#9c

import math

g.norefresh()

def paint(x,y,val=0):
	g.setPixel(x,y,max(val,g.getPixel(x,y)+10))

def paintLine(x1,y1,x2,y2,val=0):
	dx = x2 - x1
	dy = y2 - y1
	numPoints = int(math.fabs(dx) + math.fabs(dy))
	for i in range(numPoints):
		px = x1 + dx*i/numPoints
		py = y1 + dy*i/numPoints
		paint(px,py,val)
	#paint(x2,y2,val+40)


def blur(buf):
	for i in range(1,len(buf)-1):
		for j in range(1,len(buf[0])-1):
			buf[i][j] = (buf[i+1][j] + buf[i-1][j] + buf[i][j+1] + buf[i][j-1] + buf[i][j])/5 
	for i in range(1,len(buf)-1):
		buf[i][0] = (buf[i][0] + buf[i][1] + buf[i-1][0] + buf[i+1][0]) / 4
		buf[i][-1] = (buf[i][-1] + buf[i][-2] + buf[i-1][-1] + buf[i+1][-1]) / 4
	for j in range(1,len(buf[0])-1):
		buf[0][j] = (buf[0][j] + buf[1][j] + buf[0][j-1] + buf[0][j+1]) / 4
		buf[-1][j] = (buf[-1][j] + buf[-2][j] + buf[-1][j-1] + buf[-1][j+1]) / 4
	buf[0][0] = (buf[0][0] + buf[0][1] + buf[1][0]) /3
	buf[0][-1] = (buf[0][-1] + buf[1][-1] + buf[0][-2]) /3
	buf[-1][0] = (buf[-1][0] + buf[-1][1] + buf[-2][0]) /3
	buf[-1][-1] =  (buf[-1][-1] + buf[-2][-1] + buf[-1][-2]) /3
	return buf

def blamRect(buf, x,y,alpha):
	#Should this scale also?
	if alpha < 0:
		#might speed this up
		for i in range(len(buf)):
			for j in range(len(buf[0])):
				g.setPixel(x+i,y+j,buf[i][j])
	else:
		for i in range(len(buf)):
			for j in range(len(buf[0])):
				if buf[i][j] != alpha:
					g.setPixel(x+i,y+j,buf[i][j])
 
def copyRect(x,y,w,h):
	buf = []
	for i in range(x,x+w):
		buf.append([])
		for j in range(y,y+h):
			buf[-1].append(g.getPixel(i,j))
	return buf


i = 0
while 1:
	for k in range(1000):
		i = i + 1
		i = i % 280
		x = g.getMouse(1)
		y = g.getMouse(2)
		dx = 25*math.cos(i*2*3.14159265358979/71)
		dy = 25*math.sin(i*2*3.14159265358979/72)
		paintLine(x,y,x+int(dx),y+int(dy))
		g.refresh()
		g.pause(1)
	#I think it looks better without this...
	#buf = copyRect(0,0,200,200)
	#blur(buf)
	#blur(buf)
	#blamRect(buf,0,0,-1)