first commit
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a08f15ef48
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[config]
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# time step
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dt = 0.001
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# maximum time
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t = 1000.0
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# gravitational constant
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G = 0.0
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# gravitational acceleration
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g = 0.000001
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# stabilize centre of mass?
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stab_mass = false
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# how often reset centre of mass
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stab_interval = 100
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# lennard jones parameters
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lennardE = 15
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lennardS = 0.5
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# boundary details
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boundary = 30.0
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# save to disk every n time steps
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saveInterval = 200
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# format: after an initial config block,
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# every block is one object, with the name being in square brackets
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# mandatory fields:
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# pos (vector) - initial position
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# vel (vector) - initial velocity
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# mass - its mass
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[random]
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count = 80
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xmin = -29.0
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xmax = 29.0
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ymin = -29.0
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ymax = 29.0
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vmax = 0.0
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import math
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import strformat
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type
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Vector* = object
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x*: float
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y*: float
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func vector*(x, y: float): Vector =
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Vector(x: x, y: y)
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func `+`*(a, b: Vector): Vector =
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Vector(x: a.x + b.x, y: a.y + b.y)
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func `-`*(a: Vector): Vector =
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Vector(x: -a.x, y: -a.y)
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func `-`*(a, b: Vector): Vector =
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a + (-b)
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func `*`*(a: Vector, f: float): Vector =
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Vector(x: a.x * f, y: a.y * f)
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func `*`*(f: float, a: Vector): Vector =
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a * f
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func dot*(a, b: Vector): float =
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a.x * b.x + a.y * b.y
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func len*(a: Vector): float =
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sqrt(dot(a, a))
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func `/`*(a: Vector, f: float): Vector =
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a * (1/f)
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func normalize*(a: Vector): Vector =
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a / a.len
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func `+=`*(a: var Vector, b: Vector) =
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a = a + b
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func `-=`*(a: var Vector, b: Vector) =
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a = a - b
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func `$`*(a: Vector): string =
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&"[{a.x}, {a.y}]"
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import linalg
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import parsetoml
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import math
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import strformat
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import random
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# define types
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type
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Particle = object
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name: string
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pos: Vector
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vel: Vector
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acc: Vector
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mass: float
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# read input file
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let input = parsetoml.parseString("input.toml".readFile())
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# initialize variables based on input file
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let config = input["config"]
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var t = 0.0 # current time
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let dt = config["dt"].getFloat()
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let maxt = config["t"].getFloat()
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let gravConst = config["G"].getFloat()
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let gravAcc = config["g"].getFloat()
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let stabilizeMassCentre = config["stab_mass"].getBool()
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let stabInterval = config["stab_interval"].getInt()
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var stabCounter = 0
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let lennardE = config["lennardE"].getFloat()
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let lennardS = config["lennardS"].getFloat()
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let boundary = config["boundary"].getFloat()
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let saveInterval = config["saveInterval"].getInt()
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# a thing that runs every 100 frames to move the centre of mass back to the original one
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var particles: seq[Particle] = @[]
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# process the rest of the input file
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for key, val in input.tableVal.pairs:
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if key == "config":
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continue
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elif key == "random":
