Tychos MathJs Language Reference
The following reference guide identifies the language syntax, built in variables, functions, and classes that are used to code your simulations in Tychos. Tychos uses the MathNotepad language. We have included documentation here for some of the helpful functions defined in the MathNotepad language. This is not a complete list of all functions available in MathNotepad, just ones that might be commonly used in Tychos for building scenarios as well as defining goals for those scenarios.
Comments
Comments are statements that you can insert in your code that do not get interpreted and executed by Tychos. To create a comment, you simply indicate a comment by using a hashtag:
# This is a comment.Variables
To define a variable in Tychos all you need to do is identify a name for the variable. You then type an = sign to assign a value to the variable. The following demonstrates various variable declarations
# Assigns a variable called x the value of 10
x = 10
# Assign a new variable y the value of the x
y = x
# Assign x the value of itself plus 1
x = x + 1Built-in Scenario Variables
There are a few variables that are built into Tychos. These variables are:
t— How many seconds has passed since this Scenario was started?dt— Time between frames as seconds, e.g. 0.1 is 1/10th of a second.frame_count— How many frames have passed? e.g. 1, 2, 3...X,Y,Z— These are shortcuts for indexing the first two elements of 3-D matrices, e.g.my_particle.pos[X]
Common Math Operators and Functions
These are some common mathematical operators and functions for performing various calculations.
Mathematical Operators
Tychos uses the following operators to perform basic math calculations:
+— Addition-— Subtraction*- Multiplication/- Division^- Exponent%- Modulo
Basic Math Functions
You can also use the following basic math functions:
pow(base, power)
The pow(base, power) function takes two arguments, raising the base by the power.
sqrt(positive_number)
The sqrt(positive_number) function takes a single non negative number and returns the real square root of the number.
abs(number)
The abs(number) function returns the absolute value of a number.
Trigonometric Functions
The following functions all use radians as the angle measurement. You can use pi to represent PI.
sin(angle)
The sin(angle) function is used to evaluate the trigonometric sine value for a given input angle. The input angle must be provided in radians.
cos(angle)
The cos(angle) function is used to evaluate the trigonometric cosine value for a given input angle. The input angle must be provided in radians.
tan(angle)
The tan(angle) function is used to evaluate the trigonometric tangent value for a given input angle. The input angle must be provided in radians.
asin(value)
The asin(value) function is used to evaluate the trigonometric arcsine value (inverse sine) for a given input. The output angle is given in radians.
acos(value)
The acos(value) function is used to evaluate the trigonometric arccosine value (inverse cosine) for a given input. The output angle is given in radians.
atan2(X, Y)
The atan2(value) function is used to evaluate the trigonometric arctangent value (inverse tangent) for a given X and Y input. The output angle is given in radians.
deg_to_rad(angle)
See below.
radians(angle)
The deg_to_rad(angle) function is not part of the MathNotepad language but is provided as a helper function to make the conversion from degree angles to radians easier. The input is an angle measurement in degrees and the output is the angle measurement in radians.
rad_to_deg(angle)
See below.
degrees(angle)
The degrees(angle) function is not part of the MathNotepad language but is provided as a helper function to make the conversion from radian angles to degrees easier. The input is an angle measurement in radians and the output is the angle measurement in degrees.
Matrix Functions
The following functions provide operations for matrix calculations.
dot(x, y)
Calculates the dot product of two vectors. The dot product of x = [a1, a2, a3, ..., an] and y = [b1, b2, b3, ..., bn] is defined as:
dot(x, y) = a1 * b1 + a2 * b2 + a3 * b3 + … + an * bn
cross
Calculates the cross product for two vectors in three dimensional space. The cross product of x = [a1, a2, a3]and y = [b1, b2, b3] is defined as:
cross(x, y) = [ a2 * b3 - a3 * b2, a3 * b1 - a1 * b3, a1 * b2 - a2 * b1 ]
If one of the input vectors has a dimension greater than 1, the output vector will be a 1x3 (2-dimensional) matrix.
Other Useful Functions
Some other useful functions...
random(min, max)
Return a random number larger or equal to min and smaller than max using a uniform distribution. If now min or max are given, then it returns a random value from 0 to 1. If just one value is given, then it returns a random number between 0 and the input value.
string(object)
Create a string or convert any object into a string. Elements of Arrays and Matrices are processed element wise.
format(value, precision)
Formats a value into a string. You have several options for how this value will be formatted:
concat(A, B...dim)
Concatenate two or more matrices. This function can also be used to concatenate strings together.
dim: number is a zero-based dimension over which to concatenate the matrices. By default the last dimension of the matrices.
unit_vector
This function returns a unit vector representation of the given input vector. Its magnitude is 1 and the direction matches the direction of the input vector. This can be useful if you need just the direction of a vector, but not its magnitude.
unit_vector(vec) -> returns a vector of length 1, and in same direction as vec.
vec- any two dimensional vector as a [X, Y] matrix.
Example:
magnitude
This function returns the scaler magnitude of any given vector. This is helpful when you want to know the length of a vector, for example, if you want the magnitude of a vector, but not its direction.
magnitude(vec) -> returns the scaler magnitude of the vector vec.
vec- any two dimensional vector as a [X, Y] matrix.
Example:
direction
This function returns a scalar angle measurement. This is helpful when you want to know the direction of a vector, like the direction of a velocity vector, or the direction of a force vector. The default return angle is given in radians, but can also be expressed in degrees.
direction(vec, units="rad") -> returns the scaler angle measurement of the vector vec heading in radian form or in degree form.
vec- any two dimensional vector as a [X, Y] matrix.units- optionaldegfor degree measurement or the default ofradfor radians.
Example:
polar
This function returns a two-dimensional matrix representing the cartesian components of a polar coordinate corresponding to the magnitude of the radius and the radial angle.
polar(radius, angle, units="rad") -> returns a two dimensional vector as a [X, Y] matrix.
radius- scalar quantity representing the scalar distance of the radius of theangle- scalar quantity representing the angle measurement of the polar coordinate.units- optionaldegfor degree measurement or the default ofradfor radians.
Example:
stop
This function actually evaluates a boolean test and then stops the simulation once the boolean test succeeds. This can be useful if you want the simulation to stop when some condition has been met within your simulation.
stop(test) -> returns a either false or true. If true is returned, the simulation stops.
test- a boolean statement that can be evaluated totrueorfalse.
Example:
between
This function tests whether a value is strictly between a minimum and maximum value. It returns true if min < value < max, otherwise false.
between(value, min, max) -> returns a boolean true or false.
value- a scalar number to test.min- the lower bound (exclusive).max- the upper bound (exclusive).
Example:
Collision Functions
The following functions are meant to help users model collisions more easily. These functions could be used for other purposes rather than modeling collisions as Tychos is not a physics engine. These functions could be thought of as "overlap" functions. They return information about the overlap of objects.
hasCollided
This function returns a boolean true/false value when two objects are given as the source and target. It returns false if the two objects are not determined to be overlapping.
hasCollided(source, target) -> returns a boolean true or false.
source-CircleorRectangleobjecttarget-CircleorRectangleobject
Example:

