From 9dc6098ff312c13717fca915866a019c429c3b3b Mon Sep 17 00:00:00 2001 From: Aaron Fenyes Date: Sun, 29 Sep 2019 16:26:08 +0200 Subject: [PATCH] Set up heat/wave mode switch --- interactions.py | 117 +++++++++++++++++++++++++++++++----------------- 1 file changed, 77 insertions(+), 40 deletions(-) diff --git a/interactions.py b/interactions.py index 8328444..a002dc7 100644 --- a/interactions.py +++ b/interactions.py @@ -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()