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revisited.py
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revisited.py
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from numpy.core.fromnumeric import mean, var
import pygame
import random
import sys
import numpy as np
from operator import attrgetter
# color palette
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
YELLOW = (255, 255, 0)
BLUE = (0, 0, 255)
# This sets the margin between each cell
MARGIN = 1
class Cell():
def __init__(self, ID = None, AA = 1, PM = 0, CHA = 0, TE = False, type = "A", index = None, dir = None):
self.ID = ID
self.AA = AA
self.PM = PM
self.CHA = CHA
self.TE = TE
self.type = type # SP NS U A
self.index = index
self.dir = dir #N S W E
self.neighbors = np.array([])
def setDirection(self):
irand = random.randint(0, 3)
if (irand == 0):
return "N"
elif (irand == 1):
return "W"
elif (irand == 2):
return "S"
elif (irand == 3):
return "E"
def updateMatrix(self, color):
# Create a tuple with the new color and assign it.
self.CHA = 0
self.PM = 0
self.AA = 1
self.dir = None
if(color == BLUE):
self.PM = Simulation.defaultPM
self.type = "SP"
elif(color == GREEN):
self.dir = self.setDirection()
self.CHA = Simulation.defaultCHA
self.type = "NS"
elif(color == RED):
self.AA = 0
self.type = "U"
elif(color == WHITE):
self.type = "A"
class Block(pygame.sprite.Sprite):
# Constructor. Pass in the color of the block,
# and its x and y position
def __init__(self, simulation, color, size = (50, 50), position = (0, 0)):
# Call the parent class (Sprite) constructor
super().__init__()
self._simulation = simulation
self._color = color
# Create an image of the block, and fill it with a color.
# This could also be an image loaded from the disk.
self.image = pygame.Surface(size)
self.image.fill(self._color)
# Fetch the rectangle object that has the dimensions of the image
# Update the position of this object by setting the values of rect.x and rect.y
self.rect = self.image.get_rect(topleft = position)
def update(self):
self.rect.x = self._simulation.m_position[0]
self.rect.y = self._simulation.m_position[1]
def updateColor(self, color, alpha = 255):
self._color = color
self.image.fill(color)
self.image.set_alpha(alpha)
class Simulation():
## parameter for the pphysarum simulation
# parameters for diffusion equation for the cytoplasm
PMP1 = 0.08
PMP2 = 0.01
# parameters for the difbetafusion of the chemoattractant
CAP1 = 0.05
CAP2 = 0.02
# consumption percentage of the chemoattractant
CON = 0.95
# parameter for the attraction to the chemoattractant
PAP = 0.2
# threshold of Physarum Mass that encapsulate a NS
thresholdPM = 0.2
defaultCHA = 100
defaultPM = 100
def __init__(self):
pygame.display.set_caption('Physarum Polycephalum Simulation') # setting name of the screen
pygame.mouse.set_visible(0)
self._running = False
self._done = False
self._rows = self._cols = 35
self._totCHA = 1
self._size = (800, 800)
self.screen = pygame.display.set_mode(self._size)
self._clock = pygame.time.Clock()
self.m_position = (pygame.mouse.get_pos()[0], pygame.mouse.get_pos()[1])
self._all = pygame.sprite.Group()
self._group = pygame.sprite.Group()
self._user_group = pygame.sprite.GroupSingle()
self._block = np.empty((self._rows, self._cols), dtype = Block)
self._grid = np.empty((self._rows, self._cols), dtype = Cell)
self._NS = []
self._SP = []
self._step = 0
for row in range(self._rows):
for col in range(self._cols):