getIntersect
This function returns a two dimensional matrix representing the minimum translation vector (MTV) that would be needed to separate two objects when they overlap. This can be used to simulate collision forces or to move objects apart based on the magnitude and direction of the MTV.
getIntersect(source, target) -> returns a two dimensional matrix.
source-CircleorRectangleobjecttarget-CircleorRectangleobject
Example:

getMTV
This function returns a two-dimensional matrix representing the minimum translation vector (MTV) needed to separate two overlapping objects. getIntersect is an alias for this function.
getMTV(source, target) -> returns a two dimensional matrix.
source-CircleorRectangleobjecttarget-CircleorRectangleobject
Example:
getRotatedPosition
This function returns the new position of a point after being rotated by a given angle around an axis point. This is useful for simulating rotational motion of objects orbiting a fixed center.
getRotatedPosition(pos, angle, axis) -> returns a two dimensional matrix.
pos- the original position as an[X, Y]matrix.angle- the rotation angle in radians.axis- the center of rotation as an[X, Y]matrix.
Example:
Comparison Functions
The following functions are used to compare two values as being equal or unequal as well as testing if one value is larger or smaller than another. These are very helpful when writing goals for students.
equal(a, b) or a == b
equal(a, b) or a == bThe function tests if two values (x and y) are equal. It returns a boolean value of true or false.
deepEqual(a, b)
This function is similar to equal, but it tests element wise whether two matrices are equal. It returns a boolean value of true or false. The code below demonstrates the difference between equal and deepEqual:
larger(a, b) or a > b
larger(a, b) or a > bThe function tests if one value (a) is larger than another (b). It returns a boolean value of true or false.
smaller(a, b) or a < b
smaller(a, b) or a < bThe function tests if one value (a) is smaller than another (b). It returns a boolean value of true or false.
unequal(a, b) or a != b
unequal(a, b) or a != bThe function tests if two values (a and b) are unequal. It returns a boolean value of true or false.
Comparison operators return true or false but these also evaluate to 1 (true) or 0 (false). This can allow you to conditionally assign a value to a variable depending on the evaluation of the comparison. See the code below as an example:
if(test, true_result, false_result)
if(test, true_result, false_result)The if() function returns true_result or false_result depending on test.
Logical Operators
The following operators are used to execute logical AND and OR comparisons for the use of evaluating logical statements.
and
This is used for performing a logical AND conjunction. For example, "A and B" is true only if A is true and B is true. "A and B" is false if either A or B is false.
You can use the and operator to test if two comparisons are both true:
or
This is used for performing a logical OR conjunction. For example, "A or B" is true if A or B is true. "A or B" is false only if A and B are both false.
You can use the or operator to test if one of two comparisons are true:
Built-in Classes
Tychos has several classes for creating simulated objects and analyzing them. The graphical objects available are the Circle, the Rectangle, the Ellipse, the Arc, the Arrow, the Line, the PolyLine, the Label, the Spring, and the Sprite. The analysis tools are the Graph, the Gauge, and the Meter. There are also interactive input objects: the Toggle, the Slider, the Input, and the Menu controls.
Common Attributes
The following attributes are shared by most graphical objects in Tychos. Exceptions are noted in individual class sections below.
pos — matrix
pos — matrixThe position of the object in the World as an [X, Y] matrix. This is a world-space coordinate, not a pixel position.
color — string
color — stringThe object will be drawn in this color. Use HTML color names (e.g. "blue") or hex codes (e.g. "#ff3300"), or use the rgba function.
opacity — number
opacity — numberThe object will be drawn with an opacity between 1 (fully opaque) and 0 (fully transparent).
image — string
image — stringCircle, Rectangle, Ellipse, and Arc objects can be displayed as an image by setting this attribute to a URL pointing to a PNG, SVG, GIF, or JPEG file.
no_fill — boolean
no_fill — booleanIf true, the interior area of the object is transparent — only the border is drawn. Applies to Circle, Rectangle, Ellipse, Arc, and PolyLine objects.
fill — object
fill — objectSet to a LinearGradient or RadialGradient object to render the interior with a gradient instead of a solid color. Applies to Circle, Rectangle, Ellipse, Arc, and PolyLine objects.
visible — boolean
visible — booleanSet to false to hide the object from view without removing it.
motion_map — boolean
motion_map — booleanWhen true, Tychos attaches a series of "strobe" images behind the object as it moves, creating a motion map.
Labels
The Circle, Rectangle, Ellipse, and Arc objects can display a text label that scales with the object. Set it using an object with text, color, and optional font properties:
Borders
Circle, Rectangle, Ellipse, Arc, and PolyLine objects support borders.
