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@@ -101,6 +101,20 @@ class Multiscene(Scene):
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return i_objects
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def start_bgt_objects(self):
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for object_ in self.bgt_objects:
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object_.start_bg_activity()
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for subscene in self.subscenes:
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subscene.start_bg_activity()
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def stop_bgt_objects(self):
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for object_ in self.bgt_objects:
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object_.stop_bg_activity()
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for subscene in self.subscenes:
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subscene.stop_bg_activity()
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@staticmethod
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def to_ints(iterable):
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for i in range(len(iterable)):
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@@ -17,6 +17,7 @@ class Scene(Screen):
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self.d_objects = [] # dynamic Objects
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self.c_objects = [] # controllable Objects
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self.i_objects = [] # interactive Objects
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self.bgt_objects = [] # background threaded Objects
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self.position = a([0, 0])
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self.multiscene = None
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@@ -58,6 +59,14 @@ class Scene(Screen):
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def get_i_objects(self):
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return [[self.i_objects, self.mouse_pos]]
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def start_bgt_objects(self):
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for object_ in self.bgt_objects:
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object_.start_bg_activity()
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def stop_bgt_objects(self):
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for object_ in self.bgt_objects:
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object_.stop_bg_activity()
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def sort_objects(self, *args):
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for object_ in args:
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for object_tag in object_.object_type.split("_"):
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@@ -71,6 +80,8 @@ class Scene(Screen):
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self.c_objects.append(object_)
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elif object_tag == "i":
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self.i_objects.append(object_)
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elif object_tag == "bgt":
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self.bgt_objects.append(object_)
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elif object_tag in ["scene", "multiscene"]:
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if self.object_type == "multiscene":
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self.subscenes.append(object_)
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@@ -0,0 +1,89 @@
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import copy
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import pygame
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import time
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import numpy as np
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from numpy import array as a
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from threading import Thread
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class RefreshingImage:
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object_type = "nr_bgt"
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def __init__(self, center, scalar, path, scene, rps=24):
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self.center = center
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self.scalar = scalar
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self.path = path
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self.rps = rps # refreshes per second
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self.scene = scene
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self.pd_ = self.scene.pd_
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self.image = pygame.image.load(self.path).convert()
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self.image = pygame.transform.scale(self.image,
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self.to_ints((a(self.image.get_size()) * self.scalar).tolist()))
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self.size = a(self.image.get_size(), dtype=np.float64)
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self.sides_ratio = self.size[0] / self.size[1]
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self.rescaled_size = copy.copy(self.size)
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if self.scene.matrix[1, 1] - self.scene.matrix[0, 0] / self.sides_ratio >= 0:
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self.rescaled_size *= self.scene.matrix[0, 0]
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else:
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self.rescaled_size *= self.scene.matrix[1, 1]
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self.rescaled_image = pygame.transform.scale(self.image, self.to_ints((self.size * self.pd_).tolist()))
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self.updater = None
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self.updater_alive = True
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self.start_bg_activity()
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def start_bg_activity(self):
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self.updater_alive = True
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def update(self_):
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dt = 1 / self_.rps
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while self_.updater_alive:
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if self_.pd_ == self_.scene.pd_:
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try:
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self_.image = pygame.image.load(self_.path).convert()
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except:
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pass
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else:
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self_.image = pygame.transform.scale(self_.image,
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self_.to_ints((a(self_.image.get_size())
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* self_.scalar).tolist()))
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self_.rescaled_image = pygame.transform.scale(self_.image,
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self_.to_ints((self_.size * self_.pd_).tolist()))
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self_.scene.s.blit(self_.rescaled_image, self_.scene.matrix @ self_.center)
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pygame.display.update()
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time.sleep(dt)
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self.updater = Thread(target=update, args=(self,))
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self.updater.start()
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def stop_bg_activity(self):
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self.updater_alive = False
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def blit(self):
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if self.pd_ != self.scene.pd_:
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self.pd_ = self.scene.pd_
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self.rescaled_size = copy.copy(self.size)
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if self.scene.matrix[1, 1] - self.scene.matrix[0, 0] / self.sides_ratio >= 0:
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self.rescaled_size *= self.scene.matrix[0, 0]
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else:
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self.rescaled_size *= self.scene.matrix[1, 1]
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self.rescaled_image = pygame.transform.scale(self.image, self.to_ints((self.size * self.pd_).tolist()))
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self.scene.s.blit(self.rescaled_image, self.scene.matrix @ self.center)
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@staticmethod
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def to_ints(iterable):
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for i in range(len(iterable)):
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iterable[i] = int(iterable[i])
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return iterable
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