Vibrating rectangles

From Rosetta Code
Revision as of 20:44, 14 March 2020 by Thundergnat (talk | contribs) (Rename Perl 6 -> Raku, alphabetize, minor clean-up)
Vibrating rectangles is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.
Task
  1. Draw at least 20 rectangles with a common center, to be more precise, the circumcenter of all the rectangles must coincide. None of the rectangles must touch or intersect any other rectangle.
  2. Animate the colours of the rectangles by fading in the colour from the outermost rectangle to the innermost.
  3. The animation loop can continue for a definite number of iterations or forever.

Create Vibrating rectangles

C

Dimensions of the rectangles, their number and the animation delay can be configured. Requires the WinBGIm library. <lang C> /*Abhishek Ghosh, 15th September 2018*/

  1. include<graphics.h>

void vibratingRectangles(int winWidth,int winHeight,int leastLength,int leastWidth,int num, int msec) { int color = 1,i,x = winWidth/2, y = winHeight/2;

while(!kbhit()){ setcolor(color++); for(i=num;i>0;i--){ rectangle(x - i*leastLength,y - i*leastWidth,x + i*leastLength,y + i*leastWidth); delay(msec); }

if(color>MAXCOLORS){ color = 1; } } }

int main() { initwindow(1000,1000,"Vibrating Rectangles...");

vibratingRectangles(1000,1000,30,15,20,500);

closegraph();

return 0; } </lang>

EasyLang

Run it

<lang>on timer

 sz -= 2
 if sz < 0
   sz = 49
   color random 1000
 .
 move 50 - sz 50 - sz
 line 50 + sz 50 - sz
 line 50 + sz 50 + sz
 line 50 - sz 50 + sz
 line 50 - sz 50 - sz
 timer 0.2

. clear timer 0.2</lang>

Factor

<lang factor>USING: accessors calendar colors.constants combinators kernel locals math math.vectors opengl timers ui ui.gadgets ui.gadgets.worlds ui.pens.solid ui.render ; IN: rosetta-code.vibrating-squares

TUPLE: vibrating < gadget

   { old-color initial: COLOR: black }
   { new-color initial: COLOR: red }
   { frame initial: 0 } ;

DEFER: on-tick

<vibrating-gadget> ( -- gadget )
   vibrating new COLOR: black <solid> >>interior COLOR: red
   >>new-color COLOR: black >>old-color dup [ on-tick ] curry f
   250 milliseconds <timer> start-timer ;

M: vibrating pref-dim* drop { 420 420 } ;

draw-squares ( loc dim n -- loc' dim' )
   [ 2dup gl-rect [ { 10 10 } v+ ] [ { -20 -20 } v+ ] bi* ]
   times ;

M:: vibrating draw-gadget* ( GADGET -- )

   GADGET frame>> 20 mod :> n
   GADGET new-color>> gl-color
   { 10 10 } { 400 400 } n draw-squares
   GADGET old-color>> gl-color
   20 n - draw-squares 2drop ;
on-tick ( GADGET -- )
   GADGET relayout-1
   GADGET [ 1 + ] change-frame frame>> 20 mod zero? [
       GADGET new-color>> GADGET old-color<<
       GADGET new-color>> {
           { COLOR: red [ COLOR: green ] }
           { COLOR: green [ COLOR: blue ] }
           [ drop COLOR: red ]
       } case GADGET new-color<<
   ] when ;

MAIN-WINDOW: vibrating-squares

   {
       { title "Vibrating Squares" }
       { window-controls
           { normal-title-bar close-button minimize-button } }
   } <vibrating-gadget> >>gadgets ;</lang>

Go

This uses Go's 'image' packages in its standard library to create an animated GIF.

When played this is somewhat similar to the Python entry except that it uses a 7 (rather than 6) color palette and repeats indefinitely.