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let count = val["count"].getInt()
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let xmin = val["xmin"].getFloat()
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let xmax = val["xmax"].getFloat()
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let ymin = val["ymin"].getFloat()
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let ymax = val["ymax"].getFloat()
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let vmax = val["vmax"].getFloat()
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for i in 0..count:
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block thisPart:
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var particle = Particle(name: "random")
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var pass = false
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var attempt = 0
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while not pass:
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inc attempt
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if attempt > 10:
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break thisPart
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particle.pos = vector(rand(xmax-xmin)+xmin, rand(ymax-ymin)+ymin)
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pass = true
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for p in particles:
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if (p.pos - particle.pos).len() < lennardS * 2.5:
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pass = false
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break
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particle.vel = vector(rand(vmax), rand(vmax))
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particle.acc = vector(0.0, 0.0)
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particle.mass = 1.0
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particles.add(particle)
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else:
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let x: float = val["pos"][0].getFloat()
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let y: float = val["pos"][1].getFloat()
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let vx: float = val["vel"][0].getFloat()
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let vy: float = val["vel"][1].getFloat()
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let pos = vector(x, y)
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let vel = vector(vx, vy)
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let mass = val["mass"].getFloat()
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let particle = Particle(name: key, pos: pos, vel: vel, acc: vector(0,0), mass: mass)
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particles.add(particle)
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# open the output file
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let f = open("output.txt", fmWrite)
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# do the simulation, writing results to a file (streaming)
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f.writeLine("mdsim input file: input.toml")
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proc oupStatus =
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# output current status
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var status: string = ""
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for i in 0..particles.high:
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status &= &"{particles[i].name} {$particles[i].pos} {$particles[i].vel} "
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f.writeLine(&"{t} {status}")
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oupStatus()
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proc getForces(index: int): Vector =
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result = vector(0, 0)
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let posThis = particles[index].pos
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let mThis = particles[index].mass
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for i in 0..particles.high:
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if i == index:
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continue
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let diff = particles[i].pos - posThis
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let direction = diff.normalize()
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let distance = diff.len()
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let mThat = particles[i].mass
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# gravity between particles
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# m2 * C / r^2 (so it's acceleartion, mass of this doesn't apply)
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result += direction * (mThat * gravConst / distance / distance)
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# Lennard-Jones
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# F = 4e (6s^6/r^7 - 12s^12/r^13)
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result -= direction * (4f * lennardE * (6.0 * (lennardS^6)/(distance^7) - 12.0 * (lennardS^12)/(distance^13))) / mThis
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result += vector(0, gravAcc)
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proc keepInside(index: int) =
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let posThis = particles[index].pos
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let velThis = particles[index].vel
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if posThis.x > boundary and velThis.x > 0:
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particles[index].vel.x = -velThis.x
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if posThis.x < -boundary and velThis.x < 0:
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particles[index].vel.x = -velThis.x
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if posThis.y > boundary and velThis.y > 0:
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particles[index].vel.y = -velThis.y
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if posThis.y < -boundary and velThis.y < 0:
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particles[index].vel.y = -velThis.y
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proc getCentreOfMass(): Vector =
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var totMass = 0.0
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result = vector(0.0, 0.0)
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for i in 0..particles.high:
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let part = particles[i]
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totMass += part.mass
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result += part.pos * part.mass
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result = result / totMass
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let initCentreOfMass = getCentreOfMass()
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proc resetCentreOfMass() =
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let cCentre = getCentreOfMass()
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let delta = cCentre - initCentreOfMass
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for i in 0..particles.high:
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particles[i].pos -= delta
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var saveCounter = 0
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while t < maxt:
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block step:
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# iterate through particles
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for i in 0..particles.high:
