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Update app.py
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app.py
CHANGED
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#!/usr/bin/env python3
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#
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import os
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import pygame
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import numpy as np
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import threading
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from flask import Flask, Response
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#
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os.environ['SDL_VIDEODRIVER'] = 'dummy'
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os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = '1'
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PORT = int(os.getenv('PORT', 7860))
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WIDTH, HEIGHT = 800, 600
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app = Flask(__name__)
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#
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current_mode = 0
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frame_data = {
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"pixels": None,
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"frame_id": 0,
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return '''<!DOCTYPE html>
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<html>
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<head>
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<title>
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<style>
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body { margin: 0; padding: 20px; background: #000; color: white; font-family: monospace; text-align: center; }
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canvas {
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background: black;
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display: block;
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margin: 20px auto;
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image-rendering: pixelated;
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}
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.mode-indicator {
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position: absolute;
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top: 20px;
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left: 20px;
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background: rgba(0, 0, 0, 0.7);
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padding: 10px;
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border-radius: 8px;
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font-size: 14px;
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}
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.controls {
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margin: 20px;
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}
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button {
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background: linear-gradient(45deg, #ff0080, #00ff80);
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color: white;
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border: none;
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padding: 12px 24px;
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margin: 8px;
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border-radius: 25px;
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cursor: pointer;
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font-family: monospace;
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font-weight: bold;
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transition: all 0.3s;
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}
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button:hover {
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transform: scale(1.05);
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box-shadow: 0 0 20px #0af;
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}
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</style>
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</head>
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<body>
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<
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<h1 style="background: linear-gradient(45deg, #ff0080, #00ff80, #8000ff); -webkit-background-clip: text; -webkit-text-fill-color: transparent;">
