示例#1
0
文件: dragons.py 项目: yazici/firemix
    def render(self, out):
        # Spontaneous birth: Rare after startup
        if (len(self._dragons) < self.parameter('pop-limit').get()
            ) and random.random() < self.parameter('birth-rate').get():
            strand = random.randint(0, BufferUtils.num_strands - 1)
            fixture = random.randint(
                0,
                BufferUtils.strand_num_fixtures(strand) - 1)
            address = BufferUtils.logical_to_index((strand, fixture, 0))
            if address not in [d.loc for d in self._dragons]:
                self._dragons.add(_Dragon(self, address, 1,
                                          self._current_time))

        # Dragon life cycle
        to_add = set()
        to_remove = set()
        population = len(self._dragons)
        for dragon in self._dragons:
            population += dragon.render(to_add, to_remove, population)

        self._dragons = (self._dragons | to_add) - to_remove

        # Draw tails
        tails_to_remove = []
        for loc, time, fader in self._tails:
            if (self._current_time -
                    time) > self.parameter('tail-persist').get():
                if (loc, time, fader) in self._tails:
                    tails_to_remove.append((loc, time, fader))
                self.setPixelHLS(self._buffer, loc, (0, 0, 0))
            else:
                progress = (self._current_time -
                            time) / self.parameter('tail-persist').get()
                self.setPixelHLS(self._buffer, loc,
                                 fader.get_color(progress * self._fader_steps))
        for tail in tails_to_remove:
            self._tails.remove(tail)

        np.copyto(out, self._buffer)
示例#2
0
    def draw(self, dt):

        self._current_time += dt
        self._mass_destruction_countdown -= dt
    
        # Ensure that empty displays start up with some seeds
        p_birth = (1.0 - self._spontaneous_birth_probability) if self._population > 5 else 0.5

        # Spontaneous birth: Rare after startup
        if (self._population < self._population_limit) and random.random() + self.parameter('audio-onset-birth-boost').get() > p_birth:
            strand = random.randint(0, BufferUtils.num_strands - 1)
            fixture = random.randint(0, BufferUtils.strand_num_fixtures(strand) - 1)
            pixel = random.randint(0, BufferUtils.fixture_length(strand, fixture) - 1)
            address = BufferUtils.logical_to_index((strand, fixture, pixel))
            if address not in (self._growing + self._alive + self._dying + self._fading_out):
                self._growing.append(address)
                self._time[address] = self._current_time
                self._population += 1

        self._spread_boost *= self.parameter('audio-onset-spread-boost-echo').get()
        if self._mixer.is_onset():
            self._spread_boost += self.parameter('audio-onset-spread-boost').get()

        # Color growth
        for address in self._growing:
            neighbors = self.scene().get_pixel_neighbors(address)
            p, color = self._get_next_color(address, self._growth_time, self._current_time)
            if p >= 1.0:
                self._growing.remove(address)
                self._alive.append(address)
                self._time[address] = self._current_time
            self.setPixelHLS(address, color)

            # Spread
            spread_rate = self._spread_rate + self._spread_boost

            if (self._population < self._population_limit) and (random.random() < spread_rate * dt):
                for spread in neighbors:
                    if spread not in (self._growing + self._alive + self._dying + self._fading_out):
                        self._growing.append(spread)
                        self._time[spread] = self._current_time
                        self._population += 1

        # Lifetime
        for address in self._alive:
            neighbors = self.scene().get_pixel_neighbors(address)
            live_neighbors = [i for i in neighbors if i in self._alive]
            lt = self._life_time
            if len(neighbors) < 2:
                lt = self._isolated_life_time

            if len(live_neighbors) < 3 and ((self._current_time - self._time[address]) / lt) >= 1.0:
                self._alive.remove(address)
                self._dying.append(address)
                self._time[address] = self._current_time
                self._population -= 1

            self.setPixelHLS(address, self._alive_color)

            # Spread
            if (self._population < self._population_limit) and random.random() < self._birth_rate * dt:
                for spread in neighbors:
                    if spread not in (self._growing + self._alive + self._dying + self._fading_out):
                        self._growing.append(spread)
                        self._time[spread] = self._current_time
                        self._population += 1

        # Color decay
        for address in self._dying:
            p, color = self._get_next_color(address, self._death_time, self._current_time + self.parameter('audio-onset-death-boost').get())
            if p >= 1.0:
                self._dying.remove(address)
                self._fading_out.append(address)
                self._time[address] = self._current_time
            self.setPixelHLS(address, color)

