Add main.py

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s481879 2024-12-09 16:50:38 +01:00
commit dab3bff2e6

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main.py Normal file
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import pygame
import random
import math
WIDTH, HEIGHT = 800, 600
NUM_GROUPS = 3
BOIDS_PER_GROUP = 20
MAX_SPEED = 4
NEIGHBOR_RADIUS = 60
AVOID_RADIUS = 100
ALIGNMENT_WEIGHT = 1.0
COHESION_WEIGHT = 1.0
SEPARATION_WEIGHT = 3.0
GROUP_COLOR = [(200, 50, 50), (50, 200, 50), (50, 50, 200)]
class Boid:
def __init__(self, x, y, group_id):
self.position = pygame.Vector2(x, y)
self.boid_vector = pygame.Vector2(0.5, 0.5).normalize()
self.group_id = group_id
def update(self, boids):
alignment = self.align(boids) * ALIGNMENT_WEIGHT # dopasowanie
cohesion = self.cohesion(boids) * COHESION_WEIGHT # kohesja
separation = self.separation(boids) * SEPARATION_WEIGHT # separacja
steering = alignment + cohesion + separation
self.boid_vector += steering
if self.boid_vector.length() > MAX_SPEED:
self.boid_vector.scale_to_length(MAX_SPEED)
self.position += self.boid_vector
if self.position.x > WIDTH:
self.position.x = WIDTH
self.boid_vector.x *= -1
if self.position.x < 0:
self.position.x = 0
self.boid_vector.x *= -1
if self.position.y > HEIGHT:
self.position.y = HEIGHT
self.boid_vector.y *= -1
if self.position.y < 0:
self.position.y = 0
self.boid_vector.y *= -1
def align(self, boids):
avg_boid_vector = pygame.Vector2(0, 0)
count = 0
for boid in boids:
if boid == self or boid.group_id != self.group_id:
continue
if self.position.distance_to(boid.position) < NEIGHBOR_RADIUS:
avg_boid_vector += boid.boid_vector
count += 1
if count > 0:
avg_boid_vector = avg_boid_vector/count
avg_boid_vector = avg_boid_vector.normalize() * MAX_SPEED
return avg_boid_vector - self.boid_vector
def cohesion(self, boids):
center_of_group = pygame.Vector2(0, 0)
count = 0
for boid in boids:
if boid == self or boid.group_id != self.group_id:
continue
if self.position.distance_to(boid.position) < NEIGHBOR_RADIUS:
center_of_group += boid.position
count += 1
if count > 0:
center_of_group = center_of_group/count
return (center_of_group - self.position).normalize()
return pygame.Vector2(0, 0)
def separation(self, boids):
avoid_vector = pygame.Vector2(0, 0)
for boid in boids:
if boid == self or boid.group_id != self.group_id:
continue
distance = self.position.distance_to(boid.position)
if distance < AVOID_RADIUS:
avoid_vector += (self.position - boid.position).normalize() / distance
return avoid_vector
def draw(self, screen):
angle = math.atan2(self.boid_vector.y, self.boid_vector.x)
points = [
(self.position.x + math.cos(angle) * 10, self.position.y + math.sin(angle) * 10),
(self.position.x + math.cos(angle + 2.5) * 5, self.position.y + math.sin(angle + 2.5) * 5),
(self.position.x + math.cos(angle - 2.5) * 5, self.position.y + math.sin(angle - 2.5) * 5),
]
pygame.draw.polygon(screen, GROUP_COLOR[self.group_id], points)
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
boids = []
for group_id in range(NUM_GROUPS):
for _ in range(BOIDS_PER_GROUP):
x = random.randint(0, WIDTH)
y = random.randint(0, HEIGHT)
boids.append(Boid(x, y, group_id))
running = True
while running:
screen.fill((30, 30, 30))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
for boid in boids:
boid.update(boids)
boid.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()