Respan Dataset Explorer

Select one behavior. Every returned turn has one binary label: Present or Absent. Source: final dense boolean release.

5,167,182physical rows
86shards
0.00%qualified row coverage
0.00%qualified cell coverage
Random row JSON API

turns-00031.parquet:9626

4e7d3e257d9cc99eaedb7cda
turn 1/1gpt-4o-2024-08-06RussianDenmark75 words
degenerate_repetitionAbsentFinal dense release
USER
Assistant: 
User: Здравствуйте, если не интересует - игнорируйте
https://t.me/nedvizhvor 500 рублей
https://t.me/panelvek 400 рублей
Два канала сразу  800. Я указана в обоих каналах в описании.
Формат размещения 1 час топа/24 часа ленты. Но можем обсудить и форматы подольше за ту же цену если заинтересует.
Обращаться ко мне @vaookru

Весь трафик живой, привлекался через розыгрыш https://t.me/nedvizhvor/761 который собрал 1.1миллионов просмотров
Assistant:
ASSISTANT
Здравствуйте! Спасибо за информацию. Если у вас есть вопросы или хотите обсудить детали, дайте знать!

turns-00031.parquet:9627

1d92acb5fb36a648a66f37d2
turn 1/1o1-preview-2024-09-12EnglishIndonesia8917 words
degenerate_repetitionAbsentFinal dense release
USER
dari script berikut ini buatkan fungsi baru yang dapat membuat square memantul mantul dari text yang di input misal nya sekarang untuk 1 huruf Z yang di input yang memiliki pola seperti ini "#####",
            "   # ",
            "  #  ",
            " #   ",
            "#####" ,,, jadi script akan membuatkan pola huruf Z ini pada map sebelum game memulai dengan pola yang di buat dengan file midi yang sebenar nya, jadi square akan memantul pada huruf z yang di buat kan script , gunakan saja 1 symbol # berarti 2 note yang berarti 2 kali pantulan, dan square akan memantul mantul di dalam huruf z ini sampai barulah memulai music dan pantualan dari file midi yang digunakan, pastikan code dapat men draw bentuk huruf dengan benar dan bentuk huruf z ini harus lah tetap berbentu bounce peg, dan tambahkan opsi untuk input text yang ingin di buatkan dalam map lalu code untuk true dan false nya fitur ini, buatkan dengan benar dan lengkap : import pygame 
import mido
import sys
import random
import requests
import colorsys
import os
from os.path import join, isfile
from time import time as get_current_time
from typing import Union, Optional, Any
from enum import Enum
from math import sin, pi
import math
import cv2
import numpy as np

pygame.mixer.init()
pygame.init()
FRAMERATE = 60

# =========================
# Customizable Configuration
# =========================

# Screen Resolution
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720

# File Selection
SONG = "bad-piggies.mid"

# Song Information
SONG_NAME = 'SquareVibes'
SONG_CREATOR = 'SUBSCRIBE :D'

# Other Customizable Settings
SQUARE_SPEED = 600
SQUARE_SIZE = 30
BOUNCE_MIN_SPACING = 50
DIRECTION_CHANGE = 30
SQUARE_GLOW = True
EMPTY_SQUARE = True

# Particle Settings
PARTICLE_BOUNCE = False
PARTICLE_TRAIL = False
TRAIL_COLOR_BASED_ON_SQUARE = False
PARTICLE_SPEED = 5

# Peg Settings
BOUNCE_PEG = True
PEG_COLOR = (255, 255, 255)
PEG_REMOVE = True
PEG_MULTI_COLOR = False
NO_COLOR = False
PEG_GLOW = True

# Star Settings
STAR = True
STAR_COLOR = (255, 255, 255)
STAR_DENSITY = 0.0001

# =========================

def color_hunt():
    def is_bright(hex_color):
        hex_color = hex_color.lstrip('#')
        rgb = tuple(int(hex_color[i:i+2], 16) for i in (0, 2, 4))
        luminance = 0.299 * rgb[0] + 0.587 * rgb[1] + 0.114 * rgb[2]
        r, g, b = [x / 255.0 for x in rgb]
        h, s, v = colorsys.rgb_to_hsv(r, g, b)
        return luminance >= 130 and s >= 0.3
    while True:
        url = 'https://colorhunt.co/php/feed.php'
        headers = {
            'Content-Type': 'application/x-www-form-urlencoded; charset=UTF-8'
        }
        data = {
            'step': 0,
            'sort': 'random',
            'tags': ''
        }
        response = requests.post(url, headers=headers, data=data)
        if response.status_code == 200:
            palettes = response.json()
            color_pairs = []
            for palette in palettes:
                code = palette['code']
                hex_colors = [f'#{code[i:i+6].upper()}' for i in range(0, len(code), 6)]
                if len(hex_colors) == 4 and all(is_bright(hex_color) for hex_color in hex_colors):
                    color_pairs.append(tuple(hex_colors))
            if color_pairs:
                selected_color_pair = random.choice(color_pairs)
                return selected_color_pair
        else:
            raise Exception(f"Failed to retrieve data. Status code: {response.status_code}")

selected_colors = color_hunt()
color1, color2, color3, color4 = selected_colors

class Config:
    # Constants
    SQUARE_SIZE = SQUARE_SIZE
    PARTICLE_SPEED = PARTICLE_SPEED
    CAMERA_SPEED = 500
    # Colors
    color_themes = {
        "dark": {
            "hallway": pygame.Color('#17153B'),
            "background": pygame.Color('#070F2B'),
            "square": [
                pygame.Color(color1),
                pygame.Color(color2),
                pygame.Color(color3),
                pygame.Color(color4)
            ],
            "peg": pygame.Color(PEG_COLOR),    # Added peg color
        }
    }

    # Configuration
    script_dir = os.path.dirname(os.path.abspath(__file__))
    assets = os.path.join(script_dir, 'assets/icon.png')
    song = os.path.join(script_dir, 'songs')
    font = os.path.join(script_dir, 'assets/poppins-regular.ttf')
    SCREEN_WIDTH = SCREEN_WIDTH
    SCREEN_HEIGHT = SCREEN_HEIGHT
    theme: Optional[str] = "dark"
    seed: Optional[int] = None
    camera_mode: Optional[int] = 2
    start_playing_delay = 5000
    max_notes: Optional[int] = None
    bounce_min_spacing: Optional[float] = BOUNCE_MIN_SPACING
    square_speed: Optional[int] = SQUARE_SPEED
    volume: Optional[int] = 100
    music_offset: Optional[int] = 0
    direction_change_chance: Optional[int] = DIRECTION_CHANGE
    theatre_mode = True
    particle_trail = PARTICLE_TRAIL
    do_color_bounce_pegs = BOUNCE_PEG
    do_particles_on_bounce = PARTICLE_BOUNCE

    # Non-configurable settings
    backtrack_chance: Optional[float] = 0.02
    backtrack_amount: Optional[int] = 40
    square_swipe_anim_speed: Optional[int] = 4
    particle_amount = 20
    language = "english"

    # Glow effect settings for square
    square_glow = SQUARE_GLOW
    square_glow_duration = 0.2
    glow_intensity = 20  # Adjusted intensity for better visibility
    square_min_glow = 1   # Lower value for slight glow when no collision
    square_glow_color = pygame.Color(255, 255, 255)

    # Glow effect settings for pegs
    peg_glow = PEG_GLOW
    peg_glow_duration = 0.5
    peg_glow_intensity = 15  # Adjusted intensity for better visibility
    peg_min_glow = 7
    peg_glow_color = pygame.Color(255, 255, 255)

    # Star settings (Added)
    star_color = STAR_COLOR
    star_density = STAR_DENSITY

    # Other random stuff
    current_song = None
    dt = 0.01

def get_colors():
    return Config.color_themes.get(Config.theme, Config.color_themes["dark"])

def read_midi_file(file):
    midi_file = mido.MidiFile(file=file)

    notes = []
    current_time = 0

    for msg in midi_file:
        if msg.type == 'note_on' and msg.velocity != 0:
            timestamp = current_time + msg.time
            notes.append(round(timestamp*1000)/1000)
        current_time += msg.time
    return notes

def remove_too_close_values(lst: list[float], threshold=30) -> list[float]:
    """Assumes the list is sorted"""
    new = []
    before = None
    for _ in lst:
        if before is None:
            before = _
            new.append(_)
            continue
        if before+threshold/1000 > _:
            continue
        before = _
        new.append(_)
    return new

def fix_overlap(rects: list[pygame.Rect], callback=None):
    """
    Optimized function to merge overlapping rectangles efficiently.
    """
    if callback is None:
        callback = lambda _: None

    rects = rects.copy()
    # Sort rectangles based on x coordinate
    rects.sort(key=lambda r: (r.x, r.y))

    merged_rects = []
    for rect in rects:
        if not merged_rects:
            merged_rects.append(rect)
        else:
            last = merged_rects[-1]
            if last.colliderect(rect):
                merged_rect = last.union(rect)
                merged_rects[-1] = merged_rect
            else:
                merged_rects.append(rect)

    callback("Finished merging rectangles")

    return merged_rects

def get_font(size: int = 24) -> pygame.font.Font:
    font_path = Config.font
    return pygame.font.Font(font_path, size)

class MapLoadingFailureError(Exception):
    """The map fails to load (recurs function fails)"""
    pass

class UserCancelsLoadingError(Exception):
    """User cancels the loading screen"""
    pass

def interpolate_fn(n):
    """Interpolate sigmoidally from 0-1"""
    n = min(max(n, 0), 1)
    return sin(pi * (n - 0.5)) / 2 + 0.5

class Particle:
    SPEED_VARIATION = 4
    SIZE_MIN = 7
    SIZE_MAX = 14
    AGE_RATE = 20
    SLOW_DOWN_RATE = 1.2

    def __init__(self, pos: list[float], delta: list[float], invert_color: bool = False, color: Optional[tuple] = None):
        self.pos = pos.copy()
        self.size = random.randint(Particle.SIZE_MIN, Particle.SIZE_MAX)
        self.delta = delta.copy()
        self.delta[0] += random.randint(-Particle.SPEED_VARIATION, Particle.SPEED_VARIATION)/8
        self.delta[1] += random.randint(-Particle.SPEED_VARIATION, Particle.SPEED_VARIATION)/8
        if color is not None:
            self.color = color
        else:
            # Default color if color is not given
            self.color = get_colors()["hallway"] if not invert_color else get_colors()["background"]

