Merge branch 'heat' into interactions
Wave code hasn't been re-tested yet.
This commit is contained in:
commit
a52ed7a90e
@ -100,13 +100,18 @@ ema_weight = 2/(frame_rate+1)
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inductance = 0.001
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inductance = 0.001
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therm_conduct = 0.001
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therm_conduct = 0.01
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drain = False
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drain = False
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drain_rate = 0.1
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drain_rate = 0.1
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# === phase space ===
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# === phase space ===
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# heat equation
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temp = 30*[0]
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new_temp = 30*[0]
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# wave equation
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charge = 12*[0]
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charge = 12*[0]
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current = 30*[0]
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current = 30*[0]
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@ -117,11 +122,13 @@ change_threshold = 0.15
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def heat_evolution():
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def heat_evolution():
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for e, f in cyc_edge_adj:
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for e, f in cyc_edge_adj:
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flow = therm_conduct*(current[e] - current[f])
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flow = therm_conduct*(temp[e] - temp[f])
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current[e] -= flow
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new_temp[e] -= flow
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current[f] += flow
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new_temp[f] += flow
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for e in range(30):
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if drain:
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if drain:
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current[v] *= 1 - drain_rate
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new_temp[e] *= 1 - drain_rate
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temp[e] = max(new_temp[e], 0)
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def wave_evolution():
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def wave_evolution():
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# use verlet integration, first updating the currents and then using the new
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# use verlet integration, first updating the currents and then using the new
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@ -137,6 +144,15 @@ def wave_evolution():
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for v in range(12):
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for v in range(12):
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charge[v] *= 1 - drain_rate
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charge[v] *= 1 - drain_rate
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def set_heat_light(e, i):
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new_litness = 1 - exp(-2*i)
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if abs(new_litness - litness[e]) > change_threshold:
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hit_bridge = True
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litness[e] = new_litness
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else:
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hit_bridge = False
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set_light_hsv(e, (0.167*litness[e], 1 - 0.5*litness[e]*litness[e], litness[e]), hit_bridge)
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def set_wave_light(e, i):
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def set_wave_light(e, i):
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new_litness = 1 - exp(-2*i*i)
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new_litness = 1 - exp(-2*i*i)
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if abs(new_litness - litness[e]) > change_threshold:
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if abs(new_litness - litness[e]) > change_threshold:
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@ -146,6 +162,38 @@ def set_wave_light(e, i):
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hit_bridge = False
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hit_bridge = False
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set_light_hsv(e, (0.45 + litness[e]*0.25, 1 - 0.5*litness[e]*litness[e], litness[e]), hit_bridge)
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set_light_hsv(e, (0.45 + litness[e]*0.25, 1 - 0.5*litness[e]*litness[e], litness[e]), hit_bridge)
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def handle_heat_events():
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global drain
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_j:
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new_temp[0] += 10
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elif event.key == pygame.K_SPACE:
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drain = True
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_SPACE:
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drain = False
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elif event.type == pygame.QUIT:
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quit()
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def handle_wave_events():
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global drain
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_j:
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charge[0] += 100
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charge[11] -= 100
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elif event.key == pygame.K_k:
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charge[5] += 100
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charge[7] -= 100
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elif event.key == pygame.K_SPACE:
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drain = True
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_SPACE:
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drain = False
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elif event.type == pygame.QUIT:
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quit()
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def show_data(screen):
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def show_data(screen):
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# light updates
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# light updates
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global updates, new_updates
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global updates, new_updates
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@ -157,23 +205,27 @@ def show_data(screen):
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screen.blit(text, (120, viewsize))
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screen.blit(text, (120, viewsize))
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# energy
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# energy
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energy = 0.5*(sum(q*q for q in charge) + inductance*sum(i*i for i in current))
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##energy = 0.5*(sum(q*q for q in charge) + inductance*sum(i*i for i in current))
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energy = sum(temp)
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text = font.render('energy', True, (255, 255, 255))
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text = font.render('energy', True, (255, 255, 255))
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screen.blit(text, (20, 30 + viewsize))
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screen.blit(text, (20, 30 + viewsize))
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text = font.render(str(energy), True, (255, 255, 255))
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text = font.render(str(energy), True, (255, 255, 255))
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screen.blit(text, (120, 30 + viewsize))
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screen.blit(text, (120, 30 + viewsize))
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# charge[0]
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# charge[0]
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text = font.render('charge[0]', True, (255, 255, 255))
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##text = font.render('charge[0]', True, (255, 255, 255))
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text = font.render('temp[0]', True, (255, 255, 255))
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screen.blit(text, (20, 60 + viewsize))
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screen.blit(text, (20, 60 + viewsize))
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text = font.render(str(charge[0]), True, (255, 255, 255))
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##text = font.render(str(charge[0]), True, (255, 255, 255))
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text = font.render(str(temp[0]), True, (255, 255, 255))
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screen.blit(text, (120, 60 + viewsize))
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screen.blit(text, (120, 60 + viewsize))
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if __name__ == '__main__':
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if __name__ == '__main__':
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# set up background
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# set up background
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background = pygame.Surface(screen.get_size()).convert()
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background = pygame.Surface(screen.get_size()).convert()
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background.fill((32, 32, 32))
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background.fill((32, 32, 32))
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text = font.render('press [j] or [k] to pluck', True, (255, 255, 255))
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##text = font.render('press [j] or [k] to pluck', True, (255, 255, 255))
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text = font.render('press [j] to pluck', True, (255, 255, 255))
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background.blit(text, (340, viewsize))
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background.blit(text, (340, viewsize))
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text = font.render('hold [space] to drain', True, (255, 255, 255))
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text = font.render('hold [space] to drain', True, (255, 255, 255))
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background.blit(text, (340, 30 + viewsize))
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background.blit(text, (340, 30 + viewsize))
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@ -181,22 +233,8 @@ if __name__ == '__main__':
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to_light = 0
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to_light = 0
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while True:
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while True:
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# handle events
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# handle events
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for event in pygame.event.get():
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##handle_wave_events()
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if event.type == pygame.KEYDOWN:
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handle_heat_events()
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if event.key == pygame.K_j:
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charge[0] += 100
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charge[11] -= 100
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elif event.key == pygame.K_k:
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charge[5] += 100
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charge[7] -= 100
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elif event.key == pygame.K_SPACE:
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drain = True
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pygame.draw.aaline(screen, (255, 255, 255), (0, 0), (viewsize, viewsize))
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_SPACE:
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drain = False
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elif event.type == pygame.QUIT:
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quit()
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# clear screen
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# clear screen
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screen.blit(background, (0, 0))
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screen.blit(background, (0, 0))
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@ -206,11 +244,12 @@ if __name__ == '__main__':
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# show state
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# show state
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for e in range(30):
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for e in range(30):
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set_wave_light(e, current[e])
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##set_wave_light(e, current[e])
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set_heat_light(e, temp[e])
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# evolve state
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# evolve state
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wave_evolution()
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##wave_evolution()
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##heat_evolution()
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heat_evolution()
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# step
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# step
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pygame.display.flip()
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pygame.display.flip()
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