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# -*- coding: utf-8 -*-
import pygame
import colorsys
import random
import sys
import math
fribidi_loaded = False
try:
import pyfribidi
fribidi_loaded = True
frididi = pyfribidi
except:
frididi = None
# the following four color functions take 3 values in range 0 - 255
# h - hue
# s - saturation - s=0 white, s=255 full color
# v - vibrance - v=0 black, v=255 full color
def hsv_to_rgb(h, s, v):
hsv = [h, s, v]
hsv_clean = hsv
for i in range(3):
if hsv[i] <= 0:
hsv_clean[i] = 0
elif hsv[i] >= 255:
hsv_clean[i] = 1
else:
hsv_clean[i] = float(hsv[i]) / 255.0
rgb = colorsys.hsv_to_rgb(*hsv_clean)
return [int(each * 255) for each in rgb]
def hsva_to_rgba(h, s, v, a):
rgb = hsv_to_rgb(h, s, v)
rgb.append(a)
return rgb
def rgb_to_hsv(r, g, b, a=255):
hsv = colorsys.rgb_to_hsv(r / 255.0, g / 255.0, b / 255.0)
hsv255 = [int(each * 255) for each in hsv]
return hsv255
def hsl_to_rgb(h, s, l):
hsl = [h, l, s]
hsl_clean = hsl
for i in range(3):
if hsl[i] <= 0:
hsl_clean[i] = 0
elif hsl[i] >= 255:
hsl_clean[i] = 1
else:
hsl_clean[i] = float(hsl[i]) / 255.0
rgb = colorsys.hls_to_rgb(*hsl_clean)
return [int(each * 255) for each in rgb]
def rgb_to_hsl(r, g, b, a=255):
hsl = colorsys.rgb_to_hls(r / 255.0, g / 255.0, b / 255.0)
hsl255 = [int(each * 255) for each in hsl]
hsl255 = [hsl255[0], hsl255[2], hsl255[1]]
return hsl255
def unival(value):
val = value
if sys.version_info < (3, 0):
try:
if not isinstance(value, unicode):
val = unicode(value, "utf-8")
except UnicodeDecodeError:
val = value
except TypeError:
val = value
else:
val = value
return val
def is_rtl(s, alpha):
if sys.version_info < (3, 0):
alpha = unival(alpha)
if s[0] in alpha and s[-1] in alpha:
return True
return False
def reverse(s, alpha, lng):
if sys.version_info < (3, 0):
if not isinstance(s, unicode):
s = s.decode('utf-8')
alpha = alpha.decode("utf-8")
if lng == "ar":
if fribidi_loaded:
st = unival(s)
return frididi.log2vis(st)
else:
return ""
elif lng == "he":
if fribidi_loaded:
st = unival(s)
return frididi.log2vis(st)
else:
ret = list()
words = s.split()
cur_rtl_list = list()
cur_ltr_list = list()
cur_is_rtl = False
for w in words:
if (is_rtl(w, alpha) and cur_is_rtl):
cur_rtl_list.append(w[::-1])
elif (is_rtl(w, alpha) and not cur_is_rtl):
if (len(cur_ltr_list) > 0):
cur_ltr_list.reverse()
ret.extend(cur_ltr_list)
cur_ltr_list = list()
cur_rtl_list.append(w[::-1])
cur_is_rtl = True
elif (not is_rtl(w, alpha) and not cur_is_rtl):
w = w.split()
w.reverse()
cur_ltr_list.append("".join(w))
elif (not is_rtl(w, alpha) and cur_is_rtl):
if (len(cur_rtl_list) > 0):
ret.extend(cur_rtl_list)
cur_rtl_list = list()
w = w.split()
w.reverse()
cur_ltr_list.append("".join(w))
cur_is_rtl = False
else:
pass
if (len(cur_rtl_list) > 0):
ret.extend(cur_rtl_list)
if (len(cur_ltr_list) > 0):
cur_ltr_list.reverse()
ret.extend(cur_ltr_list)
ln = len(ret)
s = ""
for i in range(ln - 1, -1, -1):
s += ret[i]
if i > 0:
s += " "
return s
def rr2(from1, to1, from2, to2, step=1):
x = random.choice([-1, 1])
if x == -1:
a = random.randrange(from1, to1, step)
else:
a = random.randrange(from2, to2, step)
return a
def rr3(from1, to2, center, exclusion_zone, step=1):
to1 = center - exclusion_zone
from2 = center + exclusion_zone
if from1 < to1 < from2 < to2:
return rr2(from1, to1, from2, to2, step)
def rand_safe_curve(point, width, height):
x_space = width - point[0]
y_space = height - point[1]
if x_space > point[0]:
max_x = point[0]
else:
max_x = x_space
if y_space > point[1]:
max_y = point[1]
else:
max_y = y_space
x = rr3(point[0] - max_x, point[0] + max_x, point[0], max_x // 2)
y = rr3(point[1] - max_y, point[1] + max_y, point[1], max_y // 2)
return [x, y]
def sqr(num):
return num * num
def cube(num):
return num * num * num
# points = [[200, 400], [300, 250], [450, 500], [500, 475]]
# points = [[beginning], [beginning_midifier], [end],[end_midifier]]
# points as Vector2
def DrawBezier(points):
bezier_points = []
t = 0.0
while t < 1.02: # Increment through values of t (between 0 and 1)
# Append the point on the curve for the current value of t to the list of Bezier points
bezier_points.append(GetBezierPoint(points, t))
t += 0.02
return bezier_points
def GetBezierPoint(points, t):
p1 = points[0] * cube(1.0 - t)