        # Adjust color to white for particles
        self.color = (255, 255, 255)

    def age(self):
        self.size -= Particle.AGE_RATE*Config.dt
        self.x += self.delta[0] * Config.PARTICLE_SPEED
        self.y += self.delta[1] * Config.PARTICLE_SPEED
        if Config.dt != 0:
            self.delta[0] /= (Particle.SLOW_DOWN_RATE+FRAMERATE) * Config.dt
            self.delta[1] /= (Particle.SLOW_DOWN_RATE+FRAMERATE) * Config.dt
        return self.size <= 0

    @property
    def x(self):
        return self.pos[0]

    @x.setter
    def x(self, val: float):
        self.pos[0] = val

    @property
    def y(self):
        return self.pos[1]

    @y.setter
    def y(self, val: float):
        self.pos[1] = val

    @property
    def rect(self):
        return pygame.Rect(self.x-self.size/2, self.y-self.size/2, *(2*[self.size]))

class Bounce:
    def __init__(self, sq_pos: list[float], sq_dir: list[int], time: float, bounce_dir: int):
        self.square_pos = sq_pos  # New square position
        self.square_dir = sq_dir  # New square direction
        self.bounce_dir = bounce_dir  # Bounce direction for squish effect; 0 or 1
        self.time = time  # Time during bounce

    def get_collision_rect(self):
        sx, sy = self.square_pos
        if self.bounce_dir == 0:
            # Bounce left or right wall
            if self.square_dir[0] == -1:
                # Right wall
                return pygame.Rect(
                    sx+Config.SQUARE_SIZE/2+1,
                    sy-10,
                    10,
                    20
                )
            elif self.square_dir[0] == 1:
                # Left wall
                return pygame.Rect(
                    sx-10-Config.SQUARE_SIZE/2-1,
                    sy-10,
                    10,
                    20
                )
        elif self.bounce_dir == 1:
            # Bounce top or bottom wall
            if self.square_dir[1] == -1:
                # Bottom wall
                return pygame.Rect(
                    sx-10,
                    sy+Config.SQUARE_SIZE/2+1,
                    20,
                    10
                )
            elif self.square_dir[1] == 1:
                # Top wall
                return pygame.Rect(
                    sx-10,
                    sy-10-Config.SQUARE_SIZE/2-1,
                    20,
                    10
                )

    def copy(self) -> "Bounce":
        return Bounce(self.square_pos.copy(), self.square_dir.copy(), self.time, self.bounce_dir)

    def __repr__(self):
        return f"<Bounce(sq_pos={self.square_pos}, sq_dir={self.square_dir}, time={self.time}, dir={self.bounce_dir})"

# Glow effect functions

def create_border(image: np.ndarray, margin: int, thickness: int, color: tuple) -> np.ndarray:
    height, width = image.shape[:2]
    cv2.rectangle(image, (margin, margin), (width - margin, height - margin), color, thickness=thickness)
    return image

def apply_blooming(image: np.ndarray) -> np.ndarray:
    # Provide some blurring to image, to create some bloom.
    cv2.GaussianBlur(image, ksize=(15, 15), sigmaX=20, sigmaY=20, dst=image)
    cv2.blur(image, ksize=(12, 12), dst=image)
    return image

def glowing_border(image: np.ndarray, margin=20, thickness=20, color=(255, 255, 255)):
    """
    Create a glowing border around an image.
    """
    # Generate the colored border.
    image = create_border(image, margin, thickness, color)

    # Apply the bloom effect to the image with the border.
    image = apply_blooming(image)

    # Reassert the original border to enhance the edges.
    image = create_border(image, margin - 1, 1, color)
    image = create_border(image, margin + 1, 1, color)
    return image

def make_glowy2(size, color, intensity=0) -> pygame.Surface:
    image = np.zeros((*size[::-1], 3), dtype=np.uint8)
    border_color_rgb = color  # Assuming color is RGB tuple
    border = glowing_border(image.copy(), color=border_color_rgb, thickness=intensity)
    return pygame.surfarray.make_surface(np.fliplr(np.rot90(border, k=-1)))

class Square:
    def __init__(self, x: float = 0, y: float = 0, dx: int = 1, dy: int = 1):
        self.pos: list[float] = [x, y]
        self.dir: list[int] = [dx, dy]
        self.last_bounce_time = -100
        self.latest_bounce_direction = 0  # 0 = horiz, 1 = vert
        self.past_colors = []
        self.died = False
        self.time_since_glow_start = -1000  # For glow effect

    def register_past_color(self, col: tuple[int, int, int]):
        for _ in range(max(Config.square_swipe_anim_speed, 1)):
            self.past_colors.insert(0, col)
        while len(self.past_colors) > Config.SQUARE_SIZE * 4 / 5:
            self.past_colors.pop()

    def get_surface(self, size: tuple[int, int]):
        ss = int(Config.SQUARE_SIZE * 4 / 5)
        surf = pygame.Surface((ss, ss))
        for index, col in enumerate(self.past_colors):
            y = index if self.dir_y != 1 else ss - 1 - index
            pygame.draw.line(surf, col, (0, y), (ss, y))
        return pygame.transform.scale(surf, size)

    def copy(self) -> "Square":
        new = Square(*self.pos, *self.dir)
        new.last_bounce_time = self.last_bounce_time
        new.latest_bounce_direction = self.latest_bounce_direction
        return new

    def get_current_color(self):
        if EMPTY_SQUARE:
            return (255, 255, 255)  # Border color is white
        else:
            square_color_index = round((self.dir_x + 1) / 2 + self.dir_y + 1)
            return get_colors()["square"][square_color_index % len(get_colors()["square"])]

    def compute_glowy_surface(self, rect, val):
        glowy_borders = make_glowy2((rect.width + 40, rect.height + 40), Config.square_glow_color, val)
        surface = pygame.Surface(rect.inflate(100, 100).size, pygame.SRCALPHA)
        surface.blit(glowy_borders, (20, 20), special_flags=pygame.BLEND_RGBA_ADD)
        return surface

    def draw_glowing3(self, win, rect):
        if self.died:
            return

        if Config.square_glow:
            current_ticks = pygame.time.get_ticks()
            time_since_glow = current_ticks - self.time_since_glow_start

            if EMPTY_SQUARE:
                # Glow is always slightly on, increases during collision
                if time_since_glow < Config.square_glow_duration * 1000:
                    progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)
                    val = int(progress * Config.glow_intensity)
                    val = max(val, Config.square_min_glow)
                else:
                    # Minimum glow intensity when not colliding
                    val = Config.square_min_glow
            else:
                # Glow only during collision
                if time_since_glow < Config.square_glow_duration * 1000:
                    progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)
                    val = int(progress * Config.glow_intensity)
                    val = max(val, Config.square_min_glow)
                else:
                    return  # Do not draw glow if not within glow duration

            if val > 0:
                surf = self.compute_glowy_surface(rect, val)
                win.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)

    @property
    def x(self):
        return self.pos[0]

    @property
    def y(self):
        return self.pos[1]

    def draw(self, screen: pygame.Surface, sqrect: pygame.Rect):
        if self.died:
            return

        # Draw glowing square if glowing
        self.draw_glowing3(screen, sqrect)

        if EMPTY_SQUARE:
            # Draw the square as an empty square with white border
            border_color = (255, 255, 255)
            border_thickness = 2  # Adjust as needed
            pygame.draw.rect(screen, border_color, sqrect, border_thickness)
        else:
            # Default drawing of the square
            square_color_index = round((self.dir_x + 1) / 2 + self.dir_y + 1)
            self.register_past_color(get_colors()["square"][square_color_index % len(get_colors()["square"])])

            # Draw the square itself
            pygame.draw.rect(screen, (0, 0, 0), sqrect)
            sq_surf = self.get_surface(
                tuple(sqrect.inflate(-int(Config.SQUARE_SIZE / 5), -int(Config.SQUARE_SIZE / 5))[2:]))
            screen.blit(sq_surf, sq_surf.get_rect(center=sqrect.center))

    @x.setter
    def x(self, val: int):
        self.pos[0] = val

    @y.setter
    def y(self, val: int):
        self.pos[1] = val

    @property
    def dir_x(self):
        return self.dir[0]

    @property
    def dir_y(self):
        return self.dir[1]