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let part = particles[i]
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particles[i].pos = part.pos + part.vel * dt + dt * dt * 0.5 * part.acc
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for i in 0..particles.high:
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let part = particles[i]
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let newAcc = getForces(i)
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let newVel = part.vel + (part.acc + newAcc) * (dt * 0.5)
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particles[i].vel = newVel
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particles[i].acc = newAcc
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# enforce boundary
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for i in 0..particles.high:
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keepInside(i)
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inc saveCounter
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if saveCounter >= saveInterval:
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saveCounter = 0
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oupStatus()
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t += dt
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inc stabCounter
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if stabCounter > stabInterval:
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stabCounter = 0
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if stabilizeMassCentre:
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resetCentreOfMass()
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# cleanup
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f.close()
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@ -0,0 +1,254 @@
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import sdl2
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import sdl2/ttf
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import strutils
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import linalg
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import sequtils
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import strformat
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import os
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var filename = "output.txt"
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if paramCount() > 0:
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filename = paramStr(1)
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let lines = filename.readFile().split('\n').filterIt(it.len() > 0)
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const
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windowWidth = 1000
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windowHeight = 1000
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ballRadius = 8
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textHeight = 35
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# assumed to be in ratio with the win width/height
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xMin = -50.0
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xMax = 50.0
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yMin = -50.0
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yMax = 50.0
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type
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Particle = object
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pos: Vector
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vel: Vector
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name: string
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var lineN = 1
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proc parseLine(line: string, t: var float): seq[Particle] =
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type
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TokenType = enum
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ttFloat, ttString
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Token = object
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lineN: int
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case kind: TokenType:
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of ttFloat:
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floatVal: float
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of ttString:
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stringVal: string
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var
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c = 1
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tokens: seq[Token]
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proc advance: char =
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c.inc
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line[c-1]
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proc peek: char =
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if c > line.high():
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'\0'
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else:
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line[c]
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proc scanNum: float =
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let start = c - 1
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while peek() in {'0'..'9'}:
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discard advance()
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if peek() == '.':
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discard advance()
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while peek() in {'0'..'9'}:
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discard advance()
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if peek() == 'e':
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discard advance()
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if peek() == '-' or peek() == '+':
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discard advance()
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while peek() in {'0'..'9'}:
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discard advance()
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return parseFloat(line[start..c-1])
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proc scanIdent: string =
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let start = c - 1
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while peek() in {'a' .. 'z'}:
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discard advance()
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return line[start..c-1]
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t = scanNum()
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while c < line.len():
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case advance():
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of '-':
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tokens.add(Token(lineN: lineN, kind: ttFloat, floatVal: scanNum()))
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of '0'..'9':
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tokens.add(Token(lineN: lineN, kind: ttFloat, floatVal: scanNum()))
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of 'a' .. 'z':
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tokens.add(Token(lineN: lineN, kind: ttString, stringVal: scanIdent()))
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else:
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discard #whitespace or [ or ]
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var i = 0
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while i < tokens.len():
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try:
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let name = tokens[i].stringVal
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let x = tokens[i+1].floatVal
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let y = tokens[i+2].floatVal
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let vx = tokens[i+3].floatVal
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let vy = tokens[i+4].floatVal
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i += 5
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result.add(Particle(name: name, pos: vector(x, y), vel: vector(vx, vy)))
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except:
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echo "parsing crashed on line" & $tokens[i].lineN
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raise newException(Defect, "Parser crash")
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inc lineN
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proc vec2scr(v: Vector, x, y: var cint) =
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let xper = (v.x - xMin) / (xMax - xMin)
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let yper = (v.y - yMin) / (yMax - yMin)
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x = cint(xper * windowWidth)
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y = cint(yper * windowHeight)
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# traces
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var trace: array[2000, Vector]
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var traceIndex = 0
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proc drawRectAt(v: Vector, renderer: RendererPtr) =
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trace[traceIndex] = v
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traceIndex.inc()
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if traceIndex > trace.high():
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traceIndex = 0
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# how many % of the screen it is at
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var x, y: cint
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vec2scr(v, x, y)
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if x < ballRadius or y < ballRadius:
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return
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if x + ballRadius > windowWidth or y + ballRadius > windowHeight:
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return
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x -= ballRadius
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y -= ballRadius
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let size = cint(2 * ballRadius)
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var r = rect(x, y, size, size)
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renderer.fillRect(r)
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proc drawArrow(start: Vector, delta: Vector, renderer: RendererPtr) =
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var x, y: cint
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var ex, ey: cint
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vec2scr(start, x, y)
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vec2scr(start+delta, ex, ey)
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renderer.drawLine(x, y, ex, ey)
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proc drawTrace(renderer: RendererPtr) =
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var x, y: cint
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for v in trace:
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vec2scr(v, x, y)
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renderer.drawPoint(x, y)
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proc draw(renderer: RendererPtr, font: FontPtr, frame: int, speed: int) =
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let line = lines[frame]
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var t = 0.0
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let parts = parseLine(line, t)
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renderer.setDrawColor(0, 0, 0, 255)
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renderer.clear()
|
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renderer.setDrawColor(255, 255, 255, 255)
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for i in 0..parts.high:
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let part = parts[i]
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part.pos.drawRectAt(renderer)
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#part.pos.drawArrow(part.vel, renderer)
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|
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renderer.setDrawColor(0, 0, 255, 255)
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#renderer.drawTrace()
|
||||
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let color = color(255, 255, 255, 0)
|
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let text = &"t = {t:>09.2f} frame = {frame} speed = {speed}"
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let surface = ttf.renderTextSolid(font, text, color)
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let texture = renderer.createTextureFromSurface(surface)
|
||||
surface.freeSurface()
|
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defer: texture.destroy()
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let textWidth: int = text.len() * int(float(textHeight) * 0.6)
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var r = rect(
|
||||
cint((windowWidth - textWidth) div 2),
|
||||
0,
|
||||
cint(textWidth),
|
||||
textHeight
|
||||
)
|
||||
renderer.copy(texture, nil, addr r)
|
||||
|
||||
renderer.present()
|
||||
|
||||
type SDLException = object of Defect
|
||||
template sdlFailIf(cond: bool, reason: string) =
|
||||
if cond:
|
||||
raise newException(SDLException, reason & ", SDL error " & $getError())
|
||||
|
||||
proc main =
|
||||
|
||||
sdlFailIf(not sdl2.init(INIT_VIDEO or INIT_TIMER or INIT_EVENTS)):
|
||||
"SDL2 init required"
|
||||
defer: sdl2.quit()
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||||
|
||||
let win = createWindow(
|
||||
title = "vis",
|
||||
x = SDL_WINDOWPOS_CENTERED,
|
||||
y = SDL_WINDOWPOS_CENTERED,
|
||||
w = windowWidth,
|
||||
h = windowHeight,
|
||||
flags = SDL_WINDOW_SHOWN
|
||||
)
|
||||
|
||||
sdlFailIf (win.isNil): "window couldn't be created"
|
||||
defer: win.destroy()
|
||||
|
||||
let renderer = createRenderer(
|
||||
window = win,
|
||||
index = -1,
|
||||
flags = Renderer_Accelerated or Renderer_PresentVsync or Renderer_TargetTexture
|
||||
)
|
||||
|
||||
sdlFailIf renderer.isNil: "renderer couldn't be created"
|
||||
defer: renderer.destroy()
|
||||
|
||||
sdlFailIf(not ttfInit()): "TTF init failed"
|
||||
defer: ttfQuit()
|
||||
|
||||
let font = ttf.openFont("FreeMono.ttf", textHeight)
|
||||
sdlFailIf(font.isNil): "font couldn't be created"
|
||||
|
||||
var
|
||||
running = true
|
||||
frame = 0
|
||||
speed = 1
|
||||
|
||||
while running:
|
||||
var event = defaultEvent
|
||||
while pollEvent(event):
|
||||
case event.kind:
|
||||
of QuitEvent:
|
||||
running = false
|
||||
break
|
||||
of KeyDown:
|
||||
if event.key.keysym.scancode == SDL_SCANCODE_UP:
|
||||
speed *= 2
|
||||
elif event.key.keysym.scancode == SDL_SCANCODE_DOWN:
|
||||
if speed > 1 or speed < -1:
|
||||
speed = speed div 2
|
||||
elif event.key.keysym.scancode == SDL_SCANCODE_LEFT:
|
||||
speed = -speed
|
||||
else:
|
||||
discard
|
||||
frame += speed
|
||||
if frame < 1:
|
||||
frame = 1
|
||||
if frame > lines.high():
|
||||
frame = lines.high()
|
||||
draw(renderer, font, frame, speed)
|
||||
|
||||
main()
|
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Reference in New Issue