def gameEnv():
    count = 0
    targetBall = physics.Vector2D([WIN_WIDTH/2,WIN_HEIGHT/2])
    hunter = myHunterParticle([100,100],mass=50,radius=10,color=red)
    hunter2 = myHunterParticle([100,100],mass=50,radius=5,color=tomato)
    # targetBall = myTarget([WIN_WIDTH/2,WIN_HEIGHT/2],20,100,black)
    thisswarm = createSwarm(50,targetBall,green,particle_size=5,particle_mass=50)
    # enemyswarm = createSwarm(10,thisswarm.collection[0],tomato,particle_size=5,particle_mass=50)
    # thisswarm.addHunters(enemyswarm.collection)
    thisswarm.addHunters([hunter,hunter2])
    hunter.addTarget(thisswarm.collection[0])
    hunter2.addTarget(thisswarm.collection[0])
    particles = thisswarm.collection + [hunter,hunter2]

    gameDisplay = pygame.display.set_mode((WIN_WIDTH,WIN_HEIGHT))
    myscene = list(combinations(particles,2))

    hunter.enableBoundary(UniversalBoundary)
    hunter2.enableBoundary(UniversalBoundary)
    # targetBall.enableBoundary(UniversalBoundary)
    thisswarm.enableBoundary(UniversalBoundary)
    # enemyswarm.enableBoundary(UniversalBoundary)
    while True:
        clock.tick(FPS)
        # Give Particles Life
        hunter.addTarget(thisswarm.collection[0])
        hunter2.addTarget(thisswarm.collection[1])
        
        thisswarm.move()
        hunter.move()
        hunter2.move()
        # targetBall.move()
        # enemyswarm.move()

        # Draw Simulation
        gameDisplay.fill(white) 

        # targetBall.draw(gameDisplay) 
        thisswarm.drawSwarm(gameDisplay)
        hunter.draw(gameDisplay)
        hunter2.draw(gameDisplay)
        # enemyswarm.drawSwarm(gameDisplay)          
        pygame.display.update()
        singleScene(myscene)

        if count>FPS:
            count=0
            thisswarm.explore()    
        count=count+1
        # enemyswarm.target = thisswarm.collection[0]

        # Exit Condition
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
            # Close the game any way you want, or troll users who want to close your game.
                raise SystemExit
            if event.type == pygame.MOUSEBUTTONUP:
                pos = pygame.mouse.get_pos()
                print(pos)
                thisswarm.target = physics.Vector2D([pos[0],pos[1]])
def gameEnv():
    count = 0
    # targetBall = physics.Vector2D([100,100])
    targetBall = TargetParticle([WIN_WIDTH / 2, WIN_HEIGHT / 2], 100, 20)
    thisswarm = createSwarm(10, targetBall, 5, particle_mass=50)
    thatswarm = createSwarm(10, targetBall, 5, particle_mass=50)
    thirdswarm = createSwarm(10, targetBall, 5, particle_mass=50)
    forthswarm = createSwarm(10, targetBall, 5, particle_mass=50)
    particles = thisswarm.collection + thatswarm.collection + thirdswarm.collection + forthswarm.collection + [
        targetBall
    ]
    gameDisplay = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))

    myscene = list(combinations(particles, 2))
    while True:
        clock.tick(FPS)

        thisswarm.move()
        thatswarm.move()
        thirdswarm.move()
        forthswarm.move()
        for obj1, obj2 in myscene:
            physics.perfectCollition(obj1, obj2, 0.5)
        targetBall.move()
        gameDisplay.fill(white)
        targetBall.draw(gameDisplay)
        thisswarm.drawSwarm(gameDisplay)
        thatswarm.drawSwarm(gameDisplay)
        thirdswarm.drawSwarm(gameDisplay)
        forthswarm.drawSwarm(gameDisplay)

        pygame.display.update()

        if count > FPS:
            count = 0
            thisswarm.explore()
            thatswarm.explore()
            thirdswarm.explore()
            forthswarm.explore()
        count = count + 1