border_size — number
border_size — numberBorder thickness in pixels. Default is 0 (no border).
border_color — string
border_color — stringBorder color. Use HTML color names or hex codes.
border_style — string
border_style — string"none" (default, solid fill), "dash" for a dashed border, or "dot" for a dotted border.
Effects
Objects can be visually altered with the following attributes.
skew_x — number
skew_x — numberSkews the object's coordinate map by this angle (in radians) about its X axis.
skew_y — number
skew_y — numberSkews the object's coordinate map by this angle (in radians) about its Y axis.
flip_x — boolean
flip_x — booleanMirrors the object about its X axis.
flip_y — boolean
flip_y — booleanMirrors the object about its Y axis.
blur — number
blur — numberSets the standard deviation of a Gaussian blur applied to the object.
blend_mode — string
blend_mode — stringSets the CSS mix-blend-mode, controlling how the object composites with objects beneath it. Accepts any valid CSS blend mode value: "multiply", "screen", "overlay", "darken", "lighten", "difference", "exclusion", and others.
Mouse Interaction
All graphical objects (Circle, Rectangle, Ellipse, Arc, Sprite, Arrow, Line, Label, etc.) can detect mouse events. Assign a function to any of the following event attributes to make your simulation interactive.
Event Attributes
on_click— Triggered when the mouse button is pressed and released on the object.on_double_click— Triggered when the mouse button is double-clicked on the object.on_mouse_down— Triggered when the mouse button is pressed down while over the object.on_mouse_up— Triggered when the mouse button is released while over the object.on_mouse_over— Triggered while the mouse pointer is over the object.on_mouse_out— Triggered when the mouse pointer moves off the object.
How to Use
Define a function that accepts a single argument (the object that triggered the event) using MathJS function definition syntax, then assign it to the event attribute without parentheses.
Examples
Click to change color:
Hover highlight:
Dragging an object (using Loop Code to track mouse.pos):
Common Methods
remove()
remove()Permanently removes the object from the simulation. The object will no longer appear in the World View.
rotate(angle=0, axis=[0, 0])
rotate(angle=0, axis=[0, 0])Rotates the object by a given angle in radians. You can also provide an optional [X, Y] axis of rotation. Note: Line, Arrow, and Spring objects cannot be rotated — update their pos2 attribute to change direction instead.
clone()
clone()Creates and returns a duplicate of the object that can be modified independently.
Circle
A Circle is drawn as a colored circle in the World View. A Circle has a position, a radius, a color, an opacity, a flag for setting its visibility state, and a flag for determining if a motion map should be attached.

Below is the constructor for the Circle class that shows its default values:
pos— The initial position of yourCirclein[X,Y]coordinates.radius— The radius of the circle drawn in the World View.color— The circle will be drawn in this color. Use HTML colors e.g."#ff3300","blue".no_fill— Iftrue, the interior is transparent; only the border is drawn.fill— OptionalLinearGradientorRadialGradientobject for gradient fills.image— A URL that identifies a JPEG, GIF, SVG or PNG image to display inside the circle.opacity— A value between1(fully opaque) and0(fully transparent).visible— Set tofalseto hide the circle from view.motion_map— Whentrue, attaches a series of strobe images as a motion map.label— Attaches a text label. Settext,color, and optionallyfont.border_size— Border thickness in pixels.border_color— Border color.border_style—"none"(solid),"dash", or"dot".skew_x,skew_y— Skew transforms in radians.flip_x,flip_y— Mirror the circle about each axis.blur— Gaussian blur standard deviation.
These attributes may also be modified on the Circle after it is created. In particular, one will usually change the pos attribute of a Circle in the Loop Code editor to show movement. e.g.
Circle.rotate()
Circle objects can be rotated.
Circle.rotate(angle=0, axis=[0, 0]) — Rotates the Circle object by a given angle value in radian units. You can also provide an optional matrix that identifies the axis of rotation. This method should only be called from the Calculations code editor.
Circle.image
Circle objects can also be represented with an image by setting the image attribute of the object. The text must be a URI link to a graphic file that can be a PNG, SVG, GIF, or JPEG image.

The above image also demonstrates the use of the direction function as well as the rotate method:
rocket.rotate(direction(rocket.v))
Circle.label
Circle objects can also be given a text label. This is similar to the Label object.
c.label = {text:"Hello", color:"green"} — This adds a text label to the Circle object that scales to fit inside the circle.
Rectangle
A Rectangle is very similar to a Circle but it is represented as a colored rectangle in the World View. A Rectangle has position, width, height, color, opacity, visibility, a motion map flag, as well as a label. Just as with the Circle, Tychos only uses the width and height attributes for display. You can define how these attributes change given the rules of the simulation that you define.

