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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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import time
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import
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from flask import Flask
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app = Flask(__name__)
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<button onclick="stopAnimation()">Stop</button>
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<button onclick="changePattern()">Change Pattern</button>
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</div>
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</div>
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let animationId = null;
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let pattern = 1;
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let time = 0;
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balls.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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dx: (Math.random() - 0.5) * 8,
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dy: (Math.random() - 0.5) * 8,
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radius: 10 + Math.random() * 20,
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color: `hsl(${Math.random() * 360}, 100%, 60%)`,
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trail: []
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});
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}
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canvas.width/2, canvas.height/2, Math.max(canvas.width, canvas.height)/2
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);
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gradient.addColorStop(0, 'rgba(20, 20, 40, 0.8)');
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gradient.addColorStop(1, 'rgba(0, 0, 20, 1)');
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ctx.fillStyle = gradient;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Update and draw balls
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balls.forEach(ball => {
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// Update position
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ball.x += ball.dx;
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ball.y += ball.dy;
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// Bounce off walls
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if (ball.x - ball.radius < 0 || ball.x + ball.radius > canvas.width) {
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ball.dx = -ball.dx;
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}
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if (ball.y - ball.radius < 0 || ball.y + ball.radius > canvas.height) {
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ball.dy = -ball.dy;
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}
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// Add to trail
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ball.trail.push({x: ball.x, y: ball.y});
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if (ball.trail.length > 20) ball.trail.shift();
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// Draw trail
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ball.trail.forEach((pos, i) => {
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const alpha = i / ball.trail.length;
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ctx.beginPath();
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ctx.arc(pos.x, pos.y, ball.radius * alpha, 0, Math.PI * 2);
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ctx.fillStyle = ball.color.replace(')', `, ${alpha})`).replace('hsl', 'hsla');
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ctx.fill();
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});
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// Draw ball
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ctx.beginPath();
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ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2);
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ctx.fillStyle = ball.color;
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ctx.fill();
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ctx.strokeStyle = 'white';
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ctx.lineWidth = 2;
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ctx.stroke();
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});
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}
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ctx.fillStyle = 'rgba(0, 10, 20, 0.1)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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time += 0.05;
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// Draw rotating pattern
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const centerX = canvas.width / 2;
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const centerY = canvas.height / 2;
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for (let i = 0; i < 20; i++) {
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const angle = time + i * Math.PI / 10;
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const radius = 50 + i * 15;
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const x = centerX + Math.cos(angle) * radius;
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const y = centerY + Math.sin(angle) * radius;
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const size = 10 + Math.sin(time * 2 + i) * 5;
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// Gradient color
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const hue = (time * 20 + i * 18) % 360;
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ctx.fillStyle = `hsl(${hue}, 100%, 60%)`;
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ctx.beginPath();
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ctx.arc(x, y, size, 0, Math.PI * 2);
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ctx.fill();
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// Connecting lines
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if (i > 0) {
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const prevAngle = time + (i - 1) * Math.PI / 10;
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const prevX = centerX + Math.cos(prevAngle) * radius;
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const prevY = centerY + Math.sin(prevAngle) * radius;
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ctx.beginPath();
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ctx.moveTo(prevX, prevY);
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ctx.lineTo(x, y);
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ctx.strokeStyle = `hsla(${hue}, 100%, 60%, 0.5)`;
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ctx.lineWidth = 2;
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ctx.stroke();
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}
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}
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// Draw center circle
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ctx.beginPath();
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ctx.arc(centerX, centerY, 30, 0, Math.PI * 2);
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ctx.fillStyle = `hsl(${time * 50 % 360}, 100%, 60%)`;
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ctx.fill();
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ctx.strokeStyle = 'white';
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ctx.lineWidth = 3;
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ctx.stroke();
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}
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time += 0.03;
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// Draw wave pattern
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for (let x = 0; x < canvas.width; x += 20) {
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for (let y = 0; y < canvas.height; y += 20) {
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const wave = Math.sin(x * 0.02 + time) * Math.cos(y * 0.02 + time);
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const size = 5 + wave * 10;
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const hue = (x + y + time * 100) % 360;
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const saturation = 70 + wave * 30;
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const lightness = 40 + wave * 20;
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ctx.fillStyle = `hsl(${hue}, ${saturation}%, ${lightness}%)`;
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ctx.beginPath();
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ctx.arc(x, y, size, 0, Math.PI * 2);
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ctx.fill();
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}
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}
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// Draw moving text
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ctx.font = 'bold 48px Arial';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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const text = 'HTML5 CANVAS';
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const textX = canvas.width / 2;
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const textY = canvas.height / 2;
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// Text shadow/glow
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for (let i = 0; i < 10; i++) {
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const offset = Math.sin(time + i) * 5;
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ctx.fillStyle = `hsla(${i * 36}, 100%, 60%, 0.2)`;
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ctx.fillText(text, textX + offset, textY + offset);
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}
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// Main text
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ctx.fillStyle = `hsl(${time * 50 % 360}, 100%, 60%)`;
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ctx.fillText(text, textX, textY);
