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pynboids2.py
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pynboids2.py
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#!/usr/bin/env python3
from random import randint
import pygame as pg
import numpy as np
'''
PyNBoids - a Boids simulation - github.com/Nikorasu/PyNBoids
Uses numpy array math instead of math lib, more efficient.
Copyright (c) 2021 Nikolaus Stromberg [email protected]
'''
FLLSCRN = True # True for Fullscreen, or False for Window
BOIDZ = 150 # How many boids to spawn, too many may slow fps
WRAP = False # False avoids edges, True wraps to other side
FISH = False # True to turn boids into fish
SPEED = 170 # Movement speed
WIDTH = 1200 # Window Width (1200)
HEIGHT = 800 # Window Height (800)
BGCOLOR = (0, 0, 0) # Background color in RGB
FPS = 60 # 30-90
SHOWFPS = False # show frame rate
class Boid(pg.sprite.Sprite):
def __init__(self, boidNum, data, drawSurf, isFish=False, cHSV=None):
super().__init__()
self.data = data
self.bnum = boidNum
self.drawSurf = drawSurf
self.image = pg.Surface((15, 15)).convert()
self.image.set_colorkey(0)
self.color = pg.Color(0) # preps color so we can use hsva
self.color.hsva = (randint(0,360), 90, 90) if cHSV is None else cHSV # randint(5,55) #4goldfish
if isFish: # (randint(120,300) + 180) % 360 #4noblues
pg.draw.polygon(self.image, self.color, ((7,0),(12,5),(3,14),(11,14),(2,5),(7,0)), width=3)
self.image = pg.transform.scale(self.image, (16, 24))
else : pg.draw.polygon(self.image, self.color, ((7,0), (13,14), (7,11), (1,14), (7,0)))
self.bSize = 22 if isFish else 17
self.orig_image = pg.transform.rotate(self.image.copy(), -90)
self.dir = pg.Vector2(1, 0) # sets up forward direction
maxW, maxH = self.drawSurf.get_size()
self.rect = self.image.get_rect(center=(randint(50, maxW - 50), randint(50, maxH - 50)))
self.ang = randint(0, 360) # random start angle, & position ^
self.pos = pg.Vector2(self.rect.center)
def update(self, dt, speed, ejWrap=False):
maxW, maxH = self.drawSurf.get_size()
turnDir = xvt = yvt = yat = xat = 0
turnRate = 120 * dt # about 120 seems ok
margin = 42
# Make list of nearby boids, sorted by distance
otherBoids = np.delete(self.data.array, self.bnum, 0)
array_dists = (self.pos.x - otherBoids[:,0])**2 + (self.pos.y - otherBoids[:,1])**2
closeBoidIs = np.argsort(array_dists)[:7]
neiboids = otherBoids[closeBoidIs]
neiboids[:,3] = np.sqrt(array_dists[closeBoidIs])
neiboids = neiboids[neiboids[:,3] < self.bSize*12]
if neiboids.size > 1: # if has neighborS, do math and sim rules
yat = np.sum(np.sin(np.deg2rad(neiboids[:,2])))
xat = np.sum(np.cos(np.deg2rad(neiboids[:,2])))
# averages the positions and angles of neighbors
tAvejAng = np.rad2deg(np.arctan2(yat, xat))
targetV = (np.mean(neiboids[:,0]), np.mean(neiboids[:,1]))
# if too close, move away from closest neighbor
if neiboids[0,3] < self.bSize : targetV = (neiboids[0,0], neiboids[0,1])
# get angle differences for steering
tDiff = pg.Vector2(targetV) - self.pos
tDistance, tAngle = pg.math.Vector2.as_polar(tDiff)
# if boid is close enough to neighbors, match their average angle
if tDistance < self.bSize*6 : tAngle = tAvejAng
# computes the difference to reach target angle, for smooth steering
angleDiff = (tAngle - self.ang) + 180
if abs(tAngle - self.ang) > 1.2: turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
# if boid gets too close to target, steer away
if tDistance < self.bSize and targetV == (neiboids[0,0], neiboids[0,1]) : turnDir = -turnDir
# Avoid edges of screen by turning toward the edge normal-angle
if not ejWrap and min(self.pos.x, self.pos.y, maxW - self.pos.x, maxH - self.pos.y) < margin:
if self.pos.x < margin : tAngle = 0
elif self.pos.x > maxW - margin : tAngle = 180
if self.pos.y < margin : tAngle = 90
elif self.pos.y > maxH - margin : tAngle = 270
angleDiff = (tAngle - self.ang) + 180 # if in margin, increase turnRate to ensure stays on screen
turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
edgeDist = min(self.pos.x, self.pos.y, maxW - self.pos.x, maxH - self.pos.y)
turnRate = turnRate + (1 - edgeDist / margin) * (20 - turnRate) #minRate+(1-dist/margin)*(maxRate-minRate)
if turnDir != 0: # steers based on turnDir, handles left or right
self.ang += turnRate * abs(turnDir) / turnDir
self.ang %= 360 # ensures that the angle stays within 0-360
# Adjusts angle of boid image to match heading
self.image = pg.transform.rotate(self.orig_image, -self.ang)
self.rect = self.image.get_rect(center=self.rect.center) # recentering fix
self.dir = pg.Vector2(1, 0).rotate(self.ang).normalize()
self.pos += self.dir * dt * (speed + (7 - neiboids.size) * 2) # movement speed
# Optional screen wrap
if ejWrap and not self.drawSurf.get_rect().contains(self.rect):
if self.rect.bottom < 0 : self.pos.y = maxH
elif self.rect.top > maxH : self.pos.y = 0
if self.rect.right < 0 : self.pos.x = maxW
elif self.rect.left > maxW : self.pos.x = 0
# Actually update position of boid
self.rect.center = self.pos
# Finally, output pos/ang to array
self.data.array[self.bnum,:3] = [self.pos[0], self.pos[1], self.ang]
class BoidArray(): # Holds array to store positions and angles
def __init__(self):
self.array = np.zeros((BOIDZ, 4), dtype=float)
def main():
pg.init() # prepare window
pg.display.set_caption("PyNBoids")
try: pg.display.set_icon(pg.image.load("nboids.png"))
except: print("FYI: nboids.png icon not found, skipping..")
# setup fullscreen or window mode
if FLLSCRN:
currentRez = (pg.display.Info().current_w, pg.display.Info().current_h)
screen = pg.display.set_mode(currentRez, pg.SCALED)
pg.mouse.set_visible(False)
else: screen = pg.display.set_mode((WIDTH, HEIGHT), pg.RESIZABLE)
nBoids = pg.sprite.Group()
dataArray = BoidArray()
for n in range(BOIDZ):
nBoids.add(Boid(n, dataArray, screen, FISH)) # spawns desired # of boidz
clock = pg.time.Clock()
if SHOWFPS : font = pg.font.Font(None, 30)
# main loop
while True:
for e in pg.event.get():
if e.type == pg.QUIT or e.type == pg.KEYDOWN and e.key == pg.K_ESCAPE:
return
dt = clock.tick(FPS) / 1000
screen.fill(BGCOLOR)
nBoids.update(dt, SPEED, WRAP)
nBoids.draw(screen)
if SHOWFPS : screen.blit(font.render(str(int(clock.get_fps())), True, [0,200,0]), (8, 8))
pg.display.update()
if __name__ == '__main__':
main() # by Nik
pg.quit()