# Examples of the math.sin() and math.cos() trig functions in making a clock
# Al Sweigart al@inventwithpython.com
# You can learn more about Pygame with the
# free book "Making Games with Python & Pygame"
#
# http://inventwithpython.com/pygame
#
import sys, pygame, time, math
from pygame.locals import *
# set up a bunch of constants
BRIGHTBLUE = ( 0, 50, 255)
WHITE = (255, 255, 255)
DARKRED = (128, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
BLACK = ( 0, 0, 0)
HOURHANDCOLOR = DARKRED
MINUTEHANDCOLOR = RED
SECONDHANDCOLOR = YELLOW
NUMBERBOXCOLOR = BRIGHTBLUE
BGCOLOR = WHITE
WINDOWWIDTH = 640 # width of the program's window, in pixels
WINDOWHEIGHT = 480 # height in pixels
WIN_CENTERX = int(WINDOWWIDTH / 2)
WIN_CENTERY = int(WINDOWHEIGHT / 2)
CLOCKNUMSIZE = 40 # size of the clock number's boxes
CLOCKSIZE = 200 # general size of the clock
# This function retrieves the x, y coordinates based on a "tick" mark, which ranges between 0 and 60
# A "tick" of 0 is at the top of the circle, 30 is at the bottom, 45 is at the "9 o'clock" position, etc.
# The "stretch" is how far from the origin the x, y return values will be
# "originx" and "originy" will be where the center of the circle is (almost always the center of the window)
def getTickPosition(tick, stretch=1.0, originx=WIN_CENTERX, originy=WIN_CENTERY):
# uncomment to have a "rotating clock" feature.
# This works by pushing the "tick" amount forward
#tick += (time.time() % 15) * 4
# The cos() and sin()
tick -= 15
# ensure that tick is between 0 and 60
tick = tick % 60
tick = 60 - tick
# the argument to sin() or cos() needs to range between 0 and 2 * math.pi
# Since tick is always between 0 and 60, (tick / 60.0) will always be between 0.0 and 1.0
# The (tick / 60.0) lets us break up the range between 0 and 2 * math.pi into 60 increments.
x = math.cos(2 * math.pi * (tick / 60.0))
y = -1 * math.sin(2 * math.pi * (tick / 60.0)) # "-1 *" because in Pygame, the y coordinates increase going down (the opposite of how they normally go in mathematics)
# sin() and cos() return a number between -1.0 and 1.0, so multiply to stretch it out.
x *= stretch
y *= stretch
# Then do the translation (i.e. sliding) of the x and y points.
# NOTE: Always do the translation addition AFTER doing the stretch.
x += originx
y += originy
return x, y
# these next 2 lines are used by the "pulsing clock" feature (see below)
originalClockSize = CLOCKSIZE
PULSESIZE = 20
# standard pygame setup code
pygame.init()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Trig Clock')
fontObj = pygame.font.Font('freesansbold.ttf', 26)
# render the Surface objects that have the clock numbers written on them
clockNumSurfs = [fontObj.render('%s' % (i), True, BGCOLOR, NUMBERBOXCOLOR)
for i in [12] + list(range(1, 12))] # Put 12 at the front of the list since clocks start at 12, not 1.
while True: # main application loop
# event handling loop for quit events
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
# fill the screen to draw from a blank state
DISPLAYSURF.fill(BGCOLOR)
# draw the numbers and number boxes of the clock
for i in range(12):
# set up the Rect objects for the numbers and the number boxes
clockNumRect = clockNumSurfs[i].get_rect()
clockNumRect.center = getTickPosition(i * 5, CLOCKSIZE)
clockNumBoxRect = clockNumSurfs[i].get_rect()
clockNumBoxRect.size = (CLOCKNUMSIZE, CLOCKNUMSIZE)
clockNumBoxRect.center = getTickPosition(i * 5, CLOCKSIZE)
# draw the numbers and the number boxes
pygame.draw.rect(DISPLAYSURF, NUMBERBOXCOLOR, clockNumBoxRect)
DISPLAYSURF.blit(clockNumSurfs[i], clockNumRect)
# get the current time
now = time.localtime()
now_hour = now[3] % 12 # now[3] ranges from 0 to 23, so we mod 12.
now_minute = now[4]
now_second = now[5] + (time.time() % 1) # add the fraction of a second we get from time.time() to make a smooth-moving seconds hand
# Uncomment this if you don't want the second hand to move smoothly:
#now_second = now[5]
# draw the hour hand
x, y = getTickPosition(now_hour * 5 + (now_minute * 5 / 60.0), CLOCKSIZE * 0.6)
pygame.draw.line(DISPLAYSURF, HOURHANDCOLOR, (WIN_CENTERX, WIN_CENTERY), (x, y), 8)
# draw the minute hand
x, y = getTickPosition(now_minute + (now_second / 60.0), CLOCKSIZE * 0.8)
pygame.draw.line(DISPLAYSURF, MINUTEHANDCOLOR, (WIN_CENTERX, WIN_CENTERY), (x, y), 6)
# draw the second hand
x, y = getTickPosition(now_second, CLOCKSIZE * 0.8)
pygame.draw.line(DISPLAYSURF, SECONDHANDCOLOR, (WIN_CENTERX, WIN_CENTERY), (x, y), 2)
# draw the second hand's part that sticks out behind
x, y = getTickPosition(now_second, CLOCKSIZE * -0.2) # negative stretch makes it go in the opposite direction
pygame.draw.line(DISPLAYSURF, SECONDHANDCOLOR, (WIN_CENTERX, WIN_CENTERY), (x, y), 2)
# draw border
pygame.draw.rect(DISPLAYSURF, BLACK, (0, 0, WINDOWWIDTH, WINDOWHEIGHT), 1)
pygame.display.update()
# Uncomment this if you want the "pulsing clock" feature:
#CLOCKSIZE = originalClockSize + math.sin(2 * math.pi * (time.time() % 1)) * PULSESIZE
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