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matrix.py
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import pygame, pygame.font
import random
COLOR = (0, 200, 200) # The Color of the Matrix
ZERO_ONE = False # Makes a rain of zeros and ones instead of random ASCII character
def is_written():
def_temp = True
for x in range(
(lettersOnScreen[0] / 2) - (len(str) / 2),
(lettersOnScreen[0] / 2) + (len(str) / 2) + 1,
):
if xHeads[x] == -1:
def_temp = False
return def_temp
def get_color(fx, fy):
def_temp = xHeads[fx] - fy
if maxCol > def_temp > 0:
return def_temp
else:
return maxCol - 1
try:
fo = open("indata.txt", "r+")
str = fo.readline()
# Close opend file
fo.close()
except Exception as e:
str = ""
str = str.upper() # for better placement
# Pygame init
pygame.init()
temp = pygame.display.Info()
displLength = (temp.current_w, temp.current_h)
surface = pygame.display.set_mode(displLength, pygame.FULLSCREEN)
# Font init
pygame.font.init()
fontObj = pygame.font.Font(pygame.font.get_default_font(), 14)
sampleLetter = fontObj.render("_", False, (0, 111, 0))
letterSize = (sampleLetter.get_width(), sampleLetter.get_height())
lettersOnScreen = (
int(displLength[0] / letterSize[0]),
int(displLength[1] / letterSize[1]),
)
# color init
colorList = [(255, 255, 255)]
primeColors = len(colorList) + 1
R, G, B = COLOR
colorList += [(R + 10, G + 10, B + 10)] * (lettersOnScreen[1] - 10)
endColors = len(colorList)
colorList += [
(R - 50 if R else 0, B - 50 if B else 0, G - 50 if G else 0),
(R - 100 if R else 0, B - 100 if B else 0, G - 100 if G else 0),
(0, 0, 0),
]
endColors = len(colorList) - endColors + 1
maxCol = len(colorList)
# char generator
letters = [
[0 for _ in range(lettersOnScreen[1] + 1)] for _ in range(lettersOnScreen[0])
]
if ZERO_ONE:
char = chr(random.randint(48, 49))
else:
char = chr(random.randint(32, 126))
for y in range(lettersOnScreen[1] + 1):
for x in range(lettersOnScreen[0]):
letters[x][y] = [
fontObj.render(char, False, colorList[col]) for col in range(maxCol)
]
if ZERO_ONE:
char = chr(random.randint(48, 49))
else:
char = chr(random.randint(32, 126))
# word write
wordMode = False
if len(str) > 0:
wordMode = True
for x in range(
(lettersOnScreen[0] / 2) - (len(str) / 2),
(lettersOnScreen[0] / 2) + (len(str) / 2),
):
letters[x][lettersOnScreen[1] / 2] = [
fontObj.render(
str[x - ((lettersOnScreen[0] / 2) - (len(str) / 2))],
False,
(255, 255, 255),
)
for _ in range(maxCol)
]
for y in range(lettersOnScreen[1] / 2 + 1, lettersOnScreen[1] + 1):
for x in range(
(lettersOnScreen[0] / 2) - (len(str) / 2),
(lettersOnScreen[0] / 2) + (len(str) / 2),
):
letters[x][y] = [
fontObj.render(char, False, (0, 0, 0)) for _ in range(maxCol)
]
char = chr(random.randint(32, 126))
if len(str) % 2 == 1:
letters[(lettersOnScreen[0] / 2) + (len(str) / 2)][lettersOnScreen[1] / 2] = [
fontObj.render(str[len(str) - 1], False, (255, 255, 255))
for _ in range(maxCol)
]
for y in range(lettersOnScreen[1] / 2 + 1, lettersOnScreen[1] + 1):
letters[(lettersOnScreen[0] / 2) + (len(str) / 2)][y] = [
fontObj.render(char, False, (0, 0, 0)) for _ in range(maxCol)
]
char = chr(random.randint(32, 126))
if wordMode:
xHeads = [-1 for _ in range(lettersOnScreen[0] + 1)]
else:
xHeads = [0 for _ in range(lettersOnScreen[0] + 1)]
# 1st loop - word write, no char switch
notDone = True
ticksLeft = lettersOnScreen[1] + maxCol
while ticksLeft > 0 and (notDone) and (wordMode):