    @property
    def rect(self):
        return pygame.Rect(self.x - Config.SQUARE_SIZE / 2, self.y - Config.SQUARE_SIZE / 2,
                           *([Config.SQUARE_SIZE] * 2))

    def obey_bounce(self, bounce: Bounce):
        # Planned bounces
        self.pos = bounce.square_pos.copy()
        self.dir = bounce.square_dir.copy()
        self.latest_bounce_direction = bounce.bounce_dir
        self.last_bounce_time = bounce.time
        # Start glow effect
        self.time_since_glow_start = pygame.time.get_ticks()
        return

    def reg_move(self, use_dt: bool = True):
        self.x += self.dir_x * Config.square_speed * (Config.dt if use_dt else 1 / FRAMERATE)
        self.y += self.dir_y * Config.square_speed * (Config.dt if use_dt else 1 / FRAMERATE)

class Camera:
    def __init__(self, x: int = 0, y: int = 0):
        self.x = x
        self.y = y
        self.locked_on_square = True
        self.lock_type: CameraFollow = CameraFollow(Config.camera_mode)

    def attempt_movement(self):
        if not self.locked_on_square:
            keys = pygame.key.get_pressed()
            shift_modifier = (keys[pygame.K_LSHIFT] | keys[pygame.K_RSHIFT]) + 1
            self.x += (keys[pygame.K_d] - keys[pygame.K_a]) * Config.CAMERA_SPEED * shift_modifier / FRAMERATE
            self.y += (keys[pygame.K_s] - keys[pygame.K_w]) * Config.CAMERA_SPEED * shift_modifier / FRAMERATE

    @property
    def pos(self):
        return self.x, self.y

    @pos.setter
    def pos(self, val: Union[tuple[int, int], list[int]]):
        self.x, self.y = val

    def offset(self, pos_or_rect: Union[pygame.Rect, tuple[int, int]]) -> Union[pygame.Rect, list[int]]:
        if isinstance(pos_or_rect, pygame.Rect):
            return pos_or_rect.move(-self.x, -self.y)
        else:
            return [pos_or_rect[0]-self.x, pos_or_rect[1]-self.y]

    def apply_parallax(self, pos: tuple[float, float], depth: float) -> list[float]:
        # Parallax factor: nearer stars move faster than distant ones
        parallax_factor = 0.2 + depth * 0.8  # From 0.2 to 1.0
        screen_x = (pos[0] - self.x) * parallax_factor
        screen_y = (pos[1] - self.y) * parallax_factor
        return [screen_x, screen_y]

    def follow(self, square: Square):

        # Square in center
        if self.lock_type == CameraFollow.Center:
            self.pos = [square.x - Config.SCREEN_WIDTH / 2, square.y - Config.SCREEN_HEIGHT / 2]

        # Smooth camera
        if self.lock_type == CameraFollow.Smoothed:
            easing_rate = 3
            self.x = (square.x - Config.SCREEN_WIDTH / 2) * easing_rate * Config.dt + self.x - easing_rate * self.x * Config.dt
            self.y = (square.y - Config.SCREEN_HEIGHT / 2) * easing_rate * Config.dt + self.y - easing_rate * self.y * Config.dt

class CameraFollow(Enum):
    Center = 0  # Center the square
    Smoothed = 2  # Smoothed camera

class Star:
    def __init__(self, pos: tuple[float, float], depth: float):
        self.initial_pos = list(pos)
        self.depth = depth  # between 0 (far) and 1 (near)
        size_min = 0.5
        size_max = 2
        self.size = size_min + (1 - self.depth) * (size_max - size_min)
        self.phase = random.uniform(0, 2 * math.pi)  # For random phase
        self.brightness = 0  # Will be updated in the update method
        self.color = Config.star_color  # Use star color from Config

    def update(self, time):
        # Adjust brightness over time to create blinking effect
        blink_speed = 10  # can adjust to get desired speed
        brightness_variation = (math.sin(blink_speed * time + self.phase) + 1) / 2  # Normalize between 0 and 1
        min_brightness = 100
        max_brightness = 255
        brightness = min_brightness + brightness_variation * (max_brightness - min_brightness)
        self.color = tuple(min(255, int(c * (brightness / 255))) for c in Config.star_color)  # Adjust color based on brightness

    def get_screen_pos(self, camera: Camera):
        parallax_factor = 0.2 + self.depth * 0.8  # from 0.2 to 1.0
        screen_x = (self.initial_pos[0] - camera.x) * parallax_factor
        screen_y = (self.initial_pos[1] - camera.y) * parallax_factor
        return [screen_x, screen_y]

class Peg:
    def __init__(self, rect: pygame.Rect, color: tuple, collision_time: float):
        self.rect = rect
        self.color = color
        self.collision_time = collision_time  # The time when the square is supposed to bounce on this peg
        self.time_since_glow_start = -1000  # For glow effect
        self.visible = False  # Visibility flag

    def update_glow(self, current_time):
        # Update the glow start time
        self.time_since_glow_start = current_time
        self.visible = True  # Set visibility to True after collision

    def compute_glowy_surface(self, rect, val):
        glowy_borders = make_glowy2((rect.width + 40, rect.height + 40), Config.peg_glow_color, val)
        surface = pygame.Surface(rect.inflate(100, 100).size, pygame.SRCALPHA)
        surface.blit(glowy_borders, (20, 20), special_flags=pygame.BLEND_RGBA_ADD)
        return surface

    def draw_glow(self, screen, rect):
        if Config.peg_glow:
            current_ticks = pygame.time.get_ticks()
            elapsed_time = (current_ticks - self.time_since_glow_start) / 1000.0
            if elapsed_time < Config.peg_glow_duration:
                progress = 1 - (elapsed_time) / Config.peg_glow_duration
                val = int(progress * Config.peg_glow_intensity)
                val = max(val, Config.peg_min_glow)
                surf = self.compute_glowy_surface(rect, val)
                screen.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)

    def draw(self, screen: pygame.Surface, camera: Camera, current_time: float):
        offsetted = camera.offset(self.rect)
        if screen.get_rect().colliderect(offsetted):
            if self.visible:
                # After collision time, draw the peg and glow effect
                self.draw_glow(screen, offsetted)
                pygame.draw.rect(screen, self.color, offsetted)
            else:
                color = (get_colors()["background"])
                pygame.draw.rect(screen, color, offsetted)
                pass  # Peg remains invisible before collision

class World:
    """It's a cruel world out there"""

    def __init__(self):
        self.future_bounces: list[Bounce] = []
        self.past_bounces: list[Bounce] = []
        self.start_time = 0
        self.time = 0
        self.pegs: list[Peg] = []  # List of Peg objects
        self.particles: list[Particle] = []
        self.stars: list[Star] = []
        self.timestamps = []
        self.square = Square()
        self.safe_areas: list[pygame.Rect] = []

    def update_time(self) -> None:
        self.time = get_current_time() - self.start_time

    def get_next_bounce(self) -> Bounce:
        """Also pops the bounce from the future_bounces list"""
        bounce = self.future_bounces.pop(0)
        self.past_bounces.append(bounce)
        return bounce

    def add_bounce_particles(self, sp: list[float], sd: list[float], color: tuple):
        for _ in range(Config.particle_amount):
            new = Particle([sp[0] + random.randint(-10, 10), sp[1] + random.randint(-10, 10)], sd, color=color)
            self.particles.append(new)

    def handle_bouncing(self, square: Square):
        if len(self.future_bounces):
            if (self.time * 1000 + Config.music_offset)/1000 > self.future_bounces[0].time:
                current_bounce = self.get_next_bounce()
                before = square.dir.copy()
                square.obey_bounce(current_bounce)
                changed = square.dir.copy()
                for _ in range(2):
                    if before[_] == changed[_]:
                        changed[_] = 0
                    else:
                        changed[_] = -changed[_]
                if Config.do_particles_on_bounce:
                    square_color = square.get_current_color()
                    self.add_bounce_particles(square.pos, changed, color=square_color)

                # Stop square at end
                if len(self.future_bounces) == 0:
                    square.dir = [0, 0]
                    square.pos = current_bounce.square_pos

                # Update the corresponding peg's glow
                index = len(self.past_bounces) - 1  # Index of the current bounce
                if index < len(self.pegs):
                    peg = self.pegs[index]
                    peg.update_glow(pygame.time.get_ticks())

    def generate_stars(self):
        self.stars = []
        # Calculate total safe area
        total_safe_area = sum(area.width * area.height for area in self.safe_areas)
        star_density = Config.star_density  # Use star density from Config
        total_num_stars = int(total_safe_area * star_density)
        min_distance_squared = (20) ** 2  # Avoid clustering

        # Get bounding rectangle of all safe areas
        min_x = min(area.left for area in self.safe_areas)
        max_x = max(area.right for area in self.safe_areas)
        min_y = min(area.top for area in self.safe_areas)
        max_y = max(area.bottom for area in self.safe_areas)
        bounding_rect = pygame.Rect(min_x, min_y, max_x - min_x, max_y - min_y)

        stars = []
        attempts = 0
        max_attempts = total_num_stars * 10

        while len(stars) < total_num_stars and attempts < max_attempts:
            x = random.uniform(bounding_rect.left, bounding_rect.right)
            y = random.uniform(bounding_rect.top, bounding_rect.bottom)
            point = (x, y)

