PID Control
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@ -26,9 +26,12 @@ class Pendulum:
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Returns:
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Returns:
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None
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None
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"""
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"""
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## Game variables
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self.vector = None # Vector2 object
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self.vector = None # Vector2 object
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self.fallen = False # Stop when pendulum falls over
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self.index = 0
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## Physics variables
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self.index = 0 # Index helper for plotting graphs
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self.theta = [theta] # Angle in radians
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self.theta = [theta] # Angle in radians
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self.a_ang = [0] # Angular acceleration
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self.a_ang = [0] # Angular acceleration
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self.v_ang = [0] # Angular velocity
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self.v_ang = [0] # Angular velocity
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@ -44,8 +47,11 @@ class Pendulum:
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self.mass = mass # Mass of pendulum for physics
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self.mass = mass # Mass of pendulum for physics
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self.color = color # Display color
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self.color = color # Display color
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self.pid = False
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## PID variables
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self.fallen = False
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self.pid = True
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self.kp = 1.3
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self.ki = 0.0
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self.kd = 0.1
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def update(self, dt):
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def update(self, dt):
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self.doMath(dt)
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self.doMath(dt)
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@ -53,9 +59,34 @@ class Pendulum:
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((self.length * C_MTPRATIO), math.degrees(self.theta[self.index] - (0.5 * math.pi)))
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((self.length * C_MTPRATIO), math.degrees(self.theta[self.index] - (0.5 * math.pi)))
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)
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)
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if self.pid:
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self.pidControl()
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if abs(self.theta[self.index]) == C_FALL_ANG:
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if abs(self.theta[self.index]) == C_FALL_ANG:
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self.fallen = True
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self.fallen = True
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# def update(self, dt):
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# """
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# Update the pendulum's state based on the elapsed time.
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# Parameters:
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# - dt (float): The elapsed time in milliseconds.
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# Returns:
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# None
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# """
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# a_ang = (-(C_GRAVITY * math.sin(self.theta)) / (self.length)) - (self.r_factor * self.v_ang) # Angular acceleration
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# v_ang = a_ang * (dt/1000) + self.v_ang # Integrate acceleration to get velocity
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# s_ang = v_ang * (dt/1000) # Angular displacement
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# self.theta += s_ang # Update value
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# self.vector = Vector2.from_polar(((self.length * 150), math.degrees(self.theta + math.pi/2)))
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# self.a_ang = a_ang # Update value
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# self.v_ang = v_ang # Update value
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def doMath(self, dt):
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def doMath(self, dt):
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### ANGLE ###
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### ANGLE ###
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ang_term1 = self.a_cart[self.index] * math.cos(self.theta[self.index])
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ang_term1 = self.a_cart[self.index] * math.cos(self.theta[self.index])
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@ -155,31 +186,14 @@ class Pendulum:
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axs[0,0].plot(self.s_cart)
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axs[0,0].plot(self.s_cart)
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axs[0,0].set_title('Position [m]')
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axs[0,0].set_title('Position [m]')
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axs[0,1].plot(self.v_ang)
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axs[0,1].plot(self.v_cart)
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axs[0,1].set_title('Speed [m/s]')
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axs[0,1].set_title('Speed [m/s]')
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axs[1,0].plot(self.a_ang)
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axs[1,0].plot(self.a_cart)
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axs[1,0].set_title('Acceleration [m/s^2]')
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axs[1,0].set_title('Acceleration [m/s^2]')
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plt.show()
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plt.show()
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# def update(self, dt):
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def pidControl(self):
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# """
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error = self.theta[self.index]
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# Update the pendulum's state based on the elapsed time.
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result = (self.kp * error) + (self.ki * sum(self.theta)) + (self.kd * self.v_ang[self.index])
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self.a_cart[self.index] = result * 10
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# Parameters:
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# - dt (float): The elapsed time in milliseconds.
