# Circle Mover

Playing around with angles and my getCirclePos() function, I came up with these little entities. They have a center, a distance to that center and an angle which constantly increases. Those parameters also randomly change.

``````# Python 2.7.7 Code
# Pygame 1.9.1 (for Python 2.7.7)
# Jonathan Frech 29th of June, 2015``````

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

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

class entity():
def __init__(self):
self.color = (40, 50, 60)
#self.pos = main.CENTER[:]
self.pos = [random.randint(0, main.WIDTH - 1), random.randint(0, main.HEIGHT - 1)]
self.size = 5

self.dir = 1

self.last = self.pos[:]
self.dest = self.pos[:]

self.center = self.pos[:]
self.radius = random.randint(10, 50)
self.angle = 0

def render(self, _surface):
pygame.draw.circle(_surface, self.color, intpos(self.pos), self.size)

def draw(self, _surface):
pygame.draw.line(_surface, (0, 0, 0), self.pos, self.last)
self.last = self.pos[:]

def tick(self):
#self.pos[random.randint(0, 1)] += random.randint(-1, 1)*10
self.dest = getCirclePos(self.center, self.radius, self.angle)
self.angle += 2 * self.dir

if random.randint(0, 50) == 0:
self.center = self.pos[:]
self.radius = random.randint(10, 50)

#if random.randint(0, 30) == 0:
#	self.dir *= -1

if self.dest[0] < 0:
self.dest[0] = 0
if self.dest[1] < 0:
self.dest[1] = 0

if self.dest[0] > main.WIDTH:
self.dest[0] = main.WIDTH
if self.dest[1] > main.HEIGHT:
self.dest[1] = main.HEIGHT

for _ in range(0, 2):
self.pos[_] += (self.dest[_] - self.pos[_]) / 5.

""" FUNCTIONS """
# gets the mouse position
def getMousePos():
p = pygame.mouse.get_pos()
return [p[0], p[1]]

# 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'
# circle radius                           : '_radius'
# angle from center to point on the circle: '_angle'
def getCirclePos(_pos, _radius, _angle):
return [
_pos[0] + _radius * math.cos(math.radians(_angle)),
_pos[1] + _radius * math.sin(math.radians(_angle))
]

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

# basic vector functions
def vecConvert(p1, p2):
return [p2[0] - p1[0], p2[1] - p1[1]]
def vecLen(vec):
return math.sqrt( (vec[0]**2) + (vec[1]**2) )
def vecMultiply(vec, n):
return [vec[0] * n, vec[1] * n]
def vecGetPoint(vec, point):
return [point[0] + vec[0], point[1] + vec[1]]
def vecAdd(vec1, vec2):
return [vec1[0] + vec2[0], vec1[1] + vec2[1]]

# claculates distance between given positions
def posDistance(p1, p2):
return math.sqrt( (p2[0] - p1[0])**2 + (p2[1] - p1[1])**2 )

# quits the program
def quit():
sys.exit()

""" TICK; RENDER """
# tick function
def tick():
# handle events
for event in pygame.event.get():
# quit
if event.type == pygame.QUIT:
quit()

# keyup
if event.type == pygame.KEYUP:
# handle 'main.KEYSDOWN'
if event.key in main.KEYSDOWN:
main.KEYSDOWN.remove(event.key)

# keydown
if event.type == pygame.KEYDOWN:
# handle 'main.KEYSDOWN'
if event.key not in main.KEYSDOWN:
main.KEYSDOWN.append(event.key)

for _ in main.ENTITIES:
_.tick()

# render function
def render():
for _ in main.ENTITIES:
_.draw(main.SURF)

# blit and flip
main.SCREEN.blit(main.SURF, [0, 0])
for _ in main.ENTITIES:
_.render(main.SCREEN)
pygame.display.flip()

""" INIT """
# initialize program
def init():
main.WIDTH, main.HEIGHT = 1080, 720
main.SIZE = [main.WIDTH, main.HEIGHT]
main.CENTER = [main.WIDTH / 2., main.HEIGHT / 2.]
main.SCREEN = pygame.display.set_mode(main.SIZE)
main.SURF = pygame.Surface(main.SIZE)

main.CAPTION = "Circle Mover"
main.COLOR = [150, 0, 0]
main.TICKS = 0
main.KEYSDOWN = []

main.ENTITIES = []
for _ in range(0, 10):
main.ENTITIES.append(entity())

# functions
pygame.display.set_caption(main.CAPTION)
main.SURF.fill(main.COLOR)

""" RUN """
# 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

# main variable
main = dummy()
init()

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