            # Ensure point is within safe area
            inside_safe_area = any(area.collidepoint(point) for area in self.safe_areas)

            if inside_safe_area:
                # Ensure minimum distance between stars
                if all((star.initial_pos[0] - x) ** 2 + (star.initial_pos[1] - y) ** 2 >= min_distance_squared for star in stars):
                    depth = random.uniform(0, 1)
                    star = Star((x, y), depth)
                    stars.append(star)
            attempts += 1

        self.stars = stars

    def gen_future_bounces(self, _start_notes: list[float], percent_update_callback):
        """Recursive function with optimized overlap checking"""
        total_notes = len(_start_notes)
        max_percent = 0
        path = []
        safe_areas = []
        force_return = 0

        def recurs(
                square: Square,
                notes: list[float],
                bounces_so_far: list[Bounce] = None,
                prev_index_priority=None,
                t: float = 0,
                depth: int = 0
        ) -> Union[list[Bounce], bool]:
            nonlocal force_return, max_percent
            if prev_index_priority is None:
                prev_index_priority = [0, 1]
            if bounces_so_far is None:
                bounces_so_far = []
            if total_notes:
                gone_through_percent = (total_notes-len(notes)) * 100 // total_notes
                while gone_through_percent > max_percent:
                    max_percent += 1
                    if percent_update_callback(f"{max_percent}% done generating map"):
                        raise UserCancelsLoadingError()

            all_bounce_rects = [_bounc.get_collision_rect() for _bounc in bounces_so_far]
            if len(notes) == 0:
                return bounces_so_far

            path_segment_start = len(path)
            start_rect = square.rect.copy()
            while True:
                t += 1/FRAMERATE
                square.reg_move(False)
                path.append(square.rect)
                if t > notes[0]:
                    # No collision (we good)
                    bounce_indexes = prev_index_priority

                    # Randomly change direction every X% of the time
                    if random.random() * 100 < Config.direction_change_chance:
                        bounce_indexes = list(bounce_indexes.__reversed__())

                    # Add safe area
                    safe_areas.append(start_rect.union(square.rect))

                    for direction_to_bounce in bounce_indexes:
                        square.dir[direction_to_bounce] *= -1
                        bounces_so_far.append(Bounce(square.pos.copy(), square.dir.copy(), t, direction_to_bounce))

                        toextend = recurs(
                            square=square.copy(),
                            notes=notes[1:],
                            bounces_so_far=[_b.copy() for _b in bounces_so_far],
                            t=t,
                            prev_index_priority=bounce_indexes.copy(),
                            depth=depth+1
                        )

                        if toextend:
                            return toextend
                        else:
                            bounces_so_far = bounces_so_far[:-1]
                            square.dir[direction_to_bounce] *= -1

                            # Backtrack if necessary
                            if force_return:
                                force_return -= 1
                                while len(path) != path_segment_start:
                                    path.pop()
                                return False

                            continue
                    while len(path) != path_segment_start:
                        path.pop()
                    return False

                othercheck = False
                if len(bounces_so_far):
                    othercheck = bounces_so_far[-1].get_collision_rect().collidelist(path[:-10])+1

                if square.rect.collidelist(all_bounce_rects) != -1 or othercheck:
                    if depth > 200:
                        if random.random() < Config.backtrack_chance:
                            max_percent -= (Config.backtrack_amount * 100 // total_notes) + 1
                            force_return = Config.backtrack_amount

                    while len(path) != path_segment_start:
                        path.pop()
                    return False

        _start_notes = _start_notes[:Config.max_notes] if Config.max_notes is not None else _start_notes

        self.future_bounces = recurs(
            square=self.square.copy(),
            notes=remove_too_close_values(
                [_sn for _sn in _start_notes],
                threshold=Config.bounce_min_spacing
            )
        )

        if self.future_bounces is False:
            raise MapLoadingFailureError("The map failed to generate because of the recursion function. " +
                                         "If the MIDI has too many notes too close, it may not generate. " +
                                         "Maybe try changing the \"bounce min spacing\", \"square speed\", or \"change dir chance\" in the config.")

        if len(self.future_bounces) == 0:
            raise MapLoadingFailureError("Map safe area list is empty. Please report this issue.")

        percent_update_callback("Merging overlapping safe areas")

        # Merging overlapping safe areas more efficiently
        self.safe_areas = fix_overlap(safe_areas, percent_update_callback)

        # Generate colors for pegs
        def gather_colors(num_colors=20):
            colors = []
            while len(colors) < num_colors:
                new_colors = color_hunt()
                rgb_colors = [tuple(int(hex_color[i:i+2], 16) for i in (1, 3, 5)) for hex_color in new_colors]
                colors.extend(rgb_colors)
            return colors[:num_colors]
        collected_colors = gather_colors()
        # Setting random colors for the generated pegs
        colors = [random.choice(collected_colors) for _ in self.future_bounces]

        if not PEG_REMOVE:
            if PEG_MULTI_COLOR:
                collected_colors = gather_colors()
                # Setting random colors for the generated pegs
                colors = [random.choice(collected_colors) for _ in self.future_bounces]
            elif NO_COLOR:
                colors = [get_colors()["background"] for _ in self.future_bounces]
            else:
                # Use the peg color from get_colors() if peg_multi_color is False
                colors = [get_colors()["peg"] for _ in self.future_bounces]
        else:
            colors = [get_colors()["hallway"] for _ in self.future_bounces]

        # Create pegs
        self.pegs = []
        for i in range(len(self.future_bounces)):
            bounce_rect = self.future_bounces[i].get_collision_rect()
            color = colors[i]
            collision_time = self.future_bounces[i].time
            peg = Peg(bounce_rect, color, collision_time)
            self.pegs.append(peg)

        # Generate stars in safe areas
        if STAR:
            self.generate_stars()

        return self.safe_areas

class Game:
    def __init__(self):
        self.active = False
        self.notes = []
        self.camera = Camera()
        self.world = World()
        self.safe_areas: list[pygame.Rect] = []
        self.music_has_played = False
        self.offset_happened = False

    def start_song(self, screen: pygame.Surface):
        random.seed(Config.seed)

        # Load song and notes
        with open(Config.current_song.fp, 'rb') as f:
            notes = read_midi_file(file=f)
        notes = sorted([note for note in notes])
        self.notes = notes

        # Other settings
        self.world = World()
        self.music_has_played = False
        self.offset_happened = False
        self.camera.lock_type = CameraFollow(Config.camera_mode)
        screen.fill(get_colors()["background"])
        pygame.display.flip()

        def update_loading_screen(message: str):
            screen.fill(get_colors()["background"], pygame.Rect(0, 0, Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT))
            font_size = int(Config.SCREEN_HEIGHT * 0.05)
            loading_text = get_font(font_size).render(message, True, get_colors()["hallway"])
            text_rect = loading_text.get_rect()
            text_rect.center = (Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2)
            screen.blit(loading_text, text_rect)
            pygame.display.flip()

        try:
            self.safe_areas = self.world.gen_future_bounces(self.notes, update_loading_screen)
            # No need to fix overlap here, as it's handled in gen_future_bounces
        except UserCancelsLoadingError:
            return True
        except MapLoadingFailureError as e:
            return e.args[0] if len(e.args) else "Big error... can't load map :("

        # Display song title and creator with fade-in and fade-out effects
        self.display_song_info(screen)

        self.world.start_time = get_current_time()
        self.world.square.dir = [0, 0]
        if self.world.future_bounces:
            self.world.square.pos = self.world.future_bounces[0].square_pos
        else:
            self.world.square.pos = [Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT / 2]
        return None

    def display_song_info(self, screen):
        # Function to display song title and creator with fade-in and fade-out effects
        display_duration = 5000  # milliseconds
        fade_duration = 1000     # milliseconds for fade-in and fade-out
        start_time = pygame.time.get_ticks()
        elapsed = 0
        font_size = int(Config.SCREEN_HEIGHT * 0.10)
        font_size2 = int(Config.SCREEN_HEIGHT * 0.05)

        # Prepare text surfaces with per-pixel alpha

        title_surface = get_font(font_size).render(f"{SONG_NAME}", True, color4)
        creator_surface = get_font(font_size2).render(f"{SONG_CREATOR}", True, color4)

        # Enable alpha blending
        title_surface = title_surface.convert_alpha()
        creator_surface = creator_surface.convert_alpha()

        # Centering the text
        title_rect = title_surface.get_rect(center=(Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2 - font_size))
        creator_rect = creator_surface.get_rect(center=(Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2 + font_size2))

        while elapsed < display_duration:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                self.handle_event(event)

            elapsed = pygame.time.get_ticks() - start_time

            # Calculate alpha value
            if elapsed < fade_duration:
                # Fade-in phase
                alpha = int(255 * (elapsed / fade_duration))
            elif elapsed > display_duration - fade_duration:
                # Fade-out phase
                alpha = int(255 * ((display_duration - elapsed) / fade_duration))
            else:
                # Fully visible
                alpha = 255

            # Clamp alpha value
            alpha = max(0, min(255, alpha))

            # Set alpha
            title_surface.set_alpha(alpha)
            creator_surface.set_alpha(alpha)

            # Clear screen
            screen.fill(get_colors()["background"])

            # Draw text
            screen.blit(title_surface, title_rect)
            screen.blit(creator_surface, creator_rect)

            pygame.display.flip()
            pygame.time.delay(30)  # Slight delay to control the frame rate

    def draw(self, screen: pygame.Surface):
        if not self.active:
            return

        if not self.music_has_played:
            if not self.offset_happened:
                for bnc_change in self.world.future_bounces:
                    bnc_change.time += Config.start_playing_delay / 1000
            self.offset_happened = True
            if self.world.time-Config.music_offset/1000 > Config.start_playing_delay/1000:
                self.music_has_played = True
                song_load_before = get_current_time()
                pygame.mixer.music.play()
                for bnc_change in self.world.future_bounces:
                    bnc_change.time += (get_current_time()-song_load_before)/1000

        screen_rect = screen.get_rect()

