def draw(): p.translate(width / 2, height / 2) p.begin_shape() for i in range(6): p.vertex(100 * p.cos(p.radians(60 * i)), 100 * p.sin(p.radians(60 * i))) p.rotate(p.radians(60)) p.end_shape('CLOSE')
def draw(): global t p.background(255) p.translate(width/2, height/2) p.rotate(p.radians(t)) for _ in range(12): p.rect((200, 0),50, 50) p.rotate(p.radians(360/12)) t += 2
def draw(): global t p.background(255) p.translate(width/2, height/2) for i in range(90): p.rotate(p.radians(360/90)) with p.push_matrix(): p.translate(200, 0) p.rotate(p.radians(t+2*i*360/90)) tri(100) t+=0.01
def draw(): global sprite p5.background(255) theta = mouse_y # reference shape sprite.draw_pointer() p5.fill(255, 0, 0, 128) # rotate a house shape aboutits centre with p5.push_matrix(): p5.translate(40, 40) p5.rotate(p5.radians(theta)) sprite.draw_house()
def draw(): global sprite_1 global sprite_2 p5.background(255) theta = mouse_y # sprite_1.x = mouse_x # reference shape sprite_1.draw_pointer() p5.fill(255, 0, 0, 128) # rotate a house shape about its centre with p5.push_matrix(): p5.translate(40, 40) p5.rotate(p5.radians(theta)) sprite_1.draw_house() p5.fill(250, 250, 0, 127) with p5.push_matrix(): p5.translate(mouse_x, mouse_y) p5.rotate(2 * p5.PI * mouse_y / height) sprite_2.draw_pointer()
def polygon(sides, sz): p.begin_shape() for i in range(sides): step = p.radians(360 / sides) p.vertex(sz * p.cos(i * step), sz * p.sin(i * step)) p.end_shape('CLOSE')