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⚡ SHADER → PYGAME DEMO
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</h1>
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<canvas id="canvas" width="800" height="600"></canvas>
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<div class="controls">
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<button onclick="switchToShader()">🎨 WebGL Shader</button>
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<button onclick="switchToPyGame()">🎮 PyGame Stream</button>
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<button onclick="toggleFullscreen()">📺 Fullscreen</button>
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<button onclick="takeScreenshot()">📸 Screenshot</button>
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</div>
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<script>
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console.log('🚀 Starting Shader → PyGame Demo');
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const canvas = document.getElementById('canvas');
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const
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let
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let
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let timeUniform = 0;
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let mouseX = 0, mouseY = 0;
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let frameCount = 0;
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console.log('✅ WebGL initialized');
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initWebGL();
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}
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// ===== WEBGL SHADER SETUP =====
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function initWebGL() {
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// Vertex shader - simple fullscreen quad
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const vsSource = `
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attribute vec2 aPosition;
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varying vec2 vUv;
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void main() {
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vUv = aPosition * 0.5 + 0.5;
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}
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`;
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//
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//
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vec2 u = fract(p);
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u = u*u*(3.0-2.0*u);
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float res = mix(
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mix(hash(ip.x+57.0*ip.y), hash(ip.x+58.0+57.0*ip.y), u.x),
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mix(hash(ip.x+57.0*(ip.y+1.0)), hash(ip.x+58.0+57.0*(ip.y+1.0)), u.x),
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u.y
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);
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return res;
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}
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//
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}
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//
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for (int i = 0; i < 6; i++) {
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value += amplitude * noise(p * frequency);
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amplitude *= 0.5;
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frequency *= 2.0;
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}
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}
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// Main shader
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void main() {
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vec2 uv = vUv;
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vec2 center = vec2(0.5, 0.5);
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float dist = distance(uv, center);
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// Mouse interaction
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vec2 mouse = uMouse;
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float mouseDist = distance(uv, mouse);
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// Time-based animations