self._grid[row][col] = Cell(index = (row, col))
def findNeighbors(self):
N = self._rows
M = self._cols
arr = self._grid
for i in range(N):
for j in range(M):
if i == 0:
if j == 0:
arr[i][j].neighbors = [None, None, arr[i][j + 1], arr[i + 1][j + 1], arr[i + 1][j], None, None, None]
elif j == M - 1:
arr[i][j].neighbors = [None, None, None, None, arr[i + 1][j], arr[i + 1][j - 1], arr[i][j - 1], None]
else:
arr[i][j].neighbors = [None, None, arr[i][j + 1], arr[i + 1][j + 1], arr[i + 1][j], arr[i + 1][j - 1], arr[i][j - 1], None]
elif i == N - 1:
if j == 0:
arr[i][j].neighbors = [arr[i - 1][j], arr[i - 1][j + 1], arr[i][j + 1], None, None, None, None, None]
elif j == M - 1:
arr[i][j].neighbors = [arr[i - 1][j], None, None, None, None, None, arr[i][j - 1], arr[i - 1][j - 1]]
else:
arr[i][j].neighbors = [arr[i - 1][j], arr[i - 1][j + 1], arr[i][j + 1], None, None, None, arr[i][j - 1], arr[i - 1][j - 1]]
elif j == 0:
arr[i][j].neighbors = [arr[i - 1][j], arr[i - 1][j + 1], arr[i][j + 1], arr[i + 1][j + 1], arr[i + 1][j], None, None, None]
elif j == M - 1:
arr[i][j].neighbors = [arr[i - 1][j], None, None, None, arr[i + 1][j], arr[i + 1][j - 1], arr[i][j - 1], arr[i - 1][j - 1]]
else:
arr[i][j].neighbors = [arr[i - 1][j], arr[i - 1][j + 1], arr[i][j + 1], arr[i + 1][j + 1], arr[i + 1][j], arr[i + 1][j - 1], arr[i][j - 1], arr[i - 1][j - 1]]
def setGrid(self):
pixelSize = (((self._size[0] - (MARGIN * (self._rows + 1))) / self._rows), ((self._size[1] - (MARGIN * (self._cols + 1))) / self._cols))
for row in range(self._rows):
for column in range(self._cols):
self._block[row][column] = Block(self,
WHITE,
pixelSize,
((MARGIN + pixelSize[0]) * column + MARGIN,
(MARGIN + pixelSize[1]) * row + MARGIN))
self._group.add(self._block[row][column])
self._all.add(self._block[row][column])
def find(self):
for x in self._grid:
for cell in x:
if cell.type == "NS":
self._NS.append(cell)
if cell.type == "SP":
self._SP.append(cell)
def buildObstacle(self):
for cellNS in self._NS:
for neighbor in cellNS.neighbors:
if neighbor != None:
neighbor.type = "U"
self._block[neighbor.index[0]][neighbor.index[1]].updateColor(RED)
if(cellNS.dir == "N" and cellNS.index[1] - 1 >= 0):
self._grid[cellNS.index[0] - 1][cellNS.index[1]].type = self._grid[cellNS.index[0] - 1][cellNS.index[1] - 1].type = self._grid[cellNS.index[0] - 1][cellNS.index[1] + 1].type = "A"
self._block[cellNS.index[0] - 1][cellNS.index[1]].updateColor(WHITE)
self._block[cellNS.index[0] - 1][cellNS.index[1] - 1].updateColor(WHITE)
self._block[cellNS.index[0] - 1][cellNS.index[1] + 1].updateColor(WHITE)
elif(cellNS.dir == "W" and cellNS.index[0] - 1 >= 0):
self._grid[cellNS.index[0]][cellNS.index[1] - 1].type = self._grid[cellNS.index[0] - 1][cellNS.index[1] - 1].type = self._grid[cellNS.index[0] + 1][cellNS.index[1] - 1].type = "A"
self._block[cellNS.index[0]][cellNS.index[1] - 1].updateColor(WHITE)
self._block[cellNS.index[0] - 1][cellNS.index[1] - 1].updateColor(WHITE)
self._block[cellNS.index[0] + 1][cellNS.index[1] - 1].updateColor(WHITE)
elif(cellNS.dir == "E" and cellNS.index[0] + 1 < self._rows):
self._grid[cellNS.index[0]][cellNS.index[1] + 1].type = self._grid[cellNS.index[0] - 1][cellNS.index[1] + 1].type = self._grid[cellNS.index[0] + 1][cellNS.index[1] + 1].type = "A"
self._block[cellNS.index[0]][cellNS.index[1] + 1].updateColor(WHITE)
self._block[cellNS.index[0] - 1][cellNS.index[1] + 1].updateColor(WHITE)
self._block[cellNS.index[0] + 1][cellNS.index[1] + 1].updateColor(WHITE)