Although the .gif works fine in Firefox it might not do so in EOG due to optimizations made during its creation. If so, then the following ImageMagick command should fix it:

  $ convert vibrating.gif -coalesce vibrating2.gif
  $ eog vibrating2.gif

<lang go>package main

import (

   "image"
   "image/color"
   "image/gif"
   "log"
   "os"

)

var (

   black   = color.RGBA{0, 0, 0, 255}
   red     = color.RGBA{255, 0, 0, 255}
   green   = color.RGBA{0, 255, 0, 255}
   blue    = color.RGBA{0, 0, 255, 255}
   magenta = color.RGBA{255, 0, 255, 255}
   cyan    = color.RGBA{0, 255, 255, 255}
   yellow  = color.RGBA{255, 255, 0, 255}
   white   = color.RGBA{255, 255, 255, 255}

)

var palette = []color.Color{red, green, blue, magenta, cyan, yellow, white, black}

func hline(img *image.Paletted, x1, y, x2 int, ci uint8) {

   for ; x1 <= x2; x1++ {
       img.SetColorIndex(x1, y, ci)
   }

}

func vline(img *image.Paletted, x, y1, y2 int, ci uint8) {

   for ; y1 <= y2; y1++ {
       img.SetColorIndex(x, y1, ci)
   }

}

func setBackgroundColor(img *image.Paletted, w, h int, ci uint8) {

   for x := 0; x < w; x++ {
       for y := 0; y < h; y++ {
           img.SetColorIndex(x, y, ci)
       }
   }

}

func drawRectangle(img *image.Paletted, x1, y1, x2, y2 int, ci uint8) {

   hline(img, x1, y1, x2, ci)
   hline(img, x1, y2, x2, ci)
   vline(img, x1, y1, y2, ci)
   vline(img, x2, y1, y2, ci)

}

func main() {

   const nframes = 140
   const delay = 10 // 100ms
   width, height := 500, 500
   anim := gif.GIF{LoopCount: nframes}
   rect := image.Rect(0, 0, width, height)
   for c := uint8(0); c < 7; c++ {
       for f := 0; f < 20; f++ {
           img := image.NewPaletted(rect, palette)
           setBackgroundColor(img, width, height, 7) // black background
           for r := 0; r < 20; r++ {
               ix := c
               if r < f {
                   ix = (ix + 1) % 7
               }
               x := width * (r + 1) / 50
               y := height * (r + 1) / 50
               w := width - x
               h := height - y
               drawRectangle(img, x, y, w, h, ix)
           }
           anim.Delay = append(anim.Delay, delay)
           anim.Image = append(anim.Image, img)
       }
   }
   file, err := os.Create("vibrating.gif")
   if err != nil {
       log.Fatal(err)
   }
   defer file.Close() 
   if err2 := gif.EncodeAll(file, &anim); err != nil {
       log.Fatal(err2)
   }   

}</lang>

J

   NB. warning: overwrites /tmp/10[0-3][0-9].jpg
   NB.          and        /tmp/r.gif

   NB. uses imagemagic convert and a browser to display the animation.
   NB. works on linux

   NB. https://rosettacode.org/wiki/Ulam_spiral_(for_primes)#J

   require'jpeg'

   spiral =: ,~ $ [: /: }.@(2 # >:@i.@-) +/\@# <:@+: $ (, -)@(1&,)
   ulamspiral =: *: - spiral

   NB. Corners are the squares of every other odd number.
   NB. Rectangles ulams with first column < and <: second column of CORNERS
   [CORNERS=: *: 1 2 p. i. _20 2
5929 6241
5329 5625
4761 5041
4225 4489
3721 3969
3249 3481
2809 3025
2401 2601
2025 2209
1681 1849
1369 1521
1089 1225
 841  961
 625  729
 441  529
 289  361
 169  225
  81  121
  25   49
   1    9
   

   NB. S is a sufficiently large Ulam spiral matrix
   S=: ulamspiral 81
   
   NB. A are 20 Boolean bitmaps of squares
   A =: CORNERS ((> {.)~ *. (<: {:)~)"1 _ S
   
