Circle Splatter

Continuing to work with vectors (see ‘Circle Crawler’), I thought to include the mouse cursor. In this simulation there are 1×1 sized entities (400 of them) which create a circle around the center. By going near the entities with your mouse cursor, you push them away. Every entity has the urge to go back to its original position.

Usage

  • ‘m’ toggles if entities move or stay

The First Example The Second Example The 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

# modified version of 'Circle Walk II'
#       modified 17th of April, 2015
#                20th of April, 2015
#         edited  2nd of May  , 2015

# gets the distance between two points
def getDistance(p1, p2):
	return int(math.sqrt((p2[0] - p1[0])**2 + (p2[1] - p1[1])**2))

# easy vector functions
def convertVec(p1, p2):
	return [p2[0] - p1[0], p2[1] - p1[1]]
def getLength(vec):
	return math.sqrt( (vec[0]**2) + (vec[1]**2) )
def multiplyVec(vec, n):
	return [vec[0] * n, vec[1] * n]
def getPoint(vec, point):
	return [point[0] + vec[0], point[1] + vec[1]]
def addVec(vec1, vec2):
	return [vec1[0] + vec2[0], vec1[1] + vec2[1]]

# 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, _number):
		self.startPos = _startPos
		self.pos = self.startPos[:]
		self.destination = self.pos[:]
		
		self.number = _number
		self.speed = 1
	
	# tick function
	def tick(self):
		# 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] / main.ENTITIYSPEED
		self.pos[1] += dist[1] / main.ENTITIYSPEED
	
	# render function
	def render(self, _surf):
		pygame.draw.line(_surf, [50, 0, 0], self.pos, self.destination, main.THICKNESS)
		pygame.draw.line(_surf, [255, 0, 0], self.pos, self.pos, main.THICKNESS)
		

# tick function
def tick():
	# handle events
	for event in pygame.event.get():
		# quit program
		if event.type == pygame.QUIT:
				sys.exit()
		
		# key handle
		if event.type == pygame.KEYDOWN:
			# entities moving
			if event.key == pygame.K_m:
				if main.MOVING:
					main.MOVING = False
				else:
					main.MOVING = True
			
			# screen refilling
			if event.key == pygame.K_f:
				if main.FILL:
					main.FILL = False
				else:
					main.FILL = True
	
	# tick entities
	if True:
		for _ in main.ENTITIES:
			if main.MOVING:
				_.tick()
			
			# push entities away from cursor
			p = getMousePos()
			if getDistance(_.pos, p)  1:
		pygame.draw.line(main.SURF, [255, 0, 0], l, main.ENTITIES[0].pos, main.THICKNESS)#"""
	
	# 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.CENTER = [main.WIDTH / 2.0, main.HEIGHT / 2.0]
main.CENTERINT = [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 Splatter")

main.FILL = True
main.CURSORRADIUS = 50
main.ENTITIYSPEED = 100.0

# entity init
n = 400
main.THICKNESS = 1
main.MOVING = True
main.ENTITIES = []
for _ in range(0, n):
	p = getCirclePos(main.CENTER, 100, 360. / n * _)
	main.ENTITIES.append(entity(p, _))

# start program
run()
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