elif(cellNS.dir == "S" and cellNS.index[1] + 1 < self._cols):
self._grid[cellNS.index[0] + 1][cellNS.index[1]].type = self._grid[cellNS.index[0] + 1][cellNS.index[1] - 1].type = self._grid[cellNS.index[0] + 1][cellNS.index[1] + 1].type = "A"
self._block[cellNS.index[0] + 1][cellNS.index[1]].updateColor(WHITE)
self._block[cellNS.index[0] + 1][cellNS.index[1] - 1].updateColor(WHITE)
self._block[cellNS.index[0] + 1][cellNS.index[1] + 1].updateColor(WHITE)
def diffusionEquation(self):
for x in self._grid:
for cell in x:
if(cell.type != "U" and cell.type != "SP"):
maxCHAcell = max((x for x in cell.neighbors if x != None), key = attrgetter("PM", "CHA"))
i = cell.index[0]
j = cell.index[1]
N = S = W = E = NW = NE = SW = SE = 0
if (maxCHAcell.index == (i - 1, j)):
N = self.PAP
S = -self.PAP
elif (maxCHAcell.index == (i, j - 1)):
S = self.PAP
N = -self.PAP
elif (maxCHAcell.index == (i + 1, j)):
E = self.PAP
W = -self.PAP
elif(maxCHAcell.index == (i, j + 1)):
N = self.PAP
S = -self.PAP
elif (maxCHAcell.index == (i - 1, j - 1)):
SW = self.PAP
NE = -self.PAP
elif (maxCHAcell.index == (i + 1, j - 1)):
SE = self.PAP
NW = -self.PAP
elif (maxCHAcell.index == (i - 1, j + 1)):
NW = self.PAP
SE = -self.PAP
elif (maxCHAcell.index == (i + 1, j + 1)):
NE = self.PAP
SW = -self.PAP
pmVN = sum([(((1 + W) * cell.neighbors[0].PM) - cell.PM) if cell.neighbors[0] is not None and cell.neighbors[0].AA else 0,
(((1 + N) * cell.neighbors[2].PM) - cell.PM) if cell.neighbors[2] is not None and cell.neighbors[2].AA else 0,
(((1 + E) * cell.neighbors[4].PM) - cell.PM) if cell.neighbors[4] is not None and cell.neighbors[4].AA else 0,
(((1 + S) * cell.neighbors[6].PM) - cell.PM) if cell.neighbors[6] is not None and cell.neighbors[6].AA else 0])
pmMN = sum([(((1 + NW) * cell.neighbors[1].PM) - cell.PM) if cell.neighbors[1] is not None and cell.neighbors[1].AA else 0,
(((1 + NE) * cell.neighbors[3].PM) - cell.PM) if cell.neighbors[3] is not None and cell.neighbors[3].AA else 0,
(((1 + SE) * cell.neighbors[5].PM) - cell.PM) if cell.neighbors[5] is not None and cell.neighbors[5].AA else 0,
(((1 + SW) * cell.neighbors[7].PM) - cell.PM) if cell.neighbors[7] is not None and cell.neighbors[7].AA else 0])
cell.PM = cell.PM + (self.PMP1 * (pmVN + (self.PMP2 * pmMN)))
minCHAcell = min((x for x in cell.neighbors if (x != None)), key = attrgetter("CHA"))
if (minCHAcell.CHA != 0 and minCHAcell.CHA < cell.CHA and minCHAcell.PM != self.defaultPM and minCHAcell.PM != 0 and minCHAcell is not None):
beta = 0.05
givePM = minCHAcell.PM * beta
minCHAcell.PM = minCHAcell.PM - givePM
cell.PM = cell.PM + givePM
if cell.PM > self.defaultPM:
cell.PM = self.defaultPM
elif cell.PM < 0:
cell.PM = 0
if(cell.type != "U" and cell.type != "NS"):
chaVN = sum([(cell.neighbors[0].CHA - cell.CHA) if cell.neighbors[0] is not None and cell.neighbors[0].AA else 0,
(cell.neighbors[2].CHA - cell.CHA) if cell.neighbors[2] is not None and cell.neighbors[2].AA else 0,
(cell.neighbors[4].CHA - cell.CHA) if cell.neighbors[4] is not None and cell.neighbors[4].AA else 0,
(cell.neighbors[6].CHA - cell.CHA) if cell.neighbors[6] is not None and cell.neighbors[6].AA else 0])
chaMN = sum([(cell.neighbors[1].CHA - cell.CHA) if cell.neighbors[1] is not None and cell.neighbors[1].AA else 0,
(cell.neighbors[3].CHA - cell.CHA) if cell.neighbors[3] is not None and cell.neighbors[3].AA else 0,
(cell.neighbors[5].CHA - cell.CHA) if cell.neighbors[5] is not None and cell.neighbors[5].AA else 0,