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float t = uTime * 0.5;
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float pulse = sin(t) * 0.5 + 0.5;
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float spin = t * 2.0;
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// Choose effect based on time
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int effect = int(mod(uTime / 5.0, 4.0));
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vec3 color = vec3(0.0);
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if (effect == 0) {
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// RAINBOW SWIRL
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float angle = atan(uv.y - center.y, uv.x - center.x) + spin;
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float radius = dist * 3.0;
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color = 0.5 + 0.5 * cos(angle + vec3(0, 2, 4) + radius);
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// Add pulsing circles
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float circles = sin(dist * 20.0 - t * 3.0) * 0.5 + 0.5;
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color += circles * 0.3;
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} else if (effect == 1) {
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// FIRE EFFECT
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vec2 q = vec2(fbm(uv + t * 0.5), fbm(uv + vec2(1.0)));
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vec2 r = vec2(fbm(uv + 4.0*q + vec2(1.7, 9.2) + 0.15*t),
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fbm(uv + 4.0*q + vec2(8.3, 2.8) + 0.126*t));
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float f = fbm(uv + 4.0*r);
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color = mix(
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vec3(1.0, 0.1, 0.0),
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vec3(1.0, 0.8, 0.0),
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clamp(f*f*4.0, 0.0, 1.0)
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);
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color = mix(
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color,
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vec3(0.0, 0.0, 0.1),
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clamp(length(q), 0.0, 1.0)
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);
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} else if (effect == 2) {
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// ELECTRIC GRID
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uv *= 10.0;
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vec2 grid = abs(fract(uv - 0.5) - 0.5) / fwidth(uv);
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float line = min(grid.x, grid.y);
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color = vec3(1.0 - smoothstep(0.0, 1.0, line));
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color *= vec3(0.0, 1.0, 1.0);
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// Animate grid
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uv += sin(t + uv.yx * 2.0) * 0.1;
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vec2 grid2 = abs(fract(uv - 0.5) - 0.5) / fwidth(uv);
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float line2 = min(grid2.x, grid2.y);
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color += vec3(1.0, 0.0, 1.0) * (1.0 - smoothstep(0.0, 1.0, line2));
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} else {
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// GALAXY/STARFIELD
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vec2 p = (uv - 0.5) * 2.0;
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p.x *= 800.0 / 600.0;
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// Starfield
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float stars = 0.0;
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for (int i = 0; i < 50; i++) {
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vec2 starPos = vec2(
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hash(float(i) * 1.337),
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hash(float(i) * 2.718)
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);
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float starSize = hash(float(i) * 3.141) * 0.002;
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float starBright = sin(t * 2.0 + float(i)) * 0.5 + 0.5;
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stars += starBright * starSize / length(p - (starPos - 0.5) * 2.0);
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}