Below is the constructor for the Rectangle class that shows its default values:
pos— The initial position of yourRectanglein[X,Y]coordinates.size— The width and height of theRectangleas an[X, Y]matrix.color— TheRectanglewill be drawn in this color. Use HTML colors e.g."#ff3300","blue".no_fill— Iftrue, the interior is transparent; only the border is drawn.fill— OptionalLinearGradientorRadialGradientobject for gradient fills.image— A URL that identifies a JPEG, GIF, SVG or PNG image to display inside the rectangle.opacity— A value between1(fully opaque) and0(fully transparent).visible— Set tofalseto hide the rectangle from view.motion_map— Whentrue, attaches a series of strobe images as a motion map.label— Attaches a text label. Settext,color, and optionallyfont.border_size— Border thickness in pixels.border_color— Border color.border_style—"none"(solid),"dash", or"dot".skew_x,skew_y— Skew transforms in radians.flip_x,flip_y— Mirror the rectangle about each axis.blur— Gaussian blur standard deviation.
These attributes may also be modified on the Rectangle object after it is created. In particular, one will usually change the pos attribute in the Loop Code editor to show movement. e.g.
Rectangle.rotate
You can also rotate a Rectangle object in order to simulate rotational behavior.
Rectangle.rotate(angle=0, axis=[0, 0]) — Rotates the Rectangle object by a given angle value in radian units. You can also provide an optional matrix that identifies the center of rotation. This method should only be called from the Calculations code editor.

Example:
Rectangle.image
Just as with Circle objects, Rectangle objects can also be represented with an image by setting the image attribute of the object.
Rectangle.label
Rectangle objects can also be given a text label. This is similar to the Label object.
This adds a text label to the Rectangle object.
Ellipse
An Ellipse is similar to a Circle but is drawn as an ellipse (oval) shape. Unlike a Circle which uses a single radius, the Ellipse uses a size matrix to define its width and height independently.
Below is the constructor for the Ellipse class that shows its default values:
pos— The initial position of yourEllipsein[X,Y]coordinates.size— The width and height of the ellipse as an[X,Y]matrix, e.g.[20, 10]creates an ellipse 20 units wide and 10 units tall.color— The ellipse will be drawn in this color. Use HTML colors e.g. "#ff3300", "blue".image— A URL that identifies a JPEG, GIF, SVG or PNG image to fill the ellipse.opacity— The ellipse will be drawn with an opacity between 1 and 0.visible— The ellipse can be hidden from view by setting this flag tofalse.motion_map— This flag tells Tychos to attach a series of strobe images called a motion map.angle— Initial rotation angle in radians.axis— The axis of rotation as an[X, Y]matrix.border_color— HTML color for the ellipse border.border_size— Width of the border in pixels.border_style— CSS border style, e.g."solid","dashed".label— You can attach a label to theEllipseby indicating thetextandcolor.
Example:
Ellipse.rotate
Ellipse.rotate(angle=0, axis=[0, 0]) — Rotates the Ellipse object by a given angle in radian units. You can also provide an optional matrix that identifies the center of rotation.
Arc
An Arc is a partial ellipse — a pie slice, open arc, or chord shape. It extends Ellipse by adding start and end angle attributes and a mode that controls how the arc is rendered.
Below is the constructor for the Arc class that shows its default values:
pos— The initial position of yourArcin[X,Y]coordinates.size— The width and height as an[X,Y]matrix.color— The arc will be drawn in this color.start— The start angle of the arc in radians.end— The end angle of the arc in radians.mode— Controls how the arc is rendered. Options are"chord"(straight line connecting end points),"pie"(lines from the center), or"open"(just the arc edge with no fill lines).image— A URL that identifies a JPEG, GIF, SVG or PNG image.opacity— The arc will be drawn with an opacity between 1 and 0.visible— The arc can be hidden from view by setting this flag tofalse.motion_map— This flag tells Tychos to attach a motion map.angle— Initial rotation angle in radians.axis— The axis of rotation as an[X, Y]matrix.border_color— HTML color for the arc border.border_size— Width of the border in pixels.border_style— CSS border style, e.g."solid","dashed".label— You can attach a label by indicating thetextandcolor.
Example:
Arc.rotate
Arc.rotate(angle=0, axis=[0, 0]) — Rotates the Arc object by a given angle in radian units.
Arrow
The Arrow class represents a graphical arrow and is commonly used to illustrate vectors, but can be used for representing anything in your simulations.
Below is the constructor for the Arrow class that shows its default values:
pos— coordinates for the starting point of theArrowas an[X,Y]matrix.size— the vector to illustrate, e.g.[10, 0]will draw anArrow10 units to the right.color— HTML color value for yourArrow, e.g. "red" or "#ff0000".components— A flag that determines if X and Y components are drawn, a value oftruedisplays the components.stroke— Stroke value that determines the visual thickness of theArrow.opacity— TheArrowwill be drawn with an opacity between 1 and 0, representing 100% opaque to 100% transparent.visible— TheArrowcan be hidden from view by setting this flag tofalse.motion_map— This flag tells Tychos to attach a series of strobe images called a motion map.