        # Fade out
        for address in self._fading_out:
            p, color = self._get_next_color(address, self._fade_out_time, self._current_time + self.parameter('audio-onset-death-boost').get())
            if p >= 1.0:
                self._fading_out.remove(address)
            self.setPixelHLS(address, color)

        # Mass destruction
        if (self._population == self._population_limit) or \
                (self._population > self._mass_destruction_threshold and self._mass_destruction_countdown <= 0):
            for i in self._alive:
                if random.random() > 0.95:
                    self._alive.remove(i)
                    self._dying.append(i)
                    self._population -= 1
            for i in self._growing:
                if random.random() > 0.85:
                    self._growing.remove(i)
                    self._dying.append(i)
                    self._population -= 1
            self._mass_destruction_countdown = self.parameter('mass-destruction-time').get()
示例#3
0
文件: dragons.py 项目: tibbon/firemix
    def draw(self, dt):

        self._current_time += dt
        
        # Spontaneous birth: Rare after startup
        if (len(self._dragons) < self.parameter('pop-limit').get()) and random.random() < self.parameter('birth-rate').get():
            strand = random.randint(0, BufferUtils.num_strands - 1)
            fixture = random.randint(0, BufferUtils.strand_num_fixtures(strand) - 1)
            address = BufferUtils.logical_to_index((strand, fixture, 0))
            if address not in [d.loc for d in self._dragons]:
                self._dragons.append(self.Dragon(address, 1, self._current_time))

        growth_rate = self.parameter('growth-rate').get()
        
        # Dragon life cycle
        for dragon in self._dragons:
            # Fade in
            if dragon.growing:
                p = (self._current_time - dragon.lifetime) / self.parameter('growth-time').get()
                if (p > 1):
                    p = 1.0
                color = self._growth_fader.get_color(p * self._fader_steps)
                if p >= 1.0:
                    dragon.growing = False
                    dragon.alive = True
                    dragon.lifetime = self._current_time

                self.setPixelHLS(dragon.loc, color)

            # Alive - can move or die
            if dragon.alive:

                dragon.growth += dt * growth_rate
                for times in range(int(dragon.growth)):
                    s, f, p = BufferUtils.index_to_logical(dragon.loc)
                    self.setPixelHLS(dragon.loc, (0, 0, 0))

                    if random.random() < dragon.growth:
                        dragon.growth -= 1
                    
                        # At a vertex: optionally spawn new dragons
                        if dragon.moving and (p == 0 or p == (self.scene().fixture(s, f).pixels - 1)):
                            neighbors = self.scene().get_pixel_neighbors(dragon.loc)
                            neighbors = [BufferUtils.index_to_logical(n) for n in neighbors]
                            random.shuffle(neighbors)

                            # Kill dragons that reach the end of a fixture
                            dragon.moving = False
                            if dragon in self._dragons:
                                self._dragons.remove(dragon)
                                
                            # Iterate over candidate pixels that aren't on the current fixture
                            num_children = 0
                            for candidate in [n for n in neighbors if n[1] != f]:
                                child_index = BufferUtils.logical_to_index(candidate)
                                if num_children == 0:
                                    # Spawn at least one new dragon to replace the old one.  This first one skips the growth.
                                    dir = 1 if candidate[2] == 0 else -1
                                    child = self.Dragon(child_index, dir, self._current_time)
                                    child.growing = False
                                    child.alive = True
                                    child.moving = False
                                    self._dragons.append(child)
                                    num_children += 1
                                elif (len(self._dragons) < self.parameter('pop-limit').get()):
                                    # Randomly spawn new dragons
                                    if random.random() < self.parameter('birth-rate').get():
                                        dir = 1 if candidate[2] == 0 else -1
                                        child = self.Dragon(child_index, dir, self._current_time)
                                        child.moving = False

                                        self._dragons.append(child)
                                        num_children += 1
                            break;
                        else:
                            # Move dragons along the fixture
                            self._tails.append((dragon.loc, self._current_time, self._tail_fader))
                            new_address = BufferUtils.logical_to_index((s, f, p + dragon.dir))
                            dragon.loc = new_address
                            dragon.moving = True
                            self.setPixelHLS(new_address, self._alive_color)

                    # Kill dragons that run into each other
                    if dragon in self._dragons:
                        colliding = [d for d in self._dragons if d != dragon and d.loc == dragon.loc]
                        if len(colliding) > 0:
                            #print "collision between", dragon, "and", colliding[0]
                            self._dragons.remove(dragon)
                            self._dragons.remove(colliding[0])
                            self._tails.append((dragon.loc, self._current_time, self._explode_fader))
                            neighbors = self.scene().get_pixel_neighbors(dragon.loc)
                            for neighbor in neighbors:
                                self._tails.append((neighbor, self._current_time, self._explode_fader))
                            break