(cell.neighbors[7].CHA - cell.CHA) if cell.neighbors[7] is not None and cell.neighbors[7].AA else 0])
cell.CHA = (self.CON * cell.CHA) + (self.CAP1 * (chaVN + (self.CAP2 * chaMN)))
if cell.CHA > self.defaultCHA:
cell.CHA = self.defaultCHA
elif cell.CHA < 0:
cell.CHA = 0
if cell.PM != 0 and cell.TE != True and cell.type != "SP" and cell.type != "NS" and cell.type != "U":
self._block[cell.index[0]][cell.index[1]].updateColor(YELLOW, cell.PM)
def diffusionCHA(self):
totCHA = 0
for x in self._grid:
for cell in x:
if(cell.type != "U" and cell.type != "NS"):
chaVN = sum([(cell.neighbors[0].CHA - cell.CHA) if cell.neighbors[0] is not None and cell.neighbors[0].AA else 0,
(cell.neighbors[2].CHA - cell.CHA) if cell.neighbors[2] is not None and cell.neighbors[2].AA else 0,
(cell.neighbors[4].CHA - cell.CHA) if cell.neighbors[4] is not None and cell.neighbors[4].AA else 0,
(cell.neighbors[6].CHA - cell.CHA) if cell.neighbors[6] is not None and cell.neighbors[6].AA else 0])
chaMN = sum([(cell.neighbors[1].CHA - cell.CHA) if cell.neighbors[1] is not None and cell.neighbors[1].AA else 0,
(cell.neighbors[3].CHA - cell.CHA) if cell.neighbors[3] is not None and cell.neighbors[3].AA else 0,
(cell.neighbors[5].CHA - cell.CHA) if cell.neighbors[5] is not None and cell.neighbors[5].AA else 0,
(cell.neighbors[7].CHA - cell.CHA) if cell.neighbors[7] is not None and cell.neighbors[7].AA else 0])
cell.CHA = (self.CON * cell.CHA) + ((self.CAP1 * chaVN) + (self.CAP2 * chaMN))
totCHA = totCHA + cell.CHA
if cell.CHA > self.defaultCHA:
cell.CHA = self.defaultCHA
elif cell.CHA < 0:
cell.CHA = 0
def cleanCHA(self):
for x in self._grid:
for cell in x:
if (cell.CHA < 1.1e-12):
cell.CHA = 0
def cleanTE(self, cellNS, cellSP):
count = 0
lastCell = cellNS
rowSP = cellSP.index[0]
colSP = cellSP.index[1]
cell = cellNS
indexTE = []
while(cell.type != "SP" and count < 500):
indexTENeighbors = [(c.index[0], c.index[1]) for c in cell.neighbors if ((c is not None and ((c.TE == True or c.type =="SP")) and c != lastCell))]
count = count + 1
if (len(indexTENeighbors) == 1):
x = indexTENeighbors[0][0]
y = indexTENeighbors[0][1]
lastCell = cell
cell = self._grid[x][y]
elif (len(indexTENeighbors) > 1):
i = cell.index[0]
j = cell.index[1]
# se l'opposto dell'ultima cella è presente continuiamo in questa direzione
(x, y) = (-1, -1)
indexOpposite = 0
if (lastCell != None and lastCell in cell.neighbors):
p = cell.neighbors.index(lastCell)
indexOpposite = (p + 4) % 8
if cell.neighbors[indexOpposite] is not None:
(x, y) = cell.neighbors[indexOpposite].index
else:
(x, y) = (-1, -1)
if ((x, y) in indexTENeighbors):
lastCell = cell
cell = self._grid[x][y]
else:
# Se il tubo è più in alto del SP
if (i < rowSP):
#Se il tubo è a sinistra del SP
if(j < colSP):
#Se posso andare in diagonale in basso verso destra
if ((i + 1, j + 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i + 1][j + 1]
#altrimenti vado in basso
elif ((i + 1, j) in indexTENeighbors):
lastCell = cell
cell = self._grid[i + 1][j]
#altrimenti vado a destra
elif ((i, j + 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i][j + 1]
#altrimenti prendo uno a caso
else:
lastCell = cell
(x, y) = indexTENeighbors[0]
cell = self._grid[x][y]
#se il tubo è a destra
elif(j > colSP):
#Se posso andare in diagonale in basso verso sinistra
if ((i + 1, j - 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i + 1][j - 1]
#altrimenti vado in basso