        # Set world time
        self.world.update_time()

        # Move camera
        self.camera.attempt_movement()

        # Handle square bounces
        self.world.handle_bouncing(self.world.square)

        # Move square
        self.world.square.reg_move()

        # Square in center of camera if locked
        if self.camera.locked_on_square:
            self.camera.follow(self.world.square)

        # Bounce animation
        sqrect = self.camera.offset(self.world.square.rect)
        if (self.world.time - 0.25) + Config.music_offset / 1000 < self.world.square.last_bounce_time:
            lerp = abs((self.world.time - 0.25 + Config.music_offset / 1000) - self.world.square.last_bounce_time) * 5
            lerp = lerp ** 2  # Square it for better-looking interpolation
            if self.world.square.latest_bounce_direction:
                sqrect.inflate_ip((lerp * 5, -10 * lerp))
            else:
                sqrect.inflate_ip((-10 * lerp, lerp * 5))

        # Draw background (walls)
        screen.fill(get_colors()["background"])

        # Create a hallway surface
        hallway_surface = pygame.Surface((Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT), pygame.SRCALPHA)

        # Safe areas
        for safe_area in self.world.safe_areas:
            offsetted = self.camera.offset(safe_area)
            if screen_rect.colliderect(offsetted):
                pygame.draw.rect(hallway_surface, get_colors()["hallway"], offsetted)

        # Obtain current time
        current_time = pygame.time.get_ticks() / 1000.0  # Time in seconds

        # Draw stars onto the hallway surface
        for star in self.world.stars:
            star.update(current_time)  # Update blinking effect
            screen_pos = star.get_screen_pos(self.camera)
            if 0 <= screen_pos[0] < Config.SCREEN_WIDTH and 0 <= screen_pos[1] < Config.SCREEN_HEIGHT:
                # Check if star's position is within the hallway (safe areas)
                if hallway_surface.get_at((int(screen_pos[0]), int(screen_pos[1]))).a != 0:
                    pygame.draw.circle(hallway_surface, star.color, (int(screen_pos[0]), int(screen_pos[1])), int(star.size))

        # Blit the hallway surface onto the main screen
        screen.blit(hallway_surface, (0, 0))

        # Draw pegs
        for peg in self.world.pegs:
            peg.draw(screen, self.camera, self.world.time)

        # Particles
        for particle in self.world.particles:
            pygame.draw.rect(screen, particle.color, self.camera.offset(particle.rect))
        for remove_particle in [particle for particle in self.world.particles if particle.age()]:
            self.world.particles.remove(remove_particle)

        # Particle trail in game
        if Config.particle_trail:
            # Add particles periodically
            if not self.world.square.died:
                if TRAIL_COLOR_BASED_ON_SQUARE:
                    square_color = self.world.square.get_current_color()
                    color = square_color
                else:
                    color = (255, 255, 255)
                new = Particle(self.world.square.pos.copy(), [0, 0], True, color=color)
                new.delta = [random.randint(-2, 2)/20, random.randint(5, 15)/20]
                self.world.particles.append(new)

        # Draw square
        self.world.square.draw(screen, sqrect)

    def handle_event(self, event: pygame.event.Event):
        if not self.active:
            return False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                pygame.quit()
                sys.exit()
            if event.key == pygame.K_TAB:
                self.camera.locked_on_square = not self.camera.locked_on_square

class InvalidSongError(Exception):
    """The song is invalid somehow"""
    pass

def make_song_from_midi(fpath: str) -> Any:
    new_song = type('Song', (object,), {})()
    new_song.fp = fpath
    new_song.name = SONG_NAME  # Use the song name from the top
    new_song.creator = SONG_CREATOR  # Use the song creator from the top
    new_song.music_offset = 0
    return new_song

def main():
    pygame.init()
    clock = pygame.time.Clock()
    screen = pygame.display.set_mode((Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT))
    pygame.display.set_caption("Midi Playground")
    try:
        pygame.display.set_icon(pygame.image.load(Config.assets).convert_alpha())
    except Exception as e:
        print(e)

    # Specify the song file to use
    selected_song_filepath = join(Config.song, SONG)
    if not isfile(selected_song_filepath):
        print(f"Song file {selected_song_filepath} not found.")
        return

    Config.current_song = make_song_from_midi(selected_song_filepath)

    # Load the music file
    try:
        pygame.mixer.music.load(Config.current_song.fp)
    except Exception as e:
        print(f"Error loading MIDI file as audio: {e}")
        print("Your platform may not support MIDI playback via pygame.mixer.music.")
        print("The game will run without audio.")
        # Uncomment the line below to exit if audio is essential
        # return
    pygame.mixer.music.set_volume(Config.volume / 100)

    # Initialize the game
    game = Game()

    # Start the game
    if msg := game.start_song(screen):
        if isinstance(msg, str):
            print(f"Error starting game: {msg}")
            return
    game.active = True

    running = True
    while running:
        # screen.fill(get_colors()["background"])  # Moved to the draw function
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
            game.handle_event(event)

        game.draw(screen)
        pygame.display.flip()
        clock.tick(FRAMERATE)
        Config.dt = clock.get_time() / 1000.0 if clock.get_time() > 0 else 0.016  # Avoid division by zero

    pygame.quit()

