Pastel

This program uses two positions and a color to create beautiful images.

Usage

  • ‘q’ saves the current image
  • Space pauses and resumes the image’s creation

Different colors Only using red Only using red and blue


# Python 2.7.7 Code
# Pygame 1.9.1 (for Python 2.7.7)
# Jonathan Frech 21st of September, 2015
#         edited 23rd of September, 2015
#         edited 24th of September, 2015

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

""" 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'
# 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]]

# calculates 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)
			if event.key == pygame.K_SPACE:
				main.RUNNING = not main.RUNNING
			
			# save surface
			if event.key == pygame.K_q:
				# try/catch loop
				try:
					# create 'out' directory
					if not os.path.exists(os.getcwd() + "/out"):
						os.mkdir(os.getcwd() + "/out")

					# get highest, not used image number
					n = 1
					while os.path.exists(os.getcwd() + "/out/img" + str(n) + ".png"):
						n += 1

					# save
					pygame.image.save(main.SURF, os.getcwd() + "/out/img" + str(n) + ".png")
				

				# report error
				except:
					print "Trouble saving!"


	for _ in range(0, 1000):
		if main.RUNNING:
			main.P1[random.randint(0, 1)] += random.randint(-1, 1)
			main.P2[random.randint(0, 1)] += random.randint(-1, 1)
			main.C[random.randint(0, 2)] += random.randint(-1, 1)

			for _ in range(0, 2):
				if main.P1[_] < 0: main.P1[_] = 0 if main.P1[_] > main.SIZE[_]:
					main.P1[_] = main.SIZE[_]
			for _ in range(0, 2):
				if main.P2[_] < 0: main.P2[_] = 0 if main.P2[_] > main.SIZE[_]:
					main.P2[_] = main.SIZE[_]
			for _ in range(0, 3):
				if main.C[_] < main.CMIN[_]: main.C[_] = main.CMIN[_] if main.C[_] > main.CMAX[_]:
					main.C[_] = main.CMAX[_]
		
			c = [int(main.C[0]), int(main.C[1]), int(main.C[2])]
			pygame.draw.line(main.SURF, c, main.P1, main.P2)

# render function
def render():
	# blit and flip
	main.SCREEN.blit(main.SURF, [0, 0])
	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 = "Pastel"
	main.TICKS = 0
	main.KEYSDOWN = []
	
	main.P1 = main.CENTER[:]
	main.P2 = main.CENTER[:]
	main.C = [0, 0, 0]
	main.CMIN = [0, 0, 0]
	main.CMAX = [255, 0, 255]
	main.RUNNING = True

	# functions
	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()
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