for event in pygame.event.get():
if event.type == pygame.QUIT:
notDone = False
if event.type == pygame.KEYDOWN:
notDone = False
if is_written():
ticksLeft -= 1
if random.randint(1, 2) == 1:
randomInt = random.randint(0, lettersOnScreen[0])
if wordMode:
if xHeads[randomInt] == -1:
xHeads[randomInt] = 1
if random.randint(1, 6):
randomInt = random.randint(
(lettersOnScreen[0] / 2) - len(str),
(lettersOnScreen[0] / 2) + len(str) + 1,
)
if xHeads[randomInt] == -1:
xHeads[randomInt] = 1
else:
if xHeads[randomInt] == 0:
xHeads[randomInt] = 1
for x in range(lettersOnScreen[0]):
col = 0
counter = xHeads[x]
while (counter > 0) and (col < maxCol):
if (counter < lettersOnScreen[1] + 2) and (
col < primeColors or col > (maxCol - endColors)
):
surface.blit(
letters[x][counter - 1][col],
(x * letterSize[0], (counter - 1) * letterSize[1]),
)
col += 1
counter -= 1
if xHeads[x] > 0:
xHeads[x] += 1
if xHeads[x] - maxCol > lettersOnScreen[1]:
xHeads[x] = 0
pygame.display.update()
clock = pygame.time.Clock()
clock.tick(20)
# word delete
if len(str) % 2 == 1:
strLen = int((lettersOnScreen[0] / 2) + (len(str) / 2) + 1)
else:
strLen = int((lettersOnScreen[0] / 2) + (len(str) / 2))
for x in range(int((lettersOnScreen[0] / 2) - (len(str) / 2)), strLen):
letters[x][lettersOnScreen[1] / 2] = [
fontObj.render(
str[x - ((lettersOnScreen[0] / 2) - (len(str) / 2))], False, colorList[col]
)
for col in range(maxCol)
]
char = chr(random.randint(32, 126))
for y in range(int(lettersOnScreen[1] / 2 + 1), int(lettersOnScreen[1] + 1)):
for x in range(
int((lettersOnScreen[0] / 2) - (len(str) / 2)),
int((lettersOnScreen[0] / 2) + (len(str) / 2) + 1),
):
letters[x][y] = [
fontObj.render(char, False, colorList[col]) for col in range(maxCol)
]
char = chr(random.randint(32, 126))
# main matrix, has char switch
while notDone:
for event in pygame.event.get():
if event.type == pygame.QUIT:
notDone = False
if event.type == pygame.KEYDOWN:
notDone = False
if random.randint(1, 2) == 1:
randomInt = random.randint(0, lettersOnScreen[0])
if xHeads[randomInt] <= 0:
xHeads[randomInt] = 1
for x in range(lettersOnScreen[0]):
col = 0
counter = xHeads[x]
# main loop for redraw
while (counter > 0) and (col < maxCol):
if (counter < lettersOnScreen[1] + 2) and (
col < primeColors or col > (maxCol - endColors)
):
surface.blit(
letters[x][counter - 1][col],
(x * letterSize[0], (counter - 1) * letterSize[1]),
)
col += 1
counter -= 1
# charswirch
randomInt = random.randint(1, maxCol - 1)
charPosY = xHeads[x] - randomInt
if lettersOnScreen[1] - 1 > charPosY > 0:
temp = letters[x][charPosY]
randomX = random.randint(1, lettersOnScreen[0] - 1)
randomY = random.randint(1, lettersOnScreen[1] - 1)
surface.blit(
letters[x][charPosY][maxCol - 1],
(x * letterSize[0], charPosY * letterSize[1]),
)
surface.blit(
letters[randomX][randomY][maxCol - 1],
(randomX * letterSize[0], randomY * letterSize[1]),
)
# char swap
letters[x][charPosY] = letters[randomX][randomY]
letters[randomX][randomY] = temp
surface.blit(
letters[x][charPosY][randomInt],
(x * letterSize[0], charPosY * letterSize[1]),
)
surface.blit(
letters[randomX][randomY][get_color(randomX, randomY)],
(randomX * letterSize[0], randomY * letterSize[1]),
)
# check if is out of screen
if xHeads[x] > 0:
xHeads[x] += 1
if xHeads[x] - maxCol > lettersOnScreen[1]:
xHeads[x] = 0
pygame.display.update()
clock = pygame.time.Clock()
clock.tick(20)