   NB. B is a bitmap of all the squares
   B =: +/ A

   NB. C is a running sum.  first 6 upper left corners shown
   <"2 ] 6 10 10 {. C =: B +"2 +/\ A
┌───────────────────┬───────────────────┬───────────────────┬───────────────────┬───────────────────┬───────────────────┐
│0 0 0 0 0 0 0 0 0 0│0 0 0 0 0 0 0 0 0 0│0 0 0 0 0 0 0 0 0 0│0 0 0 0 0 0 0 0 0 0│0 0 0 0 0 0 0 0 0 0│0 0 0 0 0 0 0 0 0 0│
│0 2 2 2 2 2 2 2 2 2│0 2 2 2 2 2 2 2 2 2│0 2 2 2 2 2 2 2 2 2│0 2 2 2 2 2 2 2 2 2│0 2 2 2 2 2 2 2 2 2│0 2 2 2 2 2 2 2 2 2│
│0 2 0 0 0 0 0 0 0 0│0 2 0 0 0 0 0 0 0 0│0 2 0 0 0 0 0 0 0 0│0 2 0 0 0 0 0 0 0 0│0 2 0 0 0 0 0 0 0 0│0 2 0 0 0 0 0 0 0 0│
│0 2 0 1 1 1 1 1 1 1│0 2 0 2 2 2 2 2 2 2│0 2 0 2 2 2 2 2 2 2│0 2 0 2 2 2 2 2 2 2│0 2 0 2 2 2 2 2 2 2│0 2 0 2 2 2 2 2 2 2│
│0 2 0 1 0 0 0 0 0 0│0 2 0 2 0 0 0 0 0 0│0 2 0 2 0 0 0 0 0 0│0 2 0 2 0 0 0 0 0 0│0 2 0 2 0 0 0 0 0 0│0 2 0 2 0 0 0 0 0 0│
│0 2 0 1 0 1 1 1 1 1│0 2 0 2 0 1 1 1 1 1│0 2 0 2 0 2 2 2 2 2│0 2 0 2 0 2 2 2 2 2│0 2 0 2 0 2 2 2 2 2│0 2 0 2 0 2 2 2 2 2│
│0 2 0 1 0 1 0 0 0 0│0 2 0 2 0 1 0 0 0 0│0 2 0 2 0 2 0 0 0 0│0 2 0 2 0 2 0 0 0 0│0 2 0 2 0 2 0 0 0 0│0 2 0 2 0 2 0 0 0 0│
│0 2 0 1 0 1 0 1 1 1│0 2 0 2 0 1 0 1 1 1│0 2 0 2 0 2 0 1 1 1│0 2 0 2 0 2 0 2 2 2│0 2 0 2 0 2 0 2 2 2│0 2 0 2 0 2 0 2 2 2│
│0 2 0 1 0 1 0 1 0 0│0 2 0 2 0 1 0 1 0 0│0 2 0 2 0 2 0 1 0 0│0 2 0 2 0 2 0 2 0 0│0 2 0 2 0 2 0 2 0 0│0 2 0 2 0 2 0 2 0 0│
│0 2 0 1 0 1 0 1 0 1│0 2 0 2 0 1 0 1 0 1│0 2 0 2 0 2 0 1 0 1│0 2 0 2 0 2 0 2 0 1│0 2 0 2 0 2 0 2 0 2│0 2 0 2 0 2 0 2 0 2│
└───────────────────┴───────────────────┴───────────────────┴───────────────────┴───────────────────┴───────────────────┘

   NB. D is C catenated to itself with the ones and twos swapped.
   D=: (, ]`(0,2,:1"0)}) C

   NB. E is the 40 matrices with ID, in 3 levels
   E=: (;"2 0 (1000 + i.@#))@:(*&16b301070) D

   NB. overwrite the files then get some help from the shell
   empty@:(writejpeg('.jpg' ,~ '/tmp/' , ":))&>/"1 E
   2!:0'convert -resize 600%  /tmp/10[0-3][0-9].jpg -delay 10 -loop 0 /tmp/r.gif'

   echo 'please view the animation /tmp/r.gif in chrome browser'

JavaScript

HTML you'll need for testing

<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf-8" />
        <meta http-equiv="X-UA-Compatible" content="IE=edge">
        <title>Vibrating rectangles</title>
        <meta name="viewport" content="width=device-width, initial-scale=1">
        <style>
            body{background-color:black;text-align:center;margin-top:150px}
        </style>
        <script src="vibRects.js"></script>
    </head>
    <body onload="start()">
        <div id='wnd'></div>
    </body>
</html>

