Esempio n. 1
0
    def bezier3x_lines(self, data, canvas, i):
        # points = [[beginning], [beginning_midifier], [end], [end_midifier]]
        # points = [[200, 400], [300, 250], [450, 500], [500, 475]]
        canvas_w = self.layout.game_w
        canvas_h = self._step * data[3]
        x_center = self.layout.game_w // 2
        y_center = self._step * data[3] // 2
        bezier = [[[0, 0] for j in range(4)] for j in range(3)]

        # line 1 start
        bezier[0][0] = Vector2(self.start_positions[i])
        bezier[0][1] = Vector2(
            random.randrange(self._step, canvas_w - self._step),
            random.randrange(self._step * 2, canvas_h -
                             self._step))  # mod1 #first point modifier

        # line 1 end
        bezier[0][2] = Vector2(
            random.randrange(self._step, canvas_w - self._step),
            random.randrange(self._step,
                             canvas_h - self._step))  # first line end
        bezier[0][3] = Vector2(
            ex.rand_safe_curve(bezier[0][2], canvas_w, canvas_h))

        # line 2 start
        bezier[1][0] = bezier[0][2]
        bezier[1][1] = bezier[0][2] + Vector2(-(Vector2.from_points(
            bezier[0][2], bezier[0][3])))  # 3rd point modifier

        # line 2 end
        if bezier[0][2][
                0] > x_center:  # if first point is on the right the second will be on the left
            x_range = [self._step, x_center]
        else:
            x_range = [x_center, canvas_w - self._step]
        if bezier[0][2][
                1] > y_center:  # if first point is on the bottom the second will be on the over the center
            y_range = [self._step, y_center]
        else:
            y_range = [y_center, canvas_h - self._step]
        bezier[1][2] = Vector2(random.randrange(*x_range),
                               random.randrange(*y_range))  # second line end
        bezier[1][3] = Vector2(
            ex.rand_safe_curve(bezier[1][2], canvas_w, canvas_h))
        # line 3 start
        bezier[2][0] = bezier[1][2]
        bezier[2][1] = bezier[1][2] + Vector2(-(Vector2.from_points(
            bezier[1][2], bezier[1][3])))  # 5th point modifier

        # line 3 end
        bezier[2][2] = Vector2(self.end_positions[i])  # last point
        bezier[2][3] = Vector2(
            random.randrange(self._step, canvas_w - self._step),
            random.randrange(self._step,
                             self._step * (data[3] - 1)))  # 6th point modifier
        bezier_points = []
        for j in range(3):
            bezier_points.extend(ex.DrawBezier(bezier[j]))
        # pygame.draw.aalines(canvas, (0, 0, 0), False, bezier_points)
        self.ready_lines.append(bezier_points)
Esempio n. 2
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    def bezier2x_lines(self, data, canvas, i):
        # points = [[beginning], [beginning_midifier], [end], [end_midifier]]
        # points = [[200, 400], [300, 250], [450, 500], [500, 475]]
        canvas_w = self.layout.game_w
        canvas_h = self._step * data[3]
        bezier = [[[0, 0] for j in range(4)] for j in range(2)]

        # line 1 start
        bezier[0][0] = Vector2(self.start_positions[i])
        bezier[0][1] = Vector2(random.randrange(self._step, canvas_w - self._step),
                               random.randrange(self._step * 2, canvas_h - self._step))  # mod1 #first point modifier

        # line 1 end
        bezier[0][2] = Vector2(random.randrange(self._step, canvas_w - self._step),
                               random.randrange(self._step, canvas_h - self._step))  # first line end
        bezier[0][3] = Vector2(ex.rand_safe_curve(bezier[0][2], canvas_w, canvas_h))

        # line 3 start
        bezier[1][0] = bezier[0][2]
        bezier[1][1] = bezier[0][2] + Vector2(-(Vector2.from_points(bezier[0][2], bezier[0][3])))  # 5th point modifier

