how do i make rainbow triangle rotating in processing Phyton, my teacher specifically asked me only to use stroke() - processing

"EXERCISE 52:RAINBOW TRIANGLES
Color each triangle of the rotating triangle sketch using stroke()."
It should look like this:
above is the picture
my code:
def setup():
colorMode(HSB)
size(600,600)
t = 0
def draw():
global t
background(255)#white
translate (width/2, height/2)
for i in range(90):
stroke(3*i,255,255)
rotate(radians(360/90))
pushMatrix()
translate(200,0)
rotate(radians(t+2*i*360/90))
tri(100)
popMatrix()
t += 0.5
def tri(length):
noFill()
triangle(0, -length, -length*sqrt(3)/2, length/2, length*sqrt(3)/2, length/2)
my code actually creates rainbow triangle, but im not allowed to use colorMode()

See HSL and HSV and create your own function that converts a hue value to an RGB color:
def setup():
size(600,600)
t = 0
def toColor(v):
return max(0, min(255, v*255))
def hueTotoRgb(hue):
r = abs(hue * 6 - 3) - 1
g = 2.0 - abs(hue * 6 - 2)
b = 2.0 - abs(hue * 6 - 4)
return (toColor(r), toColor(g), toColor(b))
def draw():
global t
background(255)#white
translate (width/2, height/2)
for i in range(90):
stroke(*hueTotoRgb(float(i)/90))
rotate(radians(360/90))
pushMatrix()
translate(200,0)
rotate(radians(t+2*i*360/90))
tri(100)
popMatrix()
t += 0.5
def tri(length):
noFill()
triangle(0, -length, -length*sqrt(3)/2, length/2, length*sqrt(3)/2, length/2)

Related

Pygame window doesn't show on Mac OS Catalina

Running:
MacOS Catalina 10.15.3
Python 3.7.6.
Pygame 1.9.6
I just started programming and I am trying to run a reinforcement learning Pygame code (link: https://github.com/harvitronix/reinforcement-learning-car). When I run python3.7 -m pygame.examples.aliens I see the test window + sound and everything works.
However when I try to run the code for the game I am trying to get working I at first only saw the loading wheel, I fixed the loading wheel by putting in the following loop. `
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
When I try to run it now, I only see a black pygame window pop-up, so no loading wheel but also not the game, it also seems like the game doesn't run in the background (this was the case without the above loop). See the complete original code below:
import random
import math
import numpy as np
import pygame
from pygame.color import THECOLORS
import sys
import pymunk
from pymunk.vec2d import Vec2d
from pymunk.pygame_util import draw
# PyGame init
width = 1000
height = 700
pygame.init()
screen = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
# Turn off alpha since we don't use it.
screen.set_alpha(None)
# Showing sensors and redrawing slows things down.
show_sensors = True
draw_screen = True
class GameState:
def __init__(self):
# Global-ish.
self.crashed = False
# Physics stuff.
self.space = pymunk.Space()
self.space.gravity = pymunk.Vec2d(0., 0.)
# Create the car.
self.create_car(100, 100, 0.5)
# Record steps.
self.num_steps = 0
# Create walls.
static = [
pymunk.Segment(
self.space.static_body,
(0, 1), (0, height), 1),
pymunk.Segment(
self.space.static_body,
(1, height), (width, height), 1),
pymunk.Segment(
self.space.static_body,
(width-1, height), (width-1, 1), 1),
pymunk.Segment(
self.space.static_body,
(1, 1), (width, 1), 1)
]
for s in static:
s.friction = 1.