Example — The illustrations above were drawn using these commands:
Line
The Line class draws a line and is commonly used to illustrate some connecting member like a string or cable, but could really represent anything you like.
Below is the constructor for the Line class that shows its default values:
pos— coordinates for the starting point of theLineas an[X,Y]matrix.pos2— coordinates of the termination point of theLineas an[X,Y]matrixcolor— HTML color value for yourLine, e.g. "red" or "#ff0000".stroke— Stroke value that determines the visual thickness of theLine. This is measured in pixels.opacity— TheLinewill be drawn with an opacity between 1 and 0, representing 100% opaque to 100% transparent.visible— TheLinecan be hidden from view by setting this flag tofalse.motion_map— This flag tells Tychos to attach a series of strobe images called a motion map.

Example:
PolyLine
The PolyLine class displays a sequence of straight lines between points, and is commonly used to illustrate a more complex shape or path.

Below is the constructor for the PolyLine class that shows its default values:
pos— coordinates for the starting point of theLineas an[X,Y]matrix.color— HTML color value for yourLine, e.g. "red" or "#ff0000".stroke— Stroke value that determines the visual thickness of theLine. This is measured in pixels.style— Can be"none"for solid segments,"dash"for dashed line segments or"dot"for dotted line segments.fill— Boolean value (true or false) for displaying thePolyLineobject as a filled in solid with a color, or an optional argument for rendering the inside area with either aLinearGradientorRadialGradientobject.opacity— ThePolyLinewill be drawn with an opacity between 1 and 0, representing 100% opaque to 100% transparent.visible— ThePolyLinecan be hidden from view by setting this flag tofalsemotion_map— This flag tells Tychos to attach a series of strobe images called a motion map.retain— The maximum number of points that can be contained. If another point is added, the last point in thePolyLineis removed.
PolyLine objects have a number of methods for manipulating the points, like adding new points, changing existing points, removing points, etc:
setPoints: (points)-> Set the points for thePolyLinegiven an array of points.translate: (deltaPosition)-> Move all the points according to a vector displacement.rotate: (angle, axis)-> Transform the points a certain angle measurement about an axis. This axis is relative to the first point in thePolyLine.npoints():-> Returns the number of points in thePolyLine.append: (...points)-> Add a point (or many points) to the end of thePolyLine.unshift: (...points)-> Add a point (or many points) at the beginning of thePolyLine.shift: ()-> Remove the first point in thePolyLineobject.splice: (point, position)-> Insert a point at the specific index position.slice: (start, end)-> Returns the set of points (but does not remove them) from thePolyLineobject beginning at thestartvalue and ending at theendindex position.last: ()-> Gets the last pointfirst: ()-> Gets the first pointreplace: (point, n)-> Modify the nth point.drop: (n)-> Creates slice of points with n points dropped from beginning.dropRight: (n)-> Creates a slice of array with n elements dropped from the end.remove: (n)-> Get the vector for point number n and remove it. Can use negative values, where -1 is the last point, -2 the next to the last, etc.clear: ()-> Remove all the points in thePolyLine.
Example:
Spring
A Spring is a visual representation of a common elastic connector that displays a given number of coils that dynamically change shape once the dimensions of the Spring are changed in the Loop Code pane.
Below is the constructor for the Spring class that shows its default values:
pos— coordinates for the starting point of theSpringas an[X,Y]matrix.pos2— coordinates of the termination point of theSpringas an[X,Y]matrixcolor— HTML color value for yourSpring, e.g. "red" or "#ff0000".coils— The number "coil" zig-zags.width— The width of the "coil" zig-zags.stroke— Stroke value that determines the visual thickness of theSpring. This is measured in pixels.opacity— TheSpringwill be drawn with an opacity between 1 and 0, representing 100% opaque to 100% transparent.visible— TheSpringcan be hidden from view by setting this flag tofalse.motion_map— This flag tells Tychos to attach a series of strobe images called a motion map.

The code below shows the three different Spring objects above that have different lengths, widths and coil numbers. The Circle objects are shown just for reference.
These attributes may also be modified after the Spring is created.
Label
You can add text labels to any scenario using the Label class.

Below is the constructor for the Label class that shows its default values:
pos— coordinates for the center point of theLabelas an[X,Y]matrix.size— The width and height of theLabelas an[X,Y]matrixtext— The text of theLabelas a string.color— HTML color value for yourLabel, e.g. "red" or "#ff0000".font— CSS font family identifier, e.g. "Times", or "Courier"style— An object with key-value pairs that represent CSS font styling rules.opacity— TheLabelwill be drawn with an opacity between 1 and 0, representing 100% opaque to 100% transparent.visible— TheLabelcan be hidden from view by setting this flag tofalse.motion_map— This flag tells Tychos to attach a series of strobe images called a motion map.
These attributes may also be modified after the Label object is created.
Label.rotate
Just as with a Rectangle object or a Circle object, you can rotate a Label as shown above:
Compound
Compound objects allow you to group any of the above graphical objects together so that they can all be animated as a single object. Compound objects can even be added to other compound objects to make some complex object compositions.

