Tiles, continued
Five
float num1, num2, n1, n2, angle; void setup() { size(400,400); num1=11; num2=11; angle = 0; rectMode(CENTER); } void draw() { background(255, 55); n1 = width/num1; n2 = height/num2; for (int j=0; j<=num2; j++){ for (int i=0; i<=num1; i++){ pushMatrix(); noStroke(); fill(0, 50); translate(n1*i, n2*j); if ((i*j)%2==0) { rotate(angle); polygon(0,0,30,4); } else { rotate(angle*-1); polygon(0, 0, 30, 4); } popMatrix(); } } angle+=0.015; } void polygon(float x, float y, float radius, int npoints) { float angle = TWO_PI / npoints; beginShape(); for (float a = 0; a < TWO_PI; a += angle) { float sx = x + cos(a) * radius; float sy = y + sin(a) * radius; vertex(sx, sy); } endShape(CLOSE); }
Six
Seven