Random Systematic Movement In Pygame
I am making a Covid simulator and need my balls to move around randomly. However, I want them to stay moving in the first random direction that the chose, and only chnage direction
Solution 1:
I recommend to use pygame.math.Vector2
. Add the attributes pos
and dir
(position and direction) to the class Cell
. Set the position with the center of the rect
attribute and generate a vector with a random direction:
classCell(pygame.sprite.Sprite):
def__init__(self, color, speed, width, height):
# [...]
self.pos = pygame.math.Vector2(self.rect.center)
self.dir = pygame.math.Vector2(1, 0).rotate(random.randrange(360))
Change the position in t he method update
. Add the product of the direction vector dir
and the speed
to the position (pos
). Update the position of the rectangle by rounding (round
) the position vector:
classCell(pygame.sprite.Sprite):
# [...]defupdate(self):
self.pos += self.dir * self.speed
self.rect.centerx = round(self.pos.x)
self.rect.centery = round(self.pos.y)
See How to make ball bounce off wall with Pygame? and apply the suggestions to your code:
classCell(pygame.sprite.Sprite):
# [...]defupdate(self):
self.pos += self.dir * self.speed
if self.pos.x - self.radius < 0:
self.pos.x = self.radius
self.dir.x = abs(self.dir.x)
elif self.pos.x + self.radius > 400:
self.pos.x = 400 - self.radius
self.dir.x = -abs(self.dir.x)
if self.pos.y - self.radius < 50:
self.pos.y = 50 + self.radius
self.dir.y = abs(self.dir.y)
elif self.pos.y + self.radius > 700:
self.pos.y = 700 - self.radius
self.dir.y = -abs(self.dir.y)
self.rect.centerx = round(self.pos.x)
self.rect.centery = round(self.pos.y)
See Pygame how to let balls collide. Test to see if the cells collide and reflect the direction vectors when a collision is detected:
classCell(pygame.sprite.Sprite):
# [...]defupdate(self):
self.pos += self.dir * self.speed
# [...] for other_cell in all_cells:
if all_cells != self:
distance_vec = self.pos - other_cell.pos
if0 < distance_vec.length_squared() < (self.radius*2) ** 2:
self.dir.reflect_ip(distance_vec)
other_cell.dir.reflect_ip(distance_vec)
self.rect.centerx = round(self.pos.x)
self.rect.centery = round(self.pos.y)
See also Collision and Intersection - Circle and circle
Complete example:
import random
import pygame
classParticle(pygame.sprite.Sprite):
def__init__(self, hue, pos, radius, dir, vel):
super().__init__()
self.pos = pygame.math.Vector2(pos)
self.dir = pygame.math.Vector2(dir)
self.vel = vel
self.radius = radius
self.rect = pygame.Rect(round(self.pos.x - radius), round(self.pos.y - radius), radius*2, radius*2)
self.image = pygame.Surface((radius*2, radius*2))
self.changeColor(hue)
defchangeColor(self, hue):
self.hue = hue
color = pygame.Color(0)
color.hsla = (self.hue, 100, 50, 100)
self.image.set_colorkey((0, 0, 0))
self.image.fill(0)
pygame.draw.circle(self.image, color, (self.radius, self.radius), self.radius)
defmove(self):
self.pos += self.dir * self.vel
defupdate(self, border_rect):
if self.pos.x - self.radius < border_rect.left:
self.pos.x = border_rect.left + self.radius
self.dir.x = abs(self.dir.x)
elif self.pos.x + self.radius > border_rect.right:
self.pos.x = border_rect.right - self.radius
self.dir.x = -abs(self.dir.x)
if self.pos.y - self.radius < border_rect.top:
self.pos.y = border_rect.top + self.radius
self.dir.y = abs(self.dir.y)
elif self.pos.y + self.radius > border_rect.bottom:
self.pos.y = border_rect.bottom - self.radius
self.dir.y = -abs(self.dir.y)
self.rect = self.image.get_rect(center = (round(self.pos.x), round(self.pos.y)))
pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
rect_area = window.get_rect().inflate(-40, -40)
all_particles = pygame.sprite.Group()
radius, velocity = 5, 1
pos_rect = rect_area.inflate(-radius * 2, -radius * 2)
run = Truewhile run:
clock.tick(40)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = Falseiflen(all_particles.sprites()) < 100:
hue = random.randrange(360)
x = random.randrange(pos_rect.left, pos_rect.right)
y = random.randrange(pos_rect.top, pos_rect.bottom)
dir = pygame.math.Vector2(1, 0).rotate(random.randrange(360))
particle = Particle(hue, (x, y), radius, dir, velocity)
ifnot pygame.sprite.spritecollide(particle, all_particles, False, collided = pygame.sprite.collide_circle):
all_particles.add(particle)
for particle in all_particles:
particle.move()
particle_list = all_particles.sprites()
for i, particle_1 inenumerate(particle_list):
for particle_2 in particle_list[i:]:
distance_vec = particle_1.pos - particle_2.pos
if0 < distance_vec.length_squared() < (particle_1.radius + particle_2.radius) ** 2:
particle_1.dir.reflect_ip(distance_vec)
particle_2.dir.reflect_ip(distance_vec)
ifabs(particle_1.hue - particle_2.hue) <= 180:
hue = (particle_1.hue + particle_2.hue) // 2else:
hue = (particle_1.hue + particle_2.hue + 360) // 2 % 360
particle_1.changeColor(hue)
particle_2.changeColor(hue)
break
all_particles.update(rect_area)
window.fill(0)
pygame.draw.rect(window, (255, 0, 0), rect_area, 3)
all_particles.draw(window)
pygame.display.flip()
pygame.quit()
exit()
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