        # Exit Condition
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                # Close the game any way you want, or troll users who want to close your game.
                raise SystemExit
            if event.type == pygame.MOUSEBUTTONUP:
                pos = pygame.mouse.get_pos()
                print(pos)
                thisswarm.target = physics.Vector2D([pos[0], pos[1]])
                thatswarm.target = physics.Vector2D([pos[0], pos[1]])
                thirdswarm.target = physics.Vector2D([pos[0], pos[1]])
                forthswarm.target = physics.Vector2D([pos[0], pos[1]])
Пример #3
0
def gameEnv():
    newParticle = TargetParticle([WIN_WIDTH/2,WIN_HEIGHT/2],10,100)
    newSwarm = createSwarm(5,newParticle)
    particles = [newParticle] + newSwarm.collection
    gameDisplay = pygame.display.set_mode((WIN_WIDTH,WIN_HEIGHT))
    Force = physics.Vector2D()
    myscene = list(combinations(particles,2))
    while True:
        clock.tick(FPS)
        gameDisplay.fill(white)
        newParticle.applyForce(Force)
        for obj in particles:
            obj.move()
        for obj in particles:
            obj.draw(gameDisplay)
        for obj1,obj2 in myscene:
            physics.collition(obj1,obj2) 
        # newParticle.draw(gameDisplay)
        # otherParticle.draw(gameDisplay)
        pygame.display.update()
        
        # Exit Condition
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
            # Close the game any way you want, or troll users who want to close your game.
                raise SystemExit
            # if event.type == pygame.KEYDOWN:
            keys = pygame.key.get_pressed()
            if keys[pygame.K_LEFT]:
                Force+=physics.Vector2D([-unit,0])    
            if keys[pygame.K_RIGHT]:
                Force+=physics.Vector2D([unit,0])    
            if keys[pygame.K_UP]:
                Force+=physics.Vector2D([0,-unit])   
            if keys[pygame.K_DOWN]:
                Force+=physics.Vector2D([0,unit]) 
            if event.type == pygame.KEYUP:
                Force = physics.Vector2D()
Пример #4
0
def run_game():

    clock = pygame.time.Clock()
    running = True
    paused = False
    show_forces = True
    tethered = True

    target_steps = 500
    fps = 30
    spf = int(target_steps / fps)
    t = 1.0 / target_steps

    while running:
        step = False
        for event in pygame.event.get():
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    running = False
                if event.key == K_RIGHT:
                    atmosphere.wind_speed = \
                        atmosphere.wind_speed.add(physics.Vector2D(-.5, 0))
                if event.key == K_LEFT:
                    atmosphere.wind_speed = \
                        atmosphere.wind_speed.add(physics.Vector2D(.5, 0))
                if event.key == K_SPACE:
                    simulator.untether(kite)
                    tethered = False
                if event.key == K_f:
                    show_forces = not show_forces
                if event.key == K_s:
                    step = True
                if event.key == K_p:
                    paused = not paused
            elif event.type == QUIT:
                running = False

        if not running:
            break

        screen.fill(pygame.Color("skyblue"))

        pygame.draw.circle(screen, pygame.Color("red"),
                           projector.project(anchor_position), 5, 3)

        if step or not paused:

            kite_sprite.update()
            screen.blit(kite_sprite.image, kite_sprite.rect)

            simulator.add_forces()

            if show_forces:
                debug_draw.draw_forces(kite)

            if tethered:
                pygame.draw.line(screen, pygame.Color("white"),
                                 projector.project(anchor_position),
                                 projector.project(kite.global_bridle()), 1)

            wind_speed_text = font.render(
                'Windspeed: ' + str(atmosphere.wind_speed), False, (0, 0, 0))

            lift = kite.total_lift().magnitude()
            drag = kite.total_drag().magnitude()
            l_d = 0
            if drag > 0:
                l_d = lift / drag

