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699acd1602
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.gitignore
vendored
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138
.gitignore
vendored
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# Byte-compiled / optimized / DLL files
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__pycache__/
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*.py[cod]
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*$py.class
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# C extensions
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*.so
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# Distribution / packaging
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.Python
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build/
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develop-eggs/
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dist/
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downloads/
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eggs/
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.eggs/
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lib/
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lib64/
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parts/
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sdist/
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var/
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wheels/
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share/python-wheels/
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*.egg-info/
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.installed.cfg
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*.egg
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MANIFEST
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# PyInstaller
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# Usually these files are written by a python script from a template
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# before PyInstaller builds the exe, so as to inject date/other infos into it.
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*.manifest
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*.spec
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# Installer logs
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pip-log.txt
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pip-delete-this-directory.txt
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# Unit test / coverage reports
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htmlcov/
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.tox/
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.nox/
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.coverage
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.coverage.*
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.cache
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nosetests.xml
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coverage.xml
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*.cover
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*.py,cover
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.hypothesis/
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.pytest_cache/
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cover/
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# Translations
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*.mo
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*.pot
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# Django stuff:
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*.log
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local_settings.py
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db.sqlite3
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db.sqlite3-journal
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# Flask stuff:
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instance/
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.webassets-cache
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# Scrapy stuff:
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.scrapy
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# Sphinx documentation
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docs/_build/
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# PyBuilder
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.pybuilder/
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target/
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# Jupyter Notebook
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.ipynb_checkpoints
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# IPython
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profile_default/
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ipython_config.py
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# pyenv
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# For a library or package, you might want to ignore these files since the code is
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# intended to run in multiple environments; otherwise, check them in:
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# .python-version
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# pipenv
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# According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
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# However, in case of collaboration, if having platform-specific dependencies or dependencies
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# having no cross-platform support, pipenv may install dependencies that don't work, or not
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# install all needed dependencies.
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#Pipfile.lock
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# PEP 582; used by e.g. github.com/David-OConnor/pyflow
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__pypackages__/
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# Celery stuff
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celerybeat-schedule
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celerybeat.pid
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# SageMath parsed files
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*.sage.py
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# Environments
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.env
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.venv
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env/
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venv/
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ENV/
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env.bak/
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venv.bak/
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# Spyder project settings
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.spyderproject
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.spyproject
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# Rope project settings
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.ropeproject
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# mkdocs documentation
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/site
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# mypy
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.mypy_cache/
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.dmypy.json
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dmypy.json
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# Pyre type checker
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.pyre/
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# pytype static type analyzer
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.pytype/
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# Cython debug symbols
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cython_debug/
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24
geom.py
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24
geom.py
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#!/usr/bin/env python
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import geom
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import pygame
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import sys
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def main():
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pygame.init()
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geom.init()
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clock = pygame.time.Clock()
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elapsed = 0
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while geom.loop():
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clock.tick(60)
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#elapsed += clock.get_time()
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#if elapsed >= 1000:
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# print(f"FPS: {clock.get_fps()}")
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# elapsed = 0
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pygame.quit()
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sys.exit()
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if __name__ == "__main__":