elif ((i + 1, j) in indexTENeighbors):
lastCell = cell
cell = self._grid[i + 1][j]
#altrimenti vado a sinistra
elif ((i, j - 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i][j - 1]
#altrimenti prendo uno a caso
else:
lastCell = cell
(x, y) = indexTENeighbors[0]
cell = self._grid[x][y]
else:
# vado in basso
if ((i + 1, j ) in indexTENeighbors):
lastCell = cell
cell = self._grid[i + 1][j]
#altrimenti vado in basso a destra
elif ((i + 1, j + 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i + 1][j + 1]
#altrimenti vado in basso a sinistra
elif ((i + 1, j - 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i + 1][j - 1]
#altrimenti prendo uno a caso
else:
lastCell = cell
(x, y) = indexTENeighbors[0]
cell = self._grid[x][y]
#Il tubo è in basso
elif(i > rowSP):
#Se il tubo è a sinistra del SP
if(j < colSP):
#Se posso andare in diagonale in alto verso destra
if ((i - 1, j + 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i - 1][j + 1]
#altrimenti vado in alto
elif ((i - 1, j) in indexTENeighbors):
lastCell = cell
cell = self._grid[i - 1][j]
#altrimenti vado a destra
elif ((i, j + 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i][j + 1]
#altrimenti prendo uno a caso
else:
lastCell = cell
(x, y) = indexTENeighbors[0]
cell = self._grid[x][y]
#se il tubo è a destra
elif(j > colSP):
#Se posso andare in diagonale in alto verso sinistra
if ((i - 1, j - 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i - 1][j - 1]
#altrimenti vado in alto
elif ((i - 1, j) in indexTENeighbors):
lastCell = cell
cell = self._grid[i - 1][j]
#altrimenti vado a sinistra
elif ((i, j - 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i][j - 1]
#altrimenti prendo uno a caso
else:
lastCell = cell
(x, y) = indexTENeighbors[0]
cell = self._grid[x][y]
else:
# vado in alto
if ((i - 1, j ) in indexTENeighbors):
lastCell = cell
cell = self._grid[i - 1][j]
#altrimenti vado in alto a destra
elif ((i - 1, j + 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i - 1][j + 1]
#altrimenti vado in basso a sinistra
elif ((i - 1, j - 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i - 1][j - 1]
#altrimenti prendo uno a caso
else:
lastCell = cell
(x, y) = indexTENeighbors[0]
cell = self._grid[x][y]
else:
#Se il tubo è a sinistra
if(j < colSP):
#Se posso andare in orizzontale verso destra
if ((i, j + 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i][j + 1]
#altrimenti vado in alto verso destra
elif ((i - 1, j + 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i - 1][j + 1]
#altrimenti vado in basso a destra
elif ((i + 1, j + 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i + 1][j + 1]
#altrimenti prendo uno a caso
else:
lastCell = cell
(x, y) = indexTENeighbors[0]
cell = self._grid[x][y]
#se il tubo è a destra
elif(j > colSP):
#Se posso andare in orizzontale verso sinistra
if ((i, j - 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i][j - 1]
#altrimenti vado in alto verso sinistra
elif ((i - 1, j - 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i - 1][j - 1]
#altrimenti vado in basso verso sinistra
elif ((i + 1, j - 1) in indexTENeighbors):
lastCell = cell
cell = self._grid[i + 1][j - 1]
#altrimenti prendo uno a caso
else:
lastCell = cell
(x, y) = indexTENeighbors[0]
cell = self._grid[x][y]
else:
self._block[cell.index[0]][cell.index[1]].updateColor(YELLOW, cell.PM)
cell.TE = False
cell = lastCell
#raise NameError('I don\'t find the correct path for the tube, sorry!')
