Drawing lines according to length and angle, which change over time, this program creates pretty shapes. The changing values for both length and angle are saved in the image’s name.
# Python 2.7.7 Code
# Pygame 1.9.1 (for Python 2.7.7)
# Jonathan Frech 4th of December, 2015
# edited 6th of December, 2015
# edited 25th of December, 2015
# importing needed modules
import pygame, sys, time, math, os, random
# changing variables
LENGTHMULTIPLY = .999
ANGLEADD = 70
""" FUNCTIONS """
# gets the position on a circle with a position, radius and an 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]]
""" GAME """
# game class
class GAME():
# initialize program
def __init__(self):
self.WIDTH, self.HEIGHT = 800, 800
self.SIZE = [self.WIDTH, self.HEIGHT]
self.SURF = pygame.Surface(self.SIZE)
self.SCREEN = pygame.display.set_mode(self.SIZE)
self.TICKS = 0
self.RUNNING = True
self.angle = 0
self.length = 300
# variables which determine the shape
self.lengthmultiply = LENGTHMULTIPLY
self.angleadd = ANGLEADD
# set position to the center
self.pos = [self.WIDTH/2 - self.length/2, self.HEIGHT/2 - self.length/2]
self.color = [255, 255, 255]
# functions
pygame.display.set_caption("Spinning Shapes")
# tick function
def tick(self):
# handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.screenshot()
# draw new line
if self.TICKS % 1 == 0:
#for _ in range(0, 100):
# get next position and draw a line
p = getCirclePos(self.pos, self.length, self.angle)
pygame.draw.line(self.SURF, self.color, self.pos, p)
# increment length and angle
self.length *= self.lengthmultiply
self.angle += self.angleadd
# apply length to position
vec = vecConvert(self.pos, p)
vecl = vecLen(vec)
if vecl != 0:
vec0 = vecMultiply(vec, 1. / vecl)
vecn = vecMultiply(vec0, self.length)
self.pos = vecGetPoint(self.pos, vecn)
# print out if the shape is nearly done
#if self.length <= 5:
# print "!"
# render function
def render(self):
# blit and flip
self.SCREEN.blit(self.SURF, [0, 0])
pygame.display.flip()
# quits
def quit(self):
self.RUNNING = False
# takes a screenshot
def screenshot(self):
path = os.getcwd() + "/out/"
try:
if not os.path.isdir(path):
os.mkdir(path)
name = "img" + str(len(os.listdir(path))) + " (length*" + str(self.lengthmultiply) + " angle+" + str(self.angleadd) + ").png"
pygame.image.save(self.SURF, path + name)
except:
pass
# run function (uses tick() and render())
def run(self):
ticksPerSecond = 60
lastTime = time.time() * 1000000000
nsPerTick = 1000000000.0 / float(ticksPerSecond)
ticks = 0
frames = 0
lastTimer = time.time() * 1000
delta = 0.0
while self.RUNNING:
now = time.time() * 1000000000
delta += float(now - lastTime) / float(nsPerTick)
lastTime = now
shouldRender = False
while delta >= 1:
ticks += 1
self.TICKS += 1
self.tick()
delta -= 1
shouldRender = True
if shouldRender:
frames += 1
self.render()
if time.time() * 1000 - lastTimer >= 1000:
lastTimer += 1000
# debug
# print("Frames: " + str(frames) + ", ticks: " + str(ticks))
frames = 0
ticks = 0
# start game
GAME().run()
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