Below is the constructor for the Compound class that shows its default values:
pos— coordinates for the center point of theCompoundas an[X,Y]matrix.opacity— TheCompoundwill be drawn with an opacity between 1 and 0, representing 100% opaque to 100% transparent.visible— TheCompoundcan be hidden from view by setting this flag tofalse.
These attributes may also be modified after the Compound object is created.
Compound.add(...objects)
To add an object to a compound, you simply call the add method with the object variable that you want to add. You can add as many objects as you want in one call.
Compound.remove()
compound objects, like all Tychos objects can be removed from the scenario world scope. Once this done, you will not be able to reference the object as it will be removed from your scenario's collection of viewable objects.
Compound.rotate(angle=0)
You can rotate a Compound as shown below:
Sprite
A Sprite is used to display animated sprite-sheet images. It renders a portion of a sprite sheet image and can cycle through frames to create animations.
Below is the constructor for the Sprite class that shows its default values:
pos— The initial position of yourSpritein[X,Y]coordinates.image— A URL pointing to the sprite sheet image (PNG, GIF, etc.).size— The display size of the sprite in world units as an[X,Y]matrix.width— The pixel width of a single frame in the sprite sheet.height— The pixel height of a single frame in the sprite sheet.n_rows— Number of rows of frames in the sprite sheet.n_cols— Number of columns of frames in the sprite sheet.scale— A scale multiplier applied to the displayed sprite.border_width— Pixel width of any border between frames in the sprite sheet.spacing_width— Pixel spacing between frames in the sprite sheet.current_animation_name— The name of the currently playing animation (must match a key inanimations).animations— An object where each key is an animation name. Each animation has:frame_indices— Array of zero-based frame indices to play in sequence.time_per_frame— Milliseconds to display each frame.on_end— What to do when the animation ends:"repeat"to loop,"ping-pong"to reverse, or"stop"to halt on the last frame.
angle— Initial rotation angle in radians.axis— The axis of rotation as an[X, Y]matrix.opacity— Opacity between 1 and 0.visible— Set tofalseto hide the sprite.motion_map— Attach a motion map.
Example:
Sprite.rotate
Sprite.rotate(angle=0, axis=[0, 0]) — Rotates the Sprite object by a given angle in radian units.
RadialGradient
A RadialGradient creates a radial (circular) gradient that can be used as the fill attribute of any graphical object. The gradient blends between colors at specified percentage offsets radiating outward from a focal point.
Below is the constructor for the RadialGradient class that shows its default values:
start_x— Horizontal position (0–100) of the inner circle center.start_y— Vertical position (0–100) of the inner circle center.end_x— Horizontal position (0–100) of the outer circle center.end_y— Vertical position (0–100) of the outer circle center.colors— An array of HTML color strings, e.g.["red", "blue"].offsets— An array of numbers (0–100) representing where each color stop is placed along the gradient.
To use a gradient, assign it to the fill attribute of any graphical object:
LinearGradient
A LinearGradient creates a linear gradient that can be used as the fill attribute of any graphical object. The gradient blends between colors along a direction defined by an angle.
Below is the constructor for the LinearGradient class that shows its default values:
angle— The direction of the gradient in radians.0goes left to right;PI/2goes top to bottom.colors— An array of HTML color strings, e.g.["white", "black"].offsets— An array of numbers (0–100) representing where each color stop is placed.
To use a linear gradient, assign it to the fill attribute of any graphical object:
World
The world object represents the viewable area of the scenario.
world.set_extents()
You can set the viewable extents of the world in the Settings Pane, or by calling the following method on the world object:
The inputs are two vector objects representing the center position of the view of the world, and secondly the size of the viewable world.
Interface Widgets
Tychos also provides several "widgets" for displaying data in different ways as well as adding user interactivity so that your simulations can respond to input.
Graph
A Graph is a 2-dimensional chart of data that you specify in the Loop Code editor. Each Graph that is created will appear on the right side of the World View. Your program needs to add points to the graph with the plotcommand.


Here is the constructor for creating a graph object
title= Optional text that will appear at the top of the graph.align= Optional value of "left" or "right" to align the graph to the corresponding side of the view window.y_axis= Optional text that will appear on the left side of the graph as the vertical axis label.x_axis= Optional text that will appear at the bottom of the graph as the horizontal axis label.width= Optional numeric value in pixels for setting the width, or a text value percentage e.g. "50%" or "90%".height= Optional numeric value in pixels for setting the height, or a text value percentage e.g. "50%" or "90%".plot_rate= Optional numerical value greater than 0 that sets the individual graph's plotting schedule. This over rides the default Graph Strobe Rate value set in the Settings tab.
Plotting Values
To plot values for the graph, the plot method is used. You can either plot points by calling the plot method with the x and y arguments set to single numerical inputs, or to plot more than a single point, you can instead set the x and y arguments to be lists of numerical values.
When plotting, Tychos will plot the points you specify when the simulation plot timer has expired. This is called "strobing" the graph. There is a default plot timer set in the Settings tab called Graph Strobe Rate for the scenario, but this can be over ridden by setting the graph's plot rate.
Note that depending on the simulation step time and the graph plot rate, graph plots may not appear on the graph at the exact time specified by the graph plot rate. For example, if the plot rate is actually faster than the animation step rate, the plotting of the points will not appear to be in sync because the animation is actually running slower than rate at which points should be plotted.
The arguments for the plot method are shown below:
x= This is either a single numerical value or a list of numerical values.y= This is either a single numerical value or a list of numerical values.color= Optional "line" or "scatter" that will either display the points as connected with lines, or not. The default is to connect the plotted points with lines.mode= Optional "line" or "scatter" that will either display the points as connected with lines, or not. The default is to connect the plotted points with lines.fill= Optional boolean value for filling in the plotted area.
Clearing Values
To clear values for the graph, the clear method is used. Clearing the plotted values occurs immediately when the method is called, clearing all the plotted values from the graph:
BarChart
A BarChart is a chart of data that is displayed as a set of bars representing an array of data values. Each BarChart that is created will appear on the right side of the World View.

