How to Create a Rainbow Triangle Tessellation - python

I'm attempting to create a triangle tessellation like the following in Python:
All I've gotten is Sierpensky's triangle. I assume it'd use some of the same code.
import turtle as t
import math
import colorsys
t.hideturtle()
t.speed(0)
t.tracer(0,0)
h = 0
def draw_tri(x,y,size):
global h
t.up()
t.goto(x,y)
t.seth(0)
t.down()
color = colorsys.hsv_to_rgb(h,1,1)
h += 0.1
t.color(color)
t.left(120)
t.fd(size)
t.left(120)
t.fd(size)
t.end_fill()
def draw_s(x,y,size,n):
if n == 0:
draw_tri(x,y,size)
return
draw_s(x,y,size/2,n-1)
draw_s(x+size/2,y,size/2,n-1)
draw_s(x+size/4,y+size*math.sqrt(3)/4,size/2,n-1)
draw_s(-300,-250,600,6)
t.update()

There are various approaches; the following example generates all line segments prior to directing the turtle to draw them on the canvas.
import turtle as t
import math
WIDTH, HEIGHT = 800, 800
OFFSET = -WIDTH // 2, -HEIGHT // 2
class Point:
"""convenience for point arithmetic
"""
def __init__(self, x=0, y=0):
self.x, self.y = x, y
def __add__(self, other):
return Point(self.x + other.x, self.y + other.y)
def __iter__(self):
yield self.x
yield self.y
def get_line_segments(side_length=50):
"""calculates the coordinates of all vertices
organizes them by line segment
stores the segments in a container and returns it
"""
triangle_height = int(side_length * math.sqrt(3) / 2)
half_side = side_length // 2
p0 = Point(0, 0)
p1 = Point(0, side_length)
p2 = Point(triangle_height, half_side)
segments = []
for idx, x in enumerate(range(-triangle_height, WIDTH+1, triangle_height)):
for y in range(-side_length, HEIGHT+1, side_length):
y += half_side * (idx%2 + 1)
offset = Point(x, y)
pa, pb, pc = p0 + offset, p1 + offset,p2 + offset
segments += [[pa, pb], [pb, pc], [pc, pa]]
return segments
def draw_segment(segment):
p0, p1 = segment
p0, p1 = p0 + offset, p1 + offset
t.penup()
t.goto(p0)
t.pendown()
t.goto(p1)
def draw_tiling():
for segment in get_line_segments():
draw_segment(segment)
t.hideturtle()
t.speed(0)
t.tracer(0,0)
offset = Point(*OFFSET)
draw_tiling()
t.update()
t.exitonclick()
If you want to see how the tiling is traced, you can replace the following lines:
# t.hideturtle()
t.speed(1)
# t.tracer(0, 0)
and enlarge the canvas screen with your mouse to see the boundary of the tiling (I made it overlap the standard size of the window)

As #ReblochonMasque notes, there are multiple approaches to the problem. Here's one I worked out to use as little turtle code as possible to solve the problem:
from turtle import Screen, Turtle
TRIANGLE_SIDE = 60
TRIANGLE_HEIGHT = TRIANGLE_SIDE * 3 ** 0.5 / 2
CURSOR_SIZE = 20
screen = Screen()
width = TRIANGLE_SIDE * (screen.window_width() // TRIANGLE_SIDE)
height = TRIANGLE_HEIGHT * (screen.window_height() // TRIANGLE_HEIGHT)
diagonal = width + height
turtle = Turtle('square', visible=False)
turtle.shapesize(diagonal / CURSOR_SIZE, 1 / CURSOR_SIZE)
turtle.penup()
turtle.sety(height/2)
turtle.setheading(270)
turtle = turtle.clone()
turtle.setx(width/2)
turtle.setheading(210)
turtle = turtle.clone()
turtle.setx(-width/2)
turtle.setheading(330)
for _ in range(int(diagonal / TRIANGLE_HEIGHT)):
for turtle in screen.turtles():
turtle.forward(TRIANGLE_HEIGHT)
turtle.stamp()
screen.exitonclick()
It probably could use optimizing but it gets the job done. And it's fun to watch...