        # Draw tails
        for loc, time, fader in self._tails:
            if (self._current_time - time) > self.parameter('tail-persist').get():
                if (loc, time, fader) in self._tails:
                    self._tails.remove((loc, time, fader))
                self.setPixelHLS(loc, (0, 0, 0))
            else:
                progress = (self._current_time - time) / self.parameter('tail-persist').get()
                self.setPixelHLS(loc, fader.get_color(progress * self._fader_steps))
示例#4
0
    def draw(self, dt):

        self._current_time += dt
        self._mass_destruction_countdown -= dt

        # Ensure that empty displays start up with some seeds
        p_birth = (1.0 - self._spontaneous_birth_probability
                   ) if self._population > 5 else 0.5

        # Spontaneous birth: Rare after startup
        if (self._population < self._population_limit) and random.random(
        ) + self.parameter('audio-onset-birth-boost').get() > p_birth:
            strand = random.randint(0, BufferUtils.num_strands - 1)
            fixture = random.randint(
                0,
                BufferUtils.strand_num_fixtures(strand) - 1)
            pixel = random.randint(
                0,
                BufferUtils.fixture_length(strand, fixture) - 1)
            address = BufferUtils.logical_to_index((strand, fixture, pixel))
            if address not in (self._growing + self._alive + self._dying +
                               self._fading_out):
                self._growing.append(address)
                self._time[address] = self._current_time
                self._population += 1

        self._spread_boost *= self.parameter(
            'audio-onset-spread-boost-echo').get()
        if self._mixer.is_onset():
            self._spread_boost += self.parameter(
                'audio-onset-spread-boost').get()

        # Color growth
        for address in self._growing:
            neighbors = self.scene().get_pixel_neighbors(address)
            p, color = self._get_next_color(address, self._growth_time,
                                            self._current_time)
            if p >= 1.0:
                self._growing.remove(address)
                self._alive.append(address)
                self._time[address] = self._current_time
            self.setPixelHLS(address, color)

            # Spread
            spread_rate = self._spread_rate + self._spread_boost

            if (self._population < self._population_limit) and (
                    random.random() < spread_rate * dt):
                for spread in neighbors:
                    if spread not in (self._growing + self._alive +
                                      self._dying + self._fading_out):
                        self._growing.append(spread)
                        self._time[spread] = self._current_time
                        self._population += 1

        # Lifetime
        for address in self._alive:
            neighbors = self.scene().get_pixel_neighbors(address)
            live_neighbors = [i for i in neighbors if i in self._alive]
            lt = self._life_time
            if len(neighbors) < 2:
                lt = self._isolated_life_time

            if len(live_neighbors) < 3 and (
                (self._current_time - self._time[address]) / lt) >= 1.0:
                self._alive.remove(address)
                self._dying.append(address)
                self._time[address] = self._current_time
                self._population -= 1

            self.setPixelHLS(address, self._alive_color)

            # Spread
            if (self._population < self._population_limit
                ) and random.random() < self._birth_rate * dt:
                for spread in neighbors:
                    if spread not in (self._growing + self._alive +
                                      self._dying + self._fading_out):
                        self._growing.append(spread)
                        self._time[spread] = self._current_time
                        self._population += 1

        # Color decay
        for address in self._dying:
            p, color = self._get_next_color(
                address, self._death_time, self._current_time +
                self.parameter('audio-onset-death-boost').get())
            if p >= 1.0:
                self._dying.remove(address)
                self._fading_out.append(address)
                self._time[address] = self._current_time
            self.setPixelHLS(address, color)

        # Fade out
        for address in self._fading_out:
            p, color = self._get_next_color(
                address, self._fade_out_time, self._current_time +
                self.parameter('audio-onset-death-boost').get())
            if p >= 1.0:
                self._fading_out.remove(address)
            self.setPixelHLS(address, color)

