blender, python, spiral staircase

I made it with the idea of arranging cubes in a spiral and illuminating them to turn the camera. There are 124 rows in total, of which about 20 are cubes. The lighting part and the camera part are reused from those made elsewhere. I feel that improvements are needed to make it look more like stairs. Video 1 second is this video on twitter. bph38.png

# nh38 ==Five-story spiral. 2020.11.14
import bpy
import math
# ========= DELETE ALL mesh, light, camera,2 lines to delete all=========
for item in bpy.data.objects:
	bpy.data.objects.remove(item)
#==================Approximately 20 lines of arranging cubes in a spiral
s_per_floor = 36 #s_per_floor: number of steps in each floor
#floors = 3 # floors==== number of floors (stories) 
floors = 5 # floors==== number of floors (stories)
floorheight = 3  # floorheight : height of each floor (meter)
xc = 2 # center x of double helix
yc = 2 # center y of double helix
zc = 0 # center z
radius1 = 5 

stepheight = floorheight / s_per_floor
totalsteps = floors * s_per_floor
for i in range(totalsteps):
    x1 = math.cos(6.28 * i / s_per_floor )*radius1 + xc
    y1 = math.sin(6.28 * i / s_per_floor )*radius1 + yc
    z1 = i *  stepheight +zc
    bpy.ops.mesh.primitive_cube_add(size=1, enter_editmode=False, align='WORLD', location=(x1, y1, z1), scale=(1, 1, 1), rotation=(0, 0, (6.28 * i / s_per_floor )))
#===================================

# ============== "light" spot1, spot2, spot3
# create light datablock, set attributes
#light_data = bpy.data.lights.new(name="light_spot1", type='SPOT')
light_data = bpy.data.lights.new(name="light_spot1", type='SUN')
light_data.energy = 5
# create new object with our light datablock
light_object1 = bpy.data.objects.new(name="light_spot1", object_data=light_data)
# link light object
bpy.context.collection.objects.link(light_object1)
# make it active 
bpy.context.view_layer.objects.active = light_object1
#change location
light_object1.location = (5, -10, 50)
light_object1.delta_rotation_euler = (1.3, 0, 0.3) #Look straight down at zero zero zero.
# update scene, if needed
dg = bpy.context.evaluated_depsgraph_get() 
dg.update()

light_data = bpy.data.lights.new(name="light_spot2", type='SPOT')
light_data.energy = 20000
# create new object with our light datablock
light_object2 = bpy.data.objects.new(name="light_spot2", object_data=light_data)
# link light object
bpy.context.collection.objects.link(light_object2)
# make it active 
bpy.context.view_layer.objects.active = light_object2
#change location
light_object2.location = (10, 10, 20)
light_object2.delta_rotation_euler = (0.1, 0, 0.3) #Look straight down at zero zero zero.
# update scene, if needed
dg = bpy.context.evaluated_depsgraph_get() 
dg.update()

light_data = bpy.data.lights.new(name="light_spot3", type='SPOT')
light_data.energy = 20000
# create new object with our light datablock
light_object3 = bpy.data.objects.new(name="light_spot3", object_data=light_data)
# link light object
bpy.context.collection.objects.link(light_object3)
# make it active 
bpy.context.view_layer.objects.active = light_object3
#change location
light_object3.location = (-5, 5, 20)
light_object3.delta_rotation_euler = (0.1, 0, 0.3) #Look straight down at zero zero zero.
# update scene, if needed
dg = bpy.context.evaluated_depsgraph_get() 
dg.update()
# ================ end of light

#  ================== = camera movement START
bpy.ops.curve.primitive_bezier_circle_add(enter_editmode=False, align='WORLD', location=(5, 5, 25))
bpy.context.object.scale[0] = 30
bpy.context.object.scale[1] = 30
bpy.ops.object.empty_add(type='CUBE', align='WORLD', location=(0,0,0))
bpy.ops.object.camera_add(enter_editmode=False, align='VIEW', location=(0,0,0), rotation=(0, 0, 0))

bpy.data.objects['Empty'].select_set(True)
bpy.data.objects['Camera'].select_set(True)

bpy.context.view_layer.objects.active = bpy.data.objects['Empty']
bpy.ops.object.parent_set(type='OBJECT')

bpy.data.objects['Camera'].select_set(False)
bpy.data.objects['Empty'].select_set(True)

bpy.ops.object.constraint_add(type='FOLLOW_PATH')
bpy.context.object.constraints["Follow Path"].target = bpy.data.objects["BezierCircle"]

bpy.context.object.constraints["Follow Path"].use_curve_follow = True
bpy.context.object.constraints["Follow Path"].use_fixed_location = True

bpy.data.objects['Empty'].select_set(False)
bpy.data.objects['Camera'].select_set(True)

bpy.ops.object.constraint_add(type='TRACK_TO')

#bpy.context.object.constraints["Track To"].target = bpy.data.objects["Cube.016"]
bpy.context.object.constraints["Track To"].target = bpy.data.objects["Cube.052"]
bpy.context.object.constraints["Track To"].up_axis = 'UP_Y'
bpy.context.object.constraints["Track To"].track_axis = 'TRACK_NEGATIVE_Z'  #5m00sec
#Camera Keyframe #(Insert keyframe to object's Offset Factor Python API - stack exchange)
bpy.data.objects['Camera'].select_set(False)
bpy.data.objects['Empty'].select_set(True)
bpy.context.scene.frame_current = 1
bpy.context.object.constraints["Follow Path"].offset_factor = 0
ob = bpy.context.object
# ob.constraints['Follow Path']
# bpy.data.objects['Empty'].constraints["Follow Path"]
# [bpy.data.objects['Empty'].constraints["Follow Path"]]
con = ob.constraints.get("Follow Path")
con.offset_factor = 0.0
con.keyframe_insert("offset_factor", frame=1)
con.offset_factor = 0.25
con.keyframe_insert("offset_factor", frame=8)
con.offset_factor = 0.50
con.keyframe_insert("offset_factor", frame=16)
con.offset_factor = 0.75
con.keyframe_insert("offset_factor", frame=23)
con.offset_factor = 0.99
con.keyframe_insert("offset_factor", frame=30)
# ==== END of camera movement

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