<lang javascript> const SIZE = 400, WAIT = .025; class VibRects {

   constructor() {
       this.wait = WAIT;
       this.colorIndex = 0;
       this.dimension = 5;
       this.lastTime = 0;
       this.accumulator = 0;
       this.deltaTime = 1 / 60;
       this.colors = ["#ff0000", "#ff8000", "#ffff00", "#80ff00", "#00ff00", "#00ff80", 
                      "#00ffff", "#0080ff", "#0000ff", "#8000ff", "#ff00ff", "#ff0080"];
       this.canvas = document.createElement('canvas');
       this.canvas.width = SIZE;
       this.canvas.height = SIZE;
       const d = document.getElementById("wnd");
       d.appendChild(this.canvas);
       this.ctx = this.canvas.getContext('2d');
       for(let d = this.dimension; d < SIZE / 2; d += 10) {
           this.draw("#404040", d);
       }
   }
   draw(clr, d) {
       this.ctx.strokeStyle = clr;
       this.ctx.beginPath();
       this.ctx.moveTo(d, d);
       this.ctx.lineTo(SIZE - d, d);
       this.ctx.lineTo(SIZE - d, SIZE - d);
       this.ctx.lineTo(d, SIZE - d);
       this.ctx.closePath();
       this.ctx.stroke();
   }
   update(dt) {
       if((this.wait -= dt) < 0) {
           this.draw(this.colors[this.colorIndex], this.dimension);
           this.wait = WAIT;
           if((this.dimension += 10) > SIZE / 2) {
               this.dimension = 5;
               this.colorIndex = (this.colorIndex + 1) % this.colors.length;
           }
       }
   }
   start() {
       this.loop = (time) => {
           this.accumulator += (time - this.lastTime) / 1000;
           while(this.accumulator > this.deltaTime) {
               this.accumulator -= this.deltaTime;
               this.update(Math.min(this.deltaTime));
           }
           this.lastTime = time;
           requestAnimationFrame(this.loop);
       }
       this.loop(0);
   }

} function start() {

   const vibRects = new VibRects();
   vibRects.start();

} </lang>

Julia

<lang julia>using Gtk, Graphics, Colors

const height, width, x0, y0 = 480, 640, 320, 240 const can = @GtkCanvas() const win = GtkWindow(can, "Vibrating Rectangles", width, height) const colrs = colormap("rdBu") const sizes = collect(2:4:div(width, 2)) const params = [1, 2]

draw(can) do widget

   ctx = getgc(can)
   set_line_width(ctx, 1)
   c = colrs[params[1]]
   set_source_rgb(ctx, c.r, c.g, c.b)
   i = sizes[params[2]]
   rectangle(ctx, x0 - i, y0 - i, 2i, div(8i, 3))
   stroke(ctx)

end

while true

   params[1] = params[1] % 99 + 1
   params[2] = params[2] % (length(sizes) - 1) + 1
   draw(can)
   show(can)
   sleep(0.25)

end </lang>

Objeck

Uses SLD2 libraries and 80's neon colors. <lang objeck>use Game.SDL2; use Game.Framework;

class Vibrating {

 @framework : GameFramework;
 @rec_offset : Int;
 @rec_colors : Color[];
 @rec_color_index : Int;
 function : Main(args : String[]) ~ Nil {
   vibrating := Vibrating->New();
   vibrating->Run();
 }
 New() {
   @framework := GameFramework->New(GameConsts->SCREEN_WIDTH, GameConsts->SCREEN_HEIGHT, "Vibrating Rectangles");
   @framework->SetClearColor(Color->New(0, 0, 0));
   @rec_colors := Color->New[5];
   @rec_colors[0] := Color->New(255, 240, 1); 
   @rec_colors[1] := Color->New(253, 25, 153); 
   @rec_colors[2] := Color->New(153, 252, 32);  
   @rec_colors[3] := Color->New(0, 230, 254);
   @rec_colors[4] := Color->New(161, 14, 236);
 }
 
 method : Run() ~ Nil {
   if(@framework->IsOk()) {
     e := @framework->GetEvent();
     
     frame_count := 0;
     quit := false;
     while(<>quit) {
       @framework->FrameStart();
       
