212] # Define as many rules as necessary, append zulus to rules r1 = Slide(27, 0) r1.apply_to(z1) r2 = Bounce(land.boundaries) r2.apply_to(z1)
def definitions(): # # define zulus #for i in range (1,160): #x=random.uniform(1,1280) #y=random.uniform(1,800) #body=Rect(20,20) #anchor=[x,y,0.0] #angle=0 # angle #r=random.uniform(0,1.0) #g=random.uniform(0,1.0) #b=random.uniform(0,1.0) #a=random.uniform(0,1.0) #color=[r,g,b,a] #z= Zulu(body,anchor,angle,color) ##Define as many rules as necessary #r1=Slide((random.uniform(-120,120),random.uniform(-80,80))) ## append zulus to rules #r1.add(z) #for i in range (1,160): #x=random.uniform(1,1200) #y=random.uniform(1,800) #shp=Rect(20,20) #pos=[x,y,0.0] #a=0 # angle #r=random.uniform(0,1.0) #g=random.uniform(0,1.0) #b=random.uniform(0,1.0) #a=random.uniform(0,1.0) #col=[r,g,b,a] #z= Zulu(shp,pos,a,col) egg_white = [ -10, -25, -20, -15, +10, -25, -20, +15, +20, -15, -10, +25, +20, +15, +10, +25, ] egg_yellow = [ -10, -10, -10, +10, +10, -10, +10, +10, ] sh = Body([ Prim(egg_white, Color.white).offset(+200, +105), Prim(egg_yellow, Color.orange).offset(+300, +200), Rect(100,100,120,200, Color.red).offset(100,200), Rect(100,100,120,200, Color.red).rotate(10).offset(200,600) ]) toto= Zulu(body=sh) rule1=Slide((random.uniform(-12,12),random.uniform(-8,8))) engine.ruleset.add(rule1,toto)
def populate(): # define zulus for i in range (1,2000): print i z= Zulu() x=random.randint(1,1200) y=random.randint(1,800) z.shape=Rect(20,20) z.position=[x,y] vx=random.randint(-120,120) vy=random.randint(-80,80) #Define as many rules as necessary r1=Slide(vx,vy) # append zulus to rules r1.add(z)
def populate(): # define zulus for i in range(1, 2000): print i z = Zulu() x = random.randint(1, 1200) y = random.randint(1, 800) z.shape = Rect(20, 20) z.position = [x, y] vx = random.randint(-120, 120) vy = random.randint(-80, 80) #Define as many rules as necessary r1 = Slide(vx, vy) # append zulus to rules r1.add(z)
show(k1, k2, k3, k4, k5, k6, k7, k8, s1, s2) #star=Composite(k1,k2,k3,k4,k5,k6,k7,k8,s1,s2) #mickey=Composite(k1,k2,k3,k4,k5,k6,k7,k8, peg=Peg(100,-100,45)) #show(star) #show(mickey) #--- COLLECT ------------------------------------------------------------------ ''' shapes are added to GROUPS i.e. an ordered? list of stuff and any attributes can be added to groups as well as shapes ''' s1.vel = Vel(W, 0, 0) s2.vel = Vel(0, V, 0) #Actor('c2', cshapes='pac', peg=dk) # possibly give either 2 or 3 coord or peg TODO #--- RULES -------------------------------------------------------------------- ''' ordrered list of rules. syntax : Rule(rule name, Actor(s)=target shape(s), named rule args=value) ''' sl = Slide(s1, s2) bnc = Bounce(s1, s2, rect=SCREEN) # add broadcast = True TODO #Cycle_Color(s1, s2, color_list=kapla_colors, period=2) bnc.start() sl.start() # voir décorateurs pour conditional rules et broadcast rules TODO #------------------------------------------------------------------------------
''' Actor('b1', shape='b1') Actor('k1', shape='k1') Actor('k2', shape='k2') Actor('k3', shape='k3') Actor('k4', shape='k4') Actor('k5', shape='k5') Actor('k6', shape='k6') Actor('k7', shape='k7') Actor('k8', shape='k8') Actor('s1', shape='s1', vel=Vel(V, 0, 0)) Actor('s2', shape='s2', vel=Vel(0, V, 0)) #Actor('c2', cshapes='pac', peg=dk) # possibly give either 2 or 3 coord or peg TODO #--- RULES -------------------------------------------------------------------- ''' ordrered list of rules. syntax : Rule(rule name, Actor(s)=target shape(s), named rule args=value) ''' Slide('slide_h', actors=('s2', )) Slide('slide_v', actors=('s1', )) Bounce('screen_bounce', actors=('s1', 's2'), rect=SCREEN) # broadcast = True TODO Cycle_Color('cycle', actors=('s1', 's2'), color_list=kapla_colors, period=2) # voir décorateurs pour conditional rules et broadcast rules #------------------------------------------------------------------------------
show(k1,k2,k3,k4,k5,k6,k7,k8,s1,s2) #star=Composite(k1,k2,k3,k4,k5,k6,k7,k8,s1,s2) #mickey=Composite(k1,k2,k3,k4,k5,k6,k7,k8, peg=Peg(100,-100,45)) #show(star) #show(mickey) #--- COLLECT ------------------------------------------------------------------ ''' shapes are added to GROUPS i.e. an ordered? list of stuff and any attributes can be added to groups as well as shapes ''' s1.vel=Vel(W,0,0) s2.vel=Vel(0,V,0) #Actor('c2', cshapes='pac', peg=dk) # possibly give either 2 or 3 coord or peg TODO #--- RULES -------------------------------------------------------------------- ''' ordrered list of rules. syntax : Rule(rule name, Actor(s)=target shape(s), named rule args=value) ''' sl=Slide(s1, s2) bnc=Bounce(s1, s2, rect=SCREEN) # add broadcast = True TODO #Cycle_Color(s1, s2, color_list=kapla_colors, period=2) bnc.start() sl.start() # voir décorateurs pour conditional rules et broadcast rules TODO #------------------------------------------------------------------------------