Added FPS tracker and 'player' motion

This commit is contained in:

58
main.py
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@@ -34,6 +34,8 @@ def draw_point(point):
x_1 = x_1/norm
x_2 = x_2/norm
#Transform it into the Poincare Space
if x_0 == -1:
return
u = x_1/(1+x_0)
v = x_2/(1+x_0)
@@ -43,7 +45,7 @@ def draw_line(line):
delta = line.e3
if abs(delta) < ERROR:
# The geodesic is a line through the origin.
theta = math.atan2(line.e1, line.e2)
theta = math.atan2(line.e1, -line.e2)
start_x = int(CENTER_X-DISK_RADIUS*math.cos(theta))
start_y = int(CENTER_Y-DISK_RADIUS*math.sin(theta))
end_x = int(CENTER_X+DISK_RADIUS*math.cos(theta))
@@ -72,20 +74,19 @@ def simulation(t):
x_motor = tx_generator.exp()
y_motor = ty_generator.exp()
generator = math.sin(t)*tx_generator + math.sin(math.sqrt(2)*t)*ty_generator + math.sin(math.sqrt(3)*t)*origin
m = generator.exp()
y_tick = m*y_axis*m.reverse()
x_tick = m*x_axis*m.reverse()
#generator = math.sin(t)*tx_generator + math.sin(math.sqrt(2)*t)*ty_generator + math.sin(math.sqrt(3)*t)*origin
y_tick = motor*y_axis*motor.reverse()
x_tick = motor*x_axis*motor.reverse()
lines.append(y_tick)
lines.append(x_tick)
points.append(y_tick^x_tick)
for i in range(13):
for j in range(13):
motor_x = ((i-6)*tx_generator/10).exp()
motor_y = ((j-6)*ty_generator/10).exp()
y_tick = m * motor_x * y_axis * motor_x.reverse() * m.reverse()
x_tick = m * motor_y * x_axis * motor_y.reverse() * m.reverse()
for i in range(9):
for j in range(9):
motor_x = ((i-4)*tx_generator/10).exp()
motor_y = ((j-4)*ty_generator/10).exp()
y_tick = motor * motor_x * y_axis * motor_x.reverse() * motor.reverse()
x_tick = motor * motor_y * x_axis * motor_y.reverse() * motor.reverse()
lines.append(y_tick)
lines.append(x_tick)
points.append(y_tick^x_tick)
@@ -114,15 +115,48 @@ BLUE = (0, 0, 255)
# Game loop
running = True
clock = pygame.time.Clock()
font = pygame.font.SysFont("Arial", 18)
t = 0
lines.append(x_axis)
lines.append(y_axis)
pos = 0*tx_generator + 0*ty_generator + 0*origin
motor = 1*e
tx_motor = (tx_generator/100).exp()
ty_motor = (ty_generator/100).exp()
while running:
t += 0.0002
t += 0.001
keys = pygame.key.get_pressed()
#point_gen = pos.e13*e13 + pos.e23*e23
#motor = point_gen.exp()
point = motor * origin * motor.reverse()
point_motor = (point/100).exp()
if keys[pygame.K_a]:
motor = tx_motor * motor
if keys[pygame.K_d]:
motor = tx_motor.reverse() * motor
if keys[pygame.K_w]:
motor = ty_motor * motor
if keys[pygame.K_s]:
motor = ty_motor.reverse() * motor
if keys[pygame.K_q]:
motor = point_motor*motor
if keys[pygame.K_e]:
motor = point_motor.reverse()*motor
# Clear the screen
screen.fill(WHITE)
clock.tick()
fps = clock.get_fps()
fps_text = font.render(f"FPS: {int(fps)}", True, (0, 0, 0))
screen.blit(fps_text, (10, 10))
#Poincare Disk Boundary
pygame.draw.circle(screen, BLACK, (CENTER_X, CENTER_Y), DISK_RADIUS, 1)