       # process input
       while(e->Poll() <> 0) {
         if(e->GetType() = EventType->SDL_QUIT) {
           quit := true;
         };
       };
       Render(frame_count);
       @framework->FrameEnd();
       frame_count += 1;
       if(frame_count >= @framework->GetFps()) {
         frame_count := 0;
       };
     };
   }
   else {
     "--- Error Initializing Environment ---"->ErrorLine();
     return;
   };
   leaving {
     @framework->Quit();
   };
 }
 method : Render(frame_count : Int) ~ Nil {
   # rectangle offsets
   if(frame_count % GameConsts->REC_REFRESH = 0) {
     @rec_offset += 1;
     if(@rec_offset >= GameConsts->REC_MAX) {
       @rec_offset := 0;
       @rec_color_index += 1;
     };
   };
   # rectangle colors
   first_color := @rec_colors[@rec_color_index];
   second_color : Color;
   if(@rec_color_index + 1 < @rec_colors->Size()) {
     second_color := @rec_colors[@rec_color_index + 1];
   }
   else {
     second_color := @rec_colors[0];
     @rec_color_index := 0;
   };
   @framework->Clear();
   for(i := 1; i < GameConsts->REC_MAX; i += 1;) {
     if(i < @rec_offset) {
       DrawRectangle(i, first_color);
     }
     else {
       DrawRectangle(i, second_color);
     };
   };
   @framework->Show();
 }
 method : DrawRectangle(step : Int, color : Color) ~ Nil {
   x := step * GameConsts->REC_DIST; w := GameConsts->SCREEN_WIDTH - x * 2;
   y := step * GameConsts->REC_DIST; h := GameConsts->SCREEN_HEIGHT - y * 2;
   renderer := @framework->GetRenderer();
   renderer->SetDrawColor(color->GetR(), color->GetG(), color->GetB(), 0);
   renderer->DrawRect(Rect->New(x, y, w, h));
   renderer->DrawRect(Rect->New(x + 1, y + 1, w - 2, h - 2));
   renderer->DrawRect(Rect->New(x + 2, y + 2, w - 4, h - 4));
 }

}

consts GameConsts {

 SCREEN_WIDTH := 640,
 SCREEN_HEIGHT := 480,
 REC_DIST := 12,
 REC_MAX := 20,
 REC_REFRESH := 15

} </lang>

Perl

Using the core module Time::HiRres to get sub-second sleep

Translation of: Perl 6

<lang perl>use utf8; binmode STDOUT, ":utf8"; use Time::HiRes qw(sleep);

%r = ('tl' => qw<┌>, 'tr' => qw<┐>, 'h' => qw<─>, 'v' => qw<│>, 'bl' => qw<└>, 'br' => qw<┘>); @colors = ("\e[1;31m", "\e[1;32m", "\e[1;33m", "\e[1;34m", "\e[1;35m", "\e[1;36m");

print "\e[?25l"; # hide the cursor

$SIG{INT} = sub { print "\e[0H\e[0J\e[?25h"; exit; }; # clean up on exit

while (1) {

   @c = palette() unless $n % 16;
   rect($_, 31-$_) for 0..15;
   display(@vibe);
   sleep .20;
   push @c, $c[0]; shift @c;
   $n++;

}

sub palette {

   my @c = sort { -1 + 2*int(rand 2) } @colors;
   ($c[0], $c[1], $c[2]) x 12;

}

sub rect {

   my ($b, $e) = @_;
   my $c = $c[$b % @c];
   my @bb = ($c.$r{tl}, (($r{h})x($e-$b-1)), $r{tr}."\e[0m");
   my @ee = ($c.$r{bl}, (($r{h})x($e-$b-1)), $r{br}."\e[0m");
   $vibe[$b][$_] = shift @bb for $b .. $e;
   $vibe[$e][$_] = shift @ee for $b .. $e;
   $vibe[$_][$b] = $vibe[$_][$e] = $c.$r{v}."\e[0m" for $b+1 .. $e-1;

