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wavegenerator.py
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wavegenerator.py
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import pygame, time, math, sys
from pygame.locals import*
pygame.init()
class LongWave_Point(object):
def __init__(self, pos, number, color, end_point=False, init_speed=0.0):
if not end_point:
self.color = color
else:
self.color = [250,250,250]
self.init_speed = init_speed/10.0 # becomes frequency when end point
self.number = number
self.pos = pos
if end_point:
self.speed = init_speed/10.0
else:
self.speed = init_speed
self.is_end_point=end_point
self.next_speed = self.speed
if end_point:
self.center_pull = pos
def prepare(self, wave_points):
self.next_speed = self.speed
if not self.is_end_point: # if this point is between the end points
for point in wave_points:
if point.number==self.number-1 or point.number==self.number+1:
distance = self.pos-point.pos
if point.is_end_point and abs(distance)<tolerance:
if abs(distance)<tolerance*2:
self.next_speed+= ( tolerance-abs(distance) )/ float(tolerance) * speed * (abs(distance)/distance)
else:
if abs(distance)<tolerance:
self.next_speed+= ( tolerance-abs(distance) )/ float(tolerance) * speed * (abs(distance)/distance)
if point.number==self.number-1 and distance<=0:
self.next_speed = point.speed*0.5
self.pos = point.pos+0.00000001
if point.number==self.number+1 and distance>=0:
self.next_speed = point.speed*0.5
self.pos = point.pos-0.00000001
else: # if this point is an end point
distance = self.pos-self.center_pull
if distance != 0:
self.next_speed-= abs(distance)/ float(tolerance) * self.init_speed * (abs(distance)/distance)
self.speed = self.next_speed
def update(self):
self.pos+=self.next_speed
self.speed = self.next_speed*friction
def render(self, screen):
#pygame.draw.circle(screen, self.color, [self.pos, 150], 3, 0)
#return ["circle", [self.pos, 150], 3, 0]
pygame.draw.aaline(screen, self.color, [self.pos, 140], [self.pos, 160], 2)
return ["aaline", [self.pos, 140], [self.pos, 160], 2]
class DelaySwitch(object):
def __init__(self, frame_rate):
self.frame_rate = 1.0/(frame_rate/100.0) # should be in milliseconds
self.time = 0
self.prev_time = 0
self.time_passed = 0
self.skip = False
def update(self):
if self.skip==True:
self.skip=False
self.time=time.time()
self.time_passed = self.time-self.prev_time
if self.time_passed<self.frame_rate:
time.sleep((self.frame_rate-self.time_passed)/100.0)
else:
self.skip=True
self.prev_time = self.time
def render_machine(render_list,screen, bg_color):
for rend_obj in render_list:
if rend_obj[0]=="circle":
pygame.draw.circle(screen, bg_color, rend_obj[1], rend_obj[2], rend_obj[3])
elif rend_obj[0]=="line":
pygame.draw.line(screen, bg_color, rend_obj[1], rend_obj[2], rend_obj[3])
elif rend_obj[0]=="aaline":
pygame.draw.line(screen, bg_color, rend_obj[1], rend_obj[2], 5)
elif rend_obj[0]=="rect":
pygame.draw.rect(screen, bg_color, rend_obj[1])
else:
raise "not a render format!"
def get_input():
for event in pygame.event.get():
if event.type == QUIT or event.type == KEYDOWN and event.key == K_ESCAPE:
pygame.quit()
sys.exit()
def draw_waves(wave_points, screen, type = "pos"):
index = len(wave_points)-1
points =[]
while index!=-1:
if type=="pos":
distance = wave_points[index].pos-wave_points[index-1].pos-spreed
elif type=="acc":
distance = wave_points[index].speed-wave_points[index-1].speed-spreed
height=(distance/float(tolerance))*50+50
pos = index*spreed+nudge-(spreed/2)#(wave_points[index].pos+wave_points[index-1].pos)/2.0
points.append([pos, height])
index-=1
index = len(wave_points)-2
render_list=[]
while index!=-0:
if type=="pos":
color = [0,0,255]
elif type=="acc":
color = [255,0,0]
pygame.draw.aaline(screen, color, points[index], points[index-1], 2)
render_list.append( ["aaline", points[index], points[index-1],2] )
index-=1
return render_list
############################################
############################################
def main():
text = pygame.font.SysFont(pygame.font.get_default_font(), 18)
size = (800,200)
screen = pygame.display.set_mode(size)
bg_color = [0,0,0]
delay = DelaySwitch(60)
global tolerance, speed, friction, nudge, spreed
# # # # # # # # # # # # # # #
spreed = 5
tolerance = 15 # how close do the dots have to be before they effect each other
speed = 5 # natural frequency
friction = 0.9975
number = 155
nudge = 15
# # # # # # # # # # # # # # #
points = []
for x in range(number):
color = [255,255,0]
if x == number-1:
print(x)
points.append( LongWave_Point( x*spreed+nudge, x, color, True) )
elif x == 0:
points.append( LongWave_Point( x*spreed+nudge, x, color, True ) )
elif x == 1:
points.append( LongWave_Point( x*spreed+nudge, x, color, False, 0 ) )
elif x == number-2:
points.append( LongWave_Point( x*spreed+nudge, x, color, False, 0) )
else:
points.append( LongWave_Point( x*spreed+nudge, x, color, False ) )
#=#=#=#=#=#=#=#=#=#
time.sleep(1)
prev_press = False
while True:
if pygame.mouse.get_pressed()[0] and not prev_press:
prev_press = True
mouse_pos = pygame.mouse.get_pos()[0]
left_point = points[1]
right_point = points[1]
for point in points:
if point.pos<mouse_pos and point.pos>right_point.pos:
right_point = point
if right_point.number!=0: left_point = points[right_point.number-1]
if not right_point.is_end_point: right_point.speed+=speed/2.0+0.00000001
if not left_point.is_end_point: left_point.speed-=speed/2.0+0.00000001
elif not pygame.mouse.get_pressed()[0]:
prev_press = False
render_objects=[]
for point in points:
point.prepare(points)
for point in points:
point.update()
render_objects.append( point.render(screen) )
for object in draw_waves(points, screen, "pos"):
render_objects.append(object)
for object in draw_waves(points, screen, "acc"):
render_objects.append(object)
delay.update()
pygame.display.flip()
render_machine(render_objects, screen, bg_color)
get_input()
#=#=#=#=#=#=#=#=#=#
if __name__ == "__main__":
main()