def draw(): p5.background(0) if player.walking: settings.Maps[settings.currentMap].move(player) player.walkingAnimation(settings.Maps[settings.currentMap]) if player.walkTimer % player.walkingAnimationTime == 0 and player.stopRequest: player.walking = False player.walkTimer = 0 settings.Maps[settings.currentMap].show() player.show() settings.Maps[settings.currentMap].drawExtras() p5.stroke(255) p5.stroke_weight(1) if showGrid: for x in range(settings.Maps[settings.currentMap].gridWidth + 2): p5.line((settings.Maps[settings.currentMap].GridtoPosX(x), settings.Maps[settings.currentMap].GridtoPosY(0)), (settings.Maps[settings.currentMap].GridtoPosX(x), settings.Maps[settings.currentMap].GridtoPosY( settings.Maps[settings.currentMap].gridHeight + 1))) for y in range(settings.Maps[settings.currentMap].gridHeight + 2): p5.line((settings.Maps[settings.currentMap].GridtoPosX(0), settings.Maps[settings.currentMap].GridtoPosY(y)), (settings.Maps[settings.currentMap].GridtoPosX( settings.Maps[settings.currentMap].gridWidth + 1), settings.Maps[settings.currentMap].GridtoPosY(y)))
def draw(): global fountains global gravity global wind global repeller background(120) if mouse_is_pressed: fountains.append(ParticleSystem(mouse_x, mouse_y, len(fountains))) print(f"there are {len(fountains)} fountains.") for fountain in reversed(fountains): if fountain.is_empty: print(f"fountain {fountain.identifier} empty") fountains.remove(fountain) fountain.update() fountain.apply_force(gravity) fountain.apply_repeller(repeller) repeller.display() if key_is_pressed: mouse = Vector(mouse_x, mouse_y) fountain.apply_force(wind.wind_force(mouse)) wind.display(mouse)
def draw(): global planet, moon p5.fill(255) if not moon.finished: p5.background(0) p5.scale(1, -1) p5.translate(0, -height) moon.collide(planet) moon.update(planet, G) #planet.update(moon,G) p5.no_fill() p5.stroke(255, 60) #p5.circle((planet.pos.x,planet.pos.y),2*abs(moon.relpos(planet))) p5.fill(10, 173, 73) p5.stroke(0) planet.show() p5.fill(0, 0, 255) p5.stroke(0, 0, 255) moon.show()
def draw(self): if self.frame_rate == 0: p5.background(0, 0, 0) # set initial background to black # action if self.paused: return self.frame_rate += 1 self.update() # MARK: actual drawing p5.background(0, 0, 0, 90) p5.fill(255) p5.stroke(255) p5.rect((self.user.x, self.user.y), self.block_width, self.block_height) p5.rect((self.machine.x, self.machine.y), self.block_width, self.block_height) p5.ellipse((self.ball.x, self.ball.y), 2 * self.ball_radius, 2 * self.ball_radius) if self.draw_prediction and self.last_prediction is not None: p5.no_fill() p5.stroke(220, 0, 0) p5.ellipse((self.width - self.block_width - self.ball_radius, self.last_prediction), 2 * self.ball_radius, 2 * self.ball_radius)
def draw(): background(30, 30, 47) for boid in flock: boid.apply_behaviors(flock) boid.update() boid.show()
def draw_objects(self): # global simulation # triangle((0, 0), (0, 200), (350, 100)) background(30, 30, 47) # don't paint obstacles for free run if self.free_run: return fill(50) # shaded are upper quadrant quad((0, 0), (0, 160), (280, 256), (self.shaded_area_x, 0)) quad((0, self.height), (0, 640), (280, 544), (self.shaded_area_x, self.height)) fill(102) triangle((0, 160), (0, 640), (700, 400)) # fishes' start box rect((self.box_left, 335), self.box_width, self.box_width) # replica line for rc in self.replicas_coordinates: line((0, rc[2]), (rc[0], rc[1])) # line((0, 720), (self.replica_x_start, self.replica_y_start)) # shaded area line line((self.shaded_area_x, 0), (self.shaded_area_x, self.height)) # 544 # decision line line((self.decision_x, 0), (self.decision_x, self.height))
def setup(): global point_a global point_b size(600, 360) background(255) point_a = Vector(100, 300) point_b = Vector(400, 100)