BarChart with four barstitle= Optional text that will appear at the top of thebar_chart.align= Optional value of "left" or "right" to align the bar chart to the corresponding side of the view window.min= Optional minimum value whose default is 0. If any bar data value is less than this minimum, the bar will be truncated.max= Optional maximum value whose default is 1. This sets the maximum viewable bar height. If any bar data value is greater than this maximum, the bar will be truncated.width= Optional numeric value in pixels for setting the width, or a text value percentage e.g. "50%" or "90%".height= Optional numeric value in pixels for setting the height, or a text value percentage e.g. "50%" or "90%".
BarChart.setData()
BarChart.setData — Sets the data values for the bars in the bar chart.
BarChart.setLabels
BarChart.setLabels — Defines a set of labels - one label corresponding to each data bar in the chart. If the number of labels does not match the number of bars set by the number of data values, then a numbered label will be assigned to the extra data value.
BarChart.setColors
BarChart.setColors — List of colors, one color corresponding to each data bar in the chart. If the number of colors does not match the number of bars set by the number of data values, then any extra bars will be given the default HTML color of #aaa.
PieChart
A PieChart is a chart of data that is displayed as circle that is "sliced" into different pieces of a "pie" representing the relative proportion to the sum of all the values in the chart's data. Each PieChart that is created will appear on the right side of the World View by default, but can be aligned to the left.

PieChart with four data values.The constructor options for adding a PieChart to your scenario are the following:
title= Optional text that will appear at the top of thePieChart.align= Optional value of "left" or "right" to align thePieChartto the corresponding side of the view window.width= Optional numeric value in pixels for setting the width, or a text value percentage e.g. "50%" or "90%".height= Optional numeric value in pixels for setting the height, or a text value percentage e.g. "50%" or "90%".
PieChart.setData
PieChart.setData — Sets the data values for the pie slices in the pie chart.
PieChart.setLabels
PieChart.setLabels — Defines a set of labels - one label corresponding to each data slice in the chart. If the number of labels does not match the number of data values, then a numbered label will be assigned to the extra data value.
PieChart.setColors
PieChart.setColors — List of colors, one color corresponding to data value in the chart. If the number of colors does not match the number of data values, then any extra values will be given the default colors.
Table
A Table displays data organized in columns and rows.
Each Table that is created will appear on the right side (default) of the World View. When creating a table you can give it a title, and will need to define the column names for the table. You can also optionally define the precision for the numerical values being displayed in the table.
Below is the constructor for the table widget and default values:
title= Optional text that will appear at the top of theTablewidget.align= Optional value of "left" or "right" to align the table to the corresponding side of the view window.columns— A list of strings representing the column names that will appear in the table.precision— Optional precision level for representing numerical values.
Table.addRow([value1, value2, ...])
Table.add_row([values]) — This adds a row of data to the table. Keep in mind that you must supply a list of values whose length is equal to that of the columns in the table.
values= A list of values corresponding to the columns in the table.

Example:
Meter
A Meter is a numeric display of data that you specify in the Loop Code editor. Each Meter that is created will appear on the left side of the World View. Your program needs to tell the Meter what value it needs to display by using the display command.

Below is the constructor for the Meter widget and default values:
title= Optional text that will appear at the top of theGaugewidget.color— HTML color value for yourGauge, e.g. "red" or "#ff0000".
Meter.display
meter.display(value, units) — Displays the value on the Meter.
value= Numeric value to be displayed.units= Optional string representing the unit label to be displayed.
Example:
Gauge
A Gauge is an analog display of data that is very similar to a Meter that you specify in the Initial Sate pane. Each Gauge that is created will appear on the left side of the World View. Gauges also need to to be set up with a specific minimum and maximum value for identifying the range of the Gauge. Your scenario needs to tell the Gauge what value it needs to display by using the display command.

Below is the constructor for the Gauge widget and default values:
title= Optional text that will appear at the top of theGaugewidget.min= The minimum value of theGaugemax= The maximum value of theGaugecolor— HTML color value for yourGauge, e.g. "red" or "#ff0000".
Gauge.display
gauge.display(value) — Displays the value in the Gauge.
Example:
Button
A Button is a clickable widget that you can add to your scenarios that allows you to respond to the mouse in several ways.

To create a button, you can supply all the following properties defined below:
title- Optional text that will appear at the top of the button widget.align= Optional value of "left" or "right" to align the button to the corresponding side of the view window.color— HTML color value for your button, e.g. "red" or "#ff0000".label_text- Text that you want to appear on the button itself.label_color- HTML color value for your label text, e.g. "red" or "#ff0000".label_font- A font family name for the label text, like "Courier" or "Times New Roman".style- This can be one of three options, "arcade", "normal", or "alert", but can also be a CSS style object, i.e. {text-decoration: "underline"}on_click— The name of a function that will be called whenever the button is clicked.on_mouse_over— The name of a function that will be called whenever the moves over the button.on_mouse_out— The name of a function that will be called whenever the mouse moves away from the button.on_mouse_down— The name of a function that will be called whenever the mouse button is pressed while on the button.on_mouse_up— The name of a function that will be called whenever the button is release while on the button.
Example
Toggle
A Toggle is an interactive widget that allows you associate a boolean value (true or false) with the state of the Toggle widget.