if __name__ == '__main__':
    main()
ASSISTANT
Here's the modified script with the requested functionality:

```python
import pygame 
import mido
import sys
import random
import requests
import colorsys
import os
from os.path import join, isfile
from time import time as get_current_time
from typing import Union, Optional, Any
from enum import Enum
from math import sin, pi
import math
import cv2
import numpy as np
import pygame.mask  # Import Pygame's mask module for text rendering

pygame.mixer.init()
pygame.init()
FRAMERATE = 60

# =========================
# Customizable Configuration
# =========================

# Screen Resolution
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720

# File Selection
SONG = "bad-piggies.mid"

# Song Information
SONG_NAME = 'SquareVibes'
SONG_CREATOR = 'SUBSCRIBE :D'

# Other Customizable Settings
SQUARE_SPEED = 600
SQUARE_SIZE = 30
BOUNCE_MIN_SPACING = 50
DIRECTION_CHANGE = 30
SQUARE_GLOW = True
EMPTY_SQUARE = True

# Particle Settings
PARTICLE_BOUNCE = False
PARTICLE_TRAIL = False
TRAIL_COLOR_BASED_ON_SQUARE = False
PARTICLE_SPEED = 5

# Peg Settings
BOUNCE_PEG = True
PEG_COLOR = (255, 255, 255)
PEG_REMOVE = True
PEG_MULTI_COLOR = False
NO_COLOR = False
PEG_GLOW = True

# Star Settings
STAR = True
STAR_COLOR = (255, 255, 255)
STAR_DENSITY = 0.0001

# Text Map Settings
DRAW_TEXT_MAP = True  # Set to True to enable text map feature
TEXT_MAP = "Z"        # Text to be drawn in the map before the game starts

# =========================

def color_hunt():
    def is_bright(hex_color):
        hex_color = hex_color.lstrip('#')
        rgb = tuple(int(hex_color[i:i+2], 16) for i in (0, 2, 4))
        luminance = 0.299 * rgb[0] + 0.587 * rgb[1] + 0.114 * rgb[2]
        r, g, b = [x / 255.0 for x in rgb]
        h, s, v = colorsys.rgb_to_hsv(r, g, b)
        return luminance >= 130 and s >= 0.3
    while True:
        url = 'https://colorhunt.co/php/feed.php'
        headers = {
            'Content-Type': 'application/x-www-form-urlencoded; charset=UTF-8'
        }
        data = {
            'step': 0,
            'sort': 'random',
            'tags': ''
        }
        response = requests.post(url, headers=headers, data=data)
        if response.status_code == 200:
            palettes = response.json()
            color_pairs = []
            for palette in palettes:
                code = palette['code']
                hex_colors = [f'#{code[i:i+6].upper()}' for i in range(0, len(code), 6)]
                if len(hex_colors) == 4 and all(is_bright(hex_color) for hex_color in hex_colors):
                    color_pairs.append(tuple(hex_colors))
            if color_pairs:
                selected_color_pair = random.choice(color_pairs)
                return selected_color_pair
        else:
            raise Exception(f"Failed to retrieve data. Status code: {response.status_code}")

selected_colors = color_hunt()
color1, color2, color3, color4 = selected_colors

class Config:
    # Constants
    SQUARE_SIZE = SQUARE_SIZE
    PARTICLE_SPEED = PARTICLE_SPEED
    CAMERA_SPEED = 500
    # Colors
    color_themes = {
        "dark": {
            "hallway": pygame.Color('#17153B'),
            "background": pygame.Color('#070F2B'),
            "square": [
                pygame.Color(color1),
                pygame.Color(color2),
                pygame.Color(color3),
                pygame.Color(color4)
            ],
            "peg": pygame.Color(PEG_COLOR),    # Added peg color
        }
    }

    # Configuration
    script_dir = os.path.dirname(os.path.abspath(__file__))
    assets = os.path.join(script_dir, 'assets/icon.png')
    song = os.path.join(script_dir, 'songs')
    font = os.path.join(script_dir, 'assets/poppins-regular.ttf')
    SCREEN_WIDTH = SCREEN_WIDTH
    SCREEN_HEIGHT = SCREEN_HEIGHT
    theme: Optional[str] = "dark"
    seed: Optional[int] = None
    camera_mode: Optional[int] = 2
    start_playing_delay = 5000
    max_notes: Optional[int] = None
    bounce_min_spacing: Optional[float] = BOUNCE_MIN_SPACING
    square_speed: Optional[int] = SQUARE_SPEED
    volume: Optional[int] = 100
    music_offset: Optional[int] = 0
    direction_change_chance: Optional[int] = DIRECTION_CHANGE
    theatre_mode = True
    particle_trail = PARTICLE_TRAIL
    do_color_bounce_pegs = BOUNCE_PEG
    do_particles_on_bounce = PARTICLE_BOUNCE

    # Non-configurable settings
    backtrack_chance: Optional[float] = 0.02
    backtrack_amount: Optional[int] = 40
    square_swipe_anim_speed: Optional[int] = 4
    particle_amount = 20
    language = "english"

    # Glow effect settings for square
    square_glow = SQUARE_GLOW
    square_glow_duration = 0.2
    glow_intensity = 20  # Adjusted intensity for better visibility
    square_min_glow = 1   # Lower value for slight glow when no collision
    square_glow_color = pygame.Color(255, 255, 255)

    # Glow effect settings for pegs
    peg_glow = PEG_GLOW
    peg_glow_duration = 0.5
    peg_glow_intensity = 15  # Adjusted intensity for better visibility
    peg_min_glow = 7
    peg_glow_color = pygame.Color(255, 255, 255)

    # Star settings (Added)
    star_color = STAR_COLOR
    star_density = STAR_DENSITY

    # Other random stuff
    current_song = None
    dt = 0.01

def get_colors():
    return Config.color_themes.get(Config.theme, Config.color_themes["dark"])

def read_midi_file(file):
    midi_file = mido.MidiFile(file=file)

    notes = []
    current_time = 0

    for msg in midi_file:
        if msg.type == 'note_on' and msg.velocity != 0:
            timestamp = current_time + msg.time
            notes.append(round(timestamp*1000)/1000)
        current_time += msg.time
    return notes

def remove_too_close_values(lst: list[float], threshold=30) -> list[float]:
    """Assumes the list is sorted"""
    new = []
    before = None
    for _ in lst:
        if before is None:
            before = _
            new.append(_)
            continue
        if before+threshold/1000 > _:
            continue
        before = _
        new.append(_)
    return new

def fix_overlap(rects: list[pygame.Rect], callback=None):
    """
    Optimized function to merge overlapping rectangles efficiently.
    """
    if callback is None:
        callback = lambda _: None

    rects = rects.copy()
    # Sort rectangles based on x coordinate
    rects.sort(key=lambda r: (r.x, r.y))

    merged_rects = []
    for rect in rects:
        if not merged_rects:
            merged_rects.append(rect)
        else:
            last = merged_rects[-1]
            if last.colliderect(rect):
                merged_rect = last.union(rect)
                merged_rects[-1] = merged_rect
            else:
                merged_rects.append(rect)

    callback("Finished merging rectangles")

    return merged_rects

def get_font(size: int = 24) -> pygame.font.Font:
    font_path = Config.font
    return pygame.font.Font(font_path, size)

class MapLoadingFailureError(Exception):
    """The map fails to load (recurs function fails)"""
    pass

class UserCancelsLoadingError(Exception):
    """User cancels the loading screen"""
    pass

def interpolate_fn(n):
    """Interpolate sigmoidally from 0-1"""
    n = min(max(n, 0), 1)
    return sin(pi * (n - 0.5)) / 2 + 0.5

class Particle:
    SPEED_VARIATION = 4
    SIZE_MIN = 7
    SIZE_MAX = 14
    AGE_RATE = 20
    SLOW_DOWN_RATE = 1.2

    def __init__(self, pos: list[float], delta: list[float], invert_color: bool = False, color: Optional[tuple] = None):
        self.pos = pos.copy()
        self.size = random.randint(Particle.SIZE_MIN, Particle.SIZE_MAX)
        self.delta = delta.copy()
        self.delta[0] += random.randint(-Particle.SPEED_VARIATION, Particle.SPEED_VARIATION)/8
        self.delta[1] += random.randint(-Particle.SPEED_VARIATION, Particle.SPEED_VARIATION)/8
        if color is not None:
            self.color = color
        else:
            # Default color if color is not given
            self.color = get_colors()["hallway"] if not invert_color else get_colors()["background"]

        # Adjust color to white for particles
        self.color = (255, 255, 255)

    def age(self):
        self.size -= Particle.AGE_RATE*Config.dt
        self.x += self.delta[0] * Config.PARTICLE_SPEED
        self.y += self.delta[1] * Config.PARTICLE_SPEED
        if Config.dt != 0:
            self.delta[0] /= (Particle.SLOW_DOWN_RATE+FRAMERATE) * Config.dt
            self.delta[1] /= (Particle.SLOW_DOWN_RATE+FRAMERATE) * Config.dt
        return self.size <= 0

    @property
    def x(self):
        return self.pos[0]

    @x.setter
    def x(self, val: float):
        self.pos[0] = val

    @property
    def y(self):
        return self.pos[1]

    @y.setter
    def y(self, val: float):
        self.pos[1] = val

    @property
    def rect(self):
        return pygame.Rect(self.x-self.size/2, self.y-self.size/2, *(2*[self.size]))

class Bounce:
    def __init__(self, sq_pos: list[float], sq_dir: list[int], time: float, bounce_dir: int):
        self.square_pos = sq_pos  # New square position
        self.square_dir = sq_dir  # New square direction
        self.bounce_dir = bounce_dir  # Bounce direction for squish effect; 0 or 1
        self.time = time  # Time during bounce

    def get_collision_rect(self):
        sx, sy = self.square_pos
        if self.bounce_dir == 0:
            # Bounce left or right wall
            if self.square_dir[0] == -1:
                # Right wall
                return pygame.Rect(
                    sx+Config.SQUARE_SIZE/2+1,
                    sy-10,
                    10,
                    20
                )
            elif self.square_dir[0] == 1:
                # Left wall
                return pygame.Rect(
                    sx-10-Config.SQUARE_SIZE/2-1,
                    sy-10,
                    10,
                    20
                )
        elif self.bounce_dir == 1:
            # Bounce top or bottom wall
            if self.square_dir[1] == -1:
                # Bottom wall
                return pygame.Rect(
                    sx-10,
                    sy+Config.SQUARE_SIZE/2+1,
                    20,
                    10
                )
            elif self.square_dir[1] == 1:
                # Top wall
                return pygame.Rect(
                    sx-10,
                    sy-10-Config.SQUARE_SIZE/2-1,
                    20,
                    10
                )

    def copy(self) -> "Bounce":
        return Bounce(self.square_pos.copy(), self.square_dir.copy(), self.time, self.bounce_dir)

    def __repr__(self):
        return f"<Bounce(sq_pos={self.square_pos}, sq_dir={self.square_dir}, time={self.time}, dir={self.bounce_dir})"

# Glow effect functions

def create_border(image: np.ndarray, margin: int, thickness: int, color: tuple) -> np.ndarray:
    height, width = image.shape[:2]
    cv2.rectangle(image, (margin, margin), (width - margin, height - margin), color, thickness=thickness)
    return image

def apply_blooming(image: np.ndarray) -> np.ndarray:
    # Provide some blurring to image, to create some bloom.
    cv2.GaussianBlur(image, ksize=(15, 15), sigmaX=20, sigmaY=20, dst=image)
    cv2.blur(image, ksize=(12, 12), dst=image)
    return image

def glowing_border(image: np.ndarray, margin=20, thickness=20, color=(255, 255, 255)):
    """
    Create a glowing border around an image.
    """
    # Generate the colored border.
    image = create_border(image, margin, thickness, color)

    # Apply the bloom effect to the image with the border.
    image = apply_blooming(image)

    # Reassert the original border to enhance the edges.
    image = create_border(image, margin - 1, 1, color)