Related

Exclude results in find_closest (Tkinter, Python)

I am writing a script to store movements over a hexgrid using Tkinter. As part of this I want to use a mouse-click on a Tkinter canvas to first identify the click location, and then draw a line between this point and the location previously clicked.
Generally this works, except that after I've drawn a line, it become an object that qualifies for future calls off the find_closest method. This means I can still draw lines between points, but selecting the underlying Hex in the Hexgrid over times becomes nearly impossible. I was wondering if someone could help me find a solution to exclude particular objects (lines) from the find_closest method.
edit: I hope this code example is minimal enough.
import tkinter
from tkinter import *
from math import radians, cos, sin, sqrt
class App:
def __init__(self, parent):
self.parent = parent
self.c1 = Canvas(self.parent, width=int(1.5*340), height=int(1.5*270), bg='white')
self.c1.grid(column=0, row=0, sticky='nsew')
self.clickcount = 0
self.clicks = [(0,0)]
self.startx = int(20*1.5)
self.starty = int(20*1.5)
self.radius = int(20*1.5) # length of a side
self.hexagons = []
self.columns = 10
self.initGrid(self.startx, self.starty, self.radius, self.columns)
self.c1.bind("<Button-1>", self.click)
def initGrid(self, x, y, radius, cols):
"""
2d grid of hexagons
"""
radius = radius
column = 0
for j in range(cols):
startx = x
starty = y
for i in range(6):
breadth = column * (1.5 * radius)
if column % 2 == 0:
offset = 0
else:
offset = radius * sqrt(3) / 2
self.draw(startx + breadth, starty + offset, radius)
starty = starty + 2 * (radius * sqrt(3) / 2)
column = column + 1
def draw(self, x, y, radius):
start_x = x
start_y = y
angle = 60
coords = []
for i in range(6):
end_x = start_x + radius * cos(radians(angle * i))
end_y = start_y + radius * sin(radians(angle * i))
coords.append([start_x, start_y])
start_x = end_x
start_y = end_y
hex = self.c1.create_polygon(coords[0][0], coords[0][1], coords[1][0], coords[1][1], coords[2][0],
coords[2][1], coords[3][0], coords[3][1], coords[4][0], coords[4][1],
coords[5][0], coords[5][1], fill='black')
self.hexagons.append(hex)
def click(self, evt):
self.clickcount = self.clickcount + 1
x, y = evt.x, evt.y
tuple_alfa = (evt.x, evt.y)
self.clicks.append(tuple_alfa)
if self.clickcount >= 2:
start = self.clicks[self.clickcount - 1]
startx = start[0]
starty = start[1]
self.c1.create_line(evt.x, evt.y, startx, starty, fill='white')
clicked = self.c1.find_closest(x, y)[0]
print(clicked)
root = tkinter.Tk()
App(root)
root.mainloop()