s.group = 1
s.collision_type = 1
s.color = THECOLORS['red']
self.space.add(static)
# Create some obstacles, semi-randomly.
# We'll create three and they'll move around to prevent over-fitting.
self.obstacles = []
self.obstacles.append(self.create_obstacle(200, 350, 100))
self.obstacles.append(self.create_obstacle(700, 200, 125))
self.obstacles.append(self.create_obstacle(600, 600, 35))
# Create a cat.
self.create_cat()
def create_obstacle(self, x, y, r):
c_body = pymunk.Body(pymunk.inf, pymunk.inf)
c_shape = pymunk.Circle(c_body, r)
c_shape.elasticity = 1.0
c_body.position = x, y
c_shape.color = THECOLORS["blue"]
self.space.add(c_body, c_shape)
return c_body
def create_cat(self):
inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
self.cat_body = pymunk.Body(1, inertia)
self.cat_body.position = 50, height - 100
self.cat_shape = pymunk.Circle(self.cat_body, 30)
self.cat_shape.color = THECOLORS["orange"]
self.cat_shape.elasticity = 1.0
self.cat_shape.angle = 0.5
direction = Vec2d(1, 0).rotated(self.cat_body.angle)
self.space.add(self.cat_body, self.cat_shape)
def create_car(self, x, y, r):
inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
self.car_body = pymunk.Body(1, inertia)
self.car_body.position = x, y
self.car_shape = pymunk.Circle(self.car_body, 25)
self.car_shape.color = THECOLORS["green"]
self.car_shape.elasticity = 1.0
self.car_body.angle = r
driving_direction = Vec2d(1, 0).rotated(self.car_body.angle)
self.car_body.apply_impulse(driving_direction)
self.space.add(self.car_body, self.car_shape)
def frame_step(self, action):
if action == 0: # Turn left.
self.car_body.angle -= .2
elif action == 1: # Turn right.
self.car_body.angle += .2
# Move obstacles.
if self.num_steps % 100 == 0:
self.move_obstacles()
# Move cat.
if self.num_steps % 5 == 0:
self.move_cat()
driving_direction = Vec2d(1, 0).rotated(self.car_body.angle)
self.car_body.velocity = 100 * driving_direction
# Update the screen and stuff.
screen.fill(THECOLORS["black"])
draw(screen, self.space)
self.space.step(1./10)
if draw_screen:
pygame.display.flip()
clock.tick()
# Get the current location and the readings there.
x, y = self.car_body.position
readings = self.get_sonar_readings(x, y, self.car_body.angle)
normalized_readings = [(x-20.0)/20.0 for x in readings]
state = np.array([normalized_readings])
# Set the reward.
# Car crashed when any reading == 1
if self.car_is_crashed(readings):
self.crashed = True
reward = -500
self.recover_from_crash(driving_direction)
else:
# Higher readings are better, so return the sum.
reward = -5 + int(self.sum_readings(readings) / 10)
self.num_steps += 1
return reward, state
def move_obstacles(self):
# Randomly move obstacles around.
for obstacle in self.obstacles:
speed = random.randint(1, 5)
direction = Vec2d(1, 0).rotated(self.car_body.angle + random.randint(-2, 2))
obstacle.velocity = speed * direction
def move_cat(self):
speed = random.randint(20, 200)
self.cat_body.angle -= random.randint(-1, 1)
direction = Vec2d(1, 0).rotated(self.cat_body.angle)
self.cat_body.velocity = speed * direction
def car_is_crashed(self, readings):
if readings[0] == 1 or readings[1] == 1 or readings[2] == 1:
return True
else:
return False
def recover_from_crash(self, driving_direction):
"""
We hit something, so recover.
"""
while self.crashed:
# Go backwards.
self.car_body.velocity = -100 * driving_direction
self.crashed = False
for i in range(10):
self.car_body.angle += .2 # Turn a little.
screen.fill(THECOLORS["grey7"]) # Red is scary!
draw(screen, self.space)
self.space.step(1./10)
if draw_screen:
pygame.display.flip()
clock.tick()
def sum_readings(self, readings):
"""Sum the number of non-zero readings."""
tot = 0
for i in readings:
tot += i
return tot
def get_sonar_readings(self, x, y, angle):
readings = []
"""
Instead of using a grid of boolean(ish) sensors, sonar readings
simply return N "distance" readings, one for each sonar
we're simulating. The distance is a count of the first non-zero
reading starting at the object. For instance, if the fifth sensor
in a sonar "arm" is non-zero, then that arm returns a distance of 5.
