This is more of an artistic program. By left-clicking you set a fix point and define a random color. Where you then move your mouse, the program will draw 100 circles in between the fix point and the cursor position. By right-clicking you save those 100 circles on the canvas. Holding the right mouse button is possible.

#### Controls

• Left clicking sets or removes a fix point
• Right clicking saves current circles on canvas
• ‘s’ saves current canvas
• ‘c’ clears current canvas

``````# Python 2.7.7 Code
# Pygame 1.9.1 (for Python 2.7.7)
# Jonathan Frech 4th of July, 2015``````

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

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

""" 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'
# angle from center to point on the circle: '_angle'
return [
]

# 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]]
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()

# returns a random color
def randomColor():
return [random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)]

# saves the current surface
def saveSurf():
try:
if not os.path.exists(main.PATH):
os.mkdir(main.PATH)

n = 1
f0 = "pic"
f1 = ".png"
f = f0 + f1
while os.path.exists(main.PATH + "/" + f):
n += 1
f = f0 + str(n) + f1

pygame.image.save(main.SURF, main.PATH + "/" + f)
pygame.display.set_caption(main.CAPTION + " (" + f + ")")
except:
pygame.display.set_caption(main.CAPTION + " (trouble saving...)")

""" 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)

# save
if event.key == pygame.K_s:
saveSurf()

# clear
if event.key == pygame.K_c:
main.SURF.fill(main.COLOR)

# change the fix point and color
if not main.COM and event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
if main.FIXPOINT == None:
main.FIXPOINT = getMousePos()
main.FIXCOLOR = randomColor()
else:
main.FIXPOINT = None

# render function
def render():
# render surface
main.SCREEN.blit(main.SURF, [0, 0])

# the computer controls what the user does with the mouse
if main.COM:

main.ANG += 1
else:
p = getMousePos()

# render preview and when right mouse button is pressed render on surface
if main.FIXPOINT != None:
vec = vecConvert(main.FIXPOINT, p)
vecL = vecLen(vec)

if vecL != 0:
vecn = vecMultiply(vec, 1. / vecL)

for _ in range(0, 100):
l = vecL / 100. * _
c = [
colorValid( main.FIXCOLOR[0] + (_ * 1) ),
colorValid( main.FIXCOLOR[1] + (_ * 2) ),
colorValid( main.FIXCOLOR[2] + (_ * 3) )
]

if pygame.mouse.get_pressed()[2] or main.COM:
pygame.draw.circle(main.SURF, c, intpos(vecGetPoint(vecMultiply(vecn, l), main.FIXPOINT)), 20)
pygame.draw.circle(main.SCREEN, c, intpos(vecGetPoint(vecMultiply(vecn, l), main.FIXPOINT)), 20)

# flip
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.COLOR = [20, 20, 20]
main.TICKS = 0
main.KEYSDOWN = []

main.FIXPOINT = None#main.CENTER[:]
main.FIXCOLOR = None#randomColor()
main.PATH = os.getcwd() + "/screenshots"

main.COM = False
main.ANG = 0

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

""" 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()``````