def __init__(self, file_name=None, **kwargs): Container.__init__(self, **kwargs) self.file_name = file_name or self.file_name self.ensure_valid_file() self.style = self.style.lower() self.gen_html_string() strati = self.html_string.find("background:") self.background_color = self.html_string[strati + 12:strati + 19] self.gen_code_json() self.code = self.gen_colored_lines() if self.insert_line_no: self.line_numbers = self.gen_line_numbers() self.line_numbers.next_to(self.code, direction=LEFT, buff=self.line_no_buff) if self.background == "rectangle": if self.insert_line_no: forground = VGroup(self.code, self.line_numbers) else: forground = self.code self.background_mobject = SurroundingRectangle(forground, buff=self.margin, color=self.background_color, fill_color=self.background_color, stroke_width=0, fill_opacity=1, ) self.background_mobject.round_corners(self.corner_radius) else: if self.insert_line_no: forground = VGroup(self.code, self.line_numbers) else: forground = self.code height = forground.get_height() + 0.1 * 3 + 2 * self.margin width = forground.get_width() + 0.1 * 3 + 2 * self.margin rrect = RoundedRectangle(corner_radius=self.corner_radius, height=height, width=width, stroke_width=0, color=self.background_color, fill_opacity=1) button_radius = 0.09 red_button = Dot(radius=button_radius, stroke_width=0, color='#ff5f56') red_button.shift(LEFT * button_radius * 3) yellow_button = Dot(radius=button_radius, stroke_width=0, color='#ffbd2e') green_button = Dot(radius=button_radius, stroke_width=0, color='#27c93f') green_button.shift(RIGHT * button_radius * 3) buttons = VGroup(red_button, yellow_button, green_button) buttons.shift( UP * (height / 2 - 0.1 * 2 - 0.05) + LEFT * (width / 2 - 0.1 * 5 - self.corner_radius / 2 - 0.05)) self.background_mobject = VGroup(rrect, buttons) x = (height - forground.get_height()) / 2 - 0.1 * 3 self.background_mobject.shift(forground.get_center()) self.background_mobject.shift(UP * x) if self.insert_line_no: VGroup.__init__(self, self.background_mobject, self.line_numbers, *self.code, **kwargs) else: VGroup.__init__(self, self.background_mobject, Dot(fill_opacity=0, stroke_opacity=0), *self.code, **kwargs) self.move_to(np.array([0, 0, 0]))
class PiCreature(SVGMobject): CONFIG = { "color": BLUE_E, "file_name_prefix": "PiCreatures", "stroke_width": 0, "stroke_color": BLACK, "fill_opacity": 1.0, "height": 3, "corner_scale_factor": 0.75, "flip_at_start": False, "is_looking_direction_purposeful": False, "start_corner": None, # Range of proportions along body where arms are "right_arm_range": [0.55, 0.7], "left_arm_range": [.34, .462], "pupil_to_eye_width_ratio": 0.4, "pupil_dot_to_pupil_width_ratio": 0.3, } def __init__(self, mode="plain", **kwargs): digest_config(self, kwargs) self.mode = mode self.parts_named = False try: svg_file = os.path.join( PI_CREATURE_DIR, "%s_%s.svg" % (self.file_name_prefix, mode)) SVGMobject.__init__(self, file_name=svg_file, **kwargs) except Exception: warnings.warn("No %s design with mode %s" % (self.file_name_prefix, mode)) # TODO, this needs to change to a different, better directory svg_file = os.path.join( FILE_DIR, "PiCreatures_plain.svg", ) SVGMobject.