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@ -24,12 +24,25 @@ class Multiscene(Scene):
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self.subscenes_prepared = True
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def light_update(self):
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for subscene in self.subscenes:
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subscene.light_update()
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for object_ in self.l_objects:
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object_.update()
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object_.blit()
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pygame.display.update()
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def update(self):
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if self.subscenes_prepared is False:
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self.prepare_subscenes()
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self.s_.fill(self.bg)
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for object_ in self.l_objects:
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object_.update()
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for object_ in self.r_objects:
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object_.blit()
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@ -101,20 +114,6 @@ 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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@ -17,7 +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.l_objects = [] # light Objects
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self.position = a([0, 0])
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self.multiscene = None
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@ -25,9 +25,19 @@ class Scene(Screen):
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self.mouse_pos = a([0, 0])
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self.clicked = False
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def light_update(self):
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for object_ in self.l_objects:
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object_.update()
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object_.blit()
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pygame.display.update()
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def update(self):
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self.s_.fill(self.bg)
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for object_ in self.l_objects:
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object_.update()
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for object_ in self.r_objects:
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object_.blit()
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@ -59,14 +69,6 @@ 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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@ -80,8 +82,8 @@ 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 == "l":
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self.l_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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@ -1,89 +0,0 @@
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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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67
UI/Objects/nr_objects/light_objects/LuminousCircleEffect.py
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67
UI/Objects/nr_objects/light_objects/LuminousCircleEffect.py
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@ -0,0 +1,67 @@
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import math
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import random
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import numpy as np
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from numpy import array
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from pygame.draw import circle
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class LuminousCircleEffect:
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object_type = "nr_l"
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def __init__(self, position, r, color, scene, circles_n=20, point_speed=0.02, movement_stability=5):
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self.position = position
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self.r = r
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self.color = color
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self.scene = scene
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self.circles_n = circles_n
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self.point_speed = point_speed
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self.point_speed_inverse = 1 / self.point_speed
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self.movement_stability = movement_stability
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self.point_position = array([0., 0.])
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self.point_velocity = array([0., 0.])
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def update(self):
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self.point_position += self.point_velocity
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a = math.sqrt(sum(self.point_position ** 2))
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if a > 1:
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self.point_position /= a
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a = 1
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b = 1 - a
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c = (0.5 * a) + b
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d = math.sqrt((c ** 2) - ((a * 0.5) ** 2))
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if a == 0:
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rotation_point = complex(1, 0)
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else:
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normalized_point_position = self.point_position / a
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rotation_point = complex(*normalized_point_position)
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delta = random.uniform(0, math.tau)
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m = max(random.uniform(0, 1), random.uniform(0, 1))
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point_position = complex(math.cos(delta) * m * c, math.sin(delta) * m * d) * rotation_point
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point_position = array([point_position.real, point_position.imag])
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self.point_velocity *= self.movement_stability * self.point_speed_inverse
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self.point_velocity += point_position - self.point_position
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self.point_velocity /= math.sqrt(sum(self.point_velocity ** 2))
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self.point_velocity *= self.point_speed
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def blit(self):
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rescaled_r = self.r * self.scene.pd_
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transformed_position = self.scene.matrix @ self.position
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x = np.linspace(0, self.point_position[0], self.circles_n) * rescaled_r
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y = np.linspace(0, self.point_position[1], self.circles_n) * rescaled_r
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r = np.linspace(rescaled_r, 0, self.circles_n)
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c = [np.linspace(value, 255, self.circles_n) for value in self.color]
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for i in range(self.circles_n - 1):
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circle(self.scene.s, (c[0][i], c[1][i], c[2][i]),
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transformed_position + array([x[i], y[i]]), r[i])
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16
UI/Scenes/LuminousCircleEffectScene.py
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16
UI/Scenes/LuminousCircleEffectScene.py
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from UI.Objects.Scene import Scene
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from numpy import array as a
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from UI.Objects.nr_objects.light_objects.LuminousCircleEffect import LuminousCircleEffect
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class LuminousCircleEffectScene(Scene):
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def __init__(self, screen_size, bg=(60, 60, 60)):
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s__size = [600, 400]
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super().__init__(*s__size, screen_size, bg)
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ce0 = LuminousCircleEffect(a([300, 200]), 100, (80, 120, 80), self, circles_n=600)
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self.sort_objects(ce0)
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from UI.Objects.Scene import Scene
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from numpy import array as a
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from UI.Objects.nr_objects.background_threaded_objects.RefreshingImage import RefreshingImage
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class VideoScene(Scene):
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def __init__(self, screen_size, bg=(60, 60, 60)):
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s__size = [1200, 800]
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super().__init__(*s__size, screen_size, bg)
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ri0 = RefreshingImage(a([100, 100]), 1.2, "video_capture.png", self)
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self.sort_objects(ri0)
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17
UI/light_update_sample.py
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17
UI/light_update_sample.py
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from numpy import array as a
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import time
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from UI.Scenes.LuminousCircleEffectScene import LuminousCircleEffectScene
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screen_size = a([1000, 800])
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scene = LuminousCircleEffectScene(screen_size)
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scene.update()
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for i in range(400):
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scene.update()
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scene.save(f"Render/{i}.png", screen_size)
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time.sleep(0.05)
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@ -5,18 +5,17 @@ from UI.Scenes.BasicMultiscene import BasicMultiscene
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from UI.Scenes.MultisceneInMultiscene import MultisceneInMultiscene
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from UI.Scenes.RopeScene import RopeScene
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from UI.Scenes.RopeMultiscene import RopeMultiscene
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from UI.Scenes.VideoScene import VideoScene
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from UI.Scenes.LuminousCircleEffectScene import LuminousCircleEffectScene
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from numpy import array as a
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import time
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screen_size = a([200, 500])
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scene = VideoScene(screen_size)
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scene = LuminousCircleEffectScene(screen_size)
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mouse_pos = [0, 0]
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clicked = False
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for i in range(400):
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scene.resize_screen(screen_size)
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scene.update()
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pass
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screen_size -= 4
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time.sleep(0.01)
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scene.stop_bgt_objects()
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time.sleep(0.1)
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@ -1,19 +0,0 @@
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from UI.Scenes.VideoScene import VideoScene
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from numpy import array as a
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import time
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screen_size = a([1200, 800])
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scene = VideoScene(screen_size)
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mouse_pos = [0, 0]
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clicked = False
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scene.update()
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try:
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time.sleep(20)
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except KeyboardInterrupt:
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pass
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scene.stop_bgt_objects()
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@ -81,12 +81,6 @@ class Hands_AI:
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else:
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self.x, self.y = None, None
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cv2.imshow("Image", img)
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cv2.imwrite("UI/video_capture_.png", img)
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try:
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os.remove("UI/video_capture.png")
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os.rename("UI/video_capture_.png", "UI/video_capture.png")
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except:
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pass
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cv2.waitKey(1)
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Before Width: | Height: | Size: 357 KiB |
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