Set up heat/wave mode switch

This commit is contained in:
Aaron Fenyes 2019-09-29 16:26:08 +02:00
parent a52ed7a90e
commit 9dc6098ff3
1 changed files with 77 additions and 40 deletions

View File

@ -91,6 +91,40 @@ def set_light_hsv(e, color, hit_bridge):
rgb_color = tuple(255*c for c in colorsys.hsv_to_rgb(*color))
pygame.draw.aaline(screen, rgb_color, vertices[vertex_adj[e][0]], vertices[vertex_adj[e][1]])
# === messages and mode selection ===
mode = 0
# data labels
updates_label = font.render('updates', True, (255, 255, 255))
energy_label = font.render('energy', True, (255, 255, 255))
position_label = [
font.render('temp[0]', True, (255, 255, 255)),
font.render('charge[0]', True, (255, 255, 255))
]
# instructions
mode_inds = [
[
font.render('[d] heat', True, (255, 255, 255)),
font.render('[f] wave', True, (150, 150, 150))
],
[
font.render('[d] heat', True, (150, 150, 150)),
font.render('[f] wave', True, (255, 255, 255))
]
]
bop_instr = [
font.render('press [j] to bop', True, (255, 255, 255)),
font.render('press [j] or [k] to bop', True, (255, 255, 255))
]
drain_instr = font.render('hold [space] to drain', True, (255, 255, 255))
# set up background
background = pygame.Surface(screen.get_size()).convert()
background.fill((32, 32, 32))
background.blit(drain_instr, (340, 60 + viewsize))
# === interaction parameters ===
# these frame rate and threshold settings are untested, but the exponential
@ -163,13 +197,15 @@ def set_wave_light(e, i):
set_light_hsv(e, (0.45 + litness[e]*0.25, 1 - 0.5*litness[e]*litness[e], litness[e]), hit_bridge)
def handle_heat_events():
global drain
global drain, mode
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_j:
new_temp[0] += 10
elif event.key == pygame.K_SPACE:
drain = True
elif event.key == pygame.K_f:
mode = 1
elif event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
drain = False
@ -177,7 +213,7 @@ def handle_heat_events():
quit()
def handle_wave_events():
global drain
global drain, mode
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_j:
@ -188,6 +224,8 @@ def handle_wave_events():
charge[7] -= 100
elif event.key == pygame.K_SPACE:
drain = True
elif event.key == pygame.K_d:
mode = 0
elif event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
drain = False
@ -199,57 +237,56 @@ def show_data(screen):
global updates, new_updates
updates = ema_weight*new_updates + (1 - ema_weight)*updates
new_updates = 0
text = font.render('updates', True, (255, 255, 255))
screen.blit(text, (20, viewsize))
text = font.render(str(frame_rate * updates), True, (255, 255, 255))
screen.blit(text, (120, viewsize))
updates_value = font.render(str(frame_rate * updates), True, (255, 255, 255))
screen.blit(updates_label, (20, viewsize))
screen.blit(updates_value, (120, viewsize))
# energy
##energy = 0.5*(sum(q*q for q in charge) + inductance*sum(i*i for i in current))
energy = sum(temp)
text = font.render('energy', True, (255, 255, 255))
screen.blit(text, (20, 30 + viewsize))
text = font.render(str(energy), True, (255, 255, 255))
screen.blit(text, (120, 30 + viewsize))
if mode == 0:
energy = sum(temp)
elif mode == 1:
energy = 0.5*(sum(q*q for q in charge) + inductance*sum(i*i for i in current))
energy_value = font.render(str(energy), True, (255, 255, 255))
screen.blit(energy_label, (20, 30 + viewsize))
screen.blit(energy_value, (120, 30 + viewsize))
# charge[0]
##text = font.render('charge[0]', True, (255, 255, 255))
text = font.render('temp[0]', True, (255, 255, 255))
screen.blit(text, (20, 60 + viewsize))
##text = font.render(str(charge[0]), True, (255, 255, 255))
text = font.render(str(temp[0]), True, (255, 255, 255))
screen.blit(text, (120, 60 + viewsize))
# a position
##position_value = None
if mode == 0:
position_value = font.render(str(temp[0]), True, (255, 255, 255))
elif mode == 1:
position_value = font.render(str(charge[0]), True, (255, 255, 255))
screen.blit(position_label[mode], (20, 60 + viewsize))
screen.blit(position_value, (120, 60 + viewsize))
# instructions
screen.blit(mode_inds[mode][0], (340, viewsize))
screen.blit(mode_inds[mode][1], (420, viewsize))
screen.blit(bop_instr[mode], (340, 30 + viewsize))
if __name__ == '__main__':
# set up background
background = pygame.Surface(screen.get_size()).convert()
background.fill((32, 32, 32))
##text = font.render('press [j] or [k] to pluck', True, (255, 255, 255))
text = font.render('press [j] to pluck', True, (255, 255, 255))
background.blit(text, (340, viewsize))
text = font.render('hold [space] to drain', True, (255, 255, 255))
background.blit(text, (340, 30 + viewsize))
to_light = 0
while True:
# handle events
##handle_wave_events()
handle_heat_events()
if mode == 0:
handle_heat_events()
elif mode == 1:
handle_wave_events()
# clear screen
screen.blit(background, (0, 0))
# show data
# show data and instructions
show_data(screen)
# show state
for e in range(30):
##set_wave_light(e, current[e])
set_heat_light(e, temp[e])
# evolve state
##wave_evolution()
heat_evolution()
# show state and evolve state
if mode == 0:
for e in range(30):
set_heat_light(e, temp[e])
heat_evolution()
elif mode == 1:
for e in range(30):
set_wave_light(e, current[e])
wave_evolution()
# step
pygame.display.flip()