"""
# Make our arms.
arm_left = self.make_sonar_arm(x, y)
arm_middle = arm_left
arm_right = arm_left
# Rotate them and get readings.
readings.append(self.get_arm_distance(arm_left, x, y, angle, 0.75))
readings.append(self.get_arm_distance(arm_middle, x, y, angle, 0))
readings.append(self.get_arm_distance(arm_right, x, y, angle, -0.75))
if show_sensors:
pygame.display.update()
return readings
def get_arm_distance(self, arm, x, y, angle, offset):
# Used to count the distance.
i = 0
# Look at each point and see if we've hit something.
for point in arm:
i += 1
# Move the point to the right spot.
rotated_p = self.get_rotated_point(
x, y, point[0], point[1], angle + offset
)
# Check if we've hit something. Return the current i (distance)
# if we did.
if rotated_p[0] <= 0 or rotated_p[1] <= 0 \
or rotated_p[0] >= width or rotated_p[1] >= height:
return i # Sensor is off the screen.
else:
obs = screen.get_at(rotated_p)
if self.get_track_or_not(obs) != 0:
return i
if show_sensors:
pygame.draw.circle(screen, (255, 255, 255), (rotated_p), 2)
# Return the distance for the arm.
return i
def make_sonar_arm(self, x, y):
spread = 10 # Default spread.
distance = 20 # Gap before first sensor.
arm_points = []
# Make an arm. We build it flat because we'll rotate it about the
# center later.
for i in range(1, 40):
arm_points.append((distance + x + (spread * i), y))
return arm_points
def get_rotated_point(self, x_1, y_1, x_2, y_2, radians):
# Rotate x_2, y_2 around x_1, y_1 by angle.
x_change = (x_2 - x_1) * math.cos(radians) + \
(y_2 - y_1) * math.sin(radians)
y_change = (y_1 - y_2) * math.cos(radians) - \
(x_1 - x_2) * math.sin(radians)
new_x = x_change + x_1
new_y = height - (y_change + y_1)
return int(new_x), int(new_y)
def get_track_or_not(self, reading):
if reading == THECOLORS['black']:
return 0
else:
return 1
if __name__ == "__main__":
game_state = GameState()
while True:
game_state.frame_step((random.randint(0, 2)))
I don't think the issue is with my python version because the test runs normal. Anybody see the issue?
Thanks!
Problem solved. I put the loop in the beginning of the code but it should have gone beneath:
if draw_screen:
pygame.display.flip()

I'm using kivy and I don't know how to create the event for the block to break

I don't know how to set up a event so that when my pong ball hits block it will be disabled or be gone off screen. Can someone help me. I'm very new and I look on there API but it just confused me a lot. Help would be much appreciated.
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.properties import NumericProperty, ReferenceListProperty, ObjectProperty
from kivy.vector import Vector
from kivy.clock import Clock
class Block(Widget):
score = NumericProperty(0)
def bounce_ball(self, ball):
if self.collide_widget(ball):
vx, vy = ball.velocity
offset = (ball.center_y - self.center_y) / (self.height / 2)
bounced = Vector(-1 * vx, vy)
vel = bounced * 1.0
ball.velocity = vel.y, vel.x + offset
self.dispatch
class PongPaddle(Widget):
score = NumericProperty(0)
def bounce_ball(self, ball):
if self.collide_widget(ball):
vx, vy = ball.velocity
offset = (ball.center_y - self.center_y) / (self.height / 2)
bounced = Vector(-1 * vx, vy)
vel = bounced * 1.0
ball.velocity = vel.y, vel.x + offset
class PongBall(Widget):
ball = image
velocity_x = NumericProperty(0)
velocity_y = NumericProperty(0)
velocity = ReferenceListProperty(velocity_x, velocity_y)
def move(self):
self.pos = Vector(*self.velocity) + self.pos
class PongGame(Widget):
brick = ObjectProperty(None)
ball = ObjectProperty(None)
player1 = ObjectProperty(None)
block = ObjectProperty(None)
def serve_ball(self, vel=(0, 4)):
self.ball.center = self.center
self.ball.velocity = vel
def update(self, dt):
self.ball.move()
#bounce of paddles
self.player1.bounce_ball(self.ball)
if self.block.bounce_ball(self.ball): self.dispatch
#bounce ball off bottom or top
if (self.ball.top > self.top):
self.ball.velocity_y *= -1
#bounce ball off bottom or top
if (self.ball.x < 0) or (self.ball.right > self.width):
self.ball.velocity_x *= -1
def on_touch_move(self, touch):
if touch.x > self.width / 12:
self.player1.center_x = touch.x
class PongApp(App):
def build(self):
game = PongGame()
game.serve_ball()
Clock.schedule_interval(game.update, 1.0 / 30.0)
return game
if __name__ == '__main__':
PongApp().run()
It is not elegant solution - I don't use event.
