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-rw-r--r--.gitignore2
-rw-r--r--chaos_game/sierpinski_carpet.py96
-rw-r--r--chaos_game/sierpinski_triangle.py94
-rw-r--r--times_table.py84
4 files changed, 276 insertions, 0 deletions
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..6b75623
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,2 @@
+.idea
+venv \ No newline at end of file
diff --git a/chaos_game/sierpinski_carpet.py b/chaos_game/sierpinski_carpet.py
new file mode 100644
index 0000000..22deee1
--- /dev/null
+++ b/chaos_game/sierpinski_carpet.py
@@ -0,0 +1,96 @@
+from pygame.locals import *
+from pygame import Vector2, Surface
+import pygame
+
+import random
+from sys import argv
+
+
+def convert2int(t):
+ return list(map(int, t))
+
+
+def new_point_square():
+ attractor_point = random.choice(vertices)
+ _ = Vector2(
+ (points[-1].x + 2 * attractor_point.x) / 3,
+ (points[-1].y + 2 * attractor_point.y) / 3
+ )
+ points.append(_)
+ return _
+
+
+def generate_surface(iterations):
+ surf = Surface((WIDTH, HEIGHT))
+
+ for _ in range(iterations):
+ new_point = new_point_square()
+ surf.set_at(convert2int(new_point), WHITE)
+
+ return surf
+
+
+pygame.init()
+
+WIDTH, HEIGHT = SIZE = 1000, 1000
+
+screen = pygame.display.set_mode(SIZE)
+
+BLACK = Color('black')
+WHITE = Color('white')
+GREEN = Color('green')
+font = pygame.font.SysFont('courier', 30)
+
+
+vertices = [
+ Vector2(200, 200), Vector2(500, 200), Vector2(800, 200),
+ Vector2(200, 500), Vector2(800, 500),
+ Vector2(200, 800), Vector2(500, 800), Vector2(800, 800)
+]
+
+points = [Vector2(201, 200)]
+
+
+iterations = 0
+static = False
+surface = None
+
+try:
+ iterations = int(argv[1])
+ static = True
+ surface = generate_surface(iterations)
+
+except (ValueError, IndexError):
+ pass
+
+
+while True:
+ for event in pygame.event.get():
+ if event.type == pygame.QUIT:
+ pygame.quit()
+ quit()
+
+ if static:
+ screen.fill(BLACK)
+
+ screen.blit(surface, (0, 0))
+
+ for point in vertices:
+ pygame.draw.circle(screen, GREEN, convert2int(point), 3)
+
+ else:
+ for point in points:
+ screen.set_at(convert2int(point), WHITE)
+
+ for point in vertices:
+ pygame.draw.circle(screen, GREEN, convert2int(point), 3)
+
+ new_point_square()
+
+ iterations += 1
+
+ text = font.render('interation: {}'.format(iterations), 4, WHITE)
+ screen.fill(BLACK, text.get_rect(x=10, y=10))
+ screen.blit(text, text.get_rect(x=10, y=10))
+
+ pygame.display.flip()
diff --git a/chaos_game/sierpinski_triangle.py b/chaos_game/sierpinski_triangle.py
new file mode 100644
index 0000000..4509fac
--- /dev/null
+++ b/chaos_game/sierpinski_triangle.py
@@ -0,0 +1,94 @@
+from pygame.locals import *
+from pygame import Vector2, Surface
+import pygame
+
+import random
+from sys import argv
+
+
+def convert2int(t):
+ return list(map(int, t))
+
+
+def new_point_triangle():
+ attractor_point = random.choice(vertices)
+ path = attractor_point - points[-1]
+ _ = points[-1] + path.normalize() * path.length() / 2
+ points.append(_)
+ return _
+
+
+def generate_surface(iterations):
+ surf = Surface((WIDTH, HEIGHT))
+
+ for _ in range(iterations):
+ new_point = new_point_triangle()
+ surf.set_at(convert2int(new_point), WHITE)
+
+ return surf
+
+
+pygame.init()
+
+WIDTH, HEIGHT = SIZE = 1000, 1000
+
+screen = pygame.display.set_mode(SIZE)
+
+BLACK = Color('black')
+WHITE = Color('white')
+GREEN = Color('green')
+
+font = pygame.font.SysFont('courier', 30)
+
+vertices = [
+ Vector2(200, 200),
+ Vector2(505, 505),
+ Vector2(30, 400)
+]
+
+
+points = [Vector2(201, 200)]
+
+iterations = 0
+static = False
+surface = None
+
+try:
+ iterations = int(argv[1])
+ static = True
+ surface = generate_surface(iterations)
+
+except (ValueError, IndexError):
+ pass
+
+
+while True:
+ for event in pygame.event.get():
+ if event.type == pygame.QUIT:
+ pygame.quit()
+ quit()
+
+ if static:
+ screen.fill(BLACK)
+
+ screen.blit(surface, (0, 0))
+
+ for point in vertices:
+ pygame.draw.circle(screen, GREEN, convert2int(point), 3)
+
+ else:
+ for point in points:
+ screen.set_at(convert2int(point), WHITE)
+
+ for point in vertices:
+ pygame.draw.circle(screen, GREEN, convert2int(point), 3)
+
+ new_point_triangle()
+
+ iterations += 1
+
+ text = font.render('interation: {}'.format(iterations), 4, WHITE)
+ screen.fill(BLACK, text.get_rect(x=10, y=10))
+ screen.blit(text, text.get_rect(x=10, y=10))
+
+ pygame.display.flip()
diff --git a/times_table.py b/times_table.py
new file mode 100644
index 0000000..9def165
--- /dev/null
+++ b/times_table.py
@@ -0,0 +1,84 @@
+from math import sin, cos, pi
+
+from pygame.math import Vector2
+import pygame
+from pygame.locals import *
+
+pygame.init()
+
+
+def convert2int(t):
+ return list(map(int, t))
+
+
+def up(start_color: list, index: int):
+ for component in range(256):
+ new_color = start_color.copy()
+ new_color[index] = component
+ yield new_color
+
+
+def down(start_color: list, index: int):
+ for component in range(255, -1, -1):
+ new_color = start_color.copy()
+ new_color[index] = component
+ yield new_color
+
+
+def color_iterator():
+ while True:
+ yield from up([255, 0, 0], 1)
+ yield from down([255, 255, 0], 0)
+ yield from up([0, 255, 0], 2)
+ yield from down([0, 255, 255], 1)
+ yield from up([0, 0, 255], 0)
+ yield from down([255, 0, 255], 2)
+
+
+count = 200
+multiple = 1
+radius = 400
+step = 0.01
+center = Vector2(radius, radius)
+
+theta = 2 * pi / count
+
+alpha = lambda n: (theta * n) % count
+
+f_x = lambda n: cos(alpha(n)) * radius + center.x
+f_y = lambda n: sin(alpha(n)) * radius + center.y
+
+f = lambda n: Vector2(f_x(n), f_y(n))
+
+
+BLACK = Color('black')
+WHITE = Color('white')
+RED = Color('red')
+
+WIDTH, HEIGHT = SIZE = radius * 2, radius * 2
+screen = pygame.display.set_mode(SIZE)
+
+color = color_iterator()
+
+clock = pygame.time.Clock()
+while True:
+ clock.tick(60)
+ for event in pygame.event.get():
+ if event.type == QUIT:
+ pygame.quit()
+ quit()
+
+ screen.fill(BLACK)
+
+ c = next(color)
+
+ pygame.draw.circle(screen, c, convert2int(center), radius, 3)
+
+ for n in range(count):
+ p1 = f(n)
+ p2 = f(multiple * n)
+ pygame.draw.line(screen, c, convert2int(p1), convert2int(p2), 1)
+
+ multiple += step
+
+ pygame.display.flip()