__init__(self, mode="plain", file_name=svg_file, **kwargs) if self.flip_at_start: self.flip() if self.start_corner is not None: self.to_corner(self.start_corner) def align_data(self, mobject): # This ensures that after a transform into a different mode, # the pi creatures mode will be updated appropriately SVGMobject.align_data(self, mobject) if isinstance(mobject, PiCreature): self.mode = mobject.get_mode() def name_parts(self): self.mouth = self.submobjects[MOUTH_INDEX] self.body = self.submobjects[BODY_INDEX] self.pupils = VGroup(*[ self.submobjects[LEFT_PUPIL_INDEX], self.submobjects[RIGHT_PUPIL_INDEX] ]) self.eyes = VGroup(*[ self.submobjects[LEFT_EYE_INDEX], self.submobjects[RIGHT_EYE_INDEX] ]) self.eye_parts = VGroup(self.eyes, self.pupils) self.parts_named = True def init_colors(self): SVGMobject.init_colors(self) if not self.parts_named: self.name_parts() self.mouth.set_fill(BLACK, opacity=1) self.body.set_fill(self.color, opacity=1) self.eyes.set_fill(WHITE, opacity=1) self.init_pupils() return self def init_pupils(self): # Instead of what is drawn, make new circles. # This is mostly because the paths associated # with the eyes in all the drawings got slightly # messed up. for eye, pupil in zip(self.eyes, self.pupils): pupil_r = eye.get_width() / 2 pupil_r *= self.pupil_to_eye_width_ratio dot_r = pupil_r dot_r *= self.pupil_dot_to_pupil_width_ratio new_pupil = Circle( radius=pupil_r, color=BLACK, fill_opacity=1, stroke_width=0, ) dot = Circle( radius=dot_r, color=WHITE, fill_opacity=1, stroke_width=0, ) new_pupil.move_to(pupil) pupil.become(new_pupil) dot.shift( new_pupil.get_boundary_point(UL) - dot.get_boundary_point(UL)) pupil.add(dot) def copy(self): copy_mobject = SVGMobject.copy(self) copy_mobject.name_parts() return copy_mobject def set_color(self, color): self.body.set_fill(color) self.color = color return self def change_mode(self, mode): new_self = self.__class__(mode=mode, ) new_self.match_style(self) new_self.match_height(self) if self.is_flipped() != new_self.is_flipped(): new_self.flip() new_self.shift(self.eyes.get_center() - new_self.eyes.get_center()) if hasattr(self, "purposeful_looking_direction"): new_self.look(self.purposeful_looking_direction) self.become(new_self) self.mode = mode return self def get_mode(self): return self.mode def look(self, direction): norm = get_norm(direction) if norm == 0: return direction /= norm self.purposeful_looking_direction = direction for pupil, eye in zip(self.pupils.split(), self.eyes.split()): c = eye.get_center() right = eye.get_right() - c up = eye.get_top() - c vect = direction[0] * right + direction[1] * up v_norm = get_norm(vect) p_radius = 0.5 * pupil.get_width() vect *= (v_norm - 0.75 * p_radius) / v_norm pupil.move_to(c + vect) self.pupils[1].align_to(self.pupils[0], DOWN) return self def look_at(self, point_or_mobject): if isinstance(point_or_mobject, Mobject): point = point_or_mobject.get_center() else: point = point_or_mobject self.look(point - self.eyes.get_center()) return self def change(self, new_mode, look_at_arg=None): self.change_mode(new_mode) if look_at_arg is not None: self.look_at(look_at_arg) return self def get_looking_direction(self): vect = self.pupils.get_center() - self.eyes.get_center() return normalize(vect) def get_look_at_spot(self): return self.eyes.get_center() + self.get_looking_direction() def is_flipped(self): return self.eyes.submobjects[0].get_center()[0] > \ self.eyes.submobjects[1].get_center()[0] def blink(self): eye_parts = self.eye_parts eye_bottom_y = eye_parts.get_bottom()[1] eye_parts.apply_function(lambda p: [p[0], eye_bottom_y, p[2]]) return self def to_corner(self, vect=None, **kwargs): if vect is not None: SVGMobject.to_corner(self, vect, **kwargs) else: self.scale(self.corner_scale_factor) self.to_corner(DOWN + LEFT, **kwargs) return self def get_bubble(self, *content, **kwargs): bubble_class = kwargs.get("bubble_class", ThoughtBubble) bubble = bubble_class(**kwargs) if len(content) > 0: if isinstance(content[0], str): content_mob = TextMobject(*content) else: content_mob = content[0] bubble.add_content(content_mob) if "height" not in kwargs and "width" not in kwargs: bubble.resize_to_content() bubble.pin_to(self) self.bubble = bubble return bubble def make_eye_contact(self, pi_creature): self.look_at(pi_creature.eyes) pi_creature.look_at(self.eyes) return self def shrug(self): self.change_mode("shruggie") top_mouth_point, bottom_mouth_point = [ self.mouth.points[np.argmax(self.mouth.points[:, 1])], self.mouth.points[np.argmin(self.mouth.points[:, 1])] ] self.look(top_mouth_point - bottom_mouth_point) return self def get_arm_copies(self): body = self.body return VGroup(*[ body.copy().pointwise_become_partial(body, *alpha_range) for alpha_range in (self.right_arm_range, self.left_arm_range) ])
def scroll_through_patrons(self): logo_box = Square(side_length=2.5) logo_box.to_corner(DOWN + LEFT, buff=MED_LARGE_BUFF) total_width = FRAME_X_RADIUS - logo_box.get_right()[0] black_rect = Rectangle( fill_color=BLACK, fill_opacity=1, stroke_width=3, stroke_color=BLACK, width=FRAME_WIDTH, height=0.6 * FRAME_HEIGHT, ) black_rect.to_edge(UP, buff=0) line = DashedLine(FRAME_X_RADIUS * LEFT, FRAME_X_RADIUS * RIGHT) line.move_to(ORIGIN) thanks = TextMobject(self.thanks_words) thanks.scale(0.9) thanks.next_to(black_rect.get_bottom(), UP, SMALL_BUFF) thanks.set_color(YELLOW) underline = Line(LEFT, RIGHT) underline.match_width(thanks) underline.scale(1.1) underline.next_to(thanks, DOWN, SMALL_BUFF) thanks.add(underline) changed_patron_names = map( self.modify_patron_name, self.specific_patrons, ) patrons = VGroup(*map( TextMobject, changed_patron_names, )) patrons.scale(self.patron_scale_val) for patron in patrons: if patron.get_width() > self.max_patron_width: patron.set_width(self.max_patron_width) columns = VGroup(*[ VGroup(*patrons[i::self.n_patron_columns]) for i in range(self.n_patron_columns) ]) for column in columns: for n, name in enumerate(column): name.shift(n * self.name_y_spacing * DOWN) columns.arrange( RIGHT, buff=LARGE_BUFF, aligned_edge=UP, ) max_width = FRAME_WIDTH - 1 if columns.get_width() > max_width: columns.set_width(max_width) underline.match_width(columns) # thanks.to_edge(RIGHT, buff=MED_SMALL_BUFF) columns.next_to(underline, DOWN, buff=2) columns.generate_target() columns.target.to_edge(DOWN, buff=2) vect = columns.target.get_center() - columns.get_center() distance = get_norm(vect) wait_time = 20 always_shift( columns, direction=normalize(vect), rate=(distance / wait_time) ) self.add(columns, black_rect, line, thanks) self.wait(wait_time)
class PiCreature(SVGMobject): CONFIG = { "color": BLUE_E, "file_name_prefix": "PiCreatures", "stroke_width": 0, "stroke_color": BLACK, "fill_opacity": 1.0, "height": 3, "corner_scale_factor": 0.75, "flip_at_start": False, "is_looking_direction_purposeful": False, "start_corner": None, # Range of proportions along body where arms are "right_arm_range": [0.55, 0.7], "left_arm_range": [.34, .462], "pupil_to_eye_width_ratio": 0.4, "pupil_dot_to_pupil_width_ratio": 0.3, } def __init__(self, mode="plain", **kwargs): digest_config(self, kwargs) self.mode = mode self.parts_named = False try: svg_file = os.path.join( PI_CREATURE_DIR, "%s_%s.svg" % (self.file_name_prefix, mode) ) SVGMobject.__init__(self, file_name=svg_file, **kwargs) except Exception: warnings.warn("No %s design with mode %s" % (self.file_name_prefix, mode)) svg_file = os.path.join( FILE_DIR, "PiCreatures_plain.svg", ) SVGMobject.__init__(self, mode="plain", file_name=svg_file, **kwargs) if self.flip_at_start: self.flip() if self.start_corner is not None: self.to_corner(self.start_corner) def align_data(self, mobject): # This ensures that after a transform into a different mode, # the pi creatures mode will be updated appropriately SVGMobject.align_data(self, mobject) if isinstance(mobject, PiCreature): self.mode = mobject.get_mode() def name_parts(self): self.mouth = self.submobjects[MOUTH_INDEX] self.body = self.submobjects[BODY_INDEX] self.pupils = VGroup(*[ self.submobjects[LEFT_PUPIL_INDEX], self.submobjects[RIGHT_PUPIL_INDEX] ]) self.eyes = VGroup(*[ self.submobjects[LEFT_EYE_INDEX], self.submobjects[RIGHT_EYE_INDEX] ]) self.eye_parts = VGroup(self.eyes, self.pupils) self.parts_named = True def init_colors(self): SVGMobject.init_colors(self) if not self.parts_named: self.name_parts() self.mouth.set_fill(BLACK, opacity=1) self.body.set_fill(self.color, opacity=1) self.eyes.set_fill(WHITE, opacity=1) self.init_pupils() return self def init_pupils(self): # Instead of what is drawn, make new circles. # This is mostly because the paths associated # with the eyes in all the drawings got slightly # messed up. for eye, pupil in zip(self.eyes, self.pupils): pupil_r = eye.get_width() / 2 pupil_r *= self.pupil_to_eye_width_ratio dot_r = pupil_r dot_r *= self.pupil_dot_to_pupil_width_ratio new_pupil = Circle( radius=pupil_r, color=BLACK, fill_opacity=1, stroke_width=0, ) dot = Circle( radius=dot_r, color=WHITE, fill_opacity=1, stroke_width=0, ) new_pupil.move_to(pupil) pupil.become(new_pupil) dot.shift( new_pupil.get_boundary_point(UL) - dot.get_boundary_point(UL) ) pupil.add(dot) def copy(self): copy_mobject = SVGMobject.copy(self) copy_mobject.name_parts() return copy_mobject def set_color(self, color): self.body.set_fill(color) self.color = color return self def change_mode(self, mode): new_self = self.__class__( mode=mode, ) new_self.match_style(self) new_self.match_height(self) if self.is_flipped() != new_self.is_flipped(): new_self.flip() new_self.shift(self.eyes.get_center() - new_self.eyes.get_center()) if hasattr(self, "purposeful_looking_direction"): new_self.look(self.purposeful_looking_direction) self.become(new_self) self.mode = mode return self def get_mode(self): return self.mode def look(self, direction): norm = get_norm(direction) if norm == 0: return direction /= norm self.purposeful_looking_direction = direction for pupil, eye in zip(self.pupils.split(), self.eyes.split()): c = eye.get_center() right = eye.get_right() - c up = eye.get_top() - c vect = direction[0] * right + direction[1] * up v_norm = get_norm(vect) p_radius = 0.5 * pupil.get_width() vect *= (v_norm - 0.75 * p_radius) / v_norm pupil.move_to(c + vect) self.pupils[1].align_to(self.pupils[0], DOWN) return self def look_at(self, point_or_mobject): if isinstance(point_or_mobject, Mobject): point = point_or_mobject.get_center() else: point = point_or_mobject self.look(point - self.eyes.get_center()) return self def change(self, new_mode, look_at_arg=None): self.change_mode(new_mode) if look_at_arg is not None: self.look_at(look_at_arg) return self def get_looking_direction(self): vect = self.pupils.get_center() - self.eyes.get_center() return normalize(vect) def get_look_at_spot(self): return self.eyes.get_center() + self.get_looking_direction() def is_flipped(self): return self.eyes.submobjects[0].get_center()[0] > \ self.eyes.submobjects[1].get_center()[0] def blink(self): eye_parts = self.eye_parts eye_bottom_y = eye_parts.get_bottom()[1] eye_parts.apply_function( lambda p: [p[0], eye_bottom_y, p[2]] ) return self def to_corner(self, vect=None, **kwargs): if vect is not None: SVGMobject.to_corner(self, vect, **kwargs) else: self.scale(self.corner_scale_factor) self.to_corner(DOWN + LEFT, **kwargs) return self def get_bubble(self, *content, **kwargs): bubble_class = kwargs.get("bubble_class", ThoughtBubble) bubble = bubble_class(**kwargs) if len(content) > 0: if isinstance(content[0], str): content_mob = TextMobject(*content) else: content_mob = content[0] bubble.add_content(content_mob) if "height" not in kwargs and "width" not in kwargs: bubble.resize_to_content() bubble.pin_to(self) self.bubble = bubble return bubble def make_eye_contact(self, pi_creature): self.look_at(pi_creature.eyes) pi_creature.look_at(self.eyes) return self def shrug(self): self.change_mode("shruggie") top_mouth_point, bottom_mouth_point = [ self.mouth.points[np.argmax(self.mouth.points[:, 1])], self.mouth.points[np.argmin(self.mouth.points[:, 1])] ] self.look(top_mouth_point - bottom_mouth_point) return self def get_arm_copies(self): body = self.body return VGroup(*[ body.copy().pointwise_become_partial(body, *alpha_range) for alpha_range in (self.right_arm_range, self.left_arm_range) ])
class PiCreature(SVGMobject): CONFIG = { "color": BLUE_E, "file_name_prefix": "PiCreatures", "stroke_width": 0, "stroke_color": BLACK, "fill_opacity": 1.0, "propagate_style_to_family": True, "height": 3, "corner_scale_factor": 0.75, "flip_at_start": False, "is_looking_direction_purposeful": False, "start_corner": None, # Range of proportions along body where arms are "right_arm_range": [0.55, 0.7], "left_arm_range": [.34, .462], } def __init__(self, mode="plain", **kwargs): digest_config(self, kwargs) self.mode = mode self.parts_named = False try: svg_file = os.path.join( PI_CREATURE_DIR, "%s_%s.svg" % (self.file_name_prefix, mode)) SVGMobject.__init__(self, file_name=svg_file, **kwargs) except Exception: warnings.warn("No %s design with mode %s" % (self.file_name_prefix, mode)) svg_file = os.path.join( FILE_DIR, "PiCreatures_plain.svg", ) SVGMobject.__init__(self, mode="plain", file_name=svg_file, **kwargs) if self.flip_at_start: self.flip() if self.start_corner is not None: self.to_corner(self.start_corner) def align_data(self, mobject): # This ensures that after a transform into a different mode, # the pi creatures mode will be updated appropriately SVGMobject.align_data(self, mobject) if isinstance(mobject, PiCreature): self.mode = mobject.get_mode() def name_parts(self): self.mouth = self.submobjects[MOUTH_INDEX] self.body = self.submobjects[BODY_INDEX] self.pupils = VGroup(*[ self.submobjects[LEFT_PUPIL_INDEX], self.submobjects[RIGHT_PUPIL_INDEX] ]) self.eyes = VGroup(*[ self.submobjects[LEFT_EYE_INDEX], self.submobjects[RIGHT_EYE_INDEX] ]) self.eye_parts = VGroup(self.eyes, self.pupils) self.parts_named = True def init_colors(self): SVGMobject.init_colors(self) if not self.parts_named: self.name_parts() self.mouth.set_fill(BLACK, opacity=1) self.body.set_fill(self.color, opacity=1) self.pupils.set_fill(BLACK, opacity=1) # self.pupils.set_stroke(DARK_GREY, width=1) self.add_pupil_light_spot(self.pupils) self.eyes.set_fill(WHITE, opacity=1) return self def add_pupil_light_spot(self, pupils): # Purely an artifact of how the SVGs were drawn. # In a perfect world, this wouldn't be needed for pupil in pupils: index = 16 sub_points = pupil.points[:index] pupil.points = pupil.points[index + 2:] circle = VMobject() circle.points = sub_points circle.set_stroke(width=0) circle.set_fill(WHITE, 1) pupil.add(circle) def copy(self): copy_mobject = SVGMobject.copy(self) copy_mobject.name_parts() return copy_mobject def set_color(self, color): self.body.set_fill(color) self.color = color return self def change_mode(self, mode): new_self = self.