I add visible to class Block:
class Block(Widget):
visible = BooleanProperty(True)
# the rest of the code
and then I remove block when it collide with ball
def update(self, dt):
self.ball.move()
#bounce of paddles
self.player1.bounce_ball(self.ball)
#bounce ball off bottom or top
if (self.ball.top > self.top):
self.ball.velocity_y *= -1
#bounce ball off bottom or top
if (self.ball.x < 0) or (self.ball.right > self.width):
self.ball.velocity_x *= -1
# remove block when collide with ball
if self.block.visible and self.block.collide_widget(self.ball):
self.block.bounce_ball(self.ball)
self.block.visible = False
self.remove_widget(self.block)
Set either the x or y coordinate of your block so that it will be drawn offscreen (i.e., not actually drawn at all). First, if applicable, save your y coordinate so you can retrieve it later, to restore your block:
# Save old y setting for later retrieval.
root.saved_y = self.block.y
# Now set y so the block is moved offscreen.
self.block.y = 5000
(I've tested this solution; it works.)

Bouncing text animation issue in Pygame

I'm trying to code a program that can take text and animate it to bounce on a loop, like a ball bouncing to the floor. I used a similar piece of code I found a starting point as I'm still fairly new to Pygame (thank you Pete Shinners, whoever you are), but after updating the code and playing with it for a long time I still can't get it to blit to the screen correctly. The text starts above the rendered area and then gradually falls into view, but the top part of the text is cut off.
I've tried moving the blitted region around the window and resizing the rectangles and surface the program is using, but nothing seems to fix it.
import os, sys, math, pygame, pygame.font, pygame.image
from pygame.locals import *
def bounce():
# define constants
G = 0.98
FLOOR = 0
COEFFICIENT = 0.8
#define variables
ball = 500
direction = 'DOWN'
v = 0
count = 0
#create array to store data
array = [ball]
while True:
if count == 4:
return array
elif ball > FLOOR and direction == 'DOWN':
v += G
if (ball - v) >= FLOOR:
ball = ball - v
array.append(round(ball,2))
else:
ball = FLOOR
array.append(round(ball,2))
direction = 'UP'
v *= COEFFICIENT
count += 1
elif ball >= FLOOR and direction == 'UP':
v -= G
if (ball + v) >= FLOOR:
ball = ball + v
array.append(round(ball,2))
if v <= 0:
direction = 'DOWN'
else:
ball = FLOOR
array.append(ball)
direction = 'UP'
v *= COEFFICIENT
class textBouncy:
array = bounce()
def __init__(self, font, message, fontcolor, amount=10):
# Render the font message
self.base = font.render(message, 0, fontcolor)
# bounce amount (height)
self.amount = amount
#size = rect of maximum height/width of text
self.size = self.base.get_rect().inflate(0, amount).size
#normalise array to meet height restriction
self.array = [round(-x/(500/amount),2) for x in array]
def animate(self):
# create window surface s
s = pygame.Surface(self.size)
# height = max inflated height
height = self.size[1]
# define a step-sized rectangle in the location of the step
src = Rect(0, 0, self.base.get_width(), height)