Below is the constructor for the Toggle widget and default values:
title= Optional text that will appear at the top of theTogglewidget.
Toggle.value
x = toggle.value — Returns the current value of the Toggle. This is read/write.
Example:
Slider
A Slider is an interactive widget that allows you to link a value in your scenario to the current value of a horizontal slider.

Below is the constructor for the Slider widget and default values:
title= Optional text that will appear at the top of theSliderwidget.min= The minimum value of theSlidermax= The maximum value of theSliderstep= The step increment of theSlider
Slider.value
x = slider.value — Returns the current value of the Slider. This is read/write.
Example:
Input
An Input is an interactive widget that allows you to link a value in your scenario to the current value of a text box. The input values are limited to numerical inputs.

Below is the constructor for the Input widget:
title— The text title of theInputmin= The minimum value that the user can enter in theInputmax= The maximum value that the user can enter in theInputstep= The step increment of theInput
Input.value
x = input.value — Returns the current value of the Input.
Example:
Menu
A Menu is an interactive widget that allows you to link a value in your scenario to the current value selected from a drop-down menu.

Below is the constructor for the Menu widget:
title— The text title of theInputchoices— An array of menu choices.values— An optional array of corresponding menu values for each choice. If no values are given, the values are assumed to be the choices.
Menu.value
x = menu.value — Returns the current value of the Menu.
Example:
ControlPanel
A ControlPanel widget allows you to group other widgets together which better organizes your widgets. Once you create a ControlPanel, you simply add other UI widgets to it. You can can set the layput of the control_panel to be either "row" or "column:

Below is the constructor for the ControlPanel widget:
title— The text title of theControlPanelalign= Optional value of "left" or "right" to align the control panel to the corresponding side of the view window.layout— Either "row" to arrange the contained widgets horizontally, or "column" to arrange them vertically.
ControlPanel.add(...widgets)
To add widgets to a control panel, you simply supply the widgets' variable names to the add function, like this:
The above would create a control_panel that looks like this:

Interactivity
The following section describes additional interactivity that you can add through the use of keyboard and mouse objects.
keyboard
The keyboard object represents your computers keyboard and has commands to see if any keys are pressed during a simulation.
keyboard.is_down
keyboard.is_down(key) -> boolean — Return 1/0 whether key is currently down
keyboard.last_pressed
keyboard.last_pressed(key) -> boolean — was key typed? i.e. key was pushed down then released.
mouse
The mouse object represents your computer's mouse.
mouse.pos
mouse.pos -> vec — Returns two dimensional vector as a [X, Y] matrix representing the position of the mouse in the simulation space.
mouse.is_down
mouse.is_down(button_num=0) -> boolean — Returns whether the mouse button is pressed. button_num — Which button to check? 0 = primary button, 1 = secondary, etc.
mouse.is_over
mouse.is_over(object) -> boolean — Returns whether the mouse is positioned over an object that is either a Circle or a Rectangle. object — A simulation object.
Audio
The audio object can be used to add sound to your scenarios. This can be done by creating an oscillator that plays a continuous frequency using a specified wave type, or by creating a sound object that plays an audio file given a URL, or finally by just playing a specified tone for a specified amount of time.
audio.sound
To create a sound object, you need to specify a URL for the location of the .wav, .ogg, or .mp3 file
The sound object has these methods and attributes:
sound.play()- Plays the sound file.sound.stop()- If the sound file is currently playing, it stops the sound file.sound.volume- A numeric value that determines the volume that the sound file will play at. Value must be larger than 0 to hear the sound.sound.playback_rate- A numeric value that determines the playback speed of the file. If a negative value is given, the file plays backwards.
audio.oscillator
An oscillator object is created using this constructor method:
The oscillator object has these methods and attributes:
oscillator.start()- Starts the oscillation.oscillator.stop()- Stops generating the oscillation.oscillator.freq- A numeric value that determines the frequency of the sound wave that the oscillator will generate.oscillator.volume- A numeric value that determines the volume of the sound wave that the oscillator will generate. Value must be larger than 0 to hear the sound.oscillator.type- A string value of "sine", "square", "sawtooth", or "triangle" that detemines the type of oscillation.
Finally, you can also call a method directly on the audio object for generating a tone for a specified amount of time:
audio.play_tone
audio.play_tone(freq, volume, time) — Produces an audio tone for the specified time at the specified frequency (freq) and volume.
CSV Files
Comma separated files can be loaded into the current session of Tychos, and then the data can be read into your scenarios.
You need to upload the file through the interface, found in the Settings Tab of the Hack Panel:

Once this has been done, you can access the data in the file using the csvFiles array.
csvFiles
This array is a list of data objects representing the data contained in each file.
Note, this array is actually not 0 indexed. The first file is actually identified at index of 1.
You access each file as you would any array in Tychos:
CSV file
For example, let's say your CSV file has the name "my_data.csv" and looks like this:
The file object has two read-only attributes, one representing the name of the file, and the other representing the data in the file:
The data attribute is itself a list, representing the rows of the data in the file. Each row is a dictionary whose keys correspond to the column headers in the CSV file:
Then to access the X value in the file located at row 1 of the data then you would type:
It is important to note that the values stored in the data objects are all string values. As long as the values can be easily parsed to numerical values, Tychos will do the parsing automatically if the value is used in a mathematical calculation.
Last updated