        # line 3 end
        bezier[1][2] = Vector2(self.end_positions[i])  # last point
        bezier[1][3] = Vector2(random.randrange(self._step, canvas_w - self._step),
                               random.randrange(self._step, self._step * (data[3] - 1)))  # 6th point modifier
        bezier_points = []
        for j2 in range(2):
            bezier_points.extend(ex.DrawBezier(bezier[j2]))
        self.ready_lines.append(bezier_points)
Esempio n. 3
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    def bezier2x_lines(self, data, canvas, i):
        #points = [[beginning], [beginning_midifier], [end], [end_midifier]]
        #points = [[200, 400], [300, 250], [450, 500], [500, 475]]
        canvas_w = self.layout.game_w
        canvas_h = self._step*data[3]
        x_center = self.layout.game_w //2
        y_center =  self._step*data[3]//2
        bezier = [[[0,0] for j in range(4)] for j in range(2)]
        
        #line 1 start
        bezier[0][0] = Vector2(self.start_positions[i])
        bezier[0][1] = Vector2(random.randrange(self._step,canvas_w-self._step),random.randrange(self._step*2,canvas_h-self._step))#mod1 #first point modifier

        #line 1 end
        bezier[0][2] = Vector2(random.randrange(self._step,canvas_w-self._step),random.randrange(self._step,canvas_h-self._step)) #first line end
        bezier[0][3] = Vector2(ex.rand_safe_curve(bezier[0][2],canvas_w,canvas_h))
        
    
        #line 3 start
        bezier[1][0] = bezier[0][2]
        bezier[1][1] = bezier[0][2] + Vector2(-(Vector2.from_points(bezier[0][2], bezier[0][3]))) #5th point modifier
        
        #line 3 end
        bezier[1][2] = Vector2(self.end_positions[i]) #last point
        bezier[1][3] = Vector2(random.randrange(self._step,canvas_w-self._step),random.randrange(self._step,self._step*(data[3]-1))) #6th point modifier
        bezier_points = []
        for j2 in range(2):            
            bezier_points.extend(ex.DrawBezier(bezier[j2]))
        self.ready_lines.append(bezier_points)
Esempio n. 4
0
    def bezier3x_lines(self, data, canvas, i):
        # points = [[beginning], [beginning_midifier], [end], [end_midifier]]
        # points = [[200, 400], [300, 250], [450, 500], [500, 475]]
        canvas_w = self.layout.game_w
        canvas_h = self._step * data[3]
        x_center = self.layout.game_w // 2
        y_center = self._step * data[3] // 2
        bezier = [[[0, 0] for j in range(4)] for j in range(3)]

        # line 1 start
        bezier[0][0] = Vector2(self.start_positions[i])
        bezier[0][1] = Vector2(random.randrange(self._step, canvas_w - self._step),
                               random.randrange(self._step * 2, canvas_h - self._step))  # mod1 #first point modifier

        # line 1 end
        bezier[0][2] = Vector2(random.randrange(self._step, canvas_w - self._step),
                               random.randrange(self._step, canvas_h - self._step))  # first line end
        bezier[0][3] = Vector2(ex.rand_safe_curve(bezier[0][2], canvas_w, canvas_h))

        # line 2 start
        bezier[1][0] = bezier[0][2]
        bezier[1][1] = bezier[0][2] + Vector2(-(Vector2.from_points(bezier[0][2], bezier[0][3])))  # 3rd point modifier

        # line 2 end
        if bezier[0][2][0] > x_center:  # if first point is on the right the second will be on the left
            x_range = [self._step, x_center]
        else:
            x_range = [x_center, canvas_w - self._step]
        if bezier[0][2][1] > y_center:  # if first point is on the bottom the second will be on the over the center
            y_range = [self._step, y_center]
        else:
            y_range = [y_center, canvas_h - self._step]
        bezier[1][2] = Vector2(random.randrange(*x_range), random.randrange(*y_range))  # second line end
        bezier[1][3] = Vector2(ex.rand_safe_curve(bezier[1][2], canvas_w, canvas_h))
        # line 3 start
        bezier[2][0] = bezier[1][2]
        bezier[2][1] = bezier[1][2] + Vector2(-(Vector2.from_points(bezier[1][2], bezier[1][3])))  # 5th point modifier

        # line 3 end
        bezier[2][2] = Vector2(self.end_positions[i])  # last point
        bezier[2][3] = Vector2(random.randrange(self._step, canvas_w - self._step),
                               random.randrange(self._step, self._step * (data[3] - 1)))  # 6th point modifier
        bezier_points = []
        for j in range(3):
            bezier_points.extend(ex.DrawBezier(bezier[j]))
        self.ready_lines.append(bezier_points)