How to draw a dotted circle using python Turtle package

Something similar to the picture attached. I tried modifying the code I got online. But my code goes to infinity loop
[1]: https://i.stack.imgur.com/HfKog.png
def draw_circle(radius):
turtle.up()
turtle.goto(0, radius) # go to (0, radius)
turtle.pendown() # pen down
times_y_crossed = 0
x_sign = 1.0
while times_y_crossed <= 1:
turtle.dot(5, "Red")
turtle.forward(5) # move by 1/360
turtle.right(1.0)
turtle.penup()
turtle.forward(5) # move by 1/360
turtle.right(1.0)
x_sign_new = math.copysign(1, turtle.xcor())
if x_sign_new != x_sign:
times_y_crossed += 10
x_sign = x_sign_new
turtle.up() # pen up
return
There are some issues with your code, like it does not count with the radius and the color for the pen was not set and as I've checked it did a half circle for me.
I show you a simple working example, first a dashed version because your original code looks like you wanted a dashed circle
import turtle
import math
def draw_circle_dashed(radius):
turtle.up()
turtle.goto(0, radius) # go to (0, radius)
times_y_crossed = 0
dist=2*math.pi*radius/360
turtle.pencolor("red")
for _ in range(180):
turtle.pendown()
turtle.forward(dist) # move by 1/360
turtle.right(1.0)
turtle.penup()
turtle.forward(dist) # move by 1/360
turtle.right(1.0)
turtle.up() # pen up
return
draw_circle_dashed(200)
and a dotted variant as well because of the question title
import turtle
import math
def draw_circle_dotted(radius):
turtle.up()
turtle.goto(0, radius) # go to (0, radius)
dist=2*math.pi*radius/360
for _ in range(360):
turtle.dot(2,"red")
turtle.forward(dist) # move by 1/360
turtle.right(1.0)
turtle.up() # pen up
return
draw_circle_dotted(300)
We can use turtle's own circle() method to do this as we can arbitrarily start and stop it, leaving behind dots as we do:
from turtle import Screen, Turtle
from math import pi
DOT_DIAMETER = 5
def draw_circle(radius):
turtle.penup()
circumference = 2 * pi * radius
dot_extent = 360 * DOT_DIAMETER*2 / circumference # diameter to angle
extent = 0
while extent < 360:
turtle.dot(DOT_DIAMETER)
turtle.circle(radius, extent=dot_extent)
extent += dot_extent
screen = Screen()
turtle = Turtle()
turtle.color('red')
draw_circle(100)
turtle.hideturtle()
screen.exitonclick()
Using what we learned from that exercise, let's now fix your code. The issue I see is this:
turtle.right(1.0)
The angle to turn is dependent on the dot diameter, but we actually have to calculate it:
from turtle import Screen, Turtle
from math import pi, copysign
DOT_DIAMETER = 5
def draw_circle(radius):
turtle.penup()
turtle.sety(radius)
diameter = 2 * radius
circumference = pi * diameter
dot_extent = 360 * DOT_DIAMETER / circumference # diameter to angle
times_y_crossed = 0
x_sign = 1
while times_y_crossed < 2:
turtle.dot(DOT_DIAMETER, 'red') # draw the dot
turtle.right(dot_extent)
turtle.forward(DOT_DIAMETER)
turtle.right(dot_extent) # draw the gap
turtle.forward(DOT_DIAMETER)
x_sign_new = copysign(1, turtle.xcor())
if x_sign_new != x_sign:
times_y_crossed += 1
x_sign = x_sign_new
turtle.pendown()
screen = Screen()
turtle = Turtle()
turtle.color('red')
draw_circle(100)
turtle.hideturtle()
screen.exitonclick()
By not calculating the angle, and using a fixed angle of 1.0, you were off by a factor of two.

How to stop flickering when using the clear() function in turtle graphics

I am writing a program for an exercise that simulates a projectile launch while tracking down every x and y position per second.
While the program technically works, and it does track down every x and y position, the text that tracks down the x and y position flickers for each step.
I understand the problem is that I am using the .clear() function (which, as its name implies, clears the text generated by the turtle). However, I believe that the program only functions properly with it.
Here is my code:
"""Program to track specific location of turtle (for every step)"""
from turtle import *
from math import *
def cball_graphics():
leonardo = Turtle()
leonardo.color("dark blue")
leonardo.shape("turtle")
leonardo.speed(1)
return leonardo
def show_position():
pos = Turtle()
pos.color("white")
pos.goto(30, -50)
pos.color("red")
return pos
class cannon_ball:
def __init__(self, angle, vel, height, time):
self.x_pos = 0
self.y_pos = height
theta = pi * angle / 180
self.x_vel = vel * cos(theta)
self.y_vel = vel * sin(theta)
self.time = time
def update_time(self):
self.x_pos += self.time * self.x_vel
y_vel1 = self.y_vel - 9.8 * self.time
self.y_pos += self.time * (self.y_vel + y_vel1) / 2
self.y_vel = y_vel1
def get_x(self):
return self.x_pos
def get_y(self):
return self.y_pos
def variables():
angle = 55
vel = 10
height = 100
time = .01
return cannon_ball(angle, vel, height, time)
def main():
leonardo = cball_graphics()
"""pos is a variable that writes the position on the screen using x and y pos"""
pos = show_position()
pos.hideturtle()
projectile = variables()
while projectile.y_pos >= 0:
pos.write(f"{'%0.0f' % projectile.x_pos}, {'%0.0f' % projectile.y_pos}")
projectile.update_time()
leonardo.goto(projectile.x_pos, projectile.y_pos)
pos.clear()
main()
I believe that the tracer() and update() methods of the turtle screen will solve your problem. They allow you to write to the backing store and then copy it to the screen once it's the way you want. Particularly useful for eliminating flicker:
from turtle import Screen, Turtle
from math import pi, sin, cos
FONT = ('Arial', 18, 'normal')
def cball_graphics():
leonardo = Turtle()
leonardo.color('dark blue')
leonardo.shape('turtle')
return leonardo
def show_position():
pos = Turtle()
pos.hideturtle()
pos.goto(30, -50)
pos.color('red')
return pos
class cannon_ball:
def __init__(self, angle, velocity, height, time):
self.x_pos = 0
self.y_pos = height
theta = pi * angle / 180
self.x_vel = velocity * cos(theta)
self.y_vel = velocity * sin(theta)
self.time = time
def update_time(self):
self.x_pos += self.time * self.x_vel
y_vel1 = self.y_vel - 9.8 * self.time
self.y_pos += self.time * (self.y_vel + y_vel1) / 2
self.y_vel = y_vel1
def freefall():
if projectile.y_pos >= 0:
pos.clear()
pos.write("({:0.0f}, {:0.0f})".format(projectile.x_pos, projectile.y_pos), font=FONT)
projectile.update_time()
leonardo.goto(projectile.x_pos, projectile.y_pos)
screen.update()
screen.ontimer(freefall)
variables = {
'angle': 55,
'velocity': 10,
'height': 100,
'time': 0.01,
}
screen = Screen()
screen.tracer(False)
leonardo = cball_graphics()
# pos is a turtle that writes the position on the screen using x and y pos
pos = show_position()
projectile = cannon_ball(**variables)
freefall()
screen.mainloop()
I also made several style changes to the code while I was at it...