}

sub display {

   my(@rect) = @_;
   print "\e[0H\e[0J\n\n";
   for my $row (@rect) {
       print "\t\t\t";
       print $_ // ' ' for @$row;
       print "\n";
   }

}</lang>

Phix

<lang Phix>-- demo\rosetta\vibrect.exw -- -- Draws concentric rectangles in random colours to simulate vibration. -- Press +/- to increase/decrease the number of rectangles being drawn. -- Resizing the window, as it turns out, achieves much the same effect -- as +/-, only much quicker (by increasing/decreasing the spacing). -- integer numrects = 125 -- (max non-touching for a height of 500)

include pGUI.e

Ihandle dlg, canvas cdCanvas cddbuffer, cdcanvas

function redraw_cb(Ihandle /*ih*/, integer /*posx*/, integer /*posy*/)

   integer {w,h} = IupGetIntInt(canvas, "DRAWSIZE")
   atom dw = w/(numrects*2+1),
        dh = h/(numrects*2+1)
   cdCanvasActivate(cddbuffer)
   for i=1 to numrects do
       cdCanvasSetForeground(cddbuffer,rand(#FFFFFF))
       atom wd = i*dw,
            hd = i*dh
       cdCanvasRect(cddbuffer, wd, w-wd, hd, h-hd) 
   end for 
   cdCanvasFlush(cddbuffer)
   return IUP_DEFAULT

end function

function map_cb(Ihandle ih)

   cdcanvas = cdCreateCanvas(CD_IUP, ih)
   cddbuffer = cdCreateCanvas(CD_DBUFFER, cdcanvas)
   cdCanvasSetBackground(cddbuffer, CD_WHITE)
   cdCanvasSetForeground(cddbuffer, CD_BLACK)
   return IUP_DEFAULT

end function

function timer_cb(Ihandle /*ih*/)

   IupUpdate(canvas)
   return IUP_IGNORE

end function

function esc_close(Ihandle /*ih*/, atom c)

   if c=K_ESC then return IUP_CLOSE end if
   if c='+' or (c='-' and numrects>3) then
       numrects -= c-','
       cdCanvasClear(cddbuffer)
       IupUpdate(canvas)
   end if
   return IUP_CONTINUE

end function

procedure main()

   IupOpen()
   
   canvas = IupCanvas(NULL)
   IupSetAttribute(canvas, "RASTERSIZE", "602x502") -- initial size
   IupSetCallback(canvas, "MAP_CB", Icallback("map_cb"))
   dlg = IupDialog(canvas)
   IupSetAttribute(dlg, "TITLE", "Vibrating Rectangles")
   IupSetCallback(dlg, "K_ANY",     Icallback("esc_close"))
   IupSetCallback(canvas, "ACTION", Icallback("redraw_cb"))
   IupMap(dlg)
   IupSetAttribute(canvas, "RASTERSIZE", NULL) -- release the minimum limitation
   IupShowXY(dlg,IUP_CENTER,IUP_CENTER)
   Ihandle timer = IupTimer(Icallback("timer_cb"), 40)
   IupMainLoop()
   IupClose()

end procedure main()</lang>

Python

<lang python>import turtle from itertools import cycle from time import sleep

def rect(t, x, y):

   x2, y2 = x/2, y/2
   t.setpos(-x2, -y2)
   t.pendown()
   for pos in [(-x2, y2), (x2, y2), (x2, -y2), (-x2, -y2)]: 
       t.goto(pos)
   t.penup()

def rects(t, colour, wait_between_rect=0.1):

   for x in range(550, 0, -25):
       t.color(colour)
       rect(t, x, x*.75)
       sleep(wait_between_rect)

tl=turtle.Turtle() screen=turtle.Screen() screen.setup(620,620) screen.bgcolor('black') screen.title('Rosetta Code Vibrating Rectangles') tl.pensize(3) tl.speed(0) tl.penup() tl.ht() colours = 'red green blue orange white yellow'.split() for colour in cycle(colours):

   rects(tl, colour)
   sleep(0.5)

</lang>

Output:

Hmm, maybe this?