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# Returns:
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# None
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# """
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# a_ang = (-(C_GRAVITY * math.sin(self.theta)) / (self.length)) - (self.r_factor * self.v_ang) # Angular acceleration
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# v_ang = a_ang * (dt/1000) + self.v_ang # Integrate acceleration to get velocity
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# s_ang = v_ang * (dt/1000) # Angular displacement
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# self.theta += s_ang # Update value
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# self.vector = Vector2.from_polar(((self.length * 150), math.degrees(self.theta + math.pi/2)))
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# self.a_ang = a_ang # Update value
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# self.v_ang = v_ang # Update value
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@ -2,7 +2,9 @@
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# Arne van Iterson, 2023
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# Arne van Iterson, 2023
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# Imports
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# Imports
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import pygame_widgets
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import pygame
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import pygame
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from pygame_widgets.slider import Slider
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from pygame.math import Vector2
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from pygame.math import Vector2
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import math
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import math
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@ -28,6 +30,11 @@ pendulum.reset()
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dx = 0 # x offset
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dx = 0 # x offset
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dt = 1 # delta time
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dt = 1 # delta time
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# Sliders
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slider_kp = Slider(screen, 910, 590, 320, 16, initial=pendulum.kp, min=0, max=2, step=0.001)
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slider_ki = Slider(screen, 910, 620, 320, 16, initial=pendulum.ki, min=0, max=0.5, step=0.001)
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slider_kd = Slider(screen, 910, 650, 320, 16, initial=pendulum.kd, min=0, max=0.5, step=0.001)
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# Gametime
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# Gametime
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rt = 10 # run time
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rt = 10 # run time
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highscore = 0
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highscore = 0
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@ -39,15 +46,22 @@ def meta():
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ui.meta(pendulum.a_ang[pendulum.index], "Angular acceleration")
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ui.meta(pendulum.a_ang[pendulum.index], "Angular acceleration")
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ui.meta(pendulum.dx, "dx")
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ui.meta(pendulum.dx, "dx")
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ui.meta(pendulum.a_cart[pendulum.index], "Cart acceleration")
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ui.meta(pendulum.a_cart[pendulum.index], "Cart acceleration")
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ui.meta(pendulum.pid, "Control")
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ui.meta(pendulum.pid, "Control")
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ui.meta(pendulum.kd, "Kd")
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ui.meta(pendulum.ki, "Ki")
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ui.meta(pendulum.kp, "Kp")
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ui.meta(not update, "Paused")
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ui.meta(not update, "Paused")
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ui.meta(rt / 1000, "Run time [s]")
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ui.meta(rt / 1000, "Run time [s]")
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ui.meta(highscore / 1000, "Highscore [s]")
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ui.meta(highscore / 1000, "Highscore [s]")
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while running:
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while running:
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events = pygame.event.get()
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### User controls ###
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### User controls ###
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for event in pygame.event.get():
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for event in events:
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# Quit
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# Quit
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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running = False
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running = False
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@ -57,7 +71,6 @@ while running:
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running = False
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running = False
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# Reset simulation
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# Reset simulation
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elif event.key == pygame.K_SPACE:
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elif event.key == pygame.K_SPACE:
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pendulum.reset()
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pendulum.reset()
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rt = 0
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rt = 0
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# Pause simulation
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# Pause simulation
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@ -67,11 +80,14 @@ while running:
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elif event.key == pygame.K_g:
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elif event.key == pygame.K_g:
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if pendulum.fallen:
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if pendulum.fallen:
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pendulum.plot()
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pendulum.plot()
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else:
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update = False
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pendulum.plot()
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# Toggle PID controller
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# Toggle PID controller
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elif event.key == pygame.K_c:
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elif event.key == pygame.K_c:
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pendulum.pid = not pendulum.pid
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pendulum.pid = not pendulum.pid
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# Move cart
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# Move pendulum
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keys = pygame.key.get_pressed()
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT] or keys[pygame.K_a]:
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if keys[pygame.K_LEFT] or keys[pygame.K_a]:
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pendulum.a_cart[pendulum.index] -= 4
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pendulum.a_cart[pendulum.index] -= 4
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@ -81,6 +97,11 @@ while running:
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# Draw grid
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# Draw grid
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ui.grid(50, 0, 15)
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ui.grid(50, 0, 15)
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# Update PID values
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pendulum.kp = slider_kp.getValue()
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pendulum.ki = slider_ki.getValue()
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pendulum.kd = slider_kd.getValue()
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# Update pendulum
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# Update pendulum
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if not pendulum.fallen:
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if not pendulum.fallen:
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if update:
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if update:
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@ -103,6 +124,7 @@ while running:
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pygame.draw.circle(screen, "black", pole + dx, 15, 3)
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pygame.draw.circle(screen, "black", pole + dx, 15, 3)
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# Draw frame
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# Draw frame
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pygame_widgets.update(events)
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pygame.display.flip()
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pygame.display.flip()
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dt = clock.tick(60) # limits FPS to 120
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dt = clock.tick(60) # limits FPS to 120
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@ -11,7 +11,6 @@ gridDark = pygame.Color(C_GRID_D_VALUE, C_GRID_D_VALUE, C_GRID_D_VALUE)
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font_h = pygame.font.SysFont(None, 28)
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font_h = pygame.font.SysFont(None, 28)
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font_m = pygame.font.SysFont(None, 16)
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font_m = pygame.font.SysFont(None, 16)
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# UI Class
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# UI Class
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class SimUI:
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class SimUI:
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def __init__(self, screen, pole):
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def __init__(self, screen, pole):
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@ -23,7 +22,7 @@ class SimUI:
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self.blink = False
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self.blink = False
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self.blinkTimer = 0
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self.blinkTimer = 0
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self.controlled = False
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self.controlled = True
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self.paused = False
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self.paused = False
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def meta(self, val, desc):
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def meta(self, val, desc):
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