# JClock II

This is an alternative clock design. Version two is even prettier to look at.
Instead of a few clock hands spinning their circles, every hour, minute, second and centisecond is represented as differently colored circles on four imagined circles around the center. That way you have a visualization by quantity, not by position.

This clock face would represent 21:46:42.

#### How to read the clock

• 21 green circles
• represents 21 hours
• 46 teal circles
• represents 46 minutes
• 42 blue circles
• represents 42 seconds
• some white circles
• represents centiseconds (one hundredth of a second, mainly for the look)
• Current time: 21:46:42

``````# Python 2.7.7 Code
# Pygame 1.9.1 (for Python 2.7.7)
# Jonathan Frech 18th of May, 2015
#         edited 19th of May, 2015
#         edited 20th of May, 2015``````

``````# gets the distance between two points
def getDistance(p1, p2):
return int(
math.sqrt((p2[0] - p1[0])**2 + (p2[1] - p1[1])**2)
)

# validates color integer
# extra feature: _min and _max implementation
def colorValid(_color, _min = 0, _max = 255):
newColor = math.fabs(_color)
n = _max - _min
if newColor > n:
if int(newColor / n) % 2 == 0:
newColor = newColor % n
else:
newColor = n - (newColor % n)

return int(newColor) + _min

# gets the position on a circle
# circle center                           : '_pos'
# angle from center to point on the circle: '_angle'
# if angle equals 0, it faces to north
_angle -= 90

return [
]

# swaps a boolean
def boolSwap(_bool):
if _bool:
return False
else:
return True

# returns an integer version of given position
def intPos(_pos):
return [int(_pos[0]), int(_pos[1])]

# entity class (individiual circles)
class entity():
# init
def __init__(self, _type, _num):
self.type = _type
self.num = _num

self.nullPos = main.CENTERFLOAT[:]
self.pos = self.nullPos[:]
self.destination = self.nullPos[:]

# if self is a...
if self.type == "hour":
self.dist = 300
self.color = [0, 255, 0]
self.max = 24-1
self.speed = 200
elif self.type == "minute":
self.dist = 200
self.color = [0, 255, 255]
self.max = 60-1
self.speed = 100
elif self.type == "second":
self.dist = 100
self.color = [0, 0, 255]
self.max = 60-1
self.speed = 50
elif self.type == "csecond":
self.dist = 50
self.color = [255, 255, 255]
self.max = 100-1
self.speed = 5

# tick function
def tick(self, _date):
# standard destination
self.destination = self.nullPos[:]

# calculate if self should be active
if self.type == "hour":
if _date.hour > self.num:
self.destination = getCirclePos(main.CENTERFLOAT, self.dist, 360. / self.max * self.num)
elif self.type == "minute":
if _date.minute > self.num:
self.destination = getCirclePos(main.CENTERFLOAT, self.dist, 360. / self.max * self.num)
elif self.type == "second":
if _date.second > self.num:
self.destination = getCirclePos(main.CENTERFLOAT, self.dist, 360. / self.max * self.num)
elif self.type == "csecond":
if _date.microsecond / 10000 > self.num:
self.destination = getCirclePos(main.CENTERFLOAT, self.dist, 360. / self.max * self.num)

# move to destination
for _ in range(0, 2):
dif = self.destination[_] - self.pos[_]
self.pos[_] += dif / float(self.speed)

# render
def render(self, _surface):
# do not render if self is really close to the center
if getDistance(self.pos, main.CENTERFLOAT) > 1:

# tick function
def tick():
# handle events
for event in pygame.event.get():
# quit
if event.type == pygame.QUIT:
sys.exit()

now = datetime.datetime.now()
for _ in main.ENTITIES:
_.tick(now)

# render function
def render():
# fill
main.SCREEN.fill(main.BACKGROUNDCOLOR)
if main.FILL:
main.SURF.fill(main.COLOR)

for _ in main.ENTITIES:
_.render(main.SURF)

# blit and flip
main.SCREEN.blit(pygame.transform.scale(main.SURF, [int(main.WIDTH * main.SCALE), int(main.HEIGHT * main.SCALE)]), [0, 0])
pygame.display.flip()

# run function (uses tick() and render())
def run():
ticksPerSecond = 60
lastTime = time.time() * 1000000000
nsPerTick =  1000000000.0 / float(ticksPerSecond)

ticks = 0
frames = 0

lastTimer = time.time() * 1000
delta = 0.0

while True:
now = time.time() * 1000000000
delta += float(now - lastTime) / float(nsPerTick)
lastTime = now
shouldRender = False

while delta >= 1:
ticks += 1
main.TICKS += 1
tick()
delta -= 1
shouldRender = True

if shouldRender:
frames += 1
render()

if time.time() * 1000 - lastTimer >= 1000:
lastTimer += 1000

# debug
#print("Frames: " + str(frames) + ", ticks: " + str(ticks))

frames = 0
ticks = 0

# dummy class for global variables
class dummy():
pass

# init function
# (create the entities)
def init():
for _ in range(0, 24):
main.ENTITIES.append(entity("hour", _))
for _ in range(0, 60):
main.ENTITIES.append(entity("minute", _))
for _ in range(0, 60):
main.ENTITIES.append(entity("second", _))
for _ in range(0, 100):
main.ENTITIES.append(entity("csecond", _))

# importing needed modules
import pygame, sys, time, math, os, random, datetime

# main dummy
main = dummy()
main.TICKS = 0

main.RES = 1
main.WIDTH = 1080 / main.RES
main.HEIGHT = 720 / main.RES
main.SIZE = [main.WIDTH, main.HEIGHT]
main.CENTER = [main.WIDTH / 2, main.HEIGHT / 2]
main.CENTERFLOAT = [main.WIDTH / 2.0, main.HEIGHT / 2.0]

main.SCALE = 1 * main.RES
main.SCALEDSIZE = [int(main.WIDTH * main.SCALE), int(main.HEIGHT * main.SCALE)]
main.SCALEDSIZEFLOAT = [main.WIDTH * main.SCALE, main.HEIGHT * main.SCALE]

main.SURF = pygame.Surface(main.SIZE)

main.SCREEN = pygame.display.set_mode(main.SCALEDSIZE)
pygame.display.set_caption("JClock II")

main.BACKGROUNDCOLOR = [0, 0, 0]
main.COLOR = [150, 0, 0]
main.FILL = True

main.ENTITIES = []
init()

# start program
run()``````