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#!/usr/bin/python
"""
Builds on the "gravity" sample to show a simple animation of "boids"; shows simple emergent behaviour for a 2-D flock of "boids".
This sample uses two images to animate the movement of bird-like objects.
"""
__version__ = "$Revision: 1.4 $"
__date__ = "$Date: 2005/12/14 01:24:24 $"
# KEA 2004-09-25
# based on the excellent work by Keith Peters
# http://www.bit-101.com/tutorials/gravity.html
# AGT 2004-10-05
# Based on Kevin's imagegravity sample - simple 2-D boids
from __future__ import division
try:
import psyco
psyco.full()
except ImportError:
pass
import os
import wx
import random
from PythonCard import clipboard, dialog, graphic, model, util, timer
# helper functions
def pointInRect(xy, rect):
x, y = xy
left, top, right, bottom = rect
if x >= left and x <= right and y >= top and y <= bottom:
return True
else:
return False
visible_radius = 1000
max_neighbours = 40
def randomColor():
return (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
def find_nearest(this, allsprites):
nearest = []
for s in allsprites:
if s == this: continue
if s.x < this.x-visible_radius: continue
if s.x > this.x+visible_radius: continue
dist = abs(s.x-this.x)+abs(s.y-this.y)
if dist > visible_radius: continue
nearest.append( (dist, s.x, s.y, s.xspeed, s.yspeed) )
if len(nearest) == 0: return nearest
nearest.sort()
del nearest[max_neighbours:]
return nearest
def centre_of_mass(this, allsprites, nearest):
x,y = 0,0
if len(nearest) == 0: return 0,0
for nbr in nearest:
x += nbr[1]
y += nbr[2]
num = len(nearest)
return (x/num - this.x)*0.01, (y/num - this.y)* 0.01
def not_too_close(this, allsprites, nearest):
x,y = 0, 0
for nbr in nearest:
if nbr[0] < 16:
x += this.x - nbr[1]
y += this.y - nbr[2]
return x,y
def align_with(this, allsprites, nearest):
x,y = 0,0
for nbr in nearest:
x += nbr[3]
y += nbr[4]
num = len(nearest)
return 0.125 * x/num, 0.125 * y/num
class Sprite(object):
def __init__(self, parent):
self.parent = parent
class BoidSprite(Sprite):
def __init__(self, parent, name, x, y, radius, color='red'):
Sprite.__init__(self, parent)
self.name = name
self.name2 = name+"-2"
self.x = x
self.y = y
self.oldx = x
self.oldy = y
self.radius = radius
self.color = color
self.xspeed = random.random() * 30
self.yspeed = random.random() * 30
self.gravity = 2
self.drag = .85
self.bounce = .9
self.dragging = False
self.canvas = self.parent.components.bufOff
## self.canvas = self.parent.panel
x, y = self.canvas.position
## self.parent.components[name] = {'type':'Image', 'name':name, 'file':'wing1.png', 'position':(self.x + x, self.y + y)}
## self.image = self.parent.components[name]
## self.image.visible = True
## self.parent.components[self.name2] = {'type':'Image', 'name':self.name2, 'file':'wing2.png', 'position':(self.x + x, self.y + y)}
## self.image2 = self.parent.components[self.name2]
## self.image.visible = False
self.image = graphic.Bitmap('wing1.png')
self.image2 = graphic.Bitmap('wing2.png')
self.count = 0
def move(self):
# this is sort of pointless right now
# but maybe the dragging code could be moved
# into the class in which case we might need
# to know if we're dragging
if not self.dragging:
nearest = find_nearest(self, self.parent.sprites)
x1, y1 = self.xspeed * self.drag, self.yspeed * self.drag
if len(nearest) > 0:
x2, y2 = centre_of_mass(self, self.parent.sprites, nearest)
x3, y3 = not_too_close(self, self.parent.sprites, nearest)
