the circle buttons have been refactored in a more object oriented way
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@ -4,18 +4,62 @@ import math
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class CircleButton:
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def __init__(self, gui, x, y, radius):
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self.screen = gui.screen
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self.x = x
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self.y = y
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def __init__(self, gui, position, radius):
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self.surface = gui.screen
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self.position = position
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self.radius = radius
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self.color = color_primary
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def check_click(self, pos, action):
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if math.sqrt(math.pow(pos[0] - self.x, 2) +
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math.pow(pos[1] - self.y, 2)) < self.radius:
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action()
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def check_click(self, pos):
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if math.sqrt(math.pow(pos[0] - self.position[0], 2) +
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math.pow(pos[1] - self.position[1], 2)) < self.radius:
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self.on_click()
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def on_click(self):
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pass
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def draw(self):
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pass
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def display(self):
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pygame.draw.circle(self.screen, self.color,
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(self.x, self.y), self.radius)
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pygame.draw.circle(self.surface, self.color, self.position, self.radius)
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self.draw()
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class BeatButton(CircleButton):
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def __init__(self, gui, position, radius):
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self.playing = False
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super().__init__(gui, position, radius)
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def on_click(self):
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self.playing = not self.playing
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def draw(self):
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x, y = self.position
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pygame.draw.polygon(self.surface, "black", [
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(x-self.radius/2.5, y-self.radius/1.5),
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(x+self.radius/1.5, y),
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(x-self.radius/2.5, y+self.radius/1.5)
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], 2 if self.playing else 0)
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class LoopButton(CircleButton):
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def __init__(self, gui, position, radius):
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self.state = False
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self.counter = 0
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self.frame_threshold = 30
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self.recording = False
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super().__init__(gui, position, radius)
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def on_click(self):
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self.recording = not self.recording
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self.state = not self.state
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def draw(self):
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pygame.draw.circle(self.surface, "black", self.position, self.radius/1.5)
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pygame.draw.circle(self.surface, self.color, self.position, self.radius/2,
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2 if not self.state else 0)
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if self.recording:
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if self.counter == self.frame_threshold:
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self.state = not self.state
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self.counter = 0
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self.counter += 1
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