Racket

Via big-bang.

<lang racket>#lang racket

(require 2htdp/image

        2htdp/universe)

(define N 20) (define SIZE 400) (define OFFSET 80) (define RATE 0.2)

a state is a pair of color index and position

(define colors '(red orange yellow green blue indigo violet)) (define (mod x) (modulo x (length colors)))

(big-bang (cons 0 (sub1 N))

 [on-tick
  (match-lambda
    [(cons m 0) (cons (mod (add1 m)) (sub1 N))]
    [(cons m n) (cons m (sub1 n))])
  RATE]
 [to-draw
  (match-lambda
    [(cons m n) 
     (apply
      overlay
      (append
       (for/list ([i (in-range N 0 -1)])
         (square (* i (/ (- SIZE OFFSET) N))
                 'outline
                 (if (> i n)
                     (list-ref colors (mod (add1 m)))
                     (list-ref colors m))))
       (list (empty-scene SIZE SIZE 'black))))])])</lang>

Raku

(formerly Perl 6)

Works with: Rakudo version 2018.06

ANSI graphics

Ok. The task description is essentially non-existent. In looking at the reference implementation (Ring) it seems like we are supposed to draw a series of concentric rectangles and then alter the colors step-wise. No actual vibration apparent.

Could fire up a GUI but WTH, let's try it at a command line with ANSI.

Draws a series of concentric rectangles then rotates through the color palette. Every three seconds, chooses new random palette colors and reverses rotation direction.

<lang perl6># box drawing characters my %r = :tl<┌>, :h<─>, :tr<┐>, :v<│>, :bl<└>, :br<┘>;

my @colors = « \e[1;31m \e[1;94m \e[1;33m \e[1;35m \e[1;36m \e[1;32m \e[1;34m »;

  1. color palette

my @c = flat @colors[0] xx 12, @colors[3] xx 12, @colors[2] xx 12;

print "\e[?25l"; # hide the cursor

signal(SIGINT).tap: {

   print "\e[0H\e[0J\e[?25h"; # clean up on exit
   exit;

}

my $rot = 1;

my @vibe;

loop {

   rect($_, 31-$_) for ^15;
   display @vibe;
   @c.=rotate($rot);
   if ++$ %% 30 {
       @c = |@colors.pick(3);
       @c = sort(flat @c xx 12);
       $rot *= -1;
   }
   sleep .1;

}

sub rect ($b, $e) {

@vibe[$b;$b..$e] = @c[$b % @c]~%r<tl>, |((%r<h>) xx ($e - $b - 1)), %r~"\e[0m"; @vibe[$e;$b..$e] = @c[$b % @c]~%r<bl>, |((%r<h>) xx ($e - $b - 1)), %r
~"\e[0m"; ($b ^..^ $e).map: { @vibe[$_;$b] = @vibe[$_;$e] = @c[$b % @c]~%r<v>~"\e[0m" } } sub display (@rect) { print "\e[0H\e[0J\n\n"; for @rect -> @row { print "\t\t\t"; print $_ // ' ' for @row; print "\n"; } }</lang> See: Vibrating rectangles (.gif image)

SDL Animation

Fully animated SDL2 graphics lib version. Will adjust rendered rectangles to fill resized windows. Hit the space bar to toggle palette rotation direction.

<lang perl6>use SDL2::Raw;

my $width = 1200; my $height = 800;

SDL_Init(VIDEO);

my $window = SDL_CreateWindow(

   'Vibrating rectangles',
   SDL_WINDOWPOS_CENTERED_MASK,
   SDL_WINDOWPOS_CENTERED_MASK,
   $width, $height,
   RESIZABLE

