Gradient Triangles

This program uses vector mathematics and colors to create triangular gradient. By simply left-clicking you create three points which then will be filled in with color.

Controls

  • Left click adds a new position
  • Space saves a screenshot

A nearly filled canvas Scattered triangles Colors like autumn


# Python 2.7.7 Code
# Pygame 1.9.1 (for Python 2.7.7)
# Jonathan Frech  6th of October, 2015
#         edited  9th of October, 2015
#         edited 10th of October, 2015

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

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

""" FUNCTIONS """
# 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

# saves the current surface
def saveSurface():
	try:
		path = os.getcwd() + "/Gradient Triangles/"
		if not os.path.isdir(path):
			os.mkdir(path)

		name = path + "img" + str(len(os.listdir(path))) + ".png"
		pygame.image.save(main.SURF, name)
	except:
		pass

# 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]]

# 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()
		
		# keydown
		if event.type == pygame.KEYDOWN:
			if event.key == pygame.K_SPACE:
				saveSurface()

		# mousebuttondown
		if event.type == pygame.MOUSEBUTTONDOWN:
			if event.button == 1:
				
				# add a position to main.POINTS
				main.POINTS.append(pygame.mouse.get_pos())
				
				# if you have more or equal than three positions, draw the triangle
				if len(main.POINTS) >= 3:
					# defines the line's density
					N = 10000

					# variables
					points02 = []
					points12 = []
					vec02 = vecConvert(main.POINTS[0], main.POINTS[2])
					vec12 = vecConvert(main.POINTS[1], main.POINTS[2])
					vecl02 = vecLen(vec02)
					vecl12 = vecLen(vec12)
					
					# creates the first set of points
					for _ in range(0, N):
						if vecl02 != 0:
							vecn = vecMultiply(vec02, vecl02 / N * _ / vecl02)
							points02.append(vecGetPoint(vecn, main.POINTS[0]))
					

					# creates the second set of points
					for _ in range(0, N):
						if vecl12 != 0:
							vecn = vecMultiply(vec12, vecl12 / N * _ / vecl12)
							points12.append(vecGetPoint(vecn, main.POINTS[1]))

					# connects the points and chooses a color
					l = len(points02)
					for _ in range(0, l):
						# define the color
						#c = [random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)]
						#"""
						c = [
							#255. / l * _,
							#255. / l * _,
							#0
							
							#255. / l * _,
							#0,
							#255 - 255. / l * _

							255. / l * _,
							255 - 255. / l * _,
							0
						]#"""

						# refine the color
						c = [int(c[0]), int(c[1]), int(c[2])]

						# draw a line
						pygame.draw.line(main.SURF, c, points02[_], points12[_])

					# clear the points
					main.POINTS = []

# render function
def render():
	# blit and flip
	main.SCREEN.blit(main.SURF, [0, 0])
	
	# draw the current points
	for _ in main.POINTS:
		pygame.draw.circle(main.SCREEN, [255, 255, 255], _, 3)
	
	pygame.display.flip()

""" INIT """
# initialize program
def init():
	main.WIDTH, main.HEIGHT = 1080, 720
	main.SIZE = [main.WIDTH, main.HEIGHT]
	main.SCREEN = pygame.display.set_mode(main.SIZE)
	main.SURF = pygame.Surface(main.SIZE)
	
	main.CAPTION = "Gradient Triangles"
	main.TICKS = 0

	main.POINTS = []
	
	# 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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