float a = random(100000);
float b = random(2,4);
float c = random(200);
float d = random(100,360);
void setup(){
print(b,c,d);
size(800,800);
smooth();
colorMode(HSB,360,100,100,100);
blendMode(ADD);
}
void draw(){
background(0);
noStroke();
for(int i = 50; i < width ; i+=2){
pushMatrix();
translate(i,height/b);
int r = 200;
float x = 10;
float y = 0 - 100;
float x1 = x + r*cos(radians(a));
float y1 = y + r/2*sin(radians(a/2));
float x2 = x + r*cos(radians(a+90));
float y2 = y + r/2*sin(radians(a/3+90));
float x3 = x + r*cos(radians(a+180));
float y3 = y + r/2*sin(radians(a/4+180));
float x4 = x + r*cos(radians(a+270));
float y4 = y + r/2*sin(radians(a/9+270));
int r2 = 300;
float x_ = 0;
float y_ = 0 + 500;
float x_1 = x_ + r2*cos(radians(a));
float y_1 = y_ + r2/2*sin(radians(a));
float x_2 = x_ + r2*cos(radians(a+90));
float y_2 = y_ + r2/2*sin(radians(a/6+90));
float x_3 = x_ + r2*cos(radians(a+180));
float y_3 = y_ + r2/2*sin(radians(a/7+180));
float x_4 = x_ + r2*cos(radians(a+270));
float y_4 = y_ + r2/2*sin(radians(a/8+270));
fill(map(i,50,width,c,d),100,100,2);
quad(x_4,y_4,x_1,y_1,x1,y1,x4,y4);
quad(x_2,y_2,x_3,y_3,x3,y3,x2,y2);
quad(x_1,y_1,x1,y1,x2,y2,x_2,y_2);
quad(x_3,y_3,x3,y3,x4,y4,x_4,y_4);
popMatrix();
}
a++;
}