# moves the message according to the array list.
dst = src.move(0, self.array[i])
if (i + 1) == len(self.array):
global i
i = 0
# blits the information onto the screen
s.blit(self.base, dst, src)
return s
entry_info = 'Bouncing ball text'
if __name__ == '__main__':
pygame.init()
#create text renderer
i = 0
array = bounce()
bigfont = pygame.font.Font(None, 60)
white = 255, 255, 255
renderer = textBouncy(bigfont, entry_info, white, 16)
text = renderer.animate()
#create a window the correct size
win = pygame.display.set_mode(text.get_size())
win.blit(text, (0, 10))
pygame.display.flip()
#run animation loop
finished = 0
while True:
pygame.time.delay(10)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
text = renderer.animate()
i += 1
win.blit(text, (0, 10)) # blits the finished product from animate
pygame.display.flip()
(Quote) "it all comes down to math really" Kay so you need to - the y axis when you want to make it go up and + the x axis to make it go side ways you could make it go up and down will moveing it horizontally and then when it reaches a point it will stop moving horizontally and just bonce up and down +ing it more every time
That was my 100$ which took me 5 mins to write
After revisiting this I managed to work this out - I needed to add everything I blitted down to compensate for the bounce up. So in the __init__function:
self.array = [round(-x/(500/amount),2)**+self.amount** for x in array]
Works perfectly now :)

High CPU Usage in Gosu Drawing Program with Ruby

I have been tinkering with making a drawing application in Gosu using Ruby, but am running into some high CPU usage. I know one possible cause.
First, I am simply adding a primitive to an hash every time the user clicks the mouse button (or if they hold down the mouse button, every time the screen refreshes, which I think happen around 60 times per second). Each time the screen redraws I have the program loop through the hash and redraw all the primitives. If someone holds down their mouse button it will just keep overlapping primitives on top of each other and in other situations the primitives just layer. I can see how that would eventually eat up a bunch of memory in the hash.
I feel that the best solution would be to use some sort of lower level function that simply colors pixels on the screen and doesn't have to store them in an hash. I'm not sure if Gosu supports that. Could someone either help me with this in Gosu or suggest a different method and/or another program to use? Thank you!
(Below is the complete code for my program.)
require 'Gosu'
require 'socket'
class GameWindow < Gosu::Window
def initialize
super 1280, 960, false
self.caption = "Drawz Server"
#background_image = Gosu::Image.new(self, "media/Space.png", true)
#player = Player.new(self)
# Platform is the blank image for the epicycle to be drawn on.
#earth_image = Gosu::Image.new(self, "media/earth.bmp", true)
#cursor_image = Gosu::Image.new(self, "media/cursor.bmp", true)
puts "Please enter port..."
port = gets.strip!
puts "Server is running."
# Initialized Instance variables for all methods.
#square_drawing_number = 0
#client_coordinates_array = []
#client_coordinates_array_array = []
#client_quad_hash = {}
server = TCPServer.open("10.64.8.2", port)
#client = server.accept
manage_client_data = Thread.new do
x = 0
loop do
#client_coordinates_array[x] = #client.gets
x += 1
end
end
#x = 0
#quad_hash = {}
# Start up value of things in draw method, because draw is called before update. Hence I put the start up values here so that when draw is called it has location of things in
# its arguments.
#cx = 0
#cy = 0
end
class QuadCoords
attr_reader :x1, :y1, :x2, :y2, :x3, :y3, :x4, :y4
def initialize(x1, y1, x2, y2, x3, y3, x4, y4)
#x1 = x1
#y1 = y1
#x2 = x2
#y2 = y2
#x3 = x3
#y3 = y3
#x4 = x4
#y4 = y4
end
end
# Mean't to change location (x and y) and such of things in draw method.
def update
#cx = mouse_x
#cy = mouse_y
#x += 1
# Adds square locations to hash which is then accessed by draw function to retrieve and draw squares.
if button_down? Gosu::MsLeft
#x += 1
quad_coords_obj = QuadCoords.new(#cx - 5, #cy - 5, #cx, #cy - 5, #cx - 5, #cy, #cx, #cy)
