#!/usr/bin/env python3 import sys import random import argparse import blup.frame import blup.output import blup.animation import blup.writebml import colorsys WIDTH = 22 HEIGHT = 16 DEPTH = 256 def convert_color(c): return list(map(lambda x: int(round(x*(DEPTH-1))), c)) def get_random_color(): if random.random() < 0.5: s = 1 v = random.random() else: s = random.random() v = 1 return colorsys.hsv_to_rgb(random.random(), s, v) def cap(x): return min(1, max(0, x)) def cyc(x): while x < 0: x += 1 while x > 1: x -= 1 return x class Unrath: def __init__(self): self.shape = set([(0, 0)]) shapesize = random.randint(2, 5) while len(self.shape) < shapesize: p = random.sample(self.shape, 1)[0] self.shape.add((p[0]+random.randint(0, 1), p[1]+random.randint(0, 1))) self.shapewidth = max(map(lambda p: p[0], self.shape)) shapeheight = max(map(lambda p: p[1], self.shape)) y = random.randint(0, HEIGHT-shapeheight) if random.random() > 0.5: d = 1 x = -self.shapewidth else: d = -1 x = WIDTH + self.shapewidth self.pos = (x, y) self.finished = False self.speed = d * random.randint(2, WIDTH/2) self.color = get_random_color() def update(self, dt): if (self.pos[0] + self.shapewidth < 0 and self.speed < 0) or \ (self.pos[0] > WIDTH and self.speed > 0): self.finished = True else: self.pos = (self.pos[0] + dt*self.speed, self.pos[1]) def draw(self, frame): for p in self.shape: try: frame.setPixel( int(self.pos[0] + p[0]), int(self.pos[1] + p[1]), convert_color(self.color) ) except ValueError: pass if __name__ == '__main__': parser = argparse.ArgumentParser(description='Generate Unrath animations') parser.add_argument('-d', '--delay', type=int, default=50) parser.add_argument('-t', '--time', type=int, default=15) parser.add_argument('-n', '--num-unraethe', type=int, default=5) parser.add_argument('output_file') args = parser.parse_args() dim = blup.frame.FrameDimension(WIDTH, HEIGHT, DEPTH, 3) anim = blup.animation.Animation(dim) anim.tags['description'] = ' '.join(sys.argv) t = 0 unraethe = [] while t < args.time: t += args.delay / 1000 frame = blup.animation.AnimationFrame(dim, args.delay) unraethe = list(filter(lambda u: not u.finished, unraethe)) if len(unraethe) < args.num_unraethe: unraethe.append(Unrath()) for u in unraethe: u.update(args.delay / 1000) u.draw(frame) anim.addFrame(frame) blup.writebml.writeBml(anim, args.output_file)