#!/usr/bin/python3 import pygame import math import random pygame.init() ## funktionen def get_debug_text(): def text(text, line_counter): debug_text = default_font.render(str(text), True, (255,255,255)) screen.blit(debug_text, (0, line_counter * default_font.get_height())) line_counter = 1 globalvars = globals() for a in globalvars: text(f"{str(a)} = {str(globalvars[a])}", line_counter) line_counter += 1 def random_color(): levels = range(32,256,32) return tuple(random.choice(levels) for _ in range(3)) def frange(start, stop, step): array = [] while start <= stop: array.append(round(start, 1)) # Rundet auf 1 Nachkommastelle start += step return array ##return [round(start + step * i, 10) for i in range(int((stop - start) / step))] ## klassen print(frange(-1,1,0.1)) class Graph: def __init__(self) -> None: self.scale = 100 # scale = abstand von einer ganzahl in px self.on_resize() self.fdots = [] self.pos = [0, 0] self.functions = [] self.function_map = { "sin": math.sin, "cos": math.cos, "tan": math.tan, "exp": math.exp, "log": math.log, "sqrt": math.sqrt, "abs": abs } def on_resize(self): # self.pos = nulpunkt auf dem bildschirm self.pos = [screensize[0] // 2, screensize[1] // 2] def get_y(self, func, x): if x == 0: return 0 return eval(func[0], {"x": x, "math": math}) def calculate(self): self.fdots = [] for _ in self.functions: self.fdots.append([]) for i, func in enumerate(self.functions): for x in frange(-50,50,1/resolution):#range(0, screensize[0] * resolution): #x -= self.pos[0] #x /= resolution if not self.get_y(func,x) < screensize[1]: pass else: self.fdots[i].append((x, self.get_y(func,x))) def draw_grid(self): ### lines for x in range(self.pos[0] % self.scale, screensize[0], self.scale): pygame.draw.line(screen, (200, 200, 200), (x, 0), (x, screensize[1]), 1) for y in range(self.pos[1] % self.scale, screensize[1], self.scale): pygame.draw.line(screen, (200, 200, 200), (0, y), (screensize[0], y), 1) ### beschriftung # x beschriftung for num, x in enumerate(range(self.pos[0] % self.scale, screensize[0], self.scale)): pygame.draw.line(screen, (255, 255, 255), (x, self.pos[1] + 10), (x, self.pos[1] - 10), 5) num = self.pos[0] // self.scale - num num *= -1 screen.blit( default_font.render(str(num), False, (255, 255, 255)), (x + 10, self.pos[1] + 10), ) # y beschriftung for num, y in enumerate(range(self.pos[1] % self.scale, screensize[1], self.scale)): pygame.draw.line(screen, (255, 255, 255), (self.pos[0] + 10, y), (self.pos[0] - 10, y), 5) num = self.pos[1] // self.scale - num screen.blit( default_font.render(str(num), False, (255, 255, 255)), (self.pos[0] + 10, y + 10), ) # x linie pygame.draw.line( screen, (255, 255, 255), (0, self.pos[1]), (screensize[0], self.pos[1]), 2 ) # y linie pygame.draw.line( screen, (255, 255, 255), (self.pos[0], 0), (self.pos[0], screensize[1]), 2 ) def draw_functions(self): def get_point(fi,f, p): #function, pointer return (self.pos[0] + self.fdots[fi][p][0] * self.scale, self.pos[1] - self.fdots[fi][p][1] * self.scale) for i, func in enumerate(self.functions): if draw_mode: for p in range(len(self.fdots[i]) - 1): pygame.draw.line( screen, self.functions[i][1], get_point(i, func, p), get_point(i, func, p+1) , 6 ) else: for p in range(len(self.fdots[i])): pygame.draw.circle( screen, self.functions[i][1], get_point(i, func,p), 6 ) def update(self): self.draw_grid() self.calculate() self.draw_functions() ## variablen screen = pygame.display.set_mode((300, 300), pygame.RESIZABLE) screensize = pygame.display.get_window_size() clock = pygame.time.Clock() default_font = pygame.font.SysFont("sans", 14) resolution = 3 draw_mode = 0 # 0 = lines , 1 = dots old_graph_pos = [] old_mouse_pos = [] dragging = False graph = Graph() graph.functions.append(("2*x",(0,255,0))) graph.functions.append(("math.sin(x)",(0,255,255))) graph.functions.append(("5/x",(255,255,0))) graph.functions.append(("x**2",(255,0,0))) show_debug = False running = True if __name__ == "__main__": while running: ## key managment pressed_keys = pygame.key.get_pressed() if pressed_keys[pygame.K_ESCAPE]: exit() if pressed_keys[pygame.K_d] and not preview_pressed_keys[pygame.K_d]: show_debug = not show_debug if pressed_keys[pygame.K_SPACE] and not preview_pressed_keys[pygame.K_SPACE]: draw_mode = not draw_mode if pressed_keys[pygame.K_PLUS] and not preview_pressed_keys[pygame.K_PLUS]: resolution += 1 if pressed_keys[pygame.K_MINUS] and not preview_pressed_keys[pygame.K_MINUS]: resolution -= 1 if pressed_keys[pygame.K_UP]: graph.pos[1] += 1 if pressed_keys[pygame.K_DOWN]: graph.pos[1] -= 1 if pressed_keys[pygame.K_LEFT]: graph.pos[0] += 1 if pressed_keys[pygame.K_RIGHT]: graph.pos[0] -= 1 preview_pressed_keys = pressed_keys ## event managment for event in pygame.event.get(): if event.type == pygame.QUIT: exit() if event.type == pygame.MOUSEWHEEL: if event.dict["y"] == -1 and not graph.scale == 30: graph.scale -= 1 if event.dict["y"] == 1: graph.scale += 1 if event.type == pygame.WINDOWRESIZED: screensize = pygame.display.get_window_size() graph.on_resize() if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: # Left mouse button dragging = True old_graph_pos = graph.pos[:] old_mouse_pos = pygame.mouse.get_pos() if event.type == pygame.MOUSEBUTTONUP: if event.button == 1: # Left mouse button dragging = False if dragging: mouse_x, mouse_y = pygame.mouse.get_pos() offset_x = mouse_x - old_mouse_pos[0] offset_y = mouse_y - old_mouse_pos[1] graph.pos[0] = old_graph_pos[0] + offset_x graph.pos[1] = old_graph_pos[1] + offset_y graph.update() if show_debug: get_debug_text() ## bildschirm aktuallisierung pygame.display.flip() clock.tick(60) screen.fill((0, 0, 0))