#quad_hash["quad#{#x}"] = quad_coords_obj
# Sends location of squares to client for it to draw.
#client.puts "#{quad_coords_obj.x1}---#{quad_coords_obj.y1}---#{quad_coords_obj.x2}---#{quad_coords_obj.y2}---#{quad_coords_obj.x3}---#{quad_coords_obj.y3}---#{quad_coords_obj.x4}---#{quad_coords_obj.y4}"
end
if #client_coordinates_array.length > #square_drawing_number
new_squares_to_add = #client_coordinates_array.length - #square_drawing_number
#client_coordinates_array[-1 * new_squares_to_add..-1].each do |value|
#client_coordinates_array_array << value.split(/\---/)
end
x = 1
new_squares_to_add.times do
#x += 1
#client_quad_coords_obj = QuadCoords.new(#client_coordinates_array_array[-1 * x][0].to_i,
#client_coordinates_array_array[-1 * x][1].to_i,
#client_coordinates_array_array[-1 * x][2].to_i,
#client_coordinates_array_array[-1 * x][3].to_i,
#client_coordinates_array_array[-1 * x][4].to_i,
#client_coordinates_array_array[-1 * x][5].to_i,
#client_coordinates_array_array[-1 * x][6].to_i,
#client_coordinates_array_array[-1 * x][7].to_i)
#client_quad_hash["quad#{#x}"] = #client_quad_coords_obj
x += 1
#square_drawing_number += 1
end
end
end
# Draw is called before update.
def draw
#background_image.draw(0,0,0)
#earth_image.draw(295,215,1)
# x1,y1 = Upper Left Hand Corner; x2,y2 = Lower Left Hand Corner; x3,y3 = Upper Right Hand Corner; x4,y4 = Lower Right Hand Corner
#quad_hash.each_value do |value|
draw_quad(value.x1, value.y1, 0xff00ffff, value.x2, value.y2, 0xff00ffff, value.x3, value.y3, 0xff00ffff, value.x4, value.y4, 0xff00ffff, z = 0, mode = :default)
end
#client_quad_hash.each_value do |value|
draw_quad(value.x1, value.y1, 0xff00ff00, value.x2, value.y2, 0xff00ff00, value.x3, value.y3, 0xff00ff00, value.x4, value.y4, 0xff00ff00, z = 0, mode = :default)
end
#cursor_image.draw(#cx, #cy, 1)
end
def button_down(id)
if id == Gosu::KbEscape
close
end
end
end
class Player
attr_accessor :x, :y, :update_called
def initialize(window)
#image = Gosu::Image.new(window, "media/Sun.bmp", false)
end
end
window = GameWindow.new
window.show
You can use TexPlay for drawing over Gosu::Image and then render this image.
http://banisterfiend.wordpress.com/2008/08/23/texplay-an-image-manipulation-tool-for-ruby-and-gosu/
for example:
image1.paint {
circle 20,20,10, :color => :red
rect 40,40,50,50, :color => :green
pixel 60,60, :color => :blue
}
There are alternatives: RMagick (that's more powerful, but much more complex to install\distribute) and Ashton (it has methods of rendering to OpenGL texture, so it's faster, but requires some understanding of OpenGL).
I suggest using my Ashton gem to render directly to textures - Unlike TexPlay or other software rendering, this is hardware accelerated, so is very fast! Using Ashton::Texture#render, you can cache drawing operations into a texture as quickly as you can draw them onto the screen.
def initialize(...)
# WindowBuffer is just an Ashton::Texture that is the same size as the window
#draw_buffer = Ashton::WindowBuffer.new
...
end
def update()
#draw_buffer.render do
# Perform new gosu drawing actions (e.g. draw_quad)
# here to draw directly into the texture.
# Both the local ones and the ones pulled from the network.
end
end
def draw()
# Since you are drawing things in the order they should appear,
# you don't need to worry about Z values.
#background_image.draw 0, 0, 0
#earth_image.draw 295, 215, 0
#draw_buffer.draw 0, 0, 0
#cursor_image.draw #cx, #cy, 0
end
Also note that printing text is actually quite slow, so will affect your FPS if performed in every update/draw.

Smooth spectrum for Mandelbrot Set rendering

I'm currently writing a program to generate really enormous (65536x65536 pixels and above) Mandelbrot images, and I'd like to devise a spectrum and coloring scheme that does them justice. The wikipedia featured mandelbrot image seems like an excellent example, especially how the palette remains varied at all zoom levels of the sequence. I'm not sure if it's rotating the palette or doing some other trick to achieve this, though.
I'm familiar with the smooth coloring algorithm for the mandelbrot set, so I can avoid banding, but I still need a way to assign colors to output values from this algorithm.
The images I'm generating are pyramidal (eg, a series of images, each of which has half the dimensions of the previous one), so I can use a rotating palette of some sort, as long as the change in the palette between subsequent zoom levels isn't too obvious.
This is the smooth color algorithm:
Lets say you start with the complex number z0 and iterate n times until it escapes. Let the end point be zn.
A smooth value would be
nsmooth := n + 1 - Math.log(Math.log(zn.abs()))/Math.log(2)
This only works for mandelbrot, if you want to compute a smooth function for julia sets, then use
Complex z = new Complex(x,y);
double smoothcolor = Math.exp(-z.abs());
for(i=0;i<max_iter && z.abs() < 30;i++) {
z = f(z);
smoothcolor += Math.exp(-z.abs());
}
Then smoothcolor is in the interval (0,max_iter).
Divide smoothcolor with max_iter to get a value between 0 and 1.
To get a smooth color from the value:
This can be called, for example (in Java):
Color.HSBtoRGB(0.95f + 10 * smoothcolor ,0.6f,1.0f);
since the first value in HSB color parameters is used to define the color from the color circle.
Use the smooth coloring algorithm to calculate all of the values within the viewport, then map your palette from the lowest to highest value. Thus, as you zoom in and the higher values are no longer visible, the palette will scale down as well. With the same constants for n and B you will end up with a range of 0.0 to 1.0 for a fully zoomed out set, but at deeper zooms the dynamic range will shrink, to say 0.0 to 0.1 at 200% zoom, 0.0 to 0.0001 at 20000% zoom, etc.
Here is a typical inner loop for a naive Mandelbrot generator. To get a smooth colour you want to pass in the real and complex "lengths" and the iteration you bailed out at. I've included the Mandelbrot code so you can see which vars to use to calculate the colour.
for (ix = 0; ix < panelMain.Width; ix++)
{
cx = cxMin + (double )ix * pixelWidth;
// init this go
zx = 0.0;
zy = 0.0;
zx2 = 0.0;
zy2 = 0.0;
for (i = 0; i < iterationMax && ((zx2 + zy2) < er2); i++)
{
zy = zx * zy * 2.0 + cy;
zx = zx2 - zy2 + cx;
zx2 = zx * zx;
zy2 = zy * zy;
}
if (i == iterationMax)
{
// interior, part of set, black
// set colour to black
g.FillRectangle(sbBlack, ix, iy, 1, 1);
}
else
{
// outside, set colour proportional to time/distance it took to converge
// set colour not black
SolidBrush sbNeato = new SolidBrush(MapColor(i, zx2, zy2));
g.FillRectangle(sbNeato, ix, iy, 1, 1);
}
and MapColor below: (see this link to get the ColorFromHSV function)
private Color MapColor(int i, double r, double c)
{
double di=(double )i;
double zn;
double hue;
zn = Math.Sqrt(r + c);
hue = di + 1.0 - Math.Log(Math.Log(Math.Abs(zn))) / Math.Log(2.0); // 2 is escape radius
hue = 0.95 + 20.0 * hue; // adjust to make it prettier
// the hsv function expects values from 0 to 360
while (hue > 360.0)
hue -= 360.0;
while (hue < 0.0)
hue += 360.0;
return ColorFromHSV(hue, 0.8, 1.0);
}
MapColour is "smoothing" the bailout values from 0 to 1 which then can be used to map a colour without horrible banding. Playing with MapColour and/or the hsv function lets you alter what colours are used.