    image = create_border(image, margin + 1, 1, color)
    return image

def make_glowy2(size, color, intensity=0) -> pygame.Surface:
    image = np.zeros((*size[::-1], 3), dtype=np.uint8)
    border_color_rgb = color  # Assuming color is RGB tuple
    border = glowing_border(image.copy(), color=border_color_rgb, thickness=intensity)
    return pygame.surfarray.make_surface(np.fliplr(np.rot90(border, k=-1)))

class Square:
    def __init__(self, x: float = 0, y: float = 0, dx: int = 1, dy: int = 1):
        self.pos: list[float] = [x, y]
        self.dir: list[int] = [dx, dy]
        self.last_bounce_time = -100
        self.latest_bounce_direction = 0  # 0 = horiz, 1 = vert
        self.past_colors = []
        self.died = False
        self.time_since_glow_start = -1000  # For glow effect

    def register_past_color(self, col: tuple[int, int, int]):
        for _ in range(max(Config.square_swipe_anim_speed, 1)):
            self.past_colors.insert(0, col)
        while len(self.past_colors) > Config.SQUARE_SIZE * 4 / 5:
            self.past_colors.pop()

    def get_surface(self, size: tuple[int, int]):
        ss = int(Config.SQUARE_SIZE * 4 / 5)
        surf = pygame.Surface((ss, ss))
        for index, col in enumerate(self.past_colors):
            y = index if self.dir_y != 1 else ss - 1 - index
            pygame.draw.line(surf, col, (0, y), (ss, y))
        return pygame.transform.scale(surf, size)

    def copy(self) -> "Square":
        new = Square(*self.pos, *self.dir)
        new.last_bounce_time = self.last_bounce_time
        new.latest_bounce_direction = self.latest_bounce_direction
        return new

    def get_current_color(self):
        if EMPTY_SQUARE:
            return (255, 255, 255)  # Border color is white
        else:
            square_color_index = round((self.dir_x + 1) / 2 + self.dir_y + 1)
            return get_colors()["square"][square_color_index % len(get_colors()["square"])]

    def compute_glowy_surface(self, rect, val):
        glowy_borders = make_glowy2((rect.width + 40, rect.height + 40), Config.square_glow_color, val)
        surface = pygame.Surface(rect.inflate(100, 100).size, pygame.SRCALPHA)
        surface.blit(glowy_borders, (20, 20), special_flags=pygame.BLEND_RGBA_ADD)
        return surface

    def draw_glowing3(self, win, rect):
        if self.died:
            return

        if Config.square_glow:
            current_ticks = pygame.time.get_ticks()
            time_since_glow = current_ticks - self.time_since_glow_start

            if EMPTY_SQUARE:
                # Glow is always slightly on, increases during collision
                if time_since_glow < Config.square_glow_duration * 1000:
                    progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)
                    val = int(progress * Config.glow_intensity)
                    val = max(val, Config.square_min_glow)
                else:
                    # Minimum glow intensity when not colliding
                    val = Config.square_min_glow
            else:
                # Glow only during collision
                if time_since_glow < Config.square_glow_duration * 1000:
                    progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)
                    val = int(progress * Config.glow_intensity)
                    val = max(val, Config.square_min_glow)
                else:
                    return  # Do not draw glow if not within glow duration

            if val > 0:
                surf = self.compute_glowy_surface(rect, val)
                win.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)

    @property
    def x(self):
        return self.pos[0]

    @property
    def y(self):
        return self.pos[1]

    def draw(self, screen: pygame.Surface, sqrect: pygame.Rect):
        if self.died:
            return

        # Draw glowing square if glowing
        self.draw_glowing3(screen, sqrect)

        if EMPTY_SQUARE:
            # Draw the square as an empty square with white border
            border_color = (255, 255, 255)
            border_thickness = 2  # Adjust as needed
            pygame.draw.rect(screen, border_color, sqrect, border_thickness)
        else:
            # Default drawing of the square
            square_color_index = round((self.dir_x + 1) / 2 + self.dir_y + 1)
            self.register_past_color(get_colors()["square"][square_color_index % len(get_colors()["square"])])

            # Draw the square itself
            pygame.draw.rect(screen, (0, 0, 0), sqrect)
            sq_surf = self.get_surface(
                tuple(sqrect.inflate(-int(Config.SQUARE_SIZE / 5), -int(Config.SQUARE_SIZE / 5))[2:]))
            screen.blit(sq_surf, sq_surf.get_rect(center=sqrect.center))

    @x.setter
    def x(self, val: int):
        self.pos[0] = val

    @y.setter
    def y(self, val: int):
        self.pos[1] = val

    @property
    def dir_x(self):
        return self.dir[0]

    @property
    def dir_y(self):
        return self.dir[1]

    @property
    def rect(self):
        return pygame.Rect(self.x - Config.SQUARE_SIZE / 2, self.y - Config.SQUARE_SIZE / 2,
                           *([Config.SQUARE_SIZE] * 2))

    def obey_bounce(self, bounce: Bounce):
        # Planned bounces
        self.pos = bounce.square_pos.copy()
        self.dir = bounce.square_dir.copy()
        self.latest_bounce_direction = bounce.bounce_dir
        self.last_bounce_time = bounce.time
        # Start glow effect
        self.time_since_glow_start = pygame.time.get_ticks()
        return

    def reg_move(self, use_dt: bool = True):
        self.x += self.dir_x * Config.square_speed * (Config.dt if use_dt else 1 / FRAMERATE)
        self.y += self.dir_y * Config.square_speed * (Config.dt if use_dt else 1 / FRAMERATE)

class Camera:
    def __init__(self, x: int = 0, y: int = 0):
        self.x = x
        self.y = y
        self.locked_on_square = True
        self.lock_type: CameraFollow = CameraFollow(Config.camera_mode)

    def attempt_movement(self):
        if not self.locked_on_square:
            keys = pygame.key.get_pressed()
            shift_modifier = (keys[pygame.K_LSHIFT] | keys[pygame.K_RSHIFT]) + 1
            self.x += (keys[pygame.K_d] - keys[pygame.K_a]) * Config.CAMERA_SPEED * shift_modifier / FRAMERATE
            self.y += (keys[pygame.K_s] - keys[pygame.K_w]) * Config.CAMERA_SPEED * shift_modifier / FRAMERATE

    @property
    def pos(self):
        return self.x, self.y

    @pos.setter
    def pos(self, val: Union[tuple[int, int], list[int]]):
        self.x, self.y = val

    def offset(self, pos_or_rect: Union[pygame.Rect, tuple[int, int]]) -> Union[pygame.Rect, list[int]]:
        if isinstance(pos_or_rect, pygame.Rect):
            return pos_or_rect.move(-self.x, -self.y)
        else:
            return [pos_or_rect[0]-self.x, pos_or_rect[1]-self.y]

    def apply_parallax(self, pos: tuple[float, float], depth: float) -> list[float]:
        # Parallax factor: nearer stars move faster than distant ones
        parallax_factor = 0.2 + depth * 0.8  # From 0.2 to 1.0
        screen_x = (pos[0] - self.x) * parallax_factor
        screen_y = (pos[1] - self.y) * parallax_factor
        return [screen_x, screen_y]

    def follow(self, square: Square):

        # Square in center
        if self.lock_type == CameraFollow.Center:
            self.pos = [square.x - Config.SCREEN_WIDTH / 2, square.y - Config.SCREEN_HEIGHT / 2]

        # Smooth camera
        if self.lock_type == CameraFollow.Smoothed:
            easing_rate = 3
            self.x = (square.x - Config.SCREEN_WIDTH / 2) * easing_rate * Config.dt + self.x - easing_rate * self.x * Config.dt
            self.y = (square.y - Config.SCREEN_HEIGHT / 2) * easing_rate * Config.dt + self.y - easing_rate * self.y * Config.dt

class CameraFollow(Enum):
    Center = 0  # Center the square
    Smoothed = 2  # Smoothed camera

class Star:
    def __init__(self, pos: tuple[float, float], depth: float):
        self.initial_pos = list(pos)
        self.depth = depth  # between 0 (far) and 1 (near)
        size_min = 0.5
        size_max = 2
        self.size = size_min + (1 - self.depth) * (size_max - size_min)
        self.phase = random.uniform(0, 2 * math.pi)  # For random phase
        self.brightness = 0  # Will be updated in the update method
        self.color = Config.star_color  # Use star color from Config

    def update(self, time):
        # Adjust brightness over time to create blinking effect
        blink_speed = 10  # can adjust to get desired speed
        brightness_variation = (math.sin(blink_speed * time + self.phase) + 1) / 2  # Normalize between 0 and 1
        min_brightness = 100
        max_brightness = 255
        brightness = min_brightness + brightness_variation * (max_brightness - min_brightness)
        self.color = tuple(min(255, int(c * (brightness / 255))) for c in Config.star_color)  # Adjust color based on brightness

    def get_screen_pos(self, camera: Camera):
        parallax_factor = 0.2 + self.depth * 0.8  # from 0.2 to 1.0
        screen_x = (self.initial_pos[0] - camera.x) * parallax_factor
        screen_y = (self.initial_pos[1] - camera.y) * parallax_factor
        return [screen_x, screen_y]

class Peg:
    def __init__(self, rect: pygame.Rect, color: tuple, collision_time: float):
        self.rect = rect
        self.color = color
        self.collision_time = collision_time  # The time when the square is supposed to bounce on this peg
        self.time_since_glow_start = -1000  # For glow effect
        self.visible = False  # Visibility flag

    def update_glow(self, current_time):
        # Update the glow start time
        self.time_since_glow_start = current_time
        self.visible = True  # Set visibility to True after collision

    def compute_glowy_surface(self, rect, val):
        glowy_borders = make_glowy2((rect.width + 40, rect.height + 40), Config.peg_glow_color, val)
        surface = pygame.Surface(rect.inflate(100, 100).size, pygame.SRCALPHA)
        surface.blit(glowy_borders, (20, 20), special_flags=pygame.BLEND_RGBA_ADD)
        return surface

    def draw_glow(self, screen, rect):
        if Config.peg_glow:
            current_ticks = pygame.time.get_ticks()
            elapsed_time = (current_ticks - self.time_since_glow_start) / 1000.0
            if elapsed_time < Config.peg_glow_duration:
                progress = 1 - (elapsed_time) / Config.peg_glow_duration
                val = int(progress * Config.peg_glow_intensity)
                val = max(val, Config.peg_min_glow)
                surf = self.compute_glowy_surface(rect, val)
                screen.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)

    def draw(self, screen: pygame.Surface, camera: Camera, current_time: float):
        offsetted = camera.offset(self.rect)
        if screen.get_rect().colliderect(offsetted):
            if self.visible or DRAW_TEXT_MAP:
                # Draw the peg and glow effect
                self.draw_glow(screen, offsetted)
                pygame.draw.rect(screen, self.color, offsetted)
            else:
                color = (get_colors()["background"])
                pygame.draw.rect(screen, color, offsetted)
                pass  # Peg remains invisible before collision

class World:
    """It's a cruel world out there"""

    def __init__(self):
        self.future_bounces: list[Bounce] = []
        self.past_bounces: list[Bounce] = []
        self.start_time = 0
        self.time = 0
        self.pegs: list[Peg] = []  # List of Peg objects
        self.particles: list[Particle] = []
        self.stars: list[Star] = []
        self.timestamps = []