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}
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case 3: drawPattern3(); break;
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}
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// Add FPS counter
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ctx.font = '16px monospace';
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ctx.fillStyle = 'white';
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ctx.textAlign = 'left';
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ctx.fillText(`Pattern: ${pattern}`, 10, 20);
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ctx.fillText(`Time: ${time.toFixed(1)}s`, 10, 40);
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animationId = requestAnimationFrame(animate);
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}
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animate();
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console.log('Animation started');
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}
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}
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function stopAnimation() {
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if (animationId) {
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cancelAnimationFrame(animationId);
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animationId = null;
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console.log('Animation stopped');
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}
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}
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function changePattern() {
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pattern = pattern % 3 + 1;
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console.log(`Changed to pattern ${pattern}`);
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}
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// Initialize with pattern 1
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drawPattern1();
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console.log('Ready! Click Start to animate');
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</script>
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</body>
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</html>'''
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def main():
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print("="*60)
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print("🎨 HTML5 Canvas Animation Server")
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print("="*60)
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print(f"📡 Port: {PORT}")
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print("✨ Everything runs in browser - no data transfer needed!")
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print("🎬 3 different animation patterns")
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print("="*60)
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app.run(host='0.0.0.0', port=PORT, threaded=True, use_reloader=False)
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#!/usr/bin/env python3
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# simplest_pipeline.py - Minimal PyGame to Flask
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import pygame
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import numpy as np
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import time
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from flask import Flask, Response
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# Setup
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os.environ['SDL_VIDEODRIVER'] = 'dummy'
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WIDTH, HEIGHT = 400, 300
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app = Flask(__name__)
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# Global variable - simplest shared memory
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current_frame = None
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frame_count = 0
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@app.route('/')
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def index():
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return '''
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<!DOCTYPE html>
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<html>
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<body>
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<canvas id="canvas" width="400" height="300"></canvas>
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<script>
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const canvas = document.getElementById('canvas');
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const ctx = canvas.getContext('2d');
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function loadFrame() {
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fetch('/frame')
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.then(r => r.arrayBuffer())
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.then(buffer => {
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const imageData = new ImageData(400, 300);
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const rgba = imageData.data;
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const rgb = new Uint8Array(buffer);
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for (let i = 0, j = 0; i < rgba.length; i += 4, j += 3) {
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rgba[i] = rgb[j];
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rgba[i + 1] = rgb[j + 1];
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rgba[i + 2] = rgb[j + 2];
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rgba[i + 3] = 255;
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}
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ctx.putImageData(imageData, 0, 0);
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});
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}
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setInterval(loadFrame, 33);
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</script>
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</body>
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</html>
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'''
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@app.route('/frame')
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def get_frame():
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global current_frame, frame_count
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if current_frame is not None:
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return Response(
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current_frame,
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mimetype='application/octet-stream',
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headers={'Cache-Control': 'no-cache'}
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)
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# Return black frame
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black = np.zeros((HEIGHT, WIDTH, 3), dtype=np.uint8).tobytes()
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return Response(black, mimetype='application/octet-stream')
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# PyGame render function
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def pygame_loop():
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global current_frame, frame_count
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pygame.init()
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surface = pygame.Surface((WIDTH, HEIGHT))
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# Simple bouncing ball
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x, y = 200, 150
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dx, dy = 3, 2
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while True:
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# Clear
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surface.fill((20, 20, 40))
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# Update ball
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x += dx
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y += dy
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if x < 20 or x > 380:
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dx = -dx
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if y < 20 or y > 280:
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dy = -dy
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# Draw ball
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pygame.draw.circle(surface, (255, 100, 100), (int(x), int(y)), 20)
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# Add text
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font = pygame.font.Font(None, 24)
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text = font.render(f"Frame: {frame_count}", True, (255, 255, 255))
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surface.blit(text, (10, 10))
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# Convert to bytes
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pixel_array = pygame.surfarray.pixels3d(surface)
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current_frame = pixel_array.tobytes()
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frame_count += 1
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print(f"🎬 PyGame frame {frame_count}")
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time.sleep(1/30)
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# Start PyGame in a thread
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import threading
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threading.Thread(target=pygame_loop, daemon=True).start()
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| 113 |
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# Start Flask
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app.run(host='0.0.0.0', port=7860)
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