Seems simple to do by trial and error. Assume you can define HSV1 and HSV2 (hue, saturation, value) of the endpoint colors you wish to use (black and white; blue and yellow; dark red and light green; etc.), and assume you have an algorithm to assign a value P between 0.0 and 1.0 to each of your pixels. Then that pixel's color becomes
(H2 - H1) * P + H1 = HP
(S2 - S1) * P + S1 = SP
(V2 - V1) * P + V1 = VP
With that done, just observe the results and see how you like them. If the algorithm to assign P is continuous, then the gradient should be smooth as well.
My eventual solution was to create a nice looking (and fairly large) palette and store it as a constant array in the source, then interpolate between indexes in it using the smooth coloring algorithm. The palette wraps (and is designed to be continuous), but this doesn't appear to matter much.
What's going on with the color mapping in that image is that it's using a 'log transfer function' on the index (according to documentation). How exactly it's doing it I still haven't figured out yet. The program that produced it uses a palette of 400 colors, so index ranges [0,399), wrapping around if needed. I've managed to get pretty close to matching it's behavior. I use an index range of [0,1) and map it like so:
double value = Math.log(0.021 * (iteration + delta + 60)) + 0.72;
value = value - Math.floor(value);
It's kind of odd that I have to use these special constants in there to get my results to match, since I doubt they do any of that. But whatever works in the end, right?
here you can find a version with javascript
usage :
var rgbcol = [] ;
var rgbcol = MapColor ( Iteration , Zy2,Zx2 ) ;
point ( ctx , iX, iY ,rgbcol[0],rgbcol[1],rgbcol[2] );
function
/*
* The Mandelbrot Set, in HTML5 canvas and javascript.
* https://github.com/cslarsen/mandelbrot-js
*
* Copyright (C) 2012 Christian Stigen Larsen
*/
/*
* Convert hue-saturation-value/luminosity to RGB.
*
* Input ranges:
* H = [0, 360] (integer degrees)
* S = [0.0, 1.0] (float)
* V = [0.0, 1.0] (float)
*/
function hsv_to_rgb(h, s, v)
{
if ( v > 1.0 ) v = 1.0;
var hp = h/60.0;
var c = v * s;
var x = c*(1 - Math.abs((hp % 2) - 1));
var rgb = [0,0,0];
if ( 0<=hp && hp<1 ) rgb = [c, x, 0];
if ( 1<=hp && hp<2 ) rgb = [x, c, 0];
if ( 2<=hp && hp<3 ) rgb = [0, c, x];
if ( 3<=hp && hp<4 ) rgb = [0, x, c];
if ( 4<=hp && hp<5 ) rgb = [x, 0, c];
if ( 5<=hp && hp<6 ) rgb = [c, 0, x];
var m = v - c;
rgb[0] += m;
rgb[1] += m;
rgb[2] += m;
rgb[0] *= 255;
rgb[1] *= 255;
rgb[2] *= 255;
rgb[0] = parseInt ( rgb[0] );
rgb[1] = parseInt ( rgb[1] );
rgb[2] = parseInt ( rgb[2] );
return rgb;
}
// http://stackoverflow.com/questions/369438/smooth-spectrum-for-mandelbrot-set-rendering
// alex russel : http://stackoverflow.com/users/2146829/alex-russell
function MapColor(i,r,c)
{
var di= i;
var zn;
var hue;
zn = Math.sqrt(r + c);
hue = di + 1.0 - Math.log(Math.log(Math.abs(zn))) / Math.log(2.0); // 2 is escape radius
hue = 0.95 + 20.0 * hue; // adjust to make it prettier
// the hsv function expects values from 0 to 360
while (hue > 360.0)
hue -= 360.0;
while (hue < 0.0)
hue += 360.0;
return hsv_to_rgb(hue, 0.8, 1.0);
}

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