Misalignment of triangles drawn with tkinter canvas

I wrote this function that draw a grid of triangles:
def create_triangles(side_length):
result = []
half_width = int(side_length / 2)
# height = int(side_length * math.sqrt(3) / 2)
height = side_length
max_width = 15 * side_length
max_height = 10 * height
for i in range(0, max_height, height):
if (i / height) % 2 == 0:
for j in range(0, max_width-half_width, half_width):
if j % side_length == 0:
triangle = (i-height/2, j-half_width, i+height/2, j, i-height/2, j+half_width)
else:
triangle = (i-height/2, j, i+height/2, j+half_width, i+height/2, j-half_width)
result.append(triangle)
else:
for j in range(half_width, max_width, half_width):
if j % side_length == 0:
triangle = (i-height/2, j-2*half_width, i+height/2, j-half_width+2, i-height/2, j)
else:
triangle = (i-height/2, j-half_width, i+height/2, j, i+height/2, j-2*half_width)
result.append(triangle)
return result
The current output is this:
As you can see some triangles are misaligned but I don't understand why.
As mentioned in the comments, floating points give you incorrect results; You want to make sure that the shared points representing the vertices of two adjacent triangles are concurrent. A simple approach is to reduce the points coordinates to ints, and organize the calculations so errors do not add up.
In the following examples, the misalignment is corrected, every triangle on the canvas is represented by a polygon, and individually drawn; each triangle can therefore be referenced when moused over, or addressed via an index, or a mapping (not implemented).
import tkinter as tk
import math
WIDTH, HEIGHT = 500, 500
class Point:
"""convenience for point arithmetic
"""
def __init__(self, x, y):
self.x, self.y = x, y
def __add__(self, other):
return Point(self.x + other.x, self.y + other.y)
def __iter__(self):
yield self.x
yield self.y
def tile_with_triangles(canvas, side_length=50):
"""tiles the entire surface of the canvas with triangular polygons
"""
triangle_height = int(side_length * math.sqrt(3) / 2)
half_side = side_length // 2
p0 = Point(0, 0)
p1 = Point(0, side_length)
p2 = Point(triangle_height, half_side)
for idx, x in enumerate(range(-triangle_height, WIDTH+1, triangle_height)):
for y in range(-side_length, HEIGHT+1, side_length):
y += half_side * (idx%2 + 1)
offset = Point(x, y)
pa, pb, pc = p0 + offset, p1 + offset,p2 + offset
canvas.create_polygon(*pa, *pb, *pc, outline='black', fill='', activefill='red')
p2 = Point(-triangle_height, half_side) # flip the model triangle
for idx, x in enumerate(range(-triangle_height, WIDTH+triangle_height+1, triangle_height)):
for y in range(-side_length, HEIGHT+1, side_length):
y += half_side * (idx%2 + 1)
offset = Point(x, y)
pa, pb, pc = p0 + offset, p1 + offset,p2 + offset
canvas.create_polygon(*pa, *pb, *pc, outline='black', fill='', activefill='blue')
root = tk.Tk()
canvas = tk.Canvas(root, width=WIDTH, height=HEIGHT, bg='cyan')
canvas.pack()
tile_with_triangles(canvas) #, side_length=10)
root.mainloop()
I added an active fill property that will change the colors of each triangle when you mouse over.