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// Nebula clouds
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float clouds = fbm(p * 2.0 + t * 0.1);
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clouds = pow(clouds, 3.0);
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color = vec3(stars * 0.5) +
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clouds * vec3(0.8, 0.3, 1.0) +
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clouds * clouds * vec3(0.1, 0.5, 0.8);
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}
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// Mouse interaction glow
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float mouseGlow = 0.1 / (mouseDist + 0.05);
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color += vec3(mouseGlow * 0.5, mouseGlow, mouseGlow * 0.8);
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// Vignette
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color *= 1.0 - dist * 0.5;
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// Add scanlines
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color *= 0.9 + 0.1 * sin(uv.y * 800.0 + t * 10.0);
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gl_FragColor = vec4(color, 1.0);
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}
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`;
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// Compile shaders
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const vertexShader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vertexShader, vsSource);
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gl.compileShader(vertexShader);
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const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fragmentShader, fsSource);
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gl.compileShader(fragmentShader);
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// Check for errors
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if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
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console.error('Vertex shader error:', gl.getShaderInfoLog(vertexShader));
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return;
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}
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if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
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console.error('Fragment shader error:', gl.getShaderInfoLog(fragmentShader));
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return;
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}
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// Create program
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shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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console.error('Shader program error:', gl.getProgramInfoLog(shaderProgram));
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return;
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}
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// Set up vertices for fullscreen quad
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const vertices = new Float32Array([
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-1, -1, 1, -1, -1, 1,
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-1, 1, 1, -1, 1, 1
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]);
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const vertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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const positionAttrib = gl.getAttribLocation(shaderProgram, 'aPosition');
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gl.vertexAttribPointer(positionAttrib, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(positionAttrib);
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console.log('✅ WebGL shader program created');
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}
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// ===== RENDER LOOP =====
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function renderShader(time) {
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if (!gl || !shaderProgram) return;
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//
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gl.uniform1i(modeUniform, mode);
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// Draw
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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frameCount++;
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if (frameCount % 60 === 0) {
