EECS 110Projects 1&2
Juan Li – Project 1
Ning Xia – Project 2
Option #1, vPool
Table
Cue (optional)
Cue ball
Billiard Ball (at least 2)
Hole (optional)
Option #1: virtual pool
VPython?Easily installable for windows…
Not (really) installable for the Mac
A simple example
from visual import *
c = cylinder()
What's visual?
What's c?
www.vpython.org
Option #1: virtual pool
from visual import *
floor = box( pos=(0,0,0), length=4, height=0.5, width=4, color=color.blue)
ball = sphere( pos=(0,4,0), radius=1, color=color.red)
ball.velocity = vector(0,-1,0)dt = 0.01
while True: rate(100) ball.pos = ball.pos + ball.velocity*dt
if ball.y < ball.radius: ball.velocity.y = -ball.velocity.y else: ball.velocity.y = ball.velocity.y - 9.8*dt
How many classes?
How many objects?
data members?
What's the if/else
doing?
Option #1: virtual pool
Phunky Fisicks is welcome!
Collisions with walls?
Collisions with other pool balls?
Pockets?
Option #1: virtual pool
To start, just design your table, try to construct a scene which consists of the following objects:
- table – made of walls, box objects- holes (optional) – use sphere objects- cueBall – another sphere-cue (optional) – cylinder object- billiard balls (at least 2) – sphere objects- you also should take a look at label objects to display game texts
After you place all the objects you should have something similar to …
Option #1: virtual pool
Option #1: virtual pool
Your main game loop should basically consist of:
while gameOver == False: m = scene.mouse.getclick() #click event – cue hit # get mouse position and give the cue ball a direction # based on that
# perform movement of the cue ball as shown before # handle collisions between different balls and # between balls and walls
# check if game is over – when all balls have # been put in
Option #1: virtual pool
Directing the cue ball:
temp = scene.mouse.project(normal=(0,1,0), point=(0,-side,0))
this gets a vector with the projection of the mouse on the pool table.
if temp: # temp is None if no intersection with pool table cueBall.p = norm(temp – cueBall.pos)
The cue ball direction is now given by the vector that results from the difference of the point where we clicked projected on the pool table and the actual position of the cue ball
So clicking in front of the cue ball will make it go into that direction.
Option #1: virtual pool
Moving the cue ball:
dt = 0.5t = 0.0while dt > 0.1: sleep(.01) t = t + dt dt = dt-dt/200.0 cueBall.pos = cueBall.pos + (cueBall.p/cueBall.mass)*dt
We basically start with a bigger movement increment (0.5), move the ball in the direction we computed with the specific increment.
Each time decrease the increment to account for drop in velocity. Stop at some point (0.1)
Option #1: virtual pool
Handling collisions:
With walls:
if not (side > cueBall.x > -side): cueBall.p.x = -cueBall.p.x if not (side > cueBall.z > -side): cueBall.p.z = -cueBall.p.z
When hitting wall, change directions
Option #1: virtual pool
When is a ball in?
if math.sqrt(math.pow(abs(ball1.x-hole1.x),2) + math.pow(abs(ball1.z-hole1.z),2)) <= hole1.radius*2: ballin = 1 ball1.visible = 0 ball1.y = 50
Holes are just spheres so we determine intersection between ball and hole same way as for different balls.
When ball is in we do a few things: Signal that a ball has been put in (might be useful later)Make the specific ball invisibleMove it out of the way
Option #1: virtual pool
Handling the game logic?
• Need a way to keep track of players taking turns. • Suggestion: use a simple variable for that which changes after every hit (take into account if balls have been sunk or not)
• Players need to be aware of the game flow, so show labels that display which player has turn, when the game was won and by whom
• The game is finished when all the balls are in, that is when all the balls are invisible. You can use that for check.
Project #2: text clouds
tag cloud
Project #2: text clouds
text cloud
Summary of the words in a body of text, sized and painted according to their frequency.
Demos:http://www.cs.hmc.edu/~hadas/textclouds/ orhttp://blue.cs.northwestern.edu/~ionut/index.html on:
http://www.gutenberg.org/files/74/74-h/74-h.htmhttp://www.gutenberg.org/files/76/76-h/76-h.htm
Text-cloud historyhttp://chir.ag/phernalia/preztags/
Project #2: text clouds
From text…
… to cloud
1. Start with entered webpage (URL)
2. Read in text
3. Create list of words out of text
4. "Clean" the words
5. "Stem" the words
6. Count the words
7. Return a string with frequencies
8. Add advanced features…
Text Clouds, an example
http://cs.northwestern.edu/~akuzma/classes/EECS110-s09/projects/project2/page1.html
Spamming spammers spammed spam. Spam spam spam! I love spam! Page 2
ignore this link for now
['spamming', 'spammers', spammed', 'spam', 'spam', 'spam', 'spam','love', 'spam', 'page', '2']
['spamming', 'spammers', spammed', 'spam.', 'spam', 'spam', 'spam!','I', 'love', 'spam!', 'page', '2']
['spam', 'spam', spam', 'spam', 'spam', 'spam', 'spam','love', 'spam', 'page', '2']
Project #2: text clouds
An Approach
Develop the basic application the usual way (IDLE)
Once you have everything working, transfer your .py files to your webspace. Set up the HTML wrapper files & go!
Use our code to read HTML, but don't bother writing it yet…
Personalize! The project has a number of references…
Once you have things working, try writing HTML/searching beyond depth 1/etc (NEXT SLIDE)
Project #2: searching beyond depth 1
def mtcURL(url):
toVisit[url] = 0 #toVisit is a dictionary
visited[url] = 1 #visited is a dictionary
returnText = ''
while len(toVisit) != 0:
[url, depth] = toVisit.popitem()
[textSite, listUrls] = getHTML(url)
An Approach (1/2)
Project #2: searching beyond depth 1
…
for urlItem in listUrls:
if visited.has_key(urlItem) == False \
and depth < DEPTH:
visited[urlItem] = 1
toVisit[urlItem] = depth + 1
wordList = textSite.split()
…
An Approach (2/2)
Questions?