);

my $render = SDL_CreateRenderer($window, -1, ACCELERATED +| PRESENTVSYNC);

my $event = SDL_Event.new;

enum KEY_CODES (

   K_SPACE  => 44,

);

my $num = 80; my @rgb = palette($num); my ($cx, $cy); my $dir = 1;

main: loop {

   while SDL_PollEvent($event) {
       my $casted_event = SDL_CastEvent($event);
       given $casted_event {
           when *.type == QUIT { last main }
           when *.type == WINDOWEVENT {
               if .event == 5 {
                   $width  = .data1;
                   $height = .data2;
               }
           }
           when *.type == KEYDOWN {
               if KEY_CODES(.scancode) -> $comm {
                   given $comm {
                       when 'K_SPACE'  { $dir *= -1; }
                   }
               }
               #say .scancode; # unknown key pressed
           }
       }
   }
   ($cx, $cy) = $width div 2, $height div 2;
   for 1..^$num {
       my ($x, $y) = ($cx - ($width/2/$num*$_), $cy - ($height/2/$num*$_))».round;
       my ($w, $h) = ($width/$num*$_, $height/$num*$_)».round;
       SDL_SetRenderDrawColor($render, |@rgb[$_], 255);
       SDL_RenderDrawRect($render, SDL_Rect.new(:x($x), :y($y), :w($w), :h($h)));
   }
   @rgb.=rotate($dir);
   SDL_RenderPresent($render);
   SDL_SetRenderDrawColor($render, 0, 0, 0, 0);
   SDL_RenderClear($render);

}

SDL_Quit();

sub palette ($l) { (^$l).map: { hsv2rgb(($_ * 360/$l % 360)/360, 1, 1).list } };

sub hsv2rgb ( $h, $s, $v ){ # inputs normalized 0-1

   my $c = $v * $s;
   my $x = $c * (1 - abs( (($h*6) % 2) - 1 ) );
   my $m = $v - $c;
   my ($r, $g, $b) = do given $h {
       when   0..^(1/6) { $c, $x, 0 }
       when 1/6..^(1/3) { $x, $c, 0 }
       when 1/3..^(1/2) { 0, $c, $x }
       when 1/2..^(2/3) { 0, $x, $c }
       when 2/3..^(5/6) { $x, 0, $c }
       when 5/6..1      { $c, 0, $x }
   }
   ( $r, $g, $b ).map: ((*+$m) * 255).Int

}</lang>

Ring

<lang ring>

  1. Project : Vibrating rectangles

Load "guilib.ring"

color1 = new qcolor() { setrgb( 255,0,0,255 ) } pen1 = new qpen() { setcolor(color1) setwidth(2) }

color2 = new qcolor() { setrgb( 0,255,0,255 ) } pen2 = new qpen() { setcolor(color2) setwidth(2) }

color3 = new qcolor() { setrgb( 0,0,255,255 ) } pen3 = new qpen() { setcolor(color3) setwidth(2) }

penArray = [pen1, pen2, pen3] penNbr = 1

New qapp {

  win1 =  new qwidget()
   {
             setwindowtitle("Drawing using QPixMap")
             setgeometry(100,100,500,500)
             label1 = new qlabel(win1)
             {
                          setgeometry(10,10,500,500)
                          settext("")
             }       
             Canvas = new qlabel(win1)
            {              
                           MonaLisa = new qPixMap2( 500,500)  
                           color = new qcolor(){ setrgb(255,0,0,255) }
                          daVinci = new qpainter() 
                          {
                                        begin(MonaLisa)               
                          }            
            setpixmap(MonaLisa)         
            }       

nCounter = 0 oTimer = new qTimer(win1) { setinterval(500) settimeoutevent("DrawCounter()") start() }

      show()      
   }
  exec()

} DrawCounter()

func DrawCounter()

       nCounter++
       if nCounter < 15
          Draw(penArray[penNbr])
       elseif nCounter % 15 = 0
           nCounter = 0
           penNbr++
           if penNbr > 3
              penNbr = 1
           ok       
           Draw(penArray[penNbr])
       ok

return

Func Draw(pen1)

        daVinci.setpen(penArray[penNbr])
        daVinci.drawrect(50+nCounter*10, 50+nCounter*10, 300-nCounter*20, 300-nCounter*20)
        Canvas.setpixmap(MonaLisa)      
        win1.show()                     

return </lang> Output:

Vibrating rectangles