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console.log(`Shader FPS: ${frameCount}`);
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frameCount = 0;
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}
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}
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const ctx = canvas.getContext('2d');
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fetch('/pygame_frame')
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.then(r => r.arrayBuffer())
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.then(buffer => {
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}
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ctx.putImageData(imageData, 0, 0);
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}
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} else {
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}
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requestAnimationFrame(render);
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}
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// ===== CONTROLS =====
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function
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mode =
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document.getElementById('modeText').textContent = '
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document.getElementById('modeText').style.color = '#0af';
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console.log('Switched to WebGL shader');
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}
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function switchToPyGame() {
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mode =
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document.getElementById('modeText').textContent = 'PYGAME STREAM';
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document.getElementById('modeText').style.color = '#ff3366';
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console.log('Switched to PyGame stream');
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}
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});
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} else {
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}
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}
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function takeScreenshot() {
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const link = document.createElement('a');
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link.download = `screenshot-${Date.now()}.png`;
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link.href = canvas.toDataURL();
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link.click();
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console.log('Screenshot saved');
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}
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// ===== EVENT HANDLERS =====
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canvas.addEventListener('mousemove', (e) => {
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const rect = canvas.getBoundingClientRect();
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mouseX = e.clientX - rect.left;
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mouseY = e.clientY - rect.top;
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});
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canvas.addEventListener('click', (e) => {
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// Create ripple effect on click
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console.log(`Click at ${mouseX}, ${mouseY}`);
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});
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// Start with shader
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switchToShader();
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//
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console.log('🎮 Demo ready! Click buttons to switch modes.');
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</script>
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</body>
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</html>'''
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@app.route('/pygame_frame')
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def pygame_frame():
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"""PyGame
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with frame_data["lock"]:
|
| 443 |
if frame_data["pixels"] is not None:
|
| 444 |
return Response(
|
|
@@ -447,6 +201,187 @@ def pygame_frame():
|
|
| 447 |
headers={'Cache-Control': 'no-cache'}
|
| 448 |
)
|
| 449 |
|
| 450 |
-
#
|
| 451 |
black = np.zeros((HEIGHT, WIDTH, 3), dtype=np.uint8).tobytes()
|
| 452 |
-
return Response(black, mimetype='application/octet-stream')
|
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|
|
| 1 |
#!/usr/bin/env python3
|
| 2 |
+
# complete_fixed_demo.py - Fixed with PyGame init and animation
|
| 3 |
import os
|
| 4 |
import pygame
|
| 5 |
import numpy as np
|
|
|
|
| 7 |
import threading
|
| 8 |
from flask import Flask, Response
|
| 9 |
|
| 10 |
+
# ===== CRITICAL FIXES =====
|
| 11 |
os.environ['SDL_VIDEODRIVER'] = 'dummy'
|
| 12 |
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = '1'
|
| 13 |
|
| 14 |
PORT = int(os.getenv('PORT', 7860))
|
| 15 |
+
WIDTH, HEIGHT = 800, 600
|
| 16 |
|
| 17 |
app = Flask(__name__)
|
| 18 |
|
| 19 |
+
# Shared state
|
|
|
|
| 20 |
frame_data = {
|
| 21 |
"pixels": None,
|
| 22 |
"frame_id": 0,
|
|
|
|
| 28 |
return '''<!DOCTYPE html>
|
| 29 |
<html>
|
| 30 |
<head>
|
| 31 |
+
<title>Complete Demo</title>
|
| 32 |
<style>
|
| 33 |
body { margin: 0; padding: 20px; background: #000; color: white; font-family: monospace; text-align: center; }
|
| 34 |
+
canvas { border: 3px solid #0af; background: black; display: block; margin: 20px auto; }
|
| 35 |
+
.mode { background: #222; padding: 15px; border-radius: 8px; display: inline-block; margin: 10px; }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 36 |
</style>
|
| 37 |
</head>
|
| 38 |
<body>
|
| 39 |
+
<h1 style="color: #0af;">⚡ Complete Demo</h1>
|
| 40 |
+
<div class="mode" id="mode">Mode: <span id="modeText">Loading...</span></div>
|
|
|
|
|
|
|
|
|
|
|
|
|
| 41 |
<canvas id="canvas" width="800" height="600"></canvas>
|
| 42 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 43 |
<script>
|
|
|
|
|
|
|
| 44 |
const canvas = document.getElementById('canvas');
|
| 45 |
+
const ctx = canvas.getContext('2d');
|
| 46 |
+
let mode = 'pygame'; // 'canvas' or 'pygame'
|
| 47 |
+
let lastTime = 0;
|
|
|
|
|
|
|
| 48 |
let frameCount = 0;
|
| 49 |
|
| 50 |
+
// ===== CANVAS EFFECTS =====
|
| 51 |
+
function drawCanvasEffect(currentTime) {
|
| 52 |
+
const delta = (currentTime - lastTime) / 1000;
|
| 53 |
+
lastTime = currentTime;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 54 |
|
| 55 |
+
// Clear with fade effect
|
| 56 |
+
ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
|
| 57 |
+
ctx.fillRect(0, 0, 800, 600);
|
| 58 |
+
|
| 59 |
+
// Time in seconds
|
| 60 |
+
const t = currentTime / 1000;
|
| 61 |
+
|
| 62 |
+
// Draw multiple rotating shapes
|
| 63 |
+
for (let i = 0; i < 20; i++) {
|
| 64 |
+
const angle = t * (1 + i * 0.2);
|
| 65 |
+
const radius = 50 + i * 15;
|
| 66 |
+
const x = 400 + Math.cos(angle) * radius;
|
| 67 |
+
const y = 300 + Math.sin(angle) * radius;
|
| 68 |
+
const size = 10 + Math.sin(t * 3 + i) * 8;
|
| 69 |
|
| 70 |
+
// Rainbow colors
|
| 71 |
+
const hue = (t * 50 + i * 18) % 360;
|
| 72 |
+
ctx.fillStyle = `hsl(${hue}, 100%, 60%)`;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 73 |
|
| 74 |
+
// Different shapes
|
| 75 |
+
if (i % 3 === 0) {
|
| 76 |
+
// Circle
|
| 77 |
+
ctx.beginPath();
|
| 78 |
+
ctx.arc(x, y, size, 0, Math.PI * 2);
|
| 79 |
+
ctx.fill();
|
| 80 |
+
} else if (i % 3 === 1) {
|
| 81 |
+
// Square
|
| 82 |
+
ctx.fillRect(x - size, y - size, size * 2, size * 2);
|
| 83 |
+
} else {
|
| 84 |
+
// Triangle
|
| 85 |
+
ctx.beginPath();
|
| 86 |
+
ctx.moveTo(x, y - size);
|
| 87 |
+
ctx.lineTo(x - size, y + size);
|
| 88 |
+
ctx.lineTo(x + size, y + size);
|
| 89 |
+
ctx.closePath();
|
| 90 |
+
ctx.fill();
|
| 91 |
}
|
| 92 |
|
| 93 |
+
// Connecting lines
|
| 94 |
+
if (i > 0) {
|
| 95 |
+
const prevAngle = t * (1 + (i - 1) * 0.2);
|
| 96 |
+
const prevX = 400 + Math.cos(prevAngle) * radius;
|
| 97 |
+
const prevY = 300 + Math.sin(prevAngle) * radius;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 98 |
|
| 99 |
+
ctx.beginPath();
|
| 100 |
+
ctx.moveTo(prevX, prevY);
|
| 101 |
+
ctx.lineTo(x, y);
|
| 102 |
+
ctx.strokeStyle = `hsla(${hue}, 100%, 60%, 0.5)`;
|
| 103 |
+
ctx.lineWidth = 2;
|
| 104 |
+
ctx.stroke();
|
| 105 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
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|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 106 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 107 |
|
| 108 |
+
// Center pulsing circle
|
| 109 |
+
const pulseSize = 30 + Math.sin(t * 5) * 15;
|
| 110 |
+
ctx.fillStyle = `hsl(${t * 100 % 360}, 100%, 60%)`;
|
| 111 |
+
ctx.beginPath();
|