Trying to make dots orbit bigger dot

So I've been attempting to make some dots not only come towards a circle but also to make them orbit it. To do this I am using cosine and sine, however I'm running into issues with getting the dots to move forward as well as setting their distance. With the code below the dots are able to form a circle around the bigger dot, as well as follow it, but they don't approach the dot nor do they, when having the coordinates scaled by their distance from t1, come to that location, but instead do funky stuff. This is referring specifically to the line
t2.goto(2 * (t1.xcor() + math.degrees(math.cos(math.radians(t1.towards(t2)))) // 1), 2 * (t1.ycor() + math.degrees(math.sin(math.radians(t1.towards(t2)))) // 1))
which I had replaced with:
t2.goto(dist * (t1.xcor() + math.degrees(math.cos(math.radians(t1.towards(t2)))) // 1), dist * (t1.ycor() + math.degrees(math.sin(math.radians(t1.towards(t2)))) // 1))
and that gave me the sporadic view of the dots attempting to follow the bigger dot.
This line is found in the follow() function. Create() makes the smaller dots, move() moves the bigger dot and grow() grows the bigger dot on collision with the smaller dots. Produce() and redraw() are supposed to be a stage 2 of the program, but those functions are irrelevant to the question. Finally, quit() just exits the Screen() and quits the program.
Thanks to cdlane for help with organizing data and updating the screen more efficiently.
Code as of now:
from turtle import Turtle, Screen
import sys
import math
CURSOR_SIZE = 20
def move(x, y):
""" has it follow cursor """
t1.ondrag(None)
t1.goto(x, y)
screen.update()
t1.ondrag(move)
def grow():
""" grows t1 shape """
global t1_size, g
t1_size += 0.1
t1.shapesize(t1_size / CURSOR_SIZE)
g -= .1
t1.color((r/255, g/255, b/255))
screen.update()
def follow():
""" has create()'d dots follow t1 """
global circles, dist
new_circles = []
for (x, y), stamp in circles:
t2.clearstamp(stamp)
t2.goto(x, y)
dist = t2.distance(t1) / 57.29577951308232 // 1
t2.goto(2 * (t1.xcor() + math.degrees(math.cos(math.radians(t1.towards(t2)))) // 1), 2 * (t1.ycor() + math.degrees(math.sin(math.radians(t1.towards(t2)))) // 1))
t2.setheading(t2.towards(t1))
if t2.distance(t1) < t1_size // 1:
if t2.distance(t1) > t1_size * 1.2:
t2.forward(500/t2.distance(t1)//1)
else:
t2.forward(3)
if t2.distance(t1) > t1_size // 2:
new_circles.append((t2.position(), t2.stamp()))
else:
grow() # we ate one, make t1 fatter
screen.update()
circles = new_circles
if circles:
screen.ontimer(follow, 10)
else:
phase = 1
produce()
def create():
""" create()'s dots with t2 """
count = 0
nux, nuy = -400, 300
while nuy > -400:
t2.goto(nux, nuy)
if t2.distance(t1) > t1_size // 2:
circles.append((t2.position(), t2.stamp()))
nux += 20
count += 1
if count == 40:
nuy -= 50
nux = -400
count = 0
screen.update()
def quit():
screen.bye()
sys.exit(0)
def redraw():
t2.color("black")
t2.shapesize((t2_size + 4) / CURSOR_SIZE)
t2.stamp()
t2.shapesize((t2_size + 2) / CURSOR_SIZE)
t2.color("white")
t2.stamp()
def produce():
#create boundary of star
global t2_size, ironmax
t1.ondrag(None)
t1.ht()
t2.goto(t1.xcor(), t1.ycor())
t2.color("black")
t2.shapesize((t1_size + 4) / CURSOR_SIZE)
t2.stamp()
t2.shapesize((t1_size + 2) / CURSOR_SIZE)
t2.color("white")
t2.stamp()
#start producing helium
while t2_size < t1_size:
t2.color("#ffff00")
t2.shapesize(t2_size / 20)
t2.stamp()
t2_size += .1
redraw()
screen.update()
ironmax = t2_size
t2_size = 4
while t2_size < ironmax:
t2.shapesize(t2_size / 20)
t2.color("grey")
t2.stamp()
t2_size += .1
screen.update()
# variables
t1_size = 6