if cell.type == "SP":
self._block[cell.index[0]][cell.index[1]].updateColor(BLUE)
elif cell.type == "NS":
self._block[cell.index[0]][cell.index[1]].updateColor(GREEN)
else:
self._block[cell.index[0]][cell.index[1]].updateColor(BLACK)
if((cell.index[0],cell.index[1]) in indexTE):
self._block[cell.index[0]][cell.index[1]].updateColor(YELLOW, cell.PM)
cell.TE = False
else:
indexTE.append((cell.index[0],cell.index[1]))
def setTE(self):
for cellNS in self._NS:
if cellNS.PM >= self.thresholdPM :
cell = cellNS
count = 0
n = 0
#Aggiunto cellTE per cercare di evitare i loop
cellTE = []
while (cell.type != "SP" and count <= 500):
cell.TE = True
cellTE.append(cell)
try:
cell = max((x for x in cell.neighbors if (x is not None and x.AA and x not in cellTE)), key = attrgetter("PM"))
count = count + 1
except:
#cellTE.remove(cell)
cell = cellTE[0]
if(count < 500):
self.cleanTE(cellNS, cell)
self._NS.remove(cellNS)
cellNS.CHA = 0
cellNS.PM = self.defaultPM
cellNS.type = "SP"
self._SP.append(cellNS)
if not self._NS:
self._done = True
def run(self):
self._user = Block(self, BLUE, (20, 20))
self._user_group.add(self._user)
self._all.add(self._user)
self._user_group.update()
self._all.draw(self.screen)
start = 0
# main loop
while True:
if not self._running: # config phase
# fill screen
self.screen.fill(BLACK)
# handling events
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEMOTION:
self.m_position = (pygame.mouse.get_pos()[0], pygame.mouse.get_pos()[1])
if pygame.mouse.get_pressed()[0]:
j = int(np.round(np.interp(self.m_position[0], [0, self._size[0]], [0, self._rows])))
i = int(np.round(np.interp(self.m_position[1], [0, self._size[1]], [0, self._cols])))
try:
self._block[i][j].updateColor(self._user._color)
self._grid[i][j].updateMatrix(self._user._color)
except:
pass
elif pygame.mouse.get_pressed()[2]:
j = int(np.round(np.interp(self.m_position[0], [0, self._size[0]], [0, self._rows])))
i = int(np.round(np.interp(self.m_position[1], [0, self._size[1]], [0, self._cols])))
self._block[i][j].updateColor(WHITE)
self._grid[i][j].updateMatrix(WHITE)
elif event.type == pygame.KEYDOWN: # press enter to start simulation with the configuration
if event.key == pygame.K_RETURN:
self.findNeighbors()
self.find()
#self.buildObstacle()
self._running = True
self._user.image.set_alpha(0)
elif event.key == pygame.K_RIGHT:
if self._user._color == BLUE:
self._user.updateColor(GREEN)
elif self._user._color == GREEN:
self._user.updateColor(RED)
elif self._user._color == RED:
self._user.updateColor(BLUE)
# update sprite
self._user_group.update()
self._all.draw(self.screen)
# clock cap 60 ticks per seconds
self._clock.tick(60)
# update
pygame.display.flip()
elif not self._done: #running the simulation
pause = True
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN: # press enter to start simulation with the configuration
self._running = False
self._user.image.set_alpha(255)
self.__init__()
self.setGrid()
self.run()
elif event.key == pygame.K_s:
while pause:
for event in pygame.event.get():
if event.key == pygame.K_s:
pause = False
#print("step:", self._step)
# i primi 100 passi facciamo diffondere il CHA
if(self._step < 100):
self.diffusionCHA()
if (self._step == 99):
self.cleanCHA()
tmp = []
for i in range(self._rows):
tmp.append([])
for j in range(self._cols):
tmp[i].append(self._grid[i][j].CHA)
elif (self._step > 100):
self.diffusionEquation()
elif (self._step == 5000):
cellSP = self._SP[len(self._SP) - 2]
self._SP.remove(cellSP)
for cell in self._SP:
cell.type = "NS"
cell.PM = 0
cell.CHA = self.defaultCHA
self._NS.append(cell)
self._SP = [cellSP]
if(self._step % 50 == 0):
self.setTE()
if (self._step >= 5000):
if (self._step >= 10000):
raise NameError('Too many iterations, giving up')
# update time step
self._step = self._step + 1
# update sprite
self._user_group.update()
self._all.draw(self.screen)
# clock cap n ticks per seconds
self._clock.tick(120)
pygame.display.flip()
else:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN: # press enter to start simulation with the configuration
if event.key == pygame.K_RETURN:
self._running = False
self._user.image.set_alpha(255)
self.__init__()
self.setGrid()
self.run()
if __name__ == "__main__":
pygame.init()
simulation = Simulation()
simulation.setGrid()
simulation.run()
pygame.quit()
sys.exit()