def __calc_cohesion(self):
    steer = PVector.Instance(0, 0)
    count = 0
    for sprite in self._find(self, self.game.cohesion_radius, Boid):
        steer.x = (steer.x + sprite.x)
        steer.y = (steer.y + sprite.y)
        count = (count + 1)
    if (count > 0):
        steer.x = (steer.x / count)
        steer.y = (steer.y / count)
        steer.normalize(0.05)
    return steer
def __calc_cohesion(self):
    steer = PVector.Instance(0, 0)
    count = 0
    for sprite in self._find(self, self.game.cohesion_radius, Boid):
        steer.x = (steer.x + sprite.x)
        steer.y = (steer.y + sprite.y)
        count = (count + 1)
    if (count > 0):
        steer.x = (steer.x / count)
        steer.y = (steer.y / count)
        steer.normalize(0.05)
    return steer