| 112 |
+
ctx.arc(400, 300, pulseSize, 0, Math.PI * 2);
|
| 113 |
+
ctx.fill();
|
| 114 |
|
| 115 |
+
// Add text
|
| 116 |
+
ctx.fillStyle = 'white';
|
| 117 |
+
ctx.font = 'bold 24px monospace';
|
| 118 |
+
ctx.textAlign = 'center';
|
| 119 |
+
ctx.fillText('CANVAS EFFECTS DEMO', 400, 50);
|
| 120 |
+
ctx.font = '16px monospace';
|
| 121 |
+
ctx.fillText(`Frame: ${frameCount} | Time: ${t.toFixed(1)}s`, 400, 80);
|
|
|
|
|
|
|
|
|
|
|
|
|
| 122 |
|
| 123 |
frameCount++;
|
|
|
|
|
|
|
|
|
|
|
|
|
| 124 |
}
|
| 125 |
|
| 126 |
+
// ===== PYGAME STREAM =====
|
| 127 |
+
function loadPyGameFrame() {
|
|
|
|
|
|
|
| 128 |
fetch('/pygame_frame')
|
| 129 |
.then(r => r.arrayBuffer())
|
| 130 |
.then(buffer => {
|
|
|
|
| 140 |
}
|
| 141 |
|
| 142 |
ctx.putImageData(imageData, 0, 0);
|
| 143 |
+
|
| 144 |
+
// Add overlay text
|
| 145 |
+
ctx.fillStyle = 'rgba(255, 255, 255, 0.8)';
|
| 146 |
+
ctx.font = 'bold 24px monospace';
|
| 147 |
+
ctx.textAlign = 'center';
|
| 148 |
+
ctx.fillText('PYGAME STREAM', 400, 50);
|
| 149 |
+
})
|
| 150 |
+
.catch(err => console.error('PyGame error:', err));
|
| 151 |
}
|
| 152 |
|
| 153 |
+
// ===== RENDER LOOP =====
|
| 154 |
+
function render(currentTime) {
|
| 155 |
+
if (mode === 'canvas') {
|
| 156 |
+
drawCanvasEffect(currentTime);
|
| 157 |
} else {
|
| 158 |
+
loadPyGameFrame();
|
| 159 |
}
|
| 160 |
|
| 161 |
requestAnimationFrame(render);
|
| 162 |
}
|
| 163 |
|
| 164 |
// ===== CONTROLS =====
|
| 165 |
+
function switchToCanvas() {
|
| 166 |
+
mode = 'canvas';
|
| 167 |
+
document.getElementById('modeText').textContent = 'CANVAS EFFECTS';
|
| 168 |
document.getElementById('modeText').style.color = '#0af';
|
|
|
|
| 169 |
}
|
| 170 |
|
| 171 |
function switchToPyGame() {
|
| 172 |
+
mode = 'pygame';
|
| 173 |
document.getElementById('modeText').textContent = 'PYGAME STREAM';
|
| 174 |
document.getElementById('modeText').style.color = '#ff3366';
|
|
|
|
| 175 |
}
|
| 176 |
|
| 177 |
+
// Auto-switch every 5 seconds
|
| 178 |
+
setInterval(() => {
|
| 179 |
+
if (mode === 'canvas') {
|
| 180 |
+
switchToPyGame();
|
|
|
|
| 181 |
} else {
|
| 182 |
+
switchToCanvas();
|
| 183 |
}
|
| 184 |
+
}, 5000);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 185 |
|
| 186 |
+
// Initialize
|
| 187 |
+
switchToCanvas();
|
| 188 |
+
requestAnimationFrame(render);
|
|
|
|
| 189 |
</script>
|
| 190 |
</body>
|
| 191 |
</html>'''
|
| 192 |
|
| 193 |
@app.route('/pygame_frame')
|
| 194 |
def pygame_frame():
|
| 195 |
+
"""PyGame animation endpoint"""
|
| 196 |
with frame_data["lock"]:
|
| 197 |
if frame_data["pixels"] is not None:
|
| 198 |
return Response(
|
|
|
|
| 201 |
headers={'Cache-Control': 'no-cache'}
|
| 202 |
)
|
| 203 |
|
| 204 |
+
# Fallback
|
| 205 |
black = np.zeros((HEIGHT, WIDTH, 3), dtype=np.uint8).tobytes()
|
| 206 |
+
return Response(black, mimetype='application/octet-stream')
|
| 207 |
+
|
| 208 |
+
def pygame_animation():
|
| 209 |
+
"""PyGame animation with proper initialization"""
|
| 210 |
+
print("🎬 Starting PyGame animation...")
|
| 211 |
+
|
| 212 |
+
try:
|
| 213 |
+
# ===== FIX 1: Proper PyGame initialization =====
|
| 214 |
+
pygame.init()
|
| 215 |
+
|
| 216 |
+
# Initialize display (CRITICAL for headless)
|
| 217 |
+
pygame.display.init()
|
| 218 |
+
pygame.display.set_mode((1, 1), pygame.HIDDEN) # Hidden window
|
| 219 |
+
|
| 220 |
+
print("✅ PyGame display initialized")
|
| 221 |
+
|
| 222 |
+
# Create surface
|
| 223 |
+
surface = pygame.Surface((WIDTH, HEIGHT))
|
| 224 |
+
print(f"✅ Surface created: {WIDTH}x{HEIGHT}")
|
| 225 |
+
|
| 226 |
+
except Exception as e:
|
| 227 |
+
print(f"❌ PyGame init failed: {e}")
|
| 228 |
+
import traceback
|
| 229 |
+
traceback.print_exc()
|
| 230 |
+
return
|
| 231 |
+
|
| 232 |
+
# ===== FIX 2: Animated objects =====
|
| 233 |
+
particles = []
|
| 234 |
+
for _ in range(100):
|
| 235 |
+
particles.append({
|
| 236 |
+
'x': np.random.randint(0, WIDTH),
|
| 237 |
+
'y': np.random.randint(0, HEIGHT),
|
| 238 |
+
'dx': np.random.uniform(-3, 3),
|
| 239 |
+
'dy': np.random.uniform(-3, 3),
|
| 240 |
+
'size': np.random.randint(2, 10),
|
| 241 |
+
'color': (
|
| 242 |
+
np.random.randint(50, 255),
|
| 243 |
+
np.random.randint(50, 255),
|
| 244 |
+
np.random.randint(50, 255)
|
| 245 |
+
),
|
| 246 |
+
'life': np.random.randint(100, 300),
|
| 247 |
+
'type': np.random.choice(['circle', 'square', 'triangle'])
|
| 248 |
+
})
|
| 249 |
+
|
| 250 |
+
# Rotating geometric shapes
|
| 251 |
+
shapes = []
|
| 252 |
+
for i in range(8):
|
| 253 |
+
shapes.append({
|
| 254 |
+
'angle': i * np.pi / 4,
|
| 255 |
+
'radius': 100 + i * 20,
|
| 256 |
+
'speed': 0.5 + i * 0.1,
|
| 257 |
+
