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An introduction to Pictures

A picture is a visual element in Kojo. To work with a picture, you can do the following:

The above Picture capabilites enable the following:

  • Functional and Generative art
  • Gaming

Note - As you go through this tutorial, make sure you do the following:

  • Run every example (in Kojo).
  • Make changes to every example and rerun it - for better understanding.
  • Do all the exercises.

Picture Creation

A picture can be created using any one of the functions shown below. There are a couple of things that you should be aware of:

  • A newly created picture is located at at the canvas position (0, 0) to begin with. It can then be positioned at any other location by using the pic.setPosition(x, y) command or being part of a row, column, or stack of pictures.
  • Normally, a picture’s position is the location of it’s bottom-left corner. Exceptions to this are the ellipse, the circle, and the arc, which are positioned at their center.
Function Description
Picture {turtle drawing code} Creates a picture from the given turtle drawing.
Picture.line(x, y) Creates a picture of a line going from (0, 0) to (x, y).
Picture.rectangle(width, height) Creates a picture of a rectangle with the given width and height.
Picture.circle(radius) Creates a picture of a circle with the given radius. The center of the circle is at (0, 0)
Picture.ellipse(xRadius, yRadius) Creates a picture of an ellipse with the given xRadius and yRadius. The center of the ellipse is at (0, 0)
Picture.ellipseInRect(width, height) Creates a picture of an ellipse with the given width and height.
Picture.point Creates a picture of a point.
Picture.arc(radius, angle) Creates a picture of an arc with the given radius and angle. The center of the arc is at (0, 0).
Picture.text(string) Creates a picture with the given text.
Picture.hgap(width) Creates an invisible picture with the given width. This can be useful during picture layout
Picture.vgap(width) Creates an invisible picture with the given height. This can be useful during picture layout
Picture.image(fileName) Creates a picture with the image in the given file.
Picture.image(url) Creates a picture with the image at the given file link.
Picture.image(image) Creates a picture with the given image.

Example


cleari()
showAxes()
val pic1 = Picture.rectangle(100, 50)
val pic2 = Picture.circle(50)
draw(pic1, pic2)

fig1


Exercise 1

Use all the picture creation functions listed above (except hgap and vgap) to create and draw pictures.

Picture Transformation

You can transform pictures in the following main ways (via a tranformation method/function or a transformation method/command):

Transformation method/function Method/command
rotate pic.withRotation(angle) pic.rotate(angle)
scale (to make bigger or smaller) pic.withScaling(f) pic.scale(f)
translate pic.withTranslation(x, y) pic.translate(x, y)
change pen color pic.withPenColor(color) pic.setPenColor(color)
change pen thickness pic.withPenThickness(t) pic.setPenThickness(t)
set no pen pic.withNoPen pic.setNoPen()
change fill color pic.withFillColor(color) pic.setFillColor(color)
set opacity pic.withOpacity(o) pic.setOpacity(o)
position at a given location pic.withPosition(x, y) pic.setPosition(x, y)
rotate to a particular heading   pic.setRotation(angle)
rotate to a particular heading (alternative way)   pic.setHeading(angle)
scale to a particular size   pic.setScale(scale)

As shown above, there are two distinct ways of doing picture transformations:

  • The method/function way, e.g., pic.withTranslation(100, 0) – which is used to do functional graphics – to create art. This way of doing transformations can be used only before a picture is drawn (and these transformations are applied when the picture is drawn).
  • The method/command way, e.g.. pic.translate(100, 0) - which is used for game development via imperative/structered programming. This way of doing transformations can be used before and after a picture is drawn.

Multiple transformations can be combined in the following way:

  • chained method calls for functions – e.g. pic.withTranslation(100, 0).withRotation(45)
  • sequential method calls for commands – e.g., pic.translate(100, 0); pic.rotate(45)

The following example shows the exact same figure being drawn using the two different ways of doing transformations:


cleari()
showAxes()
val pic = Picture.rectangle(100, 50)
    .withRotation(45)
    .withTranslation(100, 0)
    .withPenColor(blue)
draw(pic)
cleari()
showAxes()
val pic = Picture.rectangle(100, 50)
pic.translate(100, 0)
pic.rotate(45)
pic.setPenColor(blue)
draw(pic)

fig2


Exercise 2

Use all the transformation functions listed above in drawings of your own.