circles = []
phase = 0
screen = Screen()
screen.screensize(900, 900)
#screen.mode("standard")
t2 = Turtle('circle', visible=False)
t2.shapesize(4 / CURSOR_SIZE)
t2.speed('fastest')
t2.color('purple')
t2.penup()
t2_size = 4
t1 = Turtle('circle')
t1.shapesize(t1_size / CURSOR_SIZE)
t1.speed('fastest')
r = 190
g = 100
b = 190
t1.color((r/255, g/255, b/255))
t1.penup()
t1.ondrag(move)
screen.tracer(False)
screen.listen()
screen.onkeypress(quit, "Escape")
create()
follow()
#print(phase)
screen.mainloop()
I took another crack at this, just looking at the problem of meteors swarming around a planet. Or in this case, moon as I chose Deimos as my model. I attempted to work at scale making the coordinate system 1 pixel = 1 kilometer. At the start, Deimos sits in a field of meteors each of which has a random heading but they all have the same size and velocity:
from turtle import Turtle, Screen
from random import random
METEOR_VELOCITY = 0.011 # kilometers per second
METEOR_RADIUS = 0.5 # kilometers
SECONDS_PER_FRAME = 1000 # each updates represents this many seconds passed
UPDATES_PER_SECOND = 100
DEIMOS_RADIUS = 6.2 # kilometers
G = 0.000003 # Deimos gravitational constant in kilometers per second squared
CURSOR_SIZE = 20
def follow():
global meteors
new_meteors = []
t = SECONDS_PER_FRAME
for (x, y), velocity, heading, stamp in meteors:
meteor.clearstamp(stamp)
meteor.goto(x, y)
meteor.setheading(heading)
meteor.forward(velocity * t)
meteor.setheading(meteor.towards(deimos))
meteor.forward(G * t * t)
meteor.setheading(180 + meteor.towards(x, y))
if meteor.distance(deimos) > DEIMOS_RADIUS * 2:
new_meteors.append((meteor.position(), velocity, meteor.heading(), meteor.stamp()))
screen.update()
meteors = new_meteors
if meteors:
screen.ontimer(follow, 1000 // UPDATES_PER_SECOND)
def create():
""" create()'s dots with meteor """
count = 0
nux, nuy = -400, 300
while nuy > -400:
meteor.goto(nux, nuy)
if meteor.distance(deimos) > DEIMOS_RADIUS * 2:
heading = random() * 360
meteor.setheading(heading) # all meteors have random heading but fixed velocity
meteors.append((meteor.position(), METEOR_VELOCITY, meteor.heading(), meteor.stamp()))
nux += 20
count += 1
if count % 40 == 0:
nuy -= 50
nux = -400
screen.update()
meteors = []
screen = Screen()
screen.screensize(1000, 1000)
screen.setworldcoordinates(-500, -500, 499, 499) # 1 pixel = 1 kilometer
meteor = Turtle('circle', visible=False)
meteor.shapesize(2 * METEOR_RADIUS / CURSOR_SIZE)
meteor.speed('fastest')
meteor.color('purple')
meteor.penup()
deimos = Turtle('circle')
deimos.shapesize(2 * DEIMOS_RADIUS / CURSOR_SIZE)
deimos.color("orange")
deimos.penup()
screen.tracer(False)
create()
follow()
screen.mainloop()
The first variable to investigate is METEOR_VELOCITY. At the setting provided, most meteors will crash into the moon but a few obtain orbital velocity. If you halve its value, all meteors will crash into the moon. If you double its value, a few meteors obtain escape velocity, leaving the window; a few may crash into the moon; most will form an orbiting cloud that gets smaller and tighter.
I tossed the trigonometric stuff and reverted back to degrees instead of radians. I use vector addition logic to work out the motion.
In the end, it's just a crude model.
By changing 180 to some other offsets, for example 195, in the def follow() in cdlane's code,
meteor.setheading(195 + meteor.towards(x, y))
then the metors would not go straight (180 degree) towards the Deimos, but instead would show some spiral movement towards the center.
Great example provided!

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