def draw(): global Food p5.background(51) Snake.update() Snake.show() Food.show() Snake.eat(Food)
def draw(): global ofset, x, y, z,fp,fl if(flag7=="fsek"): ofset = sek if (flag2 == "pus"): pass if(flag8=="nxt" or flag9=="pev"): ofset=sek fp=fl else: signal, sampling_rate = audio2numpy.audio_from_file(fp, offset=ofset, duration=dur, dtype='int') p.background(250) signal = abs(signal) # signal = signal[..., 1] ofset = ofset + dur # print(np.size(signal[:250])) for i in signal: p.line((x, height - 5), (x, -(200 * i[1] + 50) + height - 5)) x +=1.5 p.line((x, height - 5), (x, -(200 * i[0]+100) + height - 5)) x+=1.5 p.line((x, height - 5), (x, -(200*i[1]+50)+height - 5)) x +=1.5 if (ofset >= final): pass time.sleep(dur) x = 5
def draw(): global Maps, showGrid p5.background(0) Maps[0].show() if showGrid: p5.stroke(255) p5.no_fill() for x in range(Maps[0].gridWidth+1): x += (width/2)/scl-Maps[0].gridpos.x-0.5 for y in range(Maps[0].gridHeight+1): y += (height/2)/scl-Maps[0].gridpos.y-9/32 p5.begin_shape() p5.vertex(x*scl, y*scl) p5.vertex(x*scl, (y+1)*scl) p5.vertex((x+1)*scl, (y+1)*scl) p5.vertex((x+1)*scl, y*scl) p5.end_shape() if player.walking: Maps[0].move(player) player.walkingAnimation(Maps[0]) if player.walkTimer % player.walkingAnimationTime == 0 and player.stopRequest: player.walking = False player.walkTimer = 0 p5.fill(255, 0, 0, 70) # p5.rect((4*scl+scl*((width/2)/scl-Maps[0].gridpos.x-0.5),4*scl+scl*((height/2)/scl-Maps[0].gridpos.y-9/32)),scl,scl) player.show() print(Maps[0].gridpos.x, Maps[0].gridpos.y)
def draw(): pf.background(0) pf.rect_mode("CORNER") b = Bar(100, 50) # b.is_fill = False b.str = "Hello,老番茄" b.disp()
def draw(): p.background(0) p.translate(20, 20) for x in range(30): for y in range(30): d = p.dist((30*x, 30*y), (mouse_x, mouse_y)) p.fill(0.5*d, 255, 255) p.rect((30*x, 30*y), 25, 25)
def setup(): size(640, 360) no_stroke() background(0) global perlx global perly perlx = random_uniform(1000) perly = 0
def draw(): global flock background('black') #coloring the map for boid in flock: boid.edges() boid.apply_behaviour(flock) boid.update() boid.show()
def draw(): global ball p5.background(0) ball.followMouse() ball.show() for i in range(len(Lines)): Lines[i].show() ball.drawProjectionLine(Lines[i])
def draw(): # Arka planı siyah yap p5.background(0) # Orijini pencerenin merkezine taşı p5.translate(width / 2, height / 2) # clock fonsiyonundan gelen değerleri # sırasıyla h, m ve s değişkenlerine ata h, m, s = clock() # Çevre çizgisi çizme p5.no_stroke() # [0, 360) aralığında 6'şar derece aralıklarla değer oluştur # 0, 6, 12, ..., 342, 348, 354 for i in range(0, 360, 6): # Kutupsal koordinat sisteminde # (r_d, i) değerini kartezyen koordinat sistemine dönüştür d_x, d_y = pol2car(r_d, i) # i değeri 30'un tam katıysa, if i % 30 == 0: # saat değerleri için nokta koyacağız p5.fill(255, 0, 0) r = 15 else: # dakika/saniye değerleri için nokta koyacağız p5.fill(255) r = 10 # Belirlenen özelliklerle hesaplanan noktada # bir daire çiz p5.circle((d_x, d_y), r) # Akrep kolunun ucunun konumunu hesala h_x, h_y = pol2car(r_h, h) # Akrep kolunun şekil ayarlarını yap p5.stroke(255) p5.stroke_weight(5) # Akrep konu çiz p5.line((0, 0), (h_x, h_y)) # Yelkovan kolunun ucunun konumunu hesala m_x, m_y = pol2car(r_m, m) # Yelkovan kolunun şekil ayarlarını yap p5.stroke(255) p5.stroke_weight(3) # Yelkovan konu çiz p5.line((0, 0), (m_x, m_y)) # Saniye kolunun ucunun konumunu hesala s_x, s_y = pol2car(r_s, s) # Saniye kolunun şekil ayarlarını yap p5.stroke(255, 0, 0) p5.stroke_weight(1) # Saniye konu çiz p5.line((0, 0), (s_x, s_y))