Picture Layout

Multiple pictures can be laid out in the following ways:

Layout type Function for layout (with centering) Function for layout (without centering)
stack - one over the other picStackCentered(pic1, pic2, ...) picStack(pic1, pic2, ...)
row - left to right picRowCentered(pic1, pic2, ...) picRow(pic1, pic2, ...)
column - bottom to top picColCentered(pic1, pic2, ...) picCol(pic1, pic2, ...)

Examples


cleari()
showAxes()
val pic1 = Picture.rectangle(50, 50)
val pic2 = Picture.rectangle(100, 50)
val pic3 = Picture.rectangle(50, 100)
val pics = picColCentered(pic1, pic2, pic3)
draw(pics)

fig3



cleari()
showAxes()
val pic1 = Picture.rectangle(50, 50)
val pic2 = Picture.rectangle(100, 50).withRotation(45).withFillColor(blue)
val pic3 = Picture.rectangle(50, 100).withScaling(1.5).withPenColor(green)
val pics = picColCentered(pic1, pic2, pic3)
draw(pics)

fig4



cleari()
showAxes()
val pic1 = Picture.rectangle(100, 50)
val pic2 = picRowCentered(Picture.rectangle(25, 50), Picture.hgap(48), Picture.rectangle(25, 50))
val pic3 = Picture.rectangle(100, 50)
val pics = picColCentered(pic1, pic2, pic3)
draw(pics)

fig5


The following example uses recursion to make an interesting figure (recursion will be explained in detail in a separate article):


cleari()
def p(n: Int): Picture = {
    if (n < 10) {
        Picture.rectangle(n, n)
    }
    else {
        picStack(Picture.rectangle(n, n), trans(10, 0) * rot(2) -> p(n - 15))
    }
}
draw(p(250).withPenColor(blue).withPenThickness(3))

fig6


Exercise 3

Write programs to make the figures shown below using the following instructions:

  • Picture.rectangle
  • Picture.text
  • Picture.hgap
  • picColCentered
  • picRowCentered
  • penColor
  • givenPic.withRotation
  • givenPic.withScaling
  • draw

ex1

ex2

ex3

Exercise 4

Write a program (using the above ideas) to make the flags of any two countries of your choice.

Picture coordinate systems

The following example shows you three different coordinate systems in action when you create a transformed row of pictures.


cleari()
val pic1 = Picture.rectangle(60, 50).withFillColor(blue).withNoPen
val pic2 = Picture.rectangle(100, 60).withTranslation(60, 0).withFillColor(green)
val pic3 = Picture.rectangle(50, 100).withRotation(20).withFillColor(yellow)
val pics = picRow(pic1, pic2, pic3).withTranslation(50, 0)
draw(pics)
showAxes()
Picture.showAxes(pics, pic2)

pic-coordinate-systems


In the figure above, you see the axes for the following coordinate systems:

  • The canvas coordinate system (with axes in gray with a tick spacing of 50 units).
  • The coordinate system for pics (where the blue picture is, with axes in black with a tick spacing of 20 units). This coordinate system lives within the coordinate system of its parent - the canvas. Within its parent, pics.position is (50, 0).
  • The coordinate system for pic2 (where the green picture is, with axes in black with a tick spacing of 20 units). This coordinate system lives within the coordinate system of its parent - pics. Within its parent, pic2.position is (60, 0).

Picture layout with your own functions

Because Pictures are like any other data values, they can be transformed using your own functions. This is the great benefit of splitting the drawing of pictures into two or more steps - the creation (which just creates the data value), the optional transformation of the data via functions, and the drawing of the final data via a command.

