Added display grid and array structure
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@ -5,10 +5,11 @@ import random
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# Constants
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C_GRAVITY = 9.81 # m/s^2
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C_MTPRATIO = 100 # Pixels per meter
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C_MTPRATIO = 100 # Pixels per meter
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C_P_ANG_START = 1 / 1000 * math.pi
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C_FALL_ANG = 52.5 / 100 * math.pi
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class Pendulum:
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def __init__(self, theta, length, dx, mass, color):
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"""
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@ -26,16 +27,17 @@ class Pendulum:
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"""
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self.vector = None # Vector2 object
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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.v_ang = 0 # Angular velocity
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self.index = 0
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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.v_ang = [0] # Angular velocity
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self.dx = dx # Horizontal displacement of "cart" from center
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self.a_cart = 0 # Acceleration of cart
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self.v_cart = 0 # Velocity of cart
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self.s_cart = 0 # Displacement of cart [m]
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self.a_cart = [0] # Acceleration of cart
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self.v_cart = [0] # Velocity of cart
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self.s_cart = [0] # Displacement of cart [m]
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self.r_factor = 0.50 # Damping factor
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# self.r_factor = 0.50 # Damping factor
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self.length = length # Length of pendulum
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self.mass = mass # Mass of pendulum for physics
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@ -47,47 +49,92 @@ class Pendulum:
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def update(self, dt):
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self.doMath(dt)
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self.vector = Vector2.from_polar(
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((self.length * C_MTPRATIO), math.degrees(self.theta + (1.5 * math.pi)))
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((self.length * C_MTPRATIO), math.degrees(self.theta[self.index] + (1.5 * math.pi)))
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)
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if abs(self.theta) == 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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def doMath(self, dt):
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# Angle
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ang_term1 = self.a_cart * math.cos(self.theta)
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ang_term2 = self.v_cart * math.sin(self.theta)
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ang_term3 = self.v_cart * self.v_ang * math.sin(self.theta)
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ang_term4 = C_GRAVITY * math.sin(self.theta)
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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_term2 = self.v_cart[self.index] * math.sin(self.theta[self.index])
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ang_term3 = (
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self.v_cart[self.index] # Previous cart velocity
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* self.v_ang[self.index] # previous angle velocity
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* math.sin(self.theta[self.index]) # Sin previous angle
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)
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ang_term4 = C_GRAVITY * math.sin(self.theta[self.index])
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self.a_ang = ((ang_term1 - ang_term2 + ang_term3 - ang_term4) / -(self.length)) - ((self.r_factor / 2) * self.v_ang) # Angular acceleration
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self.v_ang = self.a_ang * (dt / 1000) + self.v_ang # Integrate acceleration to get velocity
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self.theta = self.v_ang * (dt / 1000) + self.theta # Angular displacement
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# Angular acceleration
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self.a_ang.append(
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(ang_term1 - ang_term2 + ang_term3 - ang_term4) / -(self.length)
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)
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# Integrate acceleration to get velocity
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self.v_ang.append(
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self.a_ang[self.index + 1] * (dt / 1000)
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+ self.v_ang[self.index] # Previous velocity
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)
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# Angular displacement
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self.theta.append(
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self.v_ang[self.index + 1] * (dt / 1000)
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+ self.theta[self.index] # Previous angle
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)
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# Limit fall of pendulum
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self.theta = self.clamp(self.theta, -C_FALL_ANG, C_FALL_ANG)
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self.theta[self.index + 1] = self.clamp(
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self.theta[self.index + 1], -C_FALL_ANG, C_FALL_ANG
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)
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# Cart pos
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cart_term1 = self.mass * self.length * self.a_ang * math.cos(self.theta)
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cart_term2 = self.mass * self.length * self.v_ang * math.sin(self.theta)
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### CART ###
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cart_term1 = (
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self.mass # Mass
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* self.length # Length
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* self.a_ang[self.index + 1] # Current angle acceleration
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* math.cos(self.theta[self.index + 1]) # Current angle
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)
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cart_term2 = (
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self.mass # Mass
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* self.length # Length
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* self.v_ang[self.index + 1] # Current angle velocity
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* math.sin(self.theta[self.index + 1]) # Current angle
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)
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self.a_cart = (-cart_term1 + cart_term2) / (2 * self.mass) - (self.r_factor * self.v_cart) # Cart acceleration
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self.v_cart = self.a_cart * (dt / 1000) + self.v_cart # Integrate acceleration to get velocity
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self.s_cart = (self.v_cart * (dt / 1000) + self.s_cart) # Cart displacement
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self.dx = self.s_cart * C_MTPRATIO # Convert to pixels
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# Cart acceleration
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self.a_cart.append((-cart_term1 + cart_term2) / (2 * self.mass))
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# Integrate acceleration to get velocity
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self.v_cart.append(
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self.a_cart[self.index + 1] * (dt / 1000)
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+ self.v_cart[self.index] # Previous velocity
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)
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# Cart displacement
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self.s_cart.append(
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self.v_cart[self.index + 1] * (dt / 1000)
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+ self.s_cart[self.index] # Previous displacement
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)
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self.dx = self.s_cart[self.index + 1] * C_MTPRATIO # Convert to pixels
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# Update index
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self.index += 1
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def clamp(self, n, minn, maxn):
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return max(min(maxn, n), minn)
