class PerlinScene(object): def __init__(self, lp, wave=False): self.wave = wave self.aa = Antialiaser(lp) random.seed(45) layers = [ Layer((2 ** i) + 1, 0.5 / (2 ** i)) for i in range(1, 6) ] if wave: self.plasma = [ [ 0.5 + sum([layer.sample_norm(x / 36.0, y / 18.0) for layer in layers]) for x in range(0, 36) ] for y in range(0, 18) ] else: self.plasma = [ [ 0.5 + sum([layer.sample_norm(x / 18.0, y / 18.0) for layer in layers]) for x in range(0, 18) ] for y in range(0, 18) ] def section_tick(self, beat, red, green): for y in range(0, 18): for x in range(0, 18): if self.wave: xadj = x + 9 + 9 * math.sin(y * 0.2 + beat * 0.5) else: xadj = x val = (beat + 4) / 20 - self.plasma[y][int(xadj)] if 0 <= val < 1: intensity = math.cos(val * math.pi) else: intensity = 0 self.aa.screen[y][x] = (intensity * red, intensity * green) def tick(self, pattern, beat): if beat < 16: self.section_tick(beat, 0, 1) elif beat < 32: self.section_tick(beat - 16, 1, 0) elif beat < 48: self.section_tick(beat - 32, 0.5, 1) else: self.section_tick(beat - 48, 1, 0.5) self.aa.render()
class CometScene(object): def __init__(self, lp): self.aa = Antialiaser(lp) def tick(self, pattern, beat): self.aa.clear() for x in range(2, 16): b = beat - x / 4 head_y = max(2, 14 - (b / 4)) - 2 * math.sin(b * math.pi / 4) greenness = (16 - x) / 16.0 draw.disc(self.aa.screen, x, head_y, greenness * 2, (1, greenness)) self.aa.render()
class RecedeScene(object): def __init__(self, lp): self.aa = Antialiaser(lp) def tick(self, pattern, beat): self.aa.clear() greenness = 0.5 - 0.5 * math.cos((beat - 2) * math.pi / 8.0) redness = min(1, beat / 2) size = 4 * (48 - beat) / 48.0 if size > 0: draw.disc(self.aa.screen, 11, 6, size, (redness, greenness)) self.aa.render()
class PerlinScene(object): def __init__(self, lp, wave=False): self.wave = wave self.aa = Antialiaser(lp) random.seed(45) layers = [Layer((2**i) + 1, 0.5 / (2**i)) for i in range(1, 6)] if wave: self.plasma = [[ 0.5 + sum([ layer.sample_norm(x / 36.0, y / 18.0) for layer in layers ]) for x in range(0, 36) ] for y in range(0, 18)] else: self.plasma = [[ 0.5 + sum([ layer.sample_norm(x / 18.0, y / 18.0) for layer in layers ]) for x in range(0, 18) ] for y in range(0, 18)] def section_tick(self, beat, red, green): for y in range(0, 18): for x in range(0, 18): if self.wave: xadj = x + 9 + 9 * math.sin(y * 0.2 + beat * 0.5) else: xadj = x val = (beat + 4) / 20 - self.plasma[y][int(xadj)] if 0 <= val < 1: intensity = math.cos(val * math.pi) else: intensity = 0 self.aa.screen[y][x] = (intensity * red, intensity * green) def tick(self, pattern, beat): if beat < 16: self.section_tick(beat, 0, 1) elif beat < 32: self.section_tick(beat - 16, 1, 0) elif beat < 48: self.section_tick(beat - 32, 0.5, 1) else: self.section_tick(beat - 48, 1, 0.5) self.aa.render()
def __init__(self, lp, wave=False): self.wave = wave self.aa = Antialiaser(lp) random.seed(45) layers = [ Layer((2 ** i) + 1, 0.5 / (2 ** i)) for i in range(1, 6) ] if wave: self.plasma = [ [ 0.5 + sum([layer.sample_norm(x / 36.0, y / 18.0) for layer in layers]) for x in range(0, 36) ] for y in range(0, 18) ] else: self.plasma = [ [ 0.5 + sum([layer.sample_norm(x / 18.0, y / 18.0) for layer in layers]) for x in range(0, 18) ] for y in range(0, 18) ]
class IrisScene(object): def __init__(self, lp): self.aa = Antialiaser(lp) def tick(self, pattern, beat): self.aa.clear() redr = (beat - 32) * 0.8 draw.disc(self.aa.screen, 9, 9, redr, (1, 0)) if beat > 48: blackr = max(0, (beat - 48) * 0.8) draw.disc(self.aa.screen, 9, 9, blackr, (0, 0)) self.aa.render()
class DrumScene(object): def __init__(self, lp, background = False): self.lp = lp self.aa = Antialiaser(lp) self.background = background SEQ = [ 1,0,3,0,2,0,3,0,0,0,3,0,2,0,3,0, 1,0,3,0,2,0,3,0,0,0,3,0,4,4,5,5, ] def tick(self, pattern, beat): self.aa.clear() if self.background: r = -math.sin(math.pi * beat / 16.0) * 12 for y in range(0, 18): for x in range(0, 18): if r > 0: dist = math.sqrt(x * x + (16 - y) * (16 - y)) if dist < r: self.aa.screen[y][x] = (0, 1 - dist / r) elif r < 0: dist = math.sqrt((16 - x) * (16 - x) + y * y) if dist < -r: self.aa.screen[y][x] = (1 - dist / -r, 0) self.aa.render(commit=False) if pattern >= 0: ix = DrumScene.SEQ[int(beat) % 32] bright = beat % 1 bright = int(bright * 4) ^ 3 if ix == 1: self.lp.screen[5][2] = 0x01 * bright elif ix == 2: self.lp.screen[3][2] = 0x11 * bright elif ix == 3: self.lp.screen[3][5] = 0x10 * bright elif ix == 4: self.lp.screen[5][5] = 0x01 * bright elif ix == 5: self.lp.screen[6][6] = 0x01 * bright self.lp.commit()
class DivisionScene(object): def __init__(self, lp): self.aa = Antialiaser(lp) self.cells = [Cell(0.5, 1), Cell(1, 0.5), Cell(0.5, 1), Cell(1, 0.5)] def tick(self, pattern, beat): r1 = min(beat / 4, 4.5) if beat < 32: r2 = 0 elif beat < 56: r2 = (beat - 32) / 4 else: r2 = (beat - 32) / 4 + (beat - 56) * 0.6 r1 += (beat - 56) * 0.6 rota = math.pi * beat / 16 c1x = 9 - r1 * math.sin(rota) c1y = 9 - r1 * math.cos(rota) c2x = 9 + r1 * math.sin(rota) c2y = 9 + r1 * math.cos(rota) dx = r2 * math.cos(rota) dy = r2 * math.sin(rota) self.cells[0].set_position(c1x - dx, c1y - dy) self.cells[1].set_position(c1x + dx, c1y + dy) self.cells[2].set_position(c2x - dx, c2y - dy) self.cells[3].set_position(c2x + dx, c2y + dy) if beat < 2: fadeyness = beat / 2 # APPROACHING DEADLINE BUFFYSPEAK SYNDROME else: fadeyness = 1 for y in range(0, 18): for x in range(0, 18): r_out, g_out = reduce( (lambda (r, g), (r1, g1): (r + r1, g + g1)), [cell.colour_at(x, y) for cell in self.cells]) self.aa.screen[y][x] = (r_out * fadeyness, g_out * fadeyness) self.aa.render()
class CircleCometScene(object): def __init__(self, lp): self.aa = Antialiaser(lp) def tick(self, pattern, beat): self.aa.clear() for i in range(16, 2, -1): b = beat - i * 0.8 a = math.pi * b / 12 r = 7 - (beat / 16) x = 9 + r * math.sin(a) y = 9 + r * math.cos(a) greenness = (16 - i) / 16.0 draw.disc(self.aa.screen, x, y, greenness * 2, (1, greenness)) self.aa.render()
class MoleculeScene(object): def __init__(self, lp): self.aa = Antialiaser(lp) def tick(self, pattern, beat): self.aa.clear() s0 = SEQ[int(beat) % 16] s1 = SEQ[int(beat + 1) % 16] big_disc_size = (s0 * (1 - beat % 1) + s1 * (beat % 1)) * 0.6 small_disc_dize = 2 * 0.6 spin = beat * math.pi / 16 x0 = 9 + 5 * math.sin(spin) y0 = 10 + 3 * math.cos(spin) x1 = 9 + 5 * math.sin(spin + math.pi) y1 = 10 + 3 * math.cos(spin + math.pi) x2 = 9 y2 = 4 draw.line(self.aa.screen, x0, y0, x2, y2, (0, 1.3)) draw.line(self.aa.screen, x1, y1, x2, y2, (0, 1.3)) section = (beat + 4) % 64 if section < 16: draw.disc(self.aa.screen, x0, y0, big_disc_size, (1, 1)) draw.disc(self.aa.screen, x1, y1, small_disc_dize, (1, 1)) draw.disc(self.aa.screen, x2, y2, small_disc_dize, (1, 0)) elif section < 32: draw.disc(self.aa.screen, x0, y0, small_disc_dize, (1, 1)) draw.disc(self.aa.screen, x1, y1, big_disc_size, (1, 1)) draw.disc(self.aa.screen, x2, y2, small_disc_dize, (1, 0)) elif section < 48: draw.disc(self.aa.screen, x0, y0, small_disc_dize, (1, 1)) draw.disc(self.aa.screen, x1, y1, small_disc_dize, (1, 1)) draw.disc(self.aa.screen, x2, y2, big_disc_size, (1, 0)) else: draw.disc(self.aa.screen, x0, y0, big_disc_size, (1, 1)) draw.disc(self.aa.screen, x1, y1, big_disc_size, (1, 1)) draw.disc(self.aa.screen, x2, y2, small_disc_dize, (1, 0)) self.aa.render()
def __init__(self, lp, wave=False): self.wave = wave self.aa = Antialiaser(lp) random.seed(45) layers = [Layer((2**i) + 1, 0.5 / (2**i)) for i in range(1, 6)] if wave: self.plasma = [[ 0.5 + sum([ layer.sample_norm(x / 36.0, y / 18.0) for layer in layers ]) for x in range(0, 36) ] for y in range(0, 18)] else: self.plasma = [[ 0.5 + sum([ layer.sample_norm(x / 18.0, y / 18.0) for layer in layers ]) for x in range(0, 18) ] for y in range(0, 18)]
def __init__(self, lp, breakup=False): self.aa = Antialiaser(lp) self.breakup = breakup
class DNAScene(object): def __init__(self, lp, breakup=False): self.aa = Antialiaser(lp) self.breakup = breakup def tick(self, pattern, beat): self.aa.clear() for y in range(0, 18): if self.breakup: radius = 8 + max(0, beat - y) twist = (math.pi * (beat + 2) / 8) - y / 4.0 twist = min(twist, math.pi / 2) else: radius = 8 twist = (math.pi * (beat + 2) / 8) - y / 4.0 dx = math.sin(twist) * radius brightness1 = 0.8 + math.cos(twist) * 0.5 brightness2 = 0.8 - math.cos(twist) * 0.5 x1 = int(9 - dx) x2 = int(9 + dx) if self.breakup: break_radius = radius - 8 break_dx = math.sin(twist) * break_radius x1_break = int(9 - break_dx) x2_break = int(9 + break_dx) draw_link = (y % 4 == 1) if draw_link: link_num = y / 4 link_colour = LINK_COLOURS[link_num] if brightness1 > brightness2: # plot the dimmest (furthest) first self.aa.plot(x2, y, (0, brightness2)) self.aa.plot(x2, y, (0, brightness2)) if draw_link: if self.breakup: draw.line(self.aa.screen, x1, y, x1_break, y, link_colour) draw.line(self.aa.screen, x2, y, x2_break, y, link_colour) else: draw.line(self.aa.screen, x1, y, x2, y, link_colour) self.aa.plot(x1, y, (0, brightness1)) self.aa.plot(x1 - 1, y, (0, brightness1)) else: self.aa.plot(x1, y, (0, brightness1)) self.aa.plot(x1 - 1, y, (0, brightness1)) if draw_link: if self.breakup: draw.line(self.aa.screen, x1, y, x1_break, y, link_colour) draw.line(self.aa.screen, x2, y, x2_break, y, link_colour) else: draw.line(self.aa.screen, x1, y, x2, y, link_colour) self.aa.plot(x2, y, (0, brightness2)) self.aa.plot(x2 + 1, y, (0, brightness2)) self.aa.render()
def __init__(self, lp): self.aa = Antialiaser(lp)
def __init__(self, lp): self.aa = Antialiaser(lp) self.cells = [Cell(0.5, 1), Cell(1, 0.5), Cell(0.5, 1), Cell(1, 0.5)]
def __init__(self, lp, background=False): self.lp = lp self.aa = Antialiaser(lp) self.background = background
class DrumScene(object): def __init__(self, lp, background=False): self.lp = lp self.aa = Antialiaser(lp) self.background = background SEQ = [ 1, 0, 3, 0, 2, 0, 3, 0, 0, 0, 3, 0, 2, 0, 3, 0, 1, 0, 3, 0, 2, 0, 3, 0, 0, 0, 3, 0, 4, 4, 5, 5, ] def tick(self, pattern, beat): self.aa.clear() if self.background: r = -math.sin(math.pi * beat / 16.0) * 12 for y in range(0, 18): for x in range(0, 18): if r > 0: dist = math.sqrt(x * x + (16 - y) * (16 - y)) if dist < r: self.aa.screen[y][x] = (0, 1 - dist / r) elif r < 0: dist = math.sqrt((16 - x) * (16 - x) + y * y) if dist < -r: self.aa.screen[y][x] = (1 - dist / -r, 0) self.aa.render(commit=False) if pattern >= 0: ix = DrumScene.SEQ[int(beat) % 32] bright = beat % 1 bright = int(bright * 4) ^ 3 if ix == 1: self.lp.screen[5][2] = 0x01 * bright elif ix == 2: self.lp.screen[3][2] = 0x11 * bright elif ix == 3: self.lp.screen[3][5] = 0x10 * bright elif ix == 4: self.lp.screen[5][5] = 0x01 * bright elif ix == 5: self.lp.screen[6][6] = 0x01 * bright self.lp.commit()
def __init__(self, lp, background = False): self.lp = lp self.aa = Antialiaser(lp) self.background = background