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main()
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34
geom/__init__.py
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34
geom/__init__.py
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import pygame
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from pygame.locals import *
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from . import text
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WIDTH = 1280
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HEIGHT = 720
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surface = None
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screen = None
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def init():
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pygame.display.set_caption("Geom Demo")
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pygame.mouse.set_visible(False)
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global surface
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global screen
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surface = pygame.display.set_mode((WIDTH, HEIGHT))
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text.init()
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from .screen import Screen
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screen = Screen()
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def loop():
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for event in pygame.event.get(QUIT):
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return False
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surface.fill((0, 0, 0))
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screen.render(surface)
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pygame.display.update()
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return True
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9
geom/colors.py
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9
geom/colors.py
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RED = (255, 0, 0, 255)
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YELLOW = (255, 255, 0, 255)
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GREEN = (0, 255, 0, 255)
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CYAN = (0, 255, 255, 255)
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BLUE = (0, 0, 255, 255)
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VIOLET = (255, 0, 255, 255)
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WHITE = (255, 255, 255, 255)
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BLACK = (0, 0, 0, 255)
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85
geom/demos/aabb.py
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85
geom/demos/aabb.py
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from pygame import draw, mouse
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from .. import text
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from ..geom.rect import Rect
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from .. import WIDTH, HEIGHT, text
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from ..colors import *
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from ..math import *
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class AABBDistance:
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title = "AABB Distance"
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def render(self, surface):
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rect_a = Rect(
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WIDTH / 2 - (WIDTH / 8),
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HEIGHT / 2 - (HEIGHT / 8),
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WIDTH / 4,
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HEIGHT / 4,
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)
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rect_b = Rect(
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*mouse.get_pos(),
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WIDTH / 5,
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HEIGHT / 5
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)
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# cx, cy = center
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dist_x = abs(rect_b.cx - rect_a.cx)
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dist_y = abs(rect_b.cy - rect_a.cy)
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gap_x = dist_x - rect_a.halfwidth - rect_b.halfwidth
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gap_y = dist_y - rect_a.halfheight - rect_b.halfheight
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distance = 0
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if gap_x < 0 and gap_y < 0:
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distance = max(gap_x, gap_y)
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else:
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if gap_x < 0:
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distance = gap_y
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elif gap_y < 0:
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distance = gap_x
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else:
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distance = length(gap_x, gap_y)
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text.draw(surface, (10, HEIGHT - 20), WHITE, f"Distance: {distance}")
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rect_a.draw(surface, YELLOW, 4)
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rect_b.draw(surface, WHITE, 4)
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draw.line(surface, RED if distance < 0 else GREEN,
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rect_a.get_center(), rect_b.get_center(), 2)
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class PointAABBDistance:
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title = "Point-AABB Distance"
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def render(self, surface):
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rect_a = Rect(
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WIDTH / 2 - (WIDTH / 8),
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HEIGHT / 2 - (HEIGHT / 8),
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WIDTH / 4,
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HEIGHT / 4,
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)
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cx, cy = mouse.get_pos()
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# cx, cy = point
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dist_x = abs(cx - rect_a.cx)
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dist_y = abs(cy - rect_a.cy)
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gap_x = dist_x - rect_a.halfwidth
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gap_y = dist_y - rect_a.halfheight
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distance = 0
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if gap_x < 0 and gap_y < 0:
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distance = max(gap_x, gap_y)
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else:
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if gap_x < 0:
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distance = gap_y
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elif gap_y < 0:
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distance = gap_x
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else:
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distance = length(gap_x, gap_y)
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text.draw(surface, (10, HEIGHT - 20), WHITE, f"Distance: {distance}")
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rect_a.draw(surface, YELLOW, 4)
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draw.line(surface, RED if distance < 0 else GREEN,
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rect_a.get_center(), (cx, cy), 2)
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29
geom/demos/vec_proj.py
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29
geom/demos/vec_proj.py
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from pygame import draw, mouse
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from .. import HEIGHT, WIDTH
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from ..colors import *
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from ..math import *
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class VecProj:
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title = "Vector Projection"
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def render(self, surface):
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x1 = WIDTH / 4
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y1 = HEIGHT / 2 + 100
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x2 = 0.75 * WIDTH
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y2 = HEIGHT / 2
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cx, cy = mouse.get_pos()
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lx, ly = x2 - x1, y2 - y1 # line vector
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llen = length(lx, ly)
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lnx, lny = lx / llen, ly / llen # line normal