'size': 15 + i * 5,
|
| 258 |
+
'color': (
|
| 259 |
+
(i * 32) % 256,
|
| 260 |
+
(i * 64) % 256,
|
| 261 |
+
(i * 96) % 256
|
| 262 |
+
)
|
| 263 |
+
})
|
| 264 |
+
|
| 265 |
+
print(f"✅ Created {len(particles)} particles and {len(shapes)} shapes")
|
| 266 |
+
|
| 267 |
+
frame_id = 0
|
| 268 |
+
start_time = time.time()
|
| 269 |
+
|
| 270 |
+
while True:
|
| 271 |
+
frame_start = time.time()
|
| 272 |
+
|
| 273 |
+
# ===== FIX 3: Time-based animation =====
|
| 274 |
+
elapsed = time.time() - start_time
|
| 275 |
+
|
| 276 |
+
# Clear with gradient
|
| 277 |
+
for y in range(HEIGHT):
|
| 278 |
+
color = int(20 + y / HEIGHT * 30)
|
| 279 |
+
pygame.draw.line(surface, (color, color, color + 20),
|
| 280 |
+
(0, y), (WIDTH, y))
|
| 281 |
+
|
| 282 |
+
# Draw rotating shapes
|
| 283 |
+
for shape in shapes:
|
| 284 |
+
shape['angle'] += shape['speed'] * 0.05
|
| 285 |
+
|
| 286 |
+
x = WIDTH // 2 + np.cos(shape['angle']) * shape['radius']
|
| 287 |
+
y = HEIGHT // 2 + np.sin(shape['angle']) * shape['radius']
|
| 288 |
+
|
| 289 |
+
# Draw shape
|
| 290 |
+
if np.random.random() < 0.3: # 30% chance of triangle
|
| 291 |
+
points = [
|
| 292 |
+
(x, y - shape['size']),
|
| 293 |
+
(x - shape['size'], y + shape['size']),
|
| 294 |
+
(x + shape['size'], y + shape['size'])
|
| 295 |
+
]
|
| 296 |
+
pygame.draw.polygon(surface, shape['color'], points)
|
| 297 |
+
else:
|
| 298 |
+
pygame.draw.circle(surface, shape['color'],
|
| 299 |
+
(int(x), int(y)), shape['size'])
|
| 300 |
+
|
| 301 |
+
# Connect shapes with lines
|
| 302 |
+
pygame.draw.circle(surface, (255, 255, 255, 100),
|
| 303 |
+
(int(x), int(y)), shape['size'], 2)
|
| 304 |
+
|
| 305 |
+
# Update and draw particles
|
| 306 |
+
for p in particles:
|
| 307 |
+
p['x'] += p['dx']
|
| 308 |
+
p['y'] += p['dy']
|
| 309 |
+
p['life'] -= 1
|
| 310 |
+
|
| 311 |
+
# Bounce or respawn
|
| 312 |
+
if (p['x'] < 0 or p['x'] > WIDTH or
|
| 313 |
+
p['y'] < 0 or p['y'] > HEIGHT or
|
| 314 |
+
p['life'] <= 0):
|
| 315 |
+
p['x'] = np.random.randint(0, WIDTH)
|
| 316 |
+
p['y'] = np.random.randint(0, HEIGHT)
|
| 317 |
+
p['dx'] = np.random.uniform(-3, 3)
|
| 318 |
+
p['dy'] = np.random.uniform(-3, 3)
|
| 319 |
+
p['life'] = np.random.randint(100, 300)
|
| 320 |
+
p['color'] = (
|
| 321 |
+
np.random.randint(50, 255),
|
| 322 |
+
np.random.randint(50, 255),
|
| 323 |
+
np.random.randint(50, 255)
|
| 324 |
+
)
|
| 325 |
+
|
| 326 |
+
# Draw particle with trail
|
| 327 |
+
for i in range(3):
|
| 328 |
+
trail_x = p['x'] - p['dx'] * i * 0.3
|
| 329 |
+
trail_y = p['y'] - p['dy'] * i * 0.3
|
| 330 |
+
trail_size = p['size'] * (1 - i * 0.3)
|
| 331 |
+
trail_alpha = 200 - i * 60
|
| 332 |
+
|
| 333 |
+
pygame.draw.circle(
|
| 334 |
+
surface,
|
| 335 |
+
(*p['color'], trail_alpha),
|
| 336 |
+
(int(trail_x), int(trail_y)),
|
| 337 |
+
int(trail_size)
|
| 338 |
+
)
|
| 339 |
+
|
| 340 |
+
# Add frame info
|
| 341 |
+
font = pygame.font.Font(None, 28)
|
| 342 |
+
info = [
|
| 343 |
+
f"Frame: {frame_id}",
|
| 344 |
+
f"Time: {elapsed:.1f}s",
|
| 345 |
+
f"FPS: {int(1/(time.time()-frame_start)) if frame_id>0 else 0}",
|
| 346 |
+
f"Particles: {len(particles)}"
|
| 347 |
+
]
|
| 348 |
+
|
| 349 |
+
for i, text in enumerate(info):
|
| 350 |
+
text_surface = font.render(text, True, (255, 255, 200))
|
| 351 |
+
surface.blit(text_surface, (10, 10 + i * 30))
|
| 352 |
+
|
| 353 |
+
# Convert to NumPy array
|
| 354 |
+
pixels = pygame.surfarray.pixels3d(surface)
|
| 355 |
+
|
| 356 |
+
# Update shared memory
|
| 357 |
+
with frame_data["lock"]:
|
| 358 |
+
frame_data["pixels"] = pixels.copy()
|
| 359 |
+
frame_data["frame_id"] = frame_id
|
| 360 |
+
|
| 361 |
+
frame_id += 1
|
| 362 |
+
|
| 363 |
+
# Log every 30 frames
|
| 364 |
+
if frame_id % 30 == 0:
|
| 365 |
+
current_fps = 1 / (time.time() - frame_start) if frame_id > 0 else 0
|
| 366 |
+
print(f"📊 Frame {frame_id} | FPS: {current_fps:.1f}")
|
| 367 |
+
|
| 368 |
+
# ===== FIX 4: Frame rate control =====
|
| 369 |
+
frame_time = time.time() - frame_start
|
| 370 |
+
target_time = 1/30 # 30 FPS
|
| 371 |
+
|
| 372 |
+
if frame_time < target_time:
|
| 373 |
+
time.sleep(target_time - frame_time)
|
| 374 |
+
|
| 375 |
+
# Start PyGame thread
|
| 376 |
+
threading.Thread(target=pygame_animation, daemon=True).start()
|
| 377 |
+
|
| 378 |
+
# Wait for initialization
|
| 379 |
+
print("⏳ Waiting for PyGame to start...")
|
| 380 |
+
time.sleep(3)
|
| 381 |
+
|
| 382 |
+
print("🌐 Starting Flask server...")
|
| 383 |
+
print(f"📡 Port: {PORT}")
|
| 384 |
+
print("="*60)
|
| 385 |
+
|
| 386 |
+
if __name__ == "__main__":
|
| 387 |
+
app.run(host='0.0.0.0', port=PORT, threaded=True, use_reloader=False)
|