# villares/sketch-a-day

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 # Alexandre B A Villares - https://abav.lugaralgum.com/sketch-a-day SKETCH_NAME = "s268" # 20180923 import pygame # install Pygame https://www.pygame.org import pygame.gfxdraw from random import choice from random import randint gliphs = [lambda x, y, s: rect(x, y, s, s), lambda x, y, s: ellipse(x, y, s, s), lambda x, y, s: triangle(x - s, y, x - s, y + s, x, y + s), lambda x, y, s: triangle(x + s, y, x + s, y - s, x, y - s), ] def setup(): size(700, 700) rectMode(CENTER) def draw(): background(250) # ensamble of 5 , on grid also order=5 fill(120, 120, 200) grid(width/2, height/2, 5, 120, ensamble, 5) noLoop() def ensamble(ex, ey, order): for _ in range(order): order, spacing, side = randint(3, 11), 12, 6 x, y = randint(-6, 5) * side, randint(-6, 5) * side grid(ex+x, ey+y, order, spacing, choice(gliphs), side) def grid(x, y, order, spacing, function, *args): xo, yo = (x - order * spacing / 2, y - order * spacing / 2) for i in range(order): gx = spacing/2 + i * spacing for j in range(order): gy = spacing/2 + j * spacing function(xo + gx, yo + gy, *args) # Now stuff to make it easier to port from Processing to Pygame def triangle(x0, y0, x1, y1, x2, y2): # This draws a triangle pygame.gfxdraw.filled_trigon(screen, int(x0), int(y0), int(x1), int(y1), int(x2), int(y2), current_fill) pygame.gfxdraw.trigon(screen, int(x0), int(y0), int(x1), int(y1), int(x2), int(y2), current_stroke) # def line(x1, y1, x2, y2): # pygame.draw.aaline(screen, current_fill, [x1, y1], [x2, y2], stroke_weight) def rect(x, y, w, h): if _rect_mode == CENTER: x -= w/2 y -= h/2 pygame.gfxdraw.box(screen, (int(x), int(y), int(w), int(h)), current_fill) pygame.gfxdraw.rectangle(screen, (int(x), int(y), int(w), int(h)), current_stroke) def ellipse(x, y, w, h): x -= w/2 y -= h/2 pygame.gfxdraw.filled_ellipse(screen, int(x), int(y), int(w/2), int(h/2), current_fill) pygame.gfxdraw.ellipse(screen, int(x), int(y), int(w/2), int(h/2), current_stroke) def background(r, g=None, b=None): if g and b: screen.fill((r, g, b)) else: screen.fill((r, r, r)) def fill(r, g=None, b=None): global current_fill if g and b: current_fill = (r, g, b) else: current_fill = (r, r, r) def size(w, h): global width, height width, height = w, h def noLoop(): global _pause _pause = True def loop(): global _pause _pause = False def rectMode(c): _rect_mode = c def run(): global CENTER, CORNER, _rect_mode _rect_mode = CORNER = 0 CENTER = 3 global width, height, screen, current_fill, current_stroke, stroke_weight, _pause # Initialize the game engine pygame.init() current_fill = (255, 255, 255) current_stroke = (0, 0, 0) stroke_weight = 1 width, height = 100, 100 _done = False _pause = False setup() # Set the height and width of the screen screen = pygame.display.set_mode([width, height]) pygame.display.set_caption(SKETCH_NAME) clock = pygame.time.Clock() draw() # Loop until the user clicks the close button. while not _done: # This limits the while loop to a max of 10 times per second. # Leave this out and we will use all CPU we can. clock.tick(10) for event in pygame.event.get(): # User did something if event.type == pygame.QUIT: # If user clicked close _done = True # Flag that we are _done so we exit this loop if event.type == pygame.KEYDOWN: _pause = not _pause # All drawing code happens after the for loop and but # inside the main while _done==False loop. # Draw on screen if not _pause: draw() # Go ahead and update the screen with what we've drawn. # This MUST happen after all the other drawing commands. pygame.display.flip() # Be IDLE friendly pygame.quit() run()