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lcx, lcy = cx - x1, cy - y1 # line start - cursor vector
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proj = dot(lcx, lcy, lx, ly) / llen
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draw.line(
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surface, GREEN, (cx, cy), add(x1, y1, *scale(lnx, lny, proj)), 5
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)
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draw.line(surface, WHITE, (cx, cy), (x1, y1), 5)
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draw.line(surface, YELLOW, (x1, y1), (x2, y2), 5)
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55
geom/geom/rect.py
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55
geom/geom/rect.py
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from pygame import draw, gfxdraw
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from pygame.rect import Rect as pRect
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class Rect:
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def __init__(self, x, y, width, height):
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self.x = x
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self.y = y
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self.height = height
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self.width = width
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self.update()
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def update(self):
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self.min_x = self.x
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self.min_y = self.y
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self.max_x = self.x + self.width
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self.max_y = self.y + self.height
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self.min = (self.min_x, self.min_y)
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self.max = (self.max_x, self.max_y)
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self.halfwidth = self.width / 2
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self.halfheight = self.height / 2
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self.cx = self.x + self.width / 2
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self.cy = self.y + self.height / 2
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self.vertices = [
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(self.x, self.y),
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(self.x + self.width, self.y),
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(self.x + self.width, self.y + self.height),
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(self.x, self.y + self.height)
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]
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self.segments = [
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(self.vertices[0], self.vertices[1]),
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(self.vertices[1], self.vertices[2]),
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(self.vertices[2], self.vertices[3]),
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(self.vertices[3], self.vertices[0]),
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]
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def get_center(self):
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return (self.cx, self.cy)
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def get_center_px(self):
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return (int(self.cx), int(self.cy))
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def contains(self, x, y):
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return (x >= self.min_x and x <= self.max_x
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and y >= self.min_y and y <= self.max_y)
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def draw(self, surface, colour, width):
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#gfxdraw.pixel(surface, *self.get_center_px(), colour)
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draw.rect(surface, colour,
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pRect(self.x, self.y, self.width, self.height),
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width)
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28
geom/math.py
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28
geom/math.py
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import math
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ZERO = (0, 0)
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def dot(x1, y1, x2, y2):
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return (x1 * x2) + (y1 * y2)
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def length(x, y):
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return math.sqrt((x * x) + (y * y))
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def normalize(x, y):
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_len = length(x, y)
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return x / _len, y / _len
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def scale(x, y, factor):
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return x * factor, y * factor
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def add(x1, y1, x2, y2):
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return x1 + x2, y1 + y2
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def sub(x1, y1, x2, y2):
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return x1 - x2, y1 - y2
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def vmin(x1, y1, x2, y2):
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return min(x1, x2), min(y1, y2)
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def vmax(x1, y1, x2, y2):
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return max(x1, x2), max(y1, y2)
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40
geom/screen.py
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40
geom/screen.py
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import pygame
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from .demos import aabb, vec_proj
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from . import text, HEIGHT
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from .colors import *
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class Screen:
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def __init__(self):
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self.demos = [
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vec_proj.VecProj(),
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aabb.AABBDistance(),
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aabb.PointAABBDistance(),
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]
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self.demo = 0
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def handle_input(self):
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for event in pygame.event.get(pygame.KEYDOWN):
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if event.key == pygame.K_DOWN:
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self.demo += 1
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if self.demo >= len(self.demos):
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self.demo = 0
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elif event.key == pygame.K_UP:
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self.demo -= 1
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if self.demo < 0:
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self.demo = len(self.demos) - 1
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def draw_demo_list(self, surface):
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y_offset = 10
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for i in range(len(self.demos)):
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text.draw(surface,
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(10, y_offset + i * 20),
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CYAN if self.demo == i else WHITE,
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self.demos[i].title)
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def render(self, surface):
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self.handle_input()
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self.demos[self.demo].render(surface)
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self.draw_demo_list(surface)
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10
geom/text.py
Normal file
10
geom/text.py
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from pygame import freetype
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FONT = None
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def init():
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global FONT
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FONT = freetype.SysFont('Arial', 16)
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def draw(surface, position, color, text):
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FONT.render_to(surface, position, text, color)
|
1
requirements.txt
Normal file
1
requirements.txt
Normal file
@ -0,0 +1 @@
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pygame==2.0.0
|
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