x4, y4 = align_with(self, self.parent.sprites, nearest)
x1 += x2+x3+x4
y1 += y2+y3+y4
self.xspeed, self.yspeed = x1, y1
#rint self.name, (x1,y1), (x2, y2), (self.xspeed, self.yspeed)
self.x += self.xspeed
self.y += self.yspeed
rightedge, bottomedge = self.canvas.size
# bounce when we hit the edge
if (self.x - self.radius) < 0:
self.x = self.radius
self.xspeed = -self.xspeed * self.bounce
elif (self.x + self.radius) > rightedge:
self.x = rightedge - self.radius
self.xspeed = -self.xspeed * self.bounce
if (self.y - self.radius) < 0:
self.y = self.radius
self.yspeed = -self.yspeed * self.bounce
elif (self.y + self.radius) > bottomedge:
self.y = bottomedge - self.radius
self.yspeed = -self.yspeed * self.bounce
## self.xspeed = self.xspeed * self.drag
## self.yspeed = self.yspeed * self.drag + self.gravity
else:
self.xspeed = self.x - self.oldx
self.yspeed = self.y - self.oldy
self.oldx = self.x
self.oldy = self.y
self.draw()
def draw(self):
self.count += 1
if self.count == 5:
self.count = 0
self.canvas.drawBitmap(self.image, (self.x, self.y))
else:
self.canvas.drawBitmap(self.image2, (self.x, self.y))
def draw2(self):
self.image.position = (self.x, self.y)
self.image2.position = (self.x, self.y)
self.count += 1
if self.count == 5:
self.count = 0
self.image.visible = not self.image.visible
self.image2.visible = not self.image2.visible
class Boids(model.Background):
def on_initialize(self, event):
self.x = 0
self.y = 0
self.animate = False
self.filename = None
# leave it black for now
#self.components.bufOff.foregroundColor = self.color
self.sprites = []
self.timer = timer.Timer(self.components.btnAnimate, -1)
self.initSizers()
self.components.bufOff.autoRefresh = False
def initSizers(self):
sizer1 = wx.BoxSizer(wx.VERTICAL)
sizer2 = wx.BoxSizer(wx.HORIZONTAL)
comp = self.components
flags = wx.LEFT | wx.RIGHT | wx.BOTTOM | wx.ALIGN_BOTTOM
# Mac wxButton needs 7 pixels on bottom and right
macPadding = 7
sizer2.Add(comp.btnNewBoid, 0, flags, macPadding)
sizer2.Add(comp.btnAnimate, 0, flags, macPadding)
sizer2.Add(comp.btnStop, 0, flags, macPadding)
sizer1.Add(sizer2, 0)
sizer1.Add(comp.bufOff, 1, wx.EXPAND)
sizer1.Fit(self)
sizer1.SetSizeHints(self)
self.panel.SetSizer(sizer1)
self.panel.SetAutoLayout(1)
self.panel.Layout()
def on_btnNewBoid_mouseClick(self, event):
name = 'boid' + str(len(self.sprites))
self.sprites.append(BoidSprite(self, name, 20, 20, 15, randomColor()))
if not self.animate:
for b in self.sprites:
b.draw()
self.components.bufOff.refresh()
def on_btnAnimate_mouseClick(self, event):
event.target.enabled = False
self.animate = True
self.frame = 0
self.startTime = util.time()
self.fps = 10
timePerFrame = 1000 / self.fps
self.timer.start(timePerFrame)
def on_btnAnimate_timer(self, event):
self.components.bufOff.clear()
for b in self.sprites:
b.move()
# don't need to use redraw() on Mac because
# we are using a timer and giving the screen
# a chance to update it itself normally
self.components.bufOff.refresh()
self.frame += 1
self.seconds = util.time()
self.statusBar.text = "Average FPS: %.4f Boids: %d" % (self.frame / (self.seconds - self.startTime), len(self.sprites))
def on_btnStop_mouseClick(self, event):
self.animate = False
self.components.btnAnimate.enabled = True
self.timer.stop()
def on_close(self, event):
self.animate = False
event.skip()
if __name__ == '__main__':
app = model.Application(Boids)
app.MainLoop()
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