            lift_drag_text = font.render('L/D: ' + str(round(l_d, 2)), False,
                                         (0, 0, 0))

            kite_relative = kite.global_bridle().subtract(anchor_position)
            angle = kite_relative.angle()
            degrees = 180 - angle.degrees()
            if degrees < 0:
                degrees = 0

            angle_text = font.render('Angle: ' + str(round(degrees, 2)), False,
                                     (0, 0, 0))

            screen.blit(wind_speed_text, (10, 10))
            screen.blit(lift_drag_text, (10, 50))
            screen.blit(angle_text, (10, 90))

            pygame.display.flip()
            simulator.apply_forces(t)

            for i in range(0, spf - 1):
                simulator.step(t)

            clock.tick(fps)
Пример #5
0
            pygame.display.flip()
            simulator.apply_forces(t)

            for i in range(0, spf - 1):
                simulator.step(t)

            clock.tick(fps)


pygame.init()
SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Wind Tunnel")

anchor_position = physics.Vector2D(0, 3)

projector = display.Projector(physics.Vector2D(SCREEN_WIDTH, SCREEN_HEIGHT))

debug_draw = display.DebugDraw(screen, projector)

pygame.font.init()
font = pygame.font.SysFont('Comic Sans MS', 30)

atmosphere = flight.Atmosphere()
atmosphere.wind_speed = physics.Vector2D(-1, 0)

bridle = Bridle(4.1, 3.7, 4)
bridle.initial_pos = anchor_position.subtract(physics.Vector2D(2, 0))

kite = flight.kites.BoxKite(4,
Пример #6
0
 def __init__(self, n, target, collection=[]):
     self.n = n
     self.gbest = physics.Vector2D([0, 0])
     self.collection = collection
     self.target = target
Пример #7
0
 def explore(self):
     randForce = physics.Vector2D(
         [random.randint(0, 100),
          random.randint(0, 100)])
     self.applyForce(randForce)
Пример #8
0
    def get_points(self):

        points = []
        points.append(physics.Vector2D(-180, 0))

        # trailing edge is leading with a negative aoa
        points.append(physics.Vector2D(-170, -self._get_cl(1)))
        points.append(physics.Vector2D(-167, -self._get_cl(1.08)))
        points.append(physics.Vector2D(-164, -self._get_cl(.6)))
        points.append(physics.Vector2D(-160, -self._get_cl(.6)))
        points.append(physics.Vector2D(-135, -self._get_cl(1.05)))

        points.append(physics.Vector2D(-90, 0))

        points.append(physics.Vector2D(-45, -self._get_cl(1.05)))
        points.append(physics.Vector2D(-20, -self._get_cl(.6)))
        points.append(physics.Vector2D(-16, -self._get_cl(.6)))
        points.append(physics.Vector2D(-13, -self._get_cl(1.08)))
        points.append(physics.Vector2D(-10, -self._get_cl(1)))

        points.append(physics.Vector2D(0, 0))
        points.append(physics.Vector2D(10, self._get_cl(1)))
        points.append(physics.Vector2D(13, self._get_cl(1.08)))
        points.append(physics.Vector2D(16, self._get_cl(.6)))
        points.append(physics.Vector2D(20, self._get_cl(.6)))
        points.append(physics.Vector2D(45, self._get_cl(1.05)))
        points.append(physics.Vector2D(90, self._get_cl(0)))

        # trailing edge is leading with a positive aoa
        points.append(physics.Vector2D(135, self._get_cl(1.05)))
        points.append(physics.Vector2D(160, self._get_cl(.6)))
        points.append(physics.Vector2D(164, self._get_cl(.6)))
        points.append(physics.Vector2D(167, self._get_cl(1.08)))
        points.append(physics.Vector2D(170, self._get_cl(1)))

        points.append(physics.Vector2D(180, 0))

        return points