Spinning Shapes

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.

Inwards star Spinning square Doubled Origin logo


# 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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