Circle Walk II

Continuing the idea from ‘Circle Walk’, I created ‘Circle Walk II’. In this program the entities get – based on their spawn time – a number (just to see the exact spawn time). As they spawn, they get put in a list. From this list their position around the center is calculated (in a similar way as in ‘Polygons’). Their distance to the center equals five times the number of entities (\text{distance to the center} = 5 \cdot \text{number of entities}), but cannot reach outside the screen. Their color is calculated based on their angle.

Usage

  • ‘Space’ to toggle if text is shown

The First ExampleThe Second ExampleThe Third Example


# Python 2.7.7 Code
# Pygame 1.9.1 (for Python 2.7.7)
# Jonathan Frech 15th of March, 2015
#         edited 30th of March, 2015
#     version II 1st  of April, 2015

# gets the scaled mouse position
def getMousePos():
	return [pygame.mouse.get_pos()[0] / main.SCALE, pygame.mouse.get_pos()[1] / main.SCALE]

# validates color integer
# extra feature: _min and _max implementation
def colorValid(_color, _min = 0, _max = 255):
	newColor = math.fabs(_color)
	n = _max - _min
	
	if newColor > n:
		if int(newColor / n) % 2 == 0:
			newColor = newColor % n
		else:
			newColor = n - (newColor % n)
	
	return int(newColor) + _min

# gets the position on a circle
# circle center                           : '_pos'
# circle radius                           : '_radius'
# angle from center to point on the circle: '_angle'
def getCirclePos(_pos, _radius, _angle):
	return [
				int(_pos[0] + _radius * math.cos(math.radians(_angle))),
				int(_pos[1] + _radius * math.sin(math.radians(_angle)))
			]

# entity class
class entity():
	def __init__(self, _startPos):
		self.startPos = _startPos
		self.pos = self.startPos[:]
		
		self.angle = 0
		self.distance = 200
		self.destination = main.MIDDLEINT
		
		self.color = [200, 200, 50]
		self.radius = 10
		self.num = main.TICKS
	
	# render function
	def render(self, _surface):
		# render circle
		p = [
			int(self.pos[0]),
			int(self.pos[1])
		]
		pygame.draw.circle(_surface, self.color, p, self.radius)
		
		# render text
		if main.SHOWTEXT:
			text = main.FONT.render(str(self.num), 1, self.color)
			rect = text.get_rect()
			pos = [
				1 + self.pos[0] + self.radius*.5,
				1 + self.pos[1] + self.radius*.5
			]
			_surface.blit(text, pos)
	
	# tick function
	def tick(self):
		# makes sure no entity gets outside the display
		if self.distance + self.radius > main.WIDTH / 2.:
			self.distance = main.WIDTH / 2. - self.radius
		if self.distance + self.radius > main.HEIGHT / 2.:
			self.distance = main.HEIGHT / 2. - self.radius
		
		# calculate color
		self.color = [
			colorValid(2*self.angle),
			0,
			0
		]
		
		# update angle (to move along the path)
		if self.angle >= 360:
			self.angle = self.angle % 360
		
		# update destination
		self.destination = getCirclePos(main.MIDDLE, self.distance, self.angle)
		
		# calculate distance to destination (for smooth movement)
		dist = [
			self.destination[0] - self.pos[0],
			self.destination[1] - self.pos[1]
		]
		# move to destination (/ 5.0 defines the speed)
		self.pos[0] += dist[0] / 5.0
		self.pos[1] += dist[1] / 5.0



# tick function
def tick():
	
	
	# handle events
	for event in pygame.event.get():
		# quit program
		if event.type == pygame.QUIT:
				sys.exit()
		
		# keys
		if event.type == pygame.KEYDOWN:
			# toggle text show
			if event.key == pygame.K_SPACE:
				if main.SHOWTEXT:
					main.SHOWTEXT = False
				else:
					main.SHOWTEXT = True
		
		# spawn in new entities
		if event.type == pygame.MOUSEBUTTONDOWN:
			if event.button == 1:
				main.ENTITIES.append(entity(getMousePos()))
	
	# handle entities
	# (and checks if two points are too near to each other)
	if len(main.ENTITIES) > 0:
		angleth = 360. / len(main.ENTITIES)
	
	w = -1
	for _ in main.ENTITIES:
		_.distance = len(main.ENTITIES) * 5
		w += 1
		_.angle = (angleth * w) + (main.TICKS / 10.)
		_.tick()
		
	
# render function
def render():
	# fill
	main.SCREEN.fill([0, 0, 0])
	main.SURF.fill([50, 50, 100])
	
	# render entities
	for _ in main.ENTITIES:
		_.render(main.SURF)
	
	# scale and flip
	main.SCREEN.blit(pygame.transform.scale(main.SURF, [int(main.WIDTH * main.SCALE), int(main.HEIGHT * main.SCALE)]), [0, 0])
	pygame.display.flip()

# run function (uses 'tick()' and 'render()')
def run():
	ticksPerSecond = 60
	lastTime = time.time() * 1000000000
	nsPerTick =  1000000000.0 / float(ticksPerSecond)
	
	ticks = 0
	frames = 0
	
	lastTimer = time.time() * 1000
	delta = 0.0
	
	while True:
		now = time.time() * 1000000000
		delta += float(now - lastTime) / float(nsPerTick)
		lastTime = now
		shouldRender = False
				
		while delta >= 1:
			ticks += 1
			main.TICKS += 1
			tick()
			delta -= 1
			shouldRender = True
		
		if shouldRender:
			frames += 1
			render()
		
		if time.time() * 1000 - lastTimer >= 1000:
			lastTimer += 1000
			
			# debug
			#print("Frames: " + str(frames) + ", ticks: " + str(ticks))
			
			frames = 0
			ticks = 0

# dummy class for global variables
class dummy():
	pass

# init
import pygame, sys, time, math, os, random
pygame.font.init()

main = dummy()

main.TICKS = 0
main.WIDTH, main.HEIGHT = 1080, 720
main.MIDDLE = [main.WIDTH / 2.0, main.HEIGHT / 2.0]
main.MIDDLEINT = [main.WIDTH / 2, main.HEIGHT / 2]
main.SIZE = [main.WIDTH, main.HEIGHT]
main.SURF = pygame.Surface(main.SIZE)

main.SCALE = 1
main.SCALEDSIZE = [int(main.WIDTH * main.SCALE), int(main.HEIGHT * main.SCALE)]
main.SCREEN = pygame.display.set_mode(main.SCALEDSIZE)
pygame.display.set_caption("Circle Walk II")

main.ENTITIES = []
main.ANGLEADD = .5

main.FONT = pygame.font.Font(None, 20)
main.SHOWTEXT = False

# start program
run()
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One thought on “Circle Walk II

  1. Pingback: Circle Crawler | J-Blog

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