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master
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thresholdi
62
firestar.py
62
firestar.py
@ -77,7 +77,7 @@ def runsimple(ss):
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b.set_light([edges[e].light_id for e in subs[i]], thiscmd)
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time.sleep((transition_to + hold_time)/10)
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runsimple(intro)
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#runsimple(intro)
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# The most symmetric five-coloring of edges
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fivecs = [];
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@ -126,62 +126,12 @@ fivecolors = [vb(c) for c in ['R', 'Y', 'G', 'B', 'K']]
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# Nick's coloring (NC) "0"
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fivetour = [(fivecs[0], fivecolors)]
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# 1: Step NC "0" to NC "1"
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# Step NC "0" to NC "1"
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fivetour.append(([[3,21,26],[4,19,28]], [vb('K'),vb('Y')]))
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# 2: Step NC "1" to NC "0"
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# Step NC "1" to NC "0"
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fivetour.append(([[3,21,26],[4,19,28]], [vb('Y'),vb('K')]))
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# 3: Step NC "1" to NC "2"
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fivetour.append(([[0,12,25],[1,10,27]], [vb('G'),vb('R')]))
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# 4: Step NC "2" to NC "1"
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fivetour.append(([[0,12,25],[1,10,27]], [vb('R'),vb('G')]))
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# 5: Step NC "2" to NC "3"
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fivetour.append(([[1,22],[3,24]], [vb('K'),vb('R')]))
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# 6: Step NC "3" to NC "2"
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fivetour.append(([[1,22],[3,24]], [vb('R'),vb('K')]))
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# 7: Step NC "3" to NC "4"
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fivetour.append(([[12,20],[11,19]], [vb('Y'),vb('G')]))
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# 8: Step NC "4" to NC "3"
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fivetour.append(([[12,20],[11,19]], [vb('G'),vb('Y')]))
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# 9: Step NC "4" to NC "5"
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fivetour.append(([[0,15,19],[3,9,27]], [vb('R'),vb('G')]))
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# 10: Step NC "5" to NC "4"
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fivetour.append(([[0,15,19],[3,9,27]], [vb('G'),vb('R')]))
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# 11: Step NC "5" to NC "6"
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fivetour.append(([[4,12,16],[1,6,26]], [vb('K'),vb('Y')]))
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# 12: Step NC "6" to NC "5"
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fivetour.append(([[4,12,16],[1,6,26]], [vb('K'),vb('Y')]))
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# 13: Step NC "4" to NC "7"
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fivetour.append(([[0,19,25],[1,21,26]], [vb('K'),vb('G')]))
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# 14: Step NC "7" to NC "4"
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fivetour.append(([[0,19,25],[1,21,26]], [vb('K'),vb('G')]))
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# Would need to add asymmetric colorings here, but no time :-(
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tour5show = (fivetour, [(0,30,20),(1,5,5),(2,5,5),(1,5,5),(2,5,5),(1,5,30)])
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tour5show = (fivetour, [(0,30,20),
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(1,5,5),(2,5,5),(1,5,5),(2,5,5),(1,5,30),
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(3,5,5),(4,5,5),(3,5,5),(4,5,5),(3,5,30),
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(5,5,5),(6,5,5),(5,5,5),(6,5,5),(5,5,30),
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(7,5,5),(8,5,5),(7,5,5),(8,5,5),(7,5,30),
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(9,5,5),(10,5,5),(9,5,5),(10,5,5),(9,5,30),
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(11,5,5),(12,5,5),(11,5,5),(12,5,5),(11,5,100),
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(12,5,5),(11,5,5),(12,5,5),(11,5,5),(12,5,30),
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(10,5,5),(9,5,5),(10,5,5),(9,5,5),(10,5,30),
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(13,5,5),(14,5,5),(13,5,5),(14,5,5),(13,5,100),
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(14,5,5),(13,5,5),(14,5,5),(13,5,5),(14,5,30),
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(8,5,5),(7,5,5),(8,5,5),(7,5,5),(8,5,30),
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(6,5,5),(5,5,5),(6,5,5),(5,5,5),(6,5,30),
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(4,5,5),(3,5,5),(4,5,5),(3,5,5),(4,5,30),
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(2,5,5),(1,5,5),(2,5,5),(1,5,5),(2,5,100),
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])
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while True:
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runsimple(interlude)
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runsimple(jmsshow1)
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runsimple(interlude)
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runsimple(jmsshow2)
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runsimple(interlude)
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runsimple(starshow)
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runsimple(interlude)
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runsimple(tour5show)
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runsimple(interlude)
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runsimple(tour5show)
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186
interactions.py
186
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)] + [(sin(n*pi/5), -cos(n*pi/5)) for n in range(10)] + [(0, 0)]
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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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]
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# edges as vertex pairs. FireStar will rest on vertices 6 (A), 5 (B), 7 (C)
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@ -55,8 +55,8 @@ clock = pygame.time.Clock()
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# --- copied from firestar.py
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b = phue.Bridge('172.18.130.12')
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##b = None
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##b = phue.Bridge('172.18.130.12')
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b = None
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Nedges = 30;
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edgecode = [None] * Nedges;
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@ -91,40 +91,6 @@ def set_light_hsv(e, color, hit_bridge):
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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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# these frame rate and threshold settings are untested, but the exponential
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@ -134,18 +100,13 @@ ema_weight = 2/(frame_rate+1)
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inductance = 0.001
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therm_conduct = 0.01
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therm_conduct = 0.001
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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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@ -156,13 +117,11 @@ change_threshold = 0.15
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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*(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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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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if drain:
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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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current[v] *= 1 - drain_rate
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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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@ -178,15 +137,6 @@ 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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new_litness = 1 - exp(-2*i*i)
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if abs(new_litness - litness[e]) > change_threshold:
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@ -196,97 +146,71 @@ def set_wave_light(e, i):
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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 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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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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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.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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text = font.render('updates', True, (255, 255, 255))
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screen.blit(text, (20, viewsize))
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text = font.render(str(frame_rate * updates), True, (255, 255, 255))
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screen.blit(text, (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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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, 30 + viewsize))
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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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# 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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# charge[0]
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text = font.render('charge[0]', True, (255, 255, 255))
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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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screen.blit(text, (120, 60 + viewsize))
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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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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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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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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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screen.blit(background, (0, 0))
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# show data and instructions
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# show data
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show_data(screen)
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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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wave_evolution()
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# show state
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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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Block a user