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def reset(self):
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self.a_ang = 0
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self.v_ang = 0
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self.dx = 0
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self.theta = random.choice([1, -1]) * C_P_ANG_START
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self.index = 0
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self.a_cart = 0
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self.v_cart = 0
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self.s_cart = 0
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self.a_ang = [0]
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self.v_ang = [0]
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self.dx = [0]
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self.theta = [random.choice([1, -1]) * C_P_ANG_START]
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self.a_cart = [0]
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self.v_cart = [0]
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self.s_cart = [0]
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self.fallen = False
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self.update(0)
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@ -3,6 +3,7 @@ from pygame.math import Vector2
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import math
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from pendulum import Pendulum
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from uiHelpers import gridDark, gridLight
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# pygame setup
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pygame.init()
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@ -10,6 +11,7 @@ screen = pygame.display.set_mode((1280, 720))
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clock = pygame.time.Clock()
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running = True
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update = True
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pole = Vector2(screen.get_rect().center) # center of screen
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# Text setup
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font_g = pygame.font.SysFont(None, 128)
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@ -23,6 +25,23 @@ def plotMeta(val, desc):
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screen.blit(font_m.render(f"{desc} = {val}", True, "black"), (15, plot_y))
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plot_y += 15
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def plotGrid(dist, Xoff=0, Yoff=0):
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screen.fill("white")
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cXoff = pole.x % dist
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cYoff = pole.y % dist
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for i in range(0, 1280, dist):
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pygame.draw.line(screen, gridLight, (i + Xoff + cXoff, 0), (i + Xoff + cXoff, 720), 1)
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pygame.draw.line(screen, gridLight, (0, i + Yoff + cYoff), (1280, i + Yoff + cYoff), 1)
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pygame.draw.line(screen, gridDark, (pole.x + Xoff, 0), (pole.x + Xoff, 720), 1)
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pygame.draw.line(screen, gridDark, (0, pole.y + Yoff), (1280, pole.y + Yoff), 1)
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def plotCenteredText(font, text = "", colour = "black", y = 0):
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textObj = font.render(text, True, colour)
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text_rect = textObj.get_rect(center=(1280/2, 720/2 - y))
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screen.blit(textObj, text_rect)
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# Pendulum setup
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# Start angle in radians, length, mass, color
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pendulum = Pendulum(0, 2, 0, 0.25, "red")
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@ -30,7 +49,7 @@ pendulum.reset()
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dt = 1 # delta time
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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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while running:
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@ -51,26 +70,28 @@ while running:
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else:
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update = True
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# fill the screen with a color to wipe away anything from last frame
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screen.fill("gray")
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pole = Vector2(screen.get_rect().center) # center of screen
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT]:
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pendulum.a_cart -= 4
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if keys[pygame.K_RIGHT]:
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pendulum.a_cart += 4
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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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if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
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pendulum.a_cart[pendulum.index] += 4
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# Draw x axis
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plotGrid(50, 0, 15)
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# Update pendulum
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if not pendulum.fallen:
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screen.fill("gray")
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if update:
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rt += dt
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pendulum.update(dt)
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else:
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screen.fill("darkgray")
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screen.blit(font_g.render("WASTED", True, "red"), (pole.x - 200, pole.y - 120))
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screen.blit(font_m.render("Press space to restart", True, "black"), (pole.x - 70, pole.y - 40))
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# ol = pygame.Surface(screen.get_size())
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# screen.fill((0, 0, 0, 255))
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plotCenteredText(font_g, "WASTED", "red", 100)
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plotCenteredText(font_m, "Press space to restart", "black", 60)
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plotCenteredText(font_m, "Press G to view nerd graphs", "black", 45)
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if rt > highscore:
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highscore = rt
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@ -81,11 +102,11 @@ while running:
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screen.blit(font_m.render("Arne van Iterson, 2023", True, "black"), (1150, 700))
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plot_y = 40
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plotMeta(pendulum.theta, "Theta")
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plotMeta(pendulum.a_ang, "Angular acceleration")
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plotMeta(pendulum.theta[pendulum.index], "Theta")
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plotMeta(pendulum.a_ang[pendulum.index], "Angular acceleration")
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plotMeta(pendulum.dx, "dx")
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plotMeta(pendulum.a_cart, "Cart acceleration")
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plotMeta(pendulum.a_cart[pendulum.index], "Cart acceleration")
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plotMeta(dt, "Frame time")
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plotMeta(1000 / dt, "FPS")
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@ -99,9 +120,6 @@ while running:
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pygame.draw.line(screen, pendulum.color, pole + dx, pole + pendulum.vector + dx, 3)
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pygame.draw.circle(screen, "black", pole + dx, 15, 3)
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# Draw x axis
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pygame.draw.line(screen, "black", (0, pole.y + 15), (1280, pole.y + 15), 1)
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pygame.display.flip()
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dt = clock.tick(60) # limits FPS to 120
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7
src/sim/uiHelpers.py
Normal file
7
src/sim/uiHelpers.py
Normal file
@ -0,0 +1,7 @@
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import pygame
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C_GRID_L_VALUE = 200
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gridLight = pygame.Color(C_GRID_L_VALUE,C_GRID_L_VALUE,C_GRID_L_VALUE)
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C_GRID_D_VALUE = 100
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gridDark = pygame.Color(C_GRID_D_VALUE,C_GRID_D_VALUE,C_GRID_D_VALUE)
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