        # Mass destruction
        if (self._population == self._population_limit) or \
                (self._population > self._mass_destruction_threshold and self._mass_destruction_countdown <= 0):
            for i in self._alive:
                if random.random() > 0.95:
                    self._alive.remove(i)
                    self._dying.append(i)
                    self._population -= 1
            for i in self._growing:
                if random.random() > 0.85:
                    self._growing.remove(i)
                    self._dying.append(i)
                    self._population -= 1
            self._mass_destruction_countdown = self.parameter(
                'mass-destruction-time').get()
示例#5
0
    def draw(self, dt):

        self._current_time += dt
        
        # Spontaneous birth: Rare after startup
        if (len(self._dragons) < self.parameter('pop-limit').get()) and random.random() < self.parameter('birth-rate').get():
            strand = random.randint(0, BufferUtils.num_strands - 1)
            fixture = random.randint(0, BufferUtils.strand_num_fixtures(strand) - 1)
            address = BufferUtils.logical_to_index((strand, fixture, 0))
            if address not in [d.loc for d in self._dragons]:
                self._dragons.append(self.Dragon(address, 1, self._current_time))

        growth_rate = self.parameter('growth-rate').get()
        
        # Dragon life cycle
        for dragon in self._dragons:
            # Fade in
            if dragon.growing:
                p = (self._current_time - dragon.lifetime) / self.parameter('growth-time').get()
                if (p > 1):
                    p = 1.0
                color = self._growth_fader.get_color(p * self._fader_steps)
                if p >= 1.0:
                    dragon.growing = False
                    dragon.alive = True
                    dragon.lifetime = self._current_time

                self.setPixelHLS(dragon.loc, color)

            # Alive - can move or die
            if dragon.alive:

                dragon.growth += dt * growth_rate
                for times in range(int(dragon.growth)):
                    s, f, p = BufferUtils.index_to_logical(dragon.loc)
                    self.setPixelHLS(dragon.loc, (0, 0, 0))

                    if random.random() < dragon.growth:
                        dragon.growth -= 1
                    
                        # At a vertex: optionally spawn new dragons
                        if dragon.moving and (p == 0 or p == (self.scene().fixture(s, f).pixels - 1)):
                            neighbors = self.scene().get_pixel_neighbors(dragon.loc)
                            neighbors = [BufferUtils.index_to_logical(n) for n in neighbors]
                            random.shuffle(neighbors)

                            # Kill dragons that reach the end of a fixture
                            dragon.moving = False
                            if dragon in self._dragons:
                                self._dragons.remove(dragon)
                                
                            # Iterate over candidate pixels that aren't on the current fixture
                            num_children = 0
                            for candidate in [n for n in neighbors if n[1] != f]:
                                child_index = BufferUtils.logical_to_index(candidate)
                                if num_children == 0:
                                    # Spawn at least one new dragon to replace the old one.  This first one skips the growth.
                                    dir = 1 if candidate[2] == 0 else -1
                                    child = self.Dragon(child_index, dir, self._current_time)
                                    child.growing = False
                                    child.alive = True
                                    child.moving = False
                                    self._dragons.append(child)
                                    num_children += 1
                                elif (len(self._dragons) < self.parameter('pop-limit').get()):
                                    # Randomly spawn new dragons
                                    if random.random() < self.parameter('birth-rate').get():
                                        dir = 1 if candidate[2] == 0 else -1
                                        child = self.Dragon(child_index, dir, self._current_time)
                                        child.moving = False

                                        self._dragons.append(child)
                                        num_children += 1
                            break;
                        else:
                            # Move dragons along the fixture
                            self._tails.append((dragon.loc, self._current_time, self._tail_fader))
                            new_address = BufferUtils.logical_to_index((s, f, p + dragon.dir))
                            dragon.loc = new_address
                            dragon.moving = True
                            self.setPixelHLS(new_address, self._alive_color)

                    # Kill dragons that run into each other
                    if dragon in self._dragons:
                        colliding = [d for d in self._dragons if d != dragon and d.loc == dragon.loc]
                        if len(colliding) > 0:
                            #print "collision between", dragon, "and", colliding[0]
                            self._dragons.remove(dragon)
                            self._dragons.remove(colliding[0])
                            self._tails.append((dragon.loc, self._current_time, self._explode_fader))
                            neighbors = self.scene().get_pixel_neighbors(dragon.loc)
                            for neighbor in neighbors:
                                self._tails.append((neighbor, self._current_time, self._explode_fader))
                            break

        # Draw tails
        for loc, time, fader in self._tails:
            if (self._current_time - time) > self.parameter('tail-persist').get():
                if (loc, time, fader) in self._tails:
                    self._tails.remove((loc, time, fader))
                self.setPixelHLS(loc, (0, 0, 0))
            else:
                progress = (self._current_time - time) / self.parameter('tail-persist').get()
                self.setPixelHLS(loc, fader.get_color(progress * self._fader_steps))