        self.square = Square()
        self.safe_areas: list[pygame.Rect] = []

    def update_time(self) -> None:
        self.time = get_current_time() - self.start_time

    def get_next_bounce(self) -> Bounce:
        """Also pops the bounce from the future_bounces list"""
        bounce = self.future_bounces.pop(0)
        self.past_bounces.append(bounce)
        return bounce

    def add_bounce_particles(self, sp: list[float], sd: list[float], color: tuple):
        for _ in range(Config.particle_amount):
            new = Particle([sp[0] + random.randint(-10, 10), sp[1] + random.randint(-10, 10)], sd, color=color)
            self.particles.append(new)

    def handle_bouncing(self, square: Square):
        if len(self.future_bounces):
            if (self.time * 1000 + Config.music_offset)/1000 > self.future_bounces[0].time:
                current_bounce = self.get_next_bounce()
                before = square.dir.copy()
                square.obey_bounce(current_bounce)
                changed = square.dir.copy()
                for _ in range(2):
                    if before[_] == changed[_]:
                        changed[_] = 0
                    else:
                        changed[_] = -changed[_]
                if Config.do_particles_on_bounce:
                    square_color = square.get_current_color()
                    self.add_bounce_particles(square.pos, changed, color=square_color)

                # Stop square at end
                if len(self.future_bounces) == 0:
                    square.dir = [0, 0]
                    square.pos = current_bounce.square_pos

                # Update the corresponding peg's glow
                index = len(self.past_bounces) - 1  # Index of the current bounce
                if index < len(self.pegs):
                    peg = self.pegs[index]
                    peg.update_glow(pygame.time.get_ticks())

    def generate_stars(self):
        self.stars = []
        # Calculate total safe area
        total_safe_area = sum(area.width * area.height for area in self.safe_areas)
        star_density = Config.star_density  # Use star density from Config
        total_num_stars = int(total_safe_area * star_density)
        min_distance_squared = (20) ** 2  # Avoid clustering

        # Get bounding rectangle of all safe areas
        min_x = min(area.left for area in self.safe_areas)
        max_x = max(area.right for area in self.safe_areas)
        min_y = min(area.top for area in self.safe_areas)
        max_y = max(area.bottom for area in self.safe_areas)
        bounding_rect = pygame.Rect(min_x, min_y, max_x - min_x, max_y - min_y)

        stars = []
        attempts = 0
        max_attempts = total_num_stars * 10

        while len(stars) < total_num_stars and attempts < max_attempts:
            x = random.uniform(bounding_rect.left, bounding_rect.right)
            y = random.uniform(bounding_rect.top, bounding_rect.bottom)
            point = (x, y)

            # Ensure point is within safe area
            inside_safe_area = any(area.collidepoint(point) for area in self.safe_areas)

            if inside_safe_area:
                # Ensure minimum distance between stars
                if all((star.initial_pos[0] - x) ** 2 + (star.initial_pos[1] - y) ** 2 >= min_distance_squared for star in stars):
                    depth = random.uniform(0, 1)
                    star = Star((x, y), depth)
                    stars.append(star)
            attempts += 1

        self.stars = stars

    def gen_future_bounces(self, _start_notes: list[float], percent_update_callback):
        """Recursive function with optimized overlap checking"""
        total_notes = len(_start_notes)
        max_percent = 0
        path = []
        safe_areas = []
        force_return = 0

        def recurs(
                square: Square,
                notes: list[float],
                bounces_so_far: list[Bounce] = None,
                prev_index_priority=None,
                t: float = 0,
                depth: int = 0
        ) -> Union[list[Bounce], bool]:
            nonlocal force_return, max_percent
            if prev_index_priority is None:
                prev_index_priority = [0, 1]
            if bounces_so_far is None:
                bounces_so_far = []
            if total_notes:
                gone_through_percent = (total_notes-len(notes)) * 100 // total_notes
                while gone_through_percent > max_percent:
                    max_percent += 1
                    if percent_update_callback(f"{max_percent}% done generating map"):
                        raise UserCancelsLoadingError()

            all_bounce_rects = [_bounc.get_collision_rect() for _bounc in bounces_so_far]
            if len(notes) == 0:
                return bounces_so_far

            path_segment_start = len(path)
            start_rect = square.rect.copy()
            while True:
                t += 1/FRAMERATE
                square.reg_move(False)
                path.append(square.rect)
                if t > notes[0]:
                    # No collision (we good)
                    bounce_indexes = prev_index_priority

                    # Randomly change direction every X% of the time
                    if random.random() * 100 < Config.direction_change_chance:
                        bounce_indexes = list(bounce_indexes.__reversed__())

                    # Add safe area
                    safe_areas.append(start_rect.union(square.rect))

                    for direction_to_bounce in bounce_indexes:
                        square.dir[direction_to_bounce] *= -1
                        bounces_so_far.append(Bounce(square.pos.copy(), square.dir.copy(), t, direction_to_bounce))

                        toextend = recurs(
                            square=square.copy(),
                            notes=notes[1:],
                            bounces_so_far=[_b.copy() for _b in bounces_so_far],
                            t=t,
                            prev_index_priority=bounce_indexes.copy(),
                            depth=depth+1
                        )

                        if toextend:
                            return toextend
                        else:
                            bounces_so_far = bounces_so_far[:-1]
                            square.dir[direction_to_bounce] *= -1

                            # Backtrack if necessary
                            if force_return:
                                force_return -= 1
                                while len(path) != path_segment_start:
                                    path.pop()
                                return False

                            continue
                    while len(path) != path_segment_start:
                        path.pop()
                    return False

                othercheck = False
                if len(bounces_so_far):
                    othercheck = bounces_so_far[-1].get_collision_rect().collidelist(path[:-10])+1

                if square.rect.collidelist(all_bounce_rects) != -1 or othercheck:
                    if depth > 200:
                        if random.random() < Config.backtrack_chance:
                            max_percent -= (Config.backtrack_amount * 100 // total_notes) + 1
                            force_return = Config.backtrack_amount

                    while len(path) != path_segment_start:
                        path.pop()
                    return False

        _start_notes = _start_notes[:Config.max_notes] if Config.max_notes is not None else _start_notes

        self.future_bounces = recurs(
            square=self.square.copy(),
            notes=remove_too_close_values(
                [_sn for _sn in _start_notes],
                threshold=Config.bounce_min_spacing
            )
        )

        if self.future_bounces is False:
            raise MapLoadingFailureError("The map failed to generate because of the recursion function. " +
                                         "If the MIDI has too many notes too close, it may not generate. " +
                                         "Maybe try changing the \"bounce min spacing\", \"square speed\", or \"change dir chance\" in the config.")

        if len(self.future_bounces) == 0:
            raise MapLoadingFailureError("Map safe area list is empty. Please report this issue.")

        percent_update_callback("Merging overlapping safe areas")

        # Merging overlapping safe areas more efficiently
        self.safe_areas = fix_overlap(safe_areas, percent_update_callback)

        # Generate colors for pegs
        def gather_colors(num_colors=20):
            colors = []
            while len(colors) < num_colors:
                new_colors = color_hunt()
                rgb_colors = [tuple(int(hex_color[i:i+2], 16) for i in (1, 3, 5)) for hex_color in new_colors]
                colors.extend(rgb_colors)
            return colors[:num_colors]
        collected_colors = gather_colors()
        # Setting random colors for the generated pegs
        colors = [random.choice(collected_colors) for _ in self.future_bounces]

        if not PEG_REMOVE:
            if PEG_MULTI_COLOR:
                collected_colors = gather_colors()
                # Setting random colors for the generated pegs
                colors = [random.choice(collected_colors) for _ in self.future_bounces]
            elif NO_COLOR:
                colors = [get_colors()["background"] for _ in self.future_bounces]
            else:
                # Use the peg color from get_colors() if peg_multi_color is False
                colors = [get_colors()["peg"] for _ in self.future_bounces]
        else:
            colors = [get_colors()["hallway"] for _ in self.future_bounces]

        # Create pegs
        self.pegs = []
        for i in range(len(self.future_bounces)):
            bounce_rect = self.future_bounces[i].get_collision_rect()
            color = colors[i]
            collision_time = self.future_bounces[i].time
            peg = Peg(bounce_rect, color, collision_time)
            self.pegs.append(peg)

        # Generate stars in safe areas
        if STAR:
            self.generate_stars()

        return self.safe_areas

    def add_text_pegs(self, text, scale=4):
        # Choose a font size
        font_size = 100  # Adjust this as needed
        font = get_font(font_size)

        # Render the text onto a surface
        text_surface = font.render(text, True, (255, 255, 255))
        text_rect = text_surface.get_rect()

        # Create a mask from the text surface
        text_mask = pygame.mask.from_surface(text_surface)

        # Determine the starting position in the game world where the text will appear
        # Let's center it around the square's position
        x_offset = self.square.pos[0] - (text_rect.width * scale) // 2
        y_offset = self.square.pos[1] - (text_rect.height * scale) // 2

        # Scale the positions
        outline = text_mask.outline()
        scaled_outline = [(x*scale + x_offset, y*scale + y_offset) for x, y in outline]

        # Create pegs along the outline
        peg_size = scale  # Adjust as needed

        for pos in scaled_outline:
            peg_rect = pygame.Rect(pos[0], pos[1], peg_size, peg_size)
            peg = Peg(peg_rect, get_colors()["peg"], collision_time=0)
            self.pegs.append(peg)

        # Optionally, add the area inside the text to safe areas
        # For now, create a safe area covering the text rectangle
        safe_area_rect = pygame.Rect(x_offset, y_offset, text_rect.width * scale, text_rect.height * scale)
        self.safe_areas.append(safe_area_rect)

        # