def draw(screen, mvp):
global count
#if mvp.half_note:
# screen.fill((0,0,0))
if True:
count += 1
if count > mvp.knob4:
count = 0
screen.fill((0,0,0))
x=random.randrange(0,700)
y=random.randrange(0,400)
pierad=random.randrange(10,) #radius
arcstart=random.randrange(0,360)
arcend=random.randrange(0, 360-arcstart)
coloralpha=mvp.knob3/4
# size = mvp.knob2
color = (random.randrange(0,255), random.randrange(0,255), random.randrange(0,255), coloralpha)
# width = mvp.knob1 // 50
# if width == 0 : width = 1
# if width > size : width = size
nestrange=mvp.knob1/8
fanrange=mvp.knob2/10
count=0
for i in range(nestrange):
count = i
arcstart=random.randrange(0,360)
arcend=random.randrange(0, 360-arcstart)
for i in range(fanrange):
pygame.gfxdraw.pie(screen, screen.get_width()/2, screen.get_height()/2, screen.get_height() - (count*screen.get_height()/nestrange), arcstart + i*fanrange, arcend - i*fanrange, color)
#pygame.gfxdraw.pie(screen, screen.get_width()/2, screen.get_height()/2, (nestrange-count)*, arcstart + i*fanrange, arcend - i*fanrange, color)
# time.sleep(.05)
pygame.display.flip() #updates the display surface
#screen.fill((0,0,0))
# pygame.gfxdraw.pie(screen, x, y, pierad, 5, 50, color)
# pygame.draw.circle(screen,color,[x,y],size, 0)
# pygame.gfxdraw.aacircle(screen, x, y, size, color)
#pgyame.gfxdraw.pie(surface, x, y, radius, arcstart, arcend, color): return None
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