def new_doodle(d): p5.background(240, 238, 225) n = doodles[d] query = "SELECT MIN(vertex_x) as 'left', " \ "MAX(vertex_x) as 'right', " \ "MIN(vertex_y) as 'top', " \ "MAX(vertex_y) as 'bottom' " \ "FROM path_verticies " \ "WHERE doodle_id = '%s'" % d table_rows = db.query(query) outers = { k: v for k, v in zip(['left', 'right', 'top', 'bottom'], table_rows[0]) } l, r, t, b = outers['left'], outers['right'], outers['top'], outers[ 'bottom'] x_interp = interp1d([l, r], [0, res]) y_interp = interp1d([t, b], [0, res]) for i in range(n): path_chars_columns = [ 'doodle_id', 'path_number', 'color_r', 'color_g', 'color_b', 'stroke_weight' ] path_verts_columns = [ 'doodle_id', 'path_number', 'vertex_number', 'vertex_x', 'vertex_y' ] query = "SELECT * FROM path_characteristics " \ "WHERE doodle_id = '%s' AND path_number = %d" % (d, i) table_rows = db.query(query) path_chars = {k: v for k, v in zip(path_chars_columns, table_rows[0])} query = "SELECT * FROM path_verticies " \ "WHERE doodle_id = '%s' AND path_number = %d" % (d, i) table_rows = db.query(query) path_verts = pd.DataFrame(table_rows, columns=path_verts_columns) p5.stroke(path_chars['color_r'], path_chars['color_g'], path_chars['color_b']) for i in range(path_verts.shape[0] - 1): row = path_verts.iloc[i] row_next = path_verts.iloc[i + 1] x = round(float(x_interp(row.vertex_x)), 2) y = round(float(y_interp(row.vertex_y)), 2) x_next = round(float(x_interp(row_next.vertex_x)), 2) y_next = round(float(y_interp(row_next.vertex_y)), 2) p5.line((x, y), (x_next, y_next))
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(): background(30, 30, 47) for boid in boid_list: nearby_boids = boid.find_nearby_boids() boid.show(nearby_boids) boid.allignment(nearby_boids) boid.cohesion(nearby_boids) boid.seperation(nearby_boids) boid.move()
def draw(): #everytime call event background(30, 30, 47) for boid in flock: boid.show() boid.behavir_commit(flock) boid.update() boid.edges()
def draw(): global counter counter+=0.01 p5.background(0) p5.fill(0,255,0) p5.stroke(0) #p5.rotate_x(counter) p5.rotate_y(counter) #p5.sphere(300) p5.box(300,300,300)
def draw(): p5.background(238) p5.normalMaterial() p5.push() p5.rotateZ(p5.frameCount * 0.01) p5.rotateX(p5.frameCount * 0.01) p5.rotateY(p5.frameCount * 0.01) p5.torus(120, 40) p5.pop()
def draw(): # update the grid - done every time background(30, 30, 47) for boid in flock: boid.show() boid.align_to_neighbors(flock) boid.maintain_group_cohesion(flock) boid.maintain_group_seperation(flock) boid.update_position()
def draw(): global fountain global field background(0) fountain.run(field) field.alter_vectors() if key_is_pressed: field.display()
def draw(): global vehicles background(0) vehicles.update() if mouse_is_pressed: vehicles.add_one() if key_is_pressed: vehicles.sub_one()
def draw(): global smallBall, bigBall p5.background(0) smallBall.updatePos(bigBall) smallBall.collision(bigBall) smallBall.show() bigBall.show() p5.stroke(255, 0, 0) p5.line((smallBall.pos), (bigBall.pos))
def draw(): global flock background(30, 30, 47) for boid in flock: boid.edges() boid.apply_behaviour(flock) boid.update() boid.show()
def draw(): p.background(255) p.translate(width / 2, height / 2) grid(xscl, yscl) ang = p.remap(mouse_y, (0, width), (0, p.TWO_PI)) rot_matrix = [[p.cos(ang), -p.sin(ang)], [p.sin(ang), p.cos(ang)]] newmatrix = transpose(multmatrix(rot_matrix, transpose(fmatrix))) graphPoints(fmatrix) p.stroke(255, 0, 0) graphPoints(newmatrix)
def draw(): global smallBall, bigBall p5.background(0) MousePos = p5.Vector(mouse_x, mouse_y) smallBall.pos = MousePos smallBall.collision(bigBall) print(abs(smallBall.relativePos(bigBall))) smallBall.show() bigBall.show() p5.stroke(255, 0, 0) p5.line((smallBall.pos), (bigBall.pos))
def draw(): p5.background(0) pos = p5.Vector(200, 200) mouse = p5.Vector(mouse_x, mouse_y) v = mouse - pos #m=abs(v) v = v.normalize() * 100 p5.translate(width / 2, height / 2) p5.stroke_weight(4) p5.stroke(255) p5.line((0, 0), (v.x, v.y))