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# Import the pygame library and initialise the game engine |
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# Import the pygame library and initialise the game engine |
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import pygame |
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import pygame |
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import numpy as np |
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import numpy as np |
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from verlet import Ball, Spring |
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pygame.init() |
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pygame.init() |
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# Initialize Pygame |
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# Initialize Pygame |
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size = (800, 800) |
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CENTER = np.array(size) / 2 |
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SIZE = (800, 800) |
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WHITE = (255, 255, 255) |
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WHITE = (255, 255, 255) |
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DAMPING = 0.99 |
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screen = pygame.display.set_mode(size) |
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screen = pygame.display.set_mode(SIZE) |
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pygame.display.set_caption("Patrick") |
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pygame.display.set_caption("Patrick") |
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running = True |
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running = True |
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clock = pygame.time.Clock() |
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clock = pygame.time.Clock() |
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class Ball(object): |
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def __init__(self, x, y, radius=10, mass=1): |
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self.pos = np.array([x, y]) |
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self.last_pos = np.array([x, y]) |
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self.velocity = np.array([0, 0]) |
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self.radius = radius |
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self.mass = mass |
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def physics(): |
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for ball in balls: |
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ball.update() |
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def render(self, screen): |
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x, y = self.pos + CENTER |
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pygame.draw.circle(screen, WHITE, [int(x), int(y)], self.radius, 2) |
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for spring in springs: |
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spring.update() |
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def update(self): |
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self.pos[1] += .05 |
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if self.pos[1] > 400: |
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self.pos[1] = 400 |
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self.last_pos[1] = 400 |
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self.velocity[1] = -.5 * self.velocity[1] |
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def draw(): |
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for ball in balls: |
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ball.render(screen) |
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self.pos += self.velocity |
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for spring in springs: |
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spring.render(screen) |
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self.velocity = self.pos - self.last_pos |
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self.velocity *= DAMPING |
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self.last_pos = np.array(self.pos) |
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class Spring(object): |
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def __init__(self, a, b, length=None, k=0.3): |
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self.a = a |
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self.b = b |
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self.k = k |
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self.length = self.compute_length() if length is None else length |
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print(self.length) |
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def render(self, screen): |
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x1, y1 = self.a.pos + CENTER |
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x2, y2 = self.b.pos + CENTER |
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pygame.draw.line(screen, WHITE, [x1, y1], [x2, y2]) |
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def compute_length(self): |
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x1, y1 = self.a.pos + CENTER |
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x2, y2 = self.b.pos + CENTER |
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return np.sqrt((x2 - x1)**2 + (y2 - y1)**2) |
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def update(self): |
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current_length = self.compute_length() |
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delta = self.b.pos - self.a.pos |
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delta /= current_length |
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stretch = (current_length - self.length) / self.length |
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self.a.velocity += stretch * delta * self.k |
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self.b.velocity -= stretch * delta * self.k |
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def boost(): |
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vector = springs[0].b.pos - springs[0].a.pos |
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length = springs[0].compute_length() |
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vector /= length |
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norm = np.array([vector[1], -vector[0]]) |
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balls[1].velocity += norm * .5 |
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if __name__ == '__main__': |
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if __name__ == '__main__': |
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balls = [Ball(0., 0.), Ball(100., 100.)] |
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springs = [Spring(balls[0], balls[1], length=100)] |
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balls = [Ball(0., 0., fixed=True), |
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Ball(0., 100.), |
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Ball(20., 120.), |
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Ball(-20., 120.), |
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Ball(0., 80.)] |
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springs = [ |
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Spring(balls[0], balls[1], length=100, k=3), |
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Spring(balls[1], balls[2], k=5), |
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Spring(balls[1], balls[3], k=5), |
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Spring(balls[2], balls[3], k=5), |
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Spring(balls[1], balls[4], k=5), |
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Spring(balls[2], balls[4], k=5), |
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Spring(balls[3], balls[4], k=5) |
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] |
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while running: |
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while running: |
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for event in pygame.event.get(): |
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for event in pygame.event.get(): |
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@@ -78,20 +59,9 @@ if __name__ == '__main__': |
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running = False |
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running = False |
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screen.fill((0, 0, 0)) |
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screen.fill((0, 0, 0)) |
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# Update physics |
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for ball in balls: |
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ball.update() |
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for spring in springs: |
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spring.update() |
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# Draw |
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for ball in balls: |
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ball.render(screen) |
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for spring in springs: |
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spring.render(screen) |
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physics() |
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boost() |
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draw() |
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pygame.display.flip() |
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pygame.display.flip() |
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clock.tick(60) |
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clock.tick(60) |
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