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pixelboids.py
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pixelboids.py
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#!/usr/bin/env python3
from random import randint
import pygame as pg
import numpy as np
'''
PixelBoids - Pixel-based Boids simulation, drawn to a surfArray.
Uses numpy array math instead of math lib. github.com/Nikorasu/PyNBoids
Copyright (c) 2021 Nikolaus Stromberg nikorasu85@gmail.com
'''
FLLSCRN = True # True for Fullscreen, or False for Window
BOIDZ = 100 # Number of Boids
WIDTH = 1200 # Window Width (1200)
HEIGHT = 800 # Window Height (800)
PRATIO = 5 # Pixel Ratio for surfArray
SPEED = 4 # Movement speed
FADE = 30 # surfArray fade rate, controls tail length
WRAP = False # False avoids edges, True wraps to other side
FPS = 60 # 30-90
SHOWFPS = False # frame rate debug
class BoidPix():
def __init__(self, boidNum, surfArray):
self.bnum = boidNum
self.data = surfArray
self.maxW = surfArray.surfSize[0]
self.maxH = surfArray.surfSize[1]
self.color = pg.Color(0) # preps color so we can use hsva
self.color.hsva = (randint(0, 360), 90, 90)
self.ang = randint(0, 360) # random start ang and pos
self.pos = (randint(10, self.maxW - 10), randint(10, self.maxH - 10))
self.dir = pg.Vector2(1, 0).rotate(self.ang)
def update(self, dt, speed, ejWrap):
margin = 8
turnRate = 10 * dt
turnDir = xvt = yvt = yat = xat = 0
otherBoids = np.delete(self.data.b_array, self.bnum, 0)
# Make list of nearby boids, sorted by distance
array_dists = (self.pos[0] - otherBoids[:,0])**2 + (self.pos[1] - otherBoids[:,1])**2
closeBoidIs = np.argsort(array_dists)[:7]
neiboids = otherBoids[closeBoidIs]
neiboids[:,3] = np.sqrt(array_dists[closeBoidIs])
neiboids = neiboids[neiboids[:,3] < 48]
if neiboids.size > 0: # if has neighbors, do math and sim rules
yat = np.sum(np.sin(np.deg2rad(neiboids[:,2])))
xat = np.sum(np.cos(np.deg2rad(neiboids[:,2])))
# averages the positions and angles of neighbors
tAvejAng = np.rad2deg(np.arctan2(yat, xat))
targetV = (np.mean(neiboids[:,0]), np.mean(neiboids[:,1]))
# if too close, move away from closest neighbor
if neiboids[0,3] < 4 : targetV = (neiboids[0,0], neiboids[0,1])
# get angle differences for steering
tDiff = pg.Vector2(targetV) - self.pos
tDistance, tAngle = pg.math.Vector2.as_polar(tDiff)
# if boid is close enough to neighbors, match their average angle
if tDistance < 16 : tAngle = tAvejAng
# computes the difference to reach target angle, for smooth steering
angleDiff = (tAngle - self.ang) + 180
if abs(tAngle - self.ang) > 1: turnDir = (angleDiff/360 - (angleDiff//360)) * 360 - 180
# if boid gets too close to target, steer away
if tDistance < 4 and targetV == (neiboids[0,0], neiboids[0,1]) : turnDir = -turnDir
if not ejWrap and min(self.pos[0], self.pos[1], self.maxW - self.pos[0], self.maxH - self.pos[1]) < margin:
if self.pos[0] < margin : tAngle = 0
elif self.pos[0] > self.maxW - margin : tAngle = 180
if self.pos[1] < margin : tAngle = 90
elif self.pos[1] > self.maxH - margin : tAngle = 270
angleDiff = (tAngle - self.ang) + 180 # if in margin, increase turnRate to ensure stays on screen
turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
edgeDist = min(self.pos[0], self.pos[1], self.maxW - self.pos[0], self.maxH - self.pos[1])
turnRate = turnRate + (1 - edgeDist / margin) * (20 - turnRate) #minRate+(1-dist/margin)*(maxRate-minRate)
# Steers based on turnDir, handles left or right
if turnDir != 0:
self.ang += turnRate * abs(turnDir) / turnDir # turn speed 10
self.ang %= 360 # keeps angle within 0-360
self.dir = pg.Vector2(1, 0).rotate(self.ang).normalize()
self.pos += self.dir * dt * (speed + (7 - neiboids.size) / 14) # forward speed
# Edge Wrap
if self.pos[1] < 1 : self.pos[1] = self.maxH - 1
elif self.pos[1] > self.maxH : self.pos[1] = 1
if self.pos[0] < 1 : self.pos[0] = self.maxW - 1
elif self.pos[0] > self.maxW : self.pos[0] = 1
# Finally, output pos/ang to arrays
self.data.b_array[self.bnum,:3] = [self.pos[0], self.pos[1], self.ang]
self.data.img_array[(int(self.pos[0]), int(self.pos[1]))] = self.color[:3]
class surfaceArray():
def __init__(self, bigSize):
self.surfSize = (bigSize[0]//PRATIO, bigSize[1]//PRATIO)
self.image = pg.Surface(self.surfSize).convert()
self.img_array = np.array(pg.surfarray.array3d(self.image), dtype=float)
self.b_array = np.zeros((BOIDZ, 4), dtype=float)
def update(self, dt):
self.img_array[self.img_array > 0] -= FADE * (60/FPS/1.5) * ((dt/10) * FPS) # fade
self.img_array = self.img_array.clip(0,255)
pg.surfarray.blit_array(self.image, self.img_array)
return self.image
def main():
pg.init() # prepare window
pg.display.set_caption("PixelBoids")
try: pg.display.set_icon(pg.image.load("nboids.png"))
except: print("FYI: nboids.png icon not found, skipping..")
# setup fullscreen or window mode
if FLLSCRN: #screen = pg.display.set_mode((0,0), pg.FULLSCREEN)
currentRez = (pg.display.Info().current_w, pg.display.Info().current_h)
screen = pg.display.set_mode(currentRez, pg.SCALED)
pg.mouse.set_visible(False)
else: screen = pg.display.set_mode((WIDTH, HEIGHT))
cur_w, cur_h = screen.get_size()
screenSize = (cur_w, cur_h)
drawLayer = surfaceArray(screenSize)
boidList = []
for n in range(BOIDZ) : boidList.append(BoidPix(n, drawLayer)) # spawns # of boidz
clock = pg.time.Clock()
if SHOWFPS : font = pg.font.Font(None, 30)
# Main Loop
while True:
for e in pg.event.get():
if e.type == pg.QUIT or e.type == pg.KEYDOWN and e.key == pg.K_ESCAPE:
return
dt = clock.tick(FPS) / 100
screen.fill(0)
# update all the boids
for n in range(BOIDZ): boidList[n].update(dt, SPEED, WRAP)
drawImg = drawLayer.update(dt)
# resizes and draws the surfArray to screen
rescaled_img = pg.transform.scale(drawImg, (cur_w, cur_h))
pg.Surface.blit(screen, rescaled_img, (0,0))
# debug option to show fps
if SHOWFPS : screen.blit(font.render(str(int(clock.get_fps())), True, [0,200,0]), (8, 8))
pg.display.update()
if __name__ == '__main__':
main() # by Nik
pg.quit()