__class__(mode=mode, ) new_self.match_style(self) new_self.match_height(self) if self.is_flipped() != new_self.is_flipped(): new_self.flip() new_self.shift(self.eyes.get_center() - new_self.eyes.get_center()) if hasattr(self, "purposeful_looking_direction"): new_self.look(self.purposeful_looking_direction) Transform(self, new_self).update(1) self.mode = mode return self def get_mode(self): return self.mode def look(self, direction): norm = get_norm(direction) if norm == 0: return direction /= norm self.purposeful_looking_direction = direction for pupil, eye in zip(self.pupils.split(), self.eyes.split()): c = eye.get_center() right = eye.get_right() - c up = eye.get_top() - c vect = direction[0] * right + direction[1] * up v_norm = get_norm(vect) p_radius = 0.5 * pupil.get_width() vect *= (v_norm - 0.75 * p_radius) / v_norm pupil.move_to(c + vect) self.pupils[1].align_to(self.pupils[0], DOWN) return self def look_at(self, point_or_mobject): if isinstance(point_or_mobject, Mobject): point = point_or_mobject.get_center() else: point = point_or_mobject self.look(point - self.eyes.get_center()) return self def change(self, new_mode, look_at_arg=None): self.change_mode(new_mode) if look_at_arg is not None: self.look_at(look_at_arg) return self def get_looking_direction(self): return np.sign( np.round(self.pupils.get_center() - self.eyes.get_center(), decimals=2)) def is_flipped(self): return self.eyes.submobjects[0].get_center()[0] > \ self.eyes.submobjects[1].get_center()[0] def blink(self): eye_parts = self.eye_parts eye_bottom_y = eye_parts.get_bottom()[1] eye_parts.apply_function(lambda p: [p[0], eye_bottom_y, p[2]]) return self def to_corner(self, vect=None, **kwargs): if vect is not None: SVGMobject.to_corner(self, vect, **kwargs) else: self.scale(self.corner_scale_factor) self.to_corner(DOWN + LEFT, **kwargs) return self def get_bubble(self, *content, **kwargs): bubble_class = kwargs.get("bubble_class", ThoughtBubble) bubble = bubble_class(**kwargs) if len(content) > 0: if isinstance(content[0], str): content_mob = TextMobject(*content) else: content_mob = content[0] bubble.add_content(content_mob) if "height" not in kwargs and "width" not in kwargs: bubble.resize_to_content() bubble.pin_to(self) self.bubble = bubble return bubble def make_eye_contact(self, pi_creature): self.look_at(pi_creature.eyes) pi_creature.look_at(self.eyes) return self def shrug(self): self.change_mode("shruggie") top_mouth_point, bottom_mouth_point = [ self.mouth.points[np.argmax(self.mouth.points[:, 1])], self.mouth.points[np.argmin(self.mouth.points[:, 1])] ] self.look(top_mouth_point - bottom_mouth_point) return self def get_arm_copies(self): body = self.body return VGroup(*[ body.copy().pointwise_become_partial(body, *alpha_range) for alpha_range in (self.right_arm_range, self.left_arm_range) ])
def __init__(self, file_name=None, code_str=None, **kwargs): Container.__init__(self, **kwargs) self.file_name = file_name self.code_str = code_str self.ensure_valid_file() self.style = self.style.lower() self.gen_html_string() strati = self.html_string.find("background:") self.background_color = self.html_string[strati + 12:strati + 19] self.gen_code_json() self.code = self.gen_colored_lines() if self.insert_line_no: self.line_numbers = self.gen_line_numbers() self.line_numbers.next_to(self.code, direction=LEFT, buff=self.line_no_buff) if self.background == "rectangle": if self.insert_line_no: forground = VGroup(self.code, self.line_numbers) else: forground = self.code self.background_mobject = SurroundingRectangle( forground, buff=self.margin, color=self.background_color, fill_color=self.background_color, stroke_width=0, fill_opacity=1, ) self.background_mobject.round_corners(self.corner_radius) else: if self.insert_line_no: forground = VGroup(self.code, self.line_numbers) else: forground = self.code height = forground.get_height() + 0.1 * 3 + 2 * self.margin width = forground.get_width() + 0.1 * 3 + 2 * self.margin rrect = RoundedRectangle(corner_radius=self.corner_radius, height=height, width=width, stroke_width=0, color=GREY_E, fill_opacity=1) red_button = Dot(radius=0.1, stroke_width=0, color='#ff5f56') red_button.shift(LEFT * 0.1 * 3) yellow_button = Dot(radius=0.1, stroke_width=0, color='#ffbd2e') green_button = Dot(radius=0.1, stroke_width=0, color='#27c93f') green_button.shift(RIGHT * 0.1 * 3) buttons = VGroup(red_button, yellow_button, green_button) buttons.shift( UP * (height / 2 - 0.1 * 2 - 0.05) + LEFT * (width / 2 - 0.1 * 5 - self.corner_radius / 2 - 0.05)) self.background_mobject = VGroup(rrect, buttons) x = (height - forground.get_height()) / 2 - 0.1 * 3 self.background_mobject.shift(forground.get_center()) self.background_mobject.shift(UP * x) if self.insert_line_no: VGroup.__init__(self, self.background_mobject, self.line_numbers, *self.code, **kwargs) else: VGroup.__init__(self, self.background_mobject, Dot(fill_opacity=0, stroke_opacity=0), *self.code, **kwargs) window = RIGHT_SIDE[0] - LEFT_SIDE[0] width = self.background_mobject.get_width() print(width) scale_x = window / width * 0.96 window = TOP[1] - BOTTOM[1] print(window) width = self.background_mobject.get_height() scale_y = window / width * 0.96 if self.adapting_x and scale_x < scale_y: self.scale(scale_x) if self.adapting_y and scale_y <= scale_x: self.scale(scale_y) self.align_to(LEFT_SIDE + self.margin, LEFT) self.align_to( TOP - self.margin + 0.42 * (self.code.char_height + self.code.line_spacing) * self.scale_factor, UP)
def scroll_through_patrons(self): logo_box = Square(side_length=2.5) logo_box.to_corner(DOWN + LEFT, buff=MED_LARGE_BUFF) total_width = FRAME_X_RADIUS - logo_box.get_right()[0] black_rect = Rectangle( fill_color=BLACK, fill_opacity=1, stroke_width=3, stroke_color=BLACK, width=FRAME_WIDTH, height=0.6 * FRAME_HEIGHT, ) black_rect.to_edge(UP, buff=0) line = DashedLine(FRAME_X_RADIUS * LEFT, FRAME_X_RADIUS * RIGHT) line.move_to(ORIGIN) thanks = TextMobject(self.thanks_words) thanks.scale(0.9) thanks.next_to(black_rect.get_bottom(), UP, SMALL_BUFF) thanks.set_color(YELLOW) underline = Line(LEFT, RIGHT) underline.match_width(thanks) underline.scale(1.1) underline.next_to(thanks, DOWN, SMALL_BUFF) thanks.add(underline) changed_patron_names = map( self.modify_patron_name, self.specific_patrons, ) patrons = VGroup(*map( TextMobject, changed_patron_names, )) patrons.scale(self.patron_scale_val) for patron in patrons: if patron.get_width() > self.max_patron_width: patron.set_width(self.max_patron_width) columns = VGroup(*[ VGroup(*patrons[i::self.n_patron_columns]) for i in range(self.n_patron_columns) ]) for column in columns: for n, name in enumerate(column): name.shift(n * self.name_y_spacing * DOWN) columns.arrange( RIGHT, buff=LARGE_BUFF, aligned_edge=UP, ) if columns.get_width() > self.max_patron_width: columns.set_width(total_width - 1) thanks.to_edge(RIGHT, buff=MED_SMALL_BUFF) columns.next_to(underline, DOWN, buff=2) columns.generate_target() columns.target.to_edge(DOWN, buff=2) vect = columns.target.get_center() - columns.get_center() distance = get_norm(vect) wait_time = 20 always_shift( columns, direction=normalize(vect), rate=(distance / wait_time) ) self.add(columns, black_rect, line, thanks) self.wait(wait_time)