Press the green flag, and scramble your Rubik's Clock if you know how. Then check the scramble on screen If you have any questions, leave them in the comments, I'll try to get back to you, could take a few hours or days, sometimes even months. But either way, I may see it at some point
The reason the scramble has 2 variables is because when I put the scrambles in just 1 variable, it sometimes went just over the edge of the screen (Not always though) so to guarantee that won't happen, I split them. Plus, you can keep track of scrambling 1 side or the other I started off by testing if the rendering works, first I coded the render of the 2 big circles, then the 18 little circles, then the hours of the clocks, finally the hands. Once it was all good, I moved on to the scrambling To make the 2 big circles, I chose them to be on the Y=0 axis, and to be the same distance apart from the X=0 axis, and to both be the same size. Then I had to make my mind up about the 9 little clocks, I included a (0,0) clock, then I had to make my mind up about how far apart each clock is as well as the sizes of them. To design the hours on each clock (Not to be mistaken for the hands) I just had to decide on a radius (How far away each hour is from the center) By making a list of the X and Y points of the 11 hours from 1-11 and the 12th is just 2 little red points Finally, the hands of the clock. I did pen up, go to centre of clock, pen down, move 20 steps (It wasn't actually 20 steps, it was a bit of maths to make things easier for me, and cuz I have a GCSE in maths) it was that simple. It picks 14 random numbers between -6 to 6, for the negative numbers, it swaps them around. So '-4' because '4-' for positive numbers, it puts a plus in front, so '4' becomes '4+' as that's how it's written on clock scrambles. In order to configure the scramble of the clock, I first deleted all from 'Hours' then added '' 18 times (Those 2 apostrophes mean I added no character, it was blank) then I replaced those slots with whatever gets moved. So I replaced item 1 with 'Item 3 of Scramble (Maths)' then replaced it that slot plus item number of Scramble (Maths) Once I'd finished all that, I put them all in order, and figured out how to add them all up, and subtract some, as on the other side when turning the dial around by '1' some of the clocks to by '-1' so I had to do '12-x' as going by '11' and '-1' is the same thing in this scenario. At first I included adding all the 12s, but partway through that stage I realised I didn't need it, as adding '12' does nothing. 7 8 9 16 17 18 4 5 6 13 14 15 1 2 3 10 11 12 That's the order number of the clocks, when you look inside the code, each clock number is represented like that UR'1' DR'2' DL'3' UL'4' U'5' R'6' D'7' L'8' ALL'9' y2 U'10' R'11' D'12' L'13' ALL'14' In the lists titled 'Scramble' for maths or render, this is how they reference each point in the list (Show above) the numbers represented in the lists have apostrophes just so you can tell the difference. The "y2" has no apostrophe as it's just "y2" shown in every scramble Here's what each clock mathematically becomes as you scramble (Don't forget about the way they're referenced above): 1: 3 + 7 + 8 + 9 - 11 - 12 - 14 2: 2 + 3 + 6 + 7 + 8 + 9 3: 2 + 6 + 7 + 9 - 12 - 13 - 14 4: 3 + 4 + 5 + 7 + 8 + 9 5: 1 + 2 + 3 + 4 + 5 + 6 + 7 + 8 + 9 6: 1 + 2 + 5 + 6 + 7 + 9 7: 4 + 5 + 8 + 9 - 10 - 11 - 14 8: 1 + 4 + 5 + 6 + 8 + 9 9: 1 + 5 + 6 + 9 - 10 - 13 - 14 10: 12 + 13 + 14 - 2 - 6 - 7 - 9 11: 11 + 12 + 13 + 14 12: 11 + 12 + 14 - 3 - 7 - 8 - 9 13: 10 + 12 + 13 + 14 14: 10 + 11 + 12 + 13 + 14 15: 10 + 11 + 12 + 14 16: 10 + 13 + 14 - 1 - 5 - 6 - 9 17: 10 + 11 + 13 + 14 18: 10 + 11 + 14 - 4 - 5 - 8 - 9 Earlier today (Sun 1 Feb 2026) it loaded a positive number as just itself in the scramble, but no, it includes a plus. So '5' becomes '5+'