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from __future__ import division
import color
from color import Vector
import random
import constants
from constants import *
import math
from show import Show
class Fish(object):
"""Object displayed on the bridge, probably a fish."""
def __init__(self, x, y, width, height, color, step):
"""Create fish with default parameters."""
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.speed = step
self.step = step
self.speed = Vector(0.1, 0)
self.drag = -0.09
self.tailAccelMag = 0.4
self.tailAcceleration = Vector(self.tailAccelMag, 0)
self.tailDuration = 2
self.tailMoving = False
self.tailThreshold = 0.7
self.tailMoveCount = 0
def update(self):
"""Swim gently to the other side of the bridge."""
if self.x > constants.BRIDGE_WIDTH or self.x < -self.width:
return False
self.speed += self.drag * self.speed
if abs(self.speed) < self.tailThreshold:
self.tailMoving = True
self.tailThreshold = rand_in_range(0.5, 1.4)
self.fix_direction()
if self.tailMoveCount > self.tailDuration:
self.tailMoveCount = 0
self.tailMoving = False
if self.tailMoving:
self.speed += self.tailAcceleration
self.tailMoveCount += 1
self.x += self.speed.components[0]
self.y += self.speed.components[1]
return True
def fix_direction(self):
min_theta = -0.32
max_theta = 0.32
if self.y < 0:
min_theta = 0
if self.y > 1:
max_theta = 0
#theta = rand_in_range(min_theta, max_theta)
theta = random.gauss((max_theta+min_theta)/2, (max_theta - min_theta)/12)
self.tailAcceleration = Vector(self.tailAccelMag, 0).rot2d(theta)
@classmethod
def by_type(cls, fish_type):
if (fish_type == 'jellyfish'):
return cls(0, 0.5, 23, 1.5, color.black, 1)
if fish_type == 'dolphin':
return cls(0, 0.5, 23, 1.5, color.black, 1)
if fish_type == 'boat':
return cls(0, 0.5, 23, 1.5, color.black, 1)
if fish_type == 'dory':
return cls(0, 0.5, 23, 1.5, color.black, 1)
if fish_type == 'nemo':
return cls(0, 0.5, 23, 1.5, color.black, 1)
if fish_type == 'whale':
return cls(0, 0.5, 23, 1.5, color.black, 1)
if fish_type == 'stingray':
return cls(0, 0.5, 23, 1.5, color.black, 1)
if fish_type == 'eel':
return cls(0, 0.5, 23, 1.5, color.black, 1)
if fish_type == 'shark':
return cls(0, 0.5, 23, 1.5, color.black, 1)
class Light(object):
"""Represent a bridge light and its state."""
def __init__(self, x, y, light):
"""Store all facts about a light."""
self.light = light
self.color = color.black
self.transitioning_to = self.color
self.step = 0
self.x = x
self.y = y
def update(self, depth, fishes):
"""Change color depending on where the fish is."""
if abs(self.transitioning_to - self.color) <= self.step:
self.transitioning_to = pick_HSV(depth).to_RGB()
self.step = (random_change()
* abs(self.color - self.transitioning_to))
new_background = transition(
self.color, self.transitioning_to, self.step
)
self.color = new_background
new_color = new_background
for fish in fishes:
coverage = compute_coverage(fish, self.x, self.y)
new_color = coverage * fish.color + (1 - coverage) * new_color
self.light.setRGBRaw(
*map(lambda x: clamp(0, x, 1), new_color.components)
)
def compute_coverage(fish, x, y):
"""Calculate the coverage of a fish over a box."""
middle_of_fish = fish.x + fish.width / 2
middle_of_panel = x + 0.5
diff = abs(middle_of_fish - middle_of_panel) / (fish.width / 2)
scale = 1 - diff
min_x = min(max(x, fish.x), x + 1)
max_x = max(min(x+1, fish.x + fish.width), x)
min_y = min(max(y, fish.y), y + 1)
max_y = max(min(y+1, fish.y + fish.height), y)
coverage = (max_x - min_x) * (max_y - min_y)
return coverage * scale
def pick_HSV(depth):
"""Return a random color in an appropriate interval."""
min_hue = constants.MIN_HUE + (10/360)*depth
min_saturation = constants.MIN_SATURATION + 0.05*depth
hue = random.random() * (constants.MAX_HUE - min_hue) + min_hue
saturation = random.random() * (MAX_SATURATION - min_saturation) + min_saturation
value = random.random() * (MAX_VALUE - MIN_VALUE) + MIN_VALUE
return color.HSV(hue, saturation, value)
def transition(start, end, step):
"""Return a vector equal to (end - start) * step + start."""
if start == end:
return start
diff_vector = end - start
step_vector = diff_vector / abs(diff_vector) * step
result = step_vector + start
return result
def random_change():
"""Return a random amount that a light should change each frame."""
min_time = int(constants.MIN_TIME * FRAME_RATE)
max_time = int(MAX_TIME * FRAME_RATE)
return 1 / random.randint(min_time, max_time)
def clamp(low, x, high):
"""Return v such that low <= v <= high and |x - v| is minimal."""
return max(low, min(x, high))
class FishShow(Show):
# 1 minute show
TICKS_PER_DEPTH = FRAME_RATE * 10
MAX_DEPTH = 6
def init(self):
self.lights = [Light(x, y, self.bridge.get_light(x, y))
for y in xrange(self.bridge.HEIGHT)
for x in xrange(self.bridge.WIDTH)]
self.fishes = set()
self.tick_count = 0
self.depth = 0
def update(self):
event = self.recv_event()
if event and event[0] == 'spawn':
new_fish = Fish.by_type(event[1]['type'])
self.fishes.add(new_fish)
for fish in list(self.fishes):
if not fish.update():
self.fishes.remove(fish)
for light in self.lights:
light.update(self.depth, self.fishes)
self.tick_count += 1
if self.tick_count % self.TICKS_PER_DEPTH == 0:
self.depth += 1
print("DEPTH: ", self.depth)
if self.depth > self.MAX_DEPTH:
self.stop()
def rand_in_range(low, high):
return random.random() * (high - low) + low
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