The example below shows some of this in action with your own transformation functions (which build upon the transformation functions provided by Kojo):


cleari()
def two(p: Picture) = picRow(p, p)
def four(p: Picture) = picCol(two(p), two(p))
def checker(p1: Picture, p2: Picture) = {
    picCol(
        picRow(p1, p2),
        picRow(p2, p1)
    )
}
val pic1 = Picture.rectangle(50, 50).withPenColor(cm.darkGray).withFillColor(cm.blue)
val pic2 = Picture.rectangle(50, 50).withPenColor(cm.darkGray).withFillColor(cm.green)
val pic = four(checker(pic1, pic2))
draw(pic)

picture-layout-functions


Picture Effects

After you create a picture, you can apply effects to it via image filters.

Kojo includes a bunch of image filters from JH Labs. To use these filters effectively, it’s best to (for now) just look at the JavaDoc in the source code.

The general approach while using these filters is to:

  • create the filter - e.g. val filter = new com.jhlabs.image.WeaveFilter
  • change the filter parameters as desired - e.g. filter1.setXGap(10)
  • apply the effect to a picture - e.g. val pic2 = pic.withEffect(filter)
    • multiple effects can be composed together - e.g. val pic2 = pic.withEffect(filter1).withEffect(filter2)
  • draw the picture with effects - draw(pic2)

Examples


cleari()
val pic = Picture.rectangle(400, 400).withFillColor(red)
val filter1 = new com.jhlabs.image.WeaveFilter
filter1.setXGap(10)
filter1.setXWidth(50)
val filter2 = new com.jhlabs.image.NoiseFilter
filter2.setAmount(100)
filter2.setDensity(1)
val pic2 = pic.withEffect(filter2).withEffect(filter1)
drawCentered(pic2)

pic-weavenoise-filter.png


cleari()
val pic = Picture {
    val n = mathx.lcm(85, 360)
    repeat(n / 85) {
        forward(250)
        right(85)
    }
}.withPenColor(cm.black).withFillColor(cm.darkOliveGreen)

val filter1 = new com.jhlabs.image.LightFilter
val light = new filter1.SpotLight()
light.setCentreX(0.7f)
light.setCentreY(0.35f)
light.setAzimuth(135.toRadians)
light.setElevation(.5f)
light.setDistance(300f)
light.setConeAngle(30.toRadians)
filter1.addLight(light)
val filter2 = new com.jhlabs.image.NoiseFilter
filter2.setAmount(30)
filter2.setDensity(1)
val pic2 = pic.withEffect(filter2).withEffect(filter1)
drawCentered(pic2)

pic-lightnoise-filter.png


Some things to note:

  • When an effect is applied to a (vector) picture, it is converted to an image before the effect is applied. You need to be aware of this if you want to export/print the output at high resolution (a separate article will go into this in more detail).
  • You are not limited to using the bundled JH Labs image filters for effects. You can use filters from any Java (or Scala) image processing library (after downloading it and putting it in the Kojo libk directory).

Picture Drawing

You can draw a picture pic in a few different ways:

  • draw(pic) - draws the picture.
  • pic.draw() - similar to the above.
  • drawCentered(pic) - draws the picture centered in the canvas.

The draw command can also be used to draw multiple pictures:

  • draw(pic1, pic2, ...)

Also, for the purpose of ‘debugging’, you can see the local coordinate system axes and bounds of one or more pictures via the following commands:

  • Picture.showAxes(pic)
  • Picture.showAxes(pic1, pic2, ...)
  • Picture.showBounds(pic)
  • Picture.showBounds(pic1, pic2, ...)

Picture Animation

After you draw a picture, you can animate it within an animate { } loop.

Example


cleari()
setBackground(black)
val pic = fillColor(red) -> Picture.rectangle(30, 30)
draw(pic)
animate {
    // you can use any transformation method here
    pic.translate(2, 0)
}

pic-animate


A few more picture methods not mentioned earlier are useful during animation and gaming:

  • pic.invisible() - hides pic.
  • pic.visible() - makes hidden pic visible again.
  • pic.erase() - erases pic and removes it from the canvas.

Picture Collisions

As a picture moves around the canvas, you can check it for collisions with:

  • the edges of the canvas (which are called the stageBorder).
  • other pictures

After a collision, you can also determine how the picture will bounce off the obstacle that it collided with.