p2 = points[1] * (3 * sqr(1.0 - t) * t)
p3 = points[2] * cube(t)
p4 = points[3] * (3 * (1.0 - t) * sqr(t))
return p1 + p2 + p3 + p4
def inversions(p):
lp = len(p)
total_inversions = 0
for i in range(lp): # pick each number from left to right
for j in range(i, lp): # and check it against any numbers to the right
if p[i] > p[j]: # if any of them are greater than the number itself
total_inversions += 1
return total_inversions
def get_word_list(di):
'used in touch typing program'
wl = []
for i in range(8):
tmp = set()
while len(tmp) < 10:
word = di[i][random.randrange(1, di[i][0])]
tmp.add(word)
wl.append(list(tmp))
return wl
def first_upper(text):
# word_list[i][k][0]) + word_list[i][k][1:]
if sys.version_info < (3, 0):
utf = unicode(text, "utf-8")
# utf = text
text = utf[0].upper() + utf[1:]
text = text.encode("utf-8")
else:
text = text[0].upper() + text[1:]
return text
def word_typing_course(word_list):
'used in touch typing program to build a list of words to retype'
# repeats =[3,4,5,6,7,8,9,10]
repeats = [4, 4, 3, 3, 2, 2, 2, 2]
# repeats = [1,1,1,1,1,1,1,1]
levels = []
for i in range(8):
# tmp = []
words_line_1 = ""
words_line_2 = ""
for k in range(10):
for j in range(repeats[i]):
if k < 5:
words_line_1 += " " + word_list[i][k]
else:
if j == 0:
words_line_2 += " " + first_upper(word_list[i][k])
else:
words_line_2 += " " + word_list[i][k]
if 0 <= k < 4:
words_line_1 += ","
elif k == 4:
words_line_1 += "."
elif 5 <= k < 10:
words_line_2 += "."
levels.append([[1, 1], [words_line_1, words_line_2]])
return levels
def fill_gradient(surface, color, gradient, rect=None, vertical=True, forward=True):
"""fill a surface with a gradient pattern
Parameters:
color -> starting color
gradient -> final color
rect -> area to fill; default is surface's rect
vertical -> True=vertical; False=horizontal
forward -> True=forward; False=reverse
Pygame recipe: http://www.pygame.org/wiki/GradientCode
"""
if rect is None:
rect = surface.get_rect()
x1, x2 = rect.left, rect.right
y1, y2 = rect.top, rect.bottom
if vertical:
h = y2 - y1
else:
h = x2 - x1
if forward:
a, b = color, gradient
else:
b, a = color, gradient
rate = (
float(b[0] - a[0]) / h,
float(b[1] - a[1]) / h,
float(b[2] - a[2]) / h,
float(b[3] - a[3]) / h
)
if vertical:
for line in range(y1, y2):
color = (
int(min(max(a[0] + (rate[0] * (line - y1)), 0), 255)),
int(min(max(a[1] + (rate[1] * (line - y1)), 0), 255)),
int(min(max(a[2] + (rate[2] * (line - y1)), 0), 255)),
int(min(max(a[3] + (rate[3] * (line - y1)), 0), 255))
)
pygame.draw.line(surface, color, (x1, line), (x2, line))
else:
for col in range(x1, x2):
color = (
int(min(max(a[0] + (rate[0] * (col - x1)), 0), 255)),
int(min(max(a[1] + (rate[1] * (col - x1)), 0), 255)),
int(min(max(a[2] + (rate[2] * (col - x1)), 0), 255)),
int(min(max(a[3] + (rate[3] * (col - x1)), 0), 255))
)
pygame.draw.line(surface, color, (col, y1), (col, y2))
def _rotate_point(point, centre, angle):
""" Rotates a point around another point by a number of degrees (anticlockwise)
:param point: point coordinates - 2 element list
:param centre: centre of rotation coordinates - 2 element list
:param angle: rotate by the given angle
:return: a rotated point - 2 element list
"""
# convert angle to radians
angle = math.radians(angle)
pt = [0, 0]
# translate the rotation point to the origin
pt[0] = point[0] - centre[0]
pt[1] = point[1] - centre[1]
# calculate the new coordinates after rotation
res = [int(round(pt[0] * math.cos(angle) - pt[1] * math.sin(angle))),
int(round(pt[1] * math.cos(angle) + pt[0] * math.sin(angle)))]
# cancel translation
res[0] += centre[0]
res[1] += centre[1]
return res
def rotate_points(points, centre, angle):
""" Rotates a list of points around another point by a number of degrees (anticlockwise)
:param points: a list of 2 element lists containing initial coordinates of individual points
:param centre: a list of 2 elements containing a coordinates of the centre of rotation
:param angle: the angle by which the points are to be rotated in degrees
:return: a list of rotated points about a centre point
"""
rotated_points = []
for point in points:
rotated_points.append(_rotate_point(point, centre, angle))
return rotated_points
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