Merge fival version of branch 'interactions'
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commit
b8d86d501e
189
interactions.py
189
interactions.py
@ -10,7 +10,7 @@ import phue, pygame, colorsys
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viewsize = 600
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shrink = 0.9
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vertices = [(viewsize*(1 + shrink*x)/2, viewsize*(1 + shrink*y)/2) for x, y in
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[(0, 0)] + [(cos(-n*pi/5), sin(-n*pi/5)) for n in range(10)] + [(0, 0)]
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[(0, 0)] + [(sin(n*pi/5), -cos(n*pi/5)) for n in range(10)] + [(0, 0)]
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]
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# edges as vertex pairs. FireStar will rest on vertices 6 (A), 5 (B), 7 (C)
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@ -18,7 +18,7 @@ vertex_adj = [
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(0, 1), (0, 3), (0, 5), (0, 7), (0, 9),
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(2, 8), (2, 6), (6, 10), (10, 4), (4, 8),
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(2, 9), (2, 11), (2, 5),
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(4, 1), (4, 9), (4, 7),
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(4, 1), (4, 11), (4, 7),
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(6, 3), (6, 11), (6, 9),
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(8, 5), (8, 11), (8, 1),
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(10, 7), (10, 11), (10, 3),
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@ -72,7 +72,10 @@ lasthue = 65535
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fullbright = 254
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fullsat = 254
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# --- control methods
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# --- control methods and diagnostics
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updates = 0
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new_updates = 0
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def set_light_hsv(e, color, hit_bridge):
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command = {
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@ -80,39 +83,86 @@ def set_light_hsv(e, color, hit_bridge):
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'bri' : int(color[2]*fullbright),
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'sat' : int(color[1]*fullsat)
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}
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if hit_bridge and b != None:
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if hit_bridge:
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if b != None:
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b.set_light(edges[e].light_id, command)
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global new_updates
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new_updates += 1
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rgb_color = tuple(255*c for c in colorsys.hsv_to_rgb(*color))
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pygame.draw.aaline(screen, rgb_color, vertices[vertex_adj[e][0]], vertices[vertex_adj[e][1]])
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# === messages and mode selection ===
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mode = 0
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# data labels
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updates_label = font.render('updates', True, (255, 255, 255))
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energy_label = font.render('energy', True, (255, 255, 255))
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position_label = [
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font.render('temp[0]', True, (255, 255, 255)),
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font.render('charge[0]', True, (255, 255, 255))
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]
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# instructions
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mode_inds = [
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[
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font.render('[d] heat', True, (255, 255, 255)),
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font.render('[f] wave', True, (150, 150, 150))
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],
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[
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font.render('[d] heat', True, (150, 150, 150)),
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font.render('[f] wave', True, (255, 255, 255))
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]
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]
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bop_instr = [
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font.render('press [j] to bop', True, (255, 255, 255)),
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font.render('press [j] or [k] to bop', True, (255, 255, 255))
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]
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drain_instr = font.render('hold [space] to drain', True, (255, 255, 255))
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# set up background
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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.blit(drain_instr, (340, 60 + viewsize))
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# === interaction parameters ===
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frame_rate = 2
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# these frame rate and threshold settings are untested, but the exponential
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# moving average update frequency suggests they should be just barely in bounds
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frame_rate = 10
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ema_weight = 2/(frame_rate+1)
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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_rate = 0.1
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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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current = 30*[0]
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last_litness = 30*[float("inf")]
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change_threshold = 0.05
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litness = 30*[float("inf")]
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change_threshold = 0.15
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# === main loop ===
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def heat_evolution():
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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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current[e] -= flow
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current[f] += flow
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flow = therm_conduct*(temp[e] - temp[f])
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new_temp[e] -= 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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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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# use verlet integration, first updating the currents and then using the new
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@ -128,36 +178,42 @@ def wave_evolution():
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for v in range(12):
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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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litness = 1 - exp(-2*i*i)
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hit_bridge = abs(litness - last_litness[e]) > change_threshold
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set_light_hsv(e, (0.45 + litness*0.25, 1 - 0.5*litness*litness, litness), hit_bridge)
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if hit_bridge:
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last_litness[e] = litness
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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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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, (0.45 + litness[e]*0.25, 1 - 0.5*litness[e]*litness[e], litness[e]), hit_bridge)
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def show_data(screen):
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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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text = font.render('energy', True, (255, 255, 255))
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screen.blit(text, (20, viewsize))
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text = font.render(str(energy), True, (255, 255, 255))
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screen.blit(text, (120, viewsize))
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text = font.render('charge[0]', True, (255, 255, 255))
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screen.blit(text, (20, 30 + viewsize))
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text = font.render(str(charge[0]), True, (255, 255, 255))
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screen.blit(text, (120, 30 + viewsize))
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def handle_heat_events():
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global drain, mode
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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.key == pygame.K_f:
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mode = 1
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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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if __name__ == '__main__':
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# set up background
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background = pygame.Surface(screen.get_size()).convert()
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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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background.blit(text, (340, viewsize))
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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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to_light = 0
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while True:
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# handle events
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def handle_wave_events():
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global drain, mode
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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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@ -168,26 +224,69 @@ if __name__ == '__main__':
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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.key == pygame.K_d:
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mode = 0
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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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# light updates
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global updates, new_updates
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updates = ema_weight*new_updates + (1 - ema_weight)*updates
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new_updates = 0
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updates_value = font.render(str(frame_rate * updates), True, (255, 255, 255))
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screen.blit(updates_label, (20, viewsize))
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screen.blit(updates_value, (120, viewsize))
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# energy
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if mode == 0:
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energy = sum(temp)
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elif mode == 1:
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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_value = font.render(str(energy), True, (255, 255, 255))
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screen.blit(energy_label, (20, 30 + viewsize))
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screen.blit(energy_value, (120, 30 + viewsize))
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# a position
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##position_value = None
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if mode == 0:
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position_value = font.render(str(temp[0]), True, (255, 255, 255))
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elif mode == 1:
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position_value = font.render(str(charge[0]), True, (255, 255, 255))
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screen.blit(position_label[mode], (20, 60 + viewsize))
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screen.blit(position_value, (120, 60 + viewsize))
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# instructions
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screen.blit(mode_inds[mode][0], (340, viewsize))
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screen.blit(mode_inds[mode][1], (420, viewsize))
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screen.blit(bop_instr[mode], (340, 30 + viewsize))
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if __name__ == '__main__':
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while True:
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# handle events
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if mode == 0:
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handle_heat_events()
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elif mode == 1:
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handle_wave_events()
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# clear screen
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screen.blit(background, (0, 0))
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# show data
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# show data and instructions
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show_data(screen)
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# show state
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# show state and evolve state
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if mode == 0:
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for e in range(30):
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set_heat_light(e, temp[e])
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heat_evolution()
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elif mode == 1:
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for e in range(30):
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set_wave_light(e, current[e])
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# evolve state
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wave_evolution()
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##heat_evolution()
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# step
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pygame.display.flip()
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