Collision checking and bouncing off the borders of the stage

You can use two functions for this:

  • pic.collidesWith(stageBorder) - returns true if pic has collided with the stage border.
  • bouncePicOffStage(pic, vel) - for a picture pic moving with velocity vel - this function returns the velocity after bouncing off the stage.

clear()
drawStage(cm.black)
val cb = canvasBounds

val pic = fillColor(red) -> Picture.rectangle(40, 40)
pic.setPosition(cb.x + 20, cb.y + 20)
var vel = Vector2D(2, 5)

draw(pic)

animate {
    pic.translate(vel)
    if (pic.collidesWith(stageBorder)) {
        vel = bouncePicOffStage(pic, vel)
    }
}

pic-bounce-stage


Collision checking and bouncing off other pictures

For collision checking, you can use the following functions:

  • pic.collidesWith(other: Picture) - returns true if pic has collided with other.
  • pic.collisions(others: Set[Picture]) - returns the subset of pictures within others that pic has collided with.
  • pic.collision(others: Seq[Picture]) - returns an Option with the first picture in others that pic has collided with.

For bouncing, you can use the following function:

  • bouncePicOffPic(pic: Picture, vel: Vector2D, obstacle: Picture)- for a picture pic moving with velocity vel - this function returns the velocity after bouncing off obstacle.

The example below shows two pictures colliding and bouncing off each other:


clear()
drawStage(cm.black)
val cb = canvasBounds

val pic1 = fillColor(red) -> Picture {
    right(45)
    val n = 6
    repeat(n) {
        forward(50)
        right(360.0 / n)
    }
}
pic1.setPosition(cb.x + 20, 0)
var vel1 = Vector2D(4, 0)

val pic2 = fillColor(red) -> Picture {
    val n = 5
    repeat(n) {
        forward(50)
        right(360.0 / n)
    }
}
pic2.setPosition(cb.x + cb.width - 40 - 20, 0)
var vel2 = -vel1

draw(pic1, pic2)
animate {
    pic1.translate(vel1)
    pic2.translate(vel2)

    if (pic1.collidesWith(pic2)) {
        vel1 = bouncePicOffPic(pic1, vel1, pic2)
        vel2 = -vel1
    }
}

pic-bounce-pic


Exercise 5

Change pic1 and pic2 above to play with collisions between different shapes.

For more examples of picture animation and collisions, check out the gaming page.

Picture Event Handlers

Picture’s can respond to mouse events in the following ways:

  • pic.onMouseClick { (x, y) => handler code } - The supplied code is called, with the current mouse position as input, when the mouse is clicked inside the picture.
  • pic.onMousePress { (x, y) => handler code } - The supplied code is called, with the current mouse position as input, when the mouse is pressed inside the picture.
  • pic.onMouseRelease { (x, y) => handler code } - The supplied code is called, with the current mouse position as input, when the mouse is released inside the picture.
  • pic.onMouseMove { (x, y) => handler code } - The supplied code is called, with the current mouse position as input, when the mouse moves inside the picture.
  • pic.onMouseDrag { (x, y) => handler code } - The supplied code is called, with the current mouse position as input, when the mouse is dragged inside the picture.
  • pic.onMouseEnter { (x, y) => handler code } - The supplied code is called, with the current mouse position as input, when the mouse enters the picture.
  • pic.onMouseExit { (x, y) => handler code } - The supplied code is called, with the current mouse position as input, when the mouse exits the picture.

Example


clear()
setBackground(cm.black)
val cb = canvasBounds

val pic = fillColor(red) -> Picture.rectangle(400, 400)
drawCentered(pic)

pic.onMouseMove { (x, y) =>
    val xy = pic.pnode.globalToLocal(Point2D(x, y))
    val c = cm.linearGradient(0, 0, cm.blue, xy.getX, xy.getY, cm.black, true)
    pic.setFillColor(c)
}

pic-mousemove


Exercise 6

In the example above, change the onMouseClick to the other onMouseXs - and then play with the picture to see how it behaves differently.


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