How to resolve the algorithm Pentagram step by step in the Action! programming language

Published on 12 May 2024 09:40 PM

How to resolve the algorithm Pentagram step by step in the Action! programming language

Table of Contents

Problem Statement

A pentagram is a star polygon, consisting of a central pentagon of which each side forms the base of an isosceles triangle. The vertex of each triangle, a point of the star, is 36 degrees.

Draw (or print) a regular pentagram, in any orientation. Use a different color (or token) for stroke and fill, and background. For the fill it should be assumed that all points inside the triangles and the pentagon are inside the pentagram.

Let's start with the solution:

Step by Step solution about How to resolve the algorithm Pentagram step by step in the Action! programming language

Source code in the action! programming language

INCLUDE "D2:REAL.ACT" ;from the Action! Tool Kit

DEFINE REALPTR="CARD"
TYPE PointR=[REALPTR x,y]

INT ARRAY SinTab=[
  0 4 9 13 18 22 27 31 36 40 44 49 53 58 62 66 71 75 79 83
  88 92 96 100 104 108 112 116 120 124 128 132 136 139 143
  147 150 154 158 161 165 168 171 175 178 181 184 187 190
  193 196 199 202 204 207 210 212 215 217 219 222 224 226
  228 230 232 234 236 237 239 241 242 243 245 246 247 248
  249 250 251 252 253 254 254 255 255 255 256 256 256 256]

INT FUNC Sin(INT a)
  WHILE a<0 DO a==+360 OD
  WHILE a>360 DO a==-360 OD
  IF a<=90 THEN
    RETURN (SinTab(a))
  ELSEIF a<=180 THEN
    RETURN (SinTab(180-a))
  ELSEIF a<=270 THEN
    RETURN (-SinTab(a-180))
  ELSE
    RETURN (-SinTab(360-a))
  FI
RETURN (0)

INT FUNC Cos(INT a)
RETURN (Sin(a-90))

PROC Det(REAL POINTER x1,y1,x2,y2,res)
  REAL tmp1,tmp2

  RealMult(x1,y2,tmp1)
  RealMult(y1,x2,tmp2)
  RealSub(tmp1,tmp2,res)
RETURN

BYTE FUNC IsZero(REAL POINTER a)
  CHAR ARRAY s(10)

  StrR(a,s)
  IF s(0)=1 AND s(1)='0 THEN
    RETURN (1)
  FI
RETURN (0)

BYTE FUNC Intersection(PointR POINTER p1,p2,p3,p4,res)
  REAL det1,det2,dx1,dx2,dy1,dy2,nom,denom

  Det(p1.x,p1.y,p2.x,p2.y,det1)
  Det(p3.x,p3.y,p4.x,p4.y,det2)
  RealSub(p1.x,p2.x,dx1)
  RealSub(p1.y,p2.y,dy1)
  RealSub(p3.x,p4.x,dx2)
  RealSub(p3.y,p4.y,dy2)
  Det(dx1,dy1,dx2,dy2,denom)
  
  IF IsZero(denom) THEN
    RETURN (0)
  FI
  
  Det(det1,dx1,det2,dx2,nom)
  RealDiv(nom,denom,res.x)
  Det(det1,dy1,det2,dy2,nom)
  RealDiv(nom,denom,res.y)
RETURN (1)

PROC FloodFill(BYTE x0,y0)
  BYTE ARRAY xs(300),ys(300)
  INT first,last

  first=0 last=0
  xs(first)=x0
  ys(first)=y0

  WHILE first<=last
  DO
    x0=xs(first) y0=ys(first)
    first==+1
    IF Locate(x0,y0)=0 THEN
      Plot(x0,y0)
      IF Locate(x0-1,y0)=0 THEN
        last==+1 xs(last)=x0-1 ys(last)=y0
      FI
      IF Locate(x0+1,y0)=0 THEN
        last==+1 xs(last)=x0+1 ys(last)=y0
      FI
      IF Locate(x0,y0-1)=0 THEN
        last==+1 xs(last)=x0 ys(last)=y0-1
      FI
      IF Locate(x0,y0+1)=0 THEN
        last==+1 xs(last)=x0 ys(last)=y0+1
      FI
    FI
  OD
RETURN

PROC Pentagram(INT x0,y0,r,a0 BYTE c1,c2)
  INT ARRAY xs(16),ys(16)
  INT angle
  BYTE i
  PointR p1,p2,p3,p4,p
  REAL p1x,p1y,p2x,p2y,p3x,p3y,p4x,p4y,px,py
  
  p1.x=p1x p1.y=p1y
  p2.x=p2x p2.y=p2y
  p3.x=p3x p3.y=p3y
  p4.x=p4x p4.y=p4y
  p.x=px p.y=py

  ;outer points
  angle=a0
  FOR i=0 TO 4
  DO
    xs(i)=r*Sin(angle)/256+x0
    ys(i)=r*Cos(angle)/256+y0
    angle==+144
  OD

  ;intersection points
  FOR i=0 TO 4
  DO
    IntToReal(xs(i MOD 5),p1x)
    IntToReal(ys(i MOD 5),p1y)
    IntToReal(xs((1+i) MOD 5),p2x)
    IntToReal(ys((1+i) MOD 5),p2y)
    IntToReal(xs((2+i) MOD 5),p3x)
    IntToReal(ys((2+i) MOD 5),p3y)
    IntToReal(xs((3+i) MOD 5),p4x)
    IntToReal(ys((3+i) MOD 5),p4y)
    Intersection(p1,p2,p3,p4,p)
    xs(5+i)=RealToInt(px)
    ys(5+i)=RealToInt(py)
  OD

  ;centers of triangles
  FOR i=0 TO 4
  DO
    xs(10+i)=(xs(i)+xs(5+i)+xs(5+(i+2) MOD 5))/3
    ys(10+i)=(ys(i)+ys(5+i)+ys(5+(i+2) MOD 5))/3
  OD

  ;center of pentagon
  xs(15)=0 ys(15)=0
  FOR i=5 TO 9
  DO
    xs(15)==+xs(i)
    ys(15)==+ys(i)
  OD
  xs(15)==/5 ys(15)==/5
  
  ;draw lines
  COLOR=c1
  FOR i=0 TO 5
  DO
    IF i=0 THEN
      Plot(xs(i MOD 5),ys(i MOD 5))
    ELSE
      DrawTo(xs(i MOD 5),ys(i MOD 5))
    FI
  OD

  ;fill
  COLOR=c2
  FOR i=10 TO 15
  DO
    FloodFill(xs(i),ys(i))
  OD
RETURN

PROC Main()
  BYTE CH=$02FC

  Graphics(7+16)
  SetColor(0,8,4)
  SetColor(1,8,8)
  SetColor(2,8,12)
  Pentagram(40,48,40,0,1,2)
  Pentagram(119,48,40,15,2,3)

  DO UNTIL CH#$FF OD
  CH=$FF
RETURN

  

You may also check:How to resolve the algorithm Letter frequency step by step in the Objeck programming language
You may also check:How to resolve the algorithm Wireworld step by step in the jq programming language
You may also check:How to resolve the algorithm Dynamic variable names step by step in the Sidef programming language
You may also check:How to resolve the algorithm Averages/Root mean square step by step in the S-BASIC programming language
You may also check:How to resolve the algorithm Playing cards step by step in the PureBasic programming language