# Python 2.7.7 Code
# Pygame 1.9.1 (for Python 2.7.7)
# Jonathan Frech  4th of December, 2015
#         edited  6th of December, 2015
#         edited 25th of December, 2015

# importing needed modules
import pygame, sys, time, math, os, random

# changing variables
LENGTHMULTIPLY = .999
ANGLEADD = 70

""" FUNCTIONS """
# gets the position on a circle with a position, radius and an angle
def getCirclePos(_pos, _radius, _angle):
	return [
				_pos[0] + _radius * math.cos(math.radians(_angle)),
				_pos[1] + _radius * math.sin(math.radians(_angle))
			]

# returns an integer version of given positon
def intpos(_pos):
	return [int(_pos[0]), int(_pos[1])]

# basic vector functions
def vecConvert(p1, p2):
	return [p2[0] - p1[0], p2[1] - p1[1]]
def vecLen(vec):
	return math.sqrt( (vec[0]**2) + (vec[1]**2) )
def vecMultiply(vec, n):
	return [vec[0] * n, vec[1] * n]
def vecGetPoint(vec, point):
	return [point[0] + vec[0], point[1] + vec[1]]
def vecAdd(vec1, vec2):
	return [vec1[0] + vec2[0], vec1[1] + vec2[1]]

""" GAME """
# game class
class GAME():
	# initialize program
	def __init__(self):
		self.WIDTH, self.HEIGHT = 800, 800
		self.SIZE = [self.WIDTH, self.HEIGHT]
		self.SURF = pygame.Surface(self.SIZE)
		self.SCREEN = pygame.display.set_mode(self.SIZE)

		self.TICKS = 0
		self.RUNNING = True
		
		self.angle = 0
		self.length = 300
		
		# variables which determine the shape
		self.lengthmultiply = LENGTHMULTIPLY
		self.angleadd = ANGLEADD
		
		# set position to the center
		self.pos = [self.WIDTH/2 - self.length/2, self.HEIGHT/2 - self.length/2]
		self.color = [255, 255, 255]

		# functions
		pygame.display.set_caption("Spinning Shapes")
	
	# tick function
	def tick(self):
		# handle events
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				quit()
			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_SPACE:
					self.screenshot()
				
		# draw new line
		if self.TICKS % 1 == 0:
		#for _ in range(0, 100):
			# get next position and draw a line
			p = getCirclePos(self.pos, self.length, self.angle)
			pygame.draw.line(self.SURF, self.color, self.pos, p)
			
			# increment length and angle
			self.length *= self.lengthmultiply
			self.angle += self.angleadd
			
			# apply length to position
			vec = vecConvert(self.pos, p)
			vecl = vecLen(vec)
			if vecl != 0:
				vec0 = vecMultiply(vec, 1. / vecl)
				vecn = vecMultiply(vec0, self.length)
				self.pos = vecGetPoint(self.pos, vecn)
			
			# print out if the shape is nearly done
			#if self.length <= 5:
			#	print "!"
				

	# render function
	def render(self):
		# blit and flip
		self.SCREEN.blit(self.SURF, [0, 0])
		pygame.display.flip()
	
	# quits
	def quit(self):
		self.RUNNING = False

	# takes a screenshot
	def screenshot(self):
		path = os.getcwd() + "/out/"
		
		try:
			if not os.path.isdir(path):
				os.mkdir(path)
			
			name = "img" + str(len(os.listdir(path))) + " (length*" + str(self.lengthmultiply) + " angle+" + str(self.angleadd) + ").png"
			pygame.image.save(self.SURF, path + name)
		except:
			pass

	# run function (uses tick() and render())
	def run(self):
		ticksPerSecond = 60
		lastTime = time.time() * 1000000000
		nsPerTick =  1000000000.0 / float(ticksPerSecond)
	
		ticks = 0
		frames = 0
	
		lastTimer = time.time() * 1000
		delta = 0.0
		
		while self.RUNNING:
			now = time.time() * 1000000000
			delta += float(now - lastTime) / float(nsPerTick)
			lastTime = now
			shouldRender = False
					
			while delta >= 1:
				ticks += 1
				self.TICKS += 1
				self.tick()
				delta -= 1
				shouldRender = True
			
			if shouldRender:
				frames += 1
				self.render()
			
			if time.time() * 1000 - lastTimer >= 1000:
				lastTimer += 1000
				
				# debug
				# print("Frames: " + str(frames) + ", ticks: " + str(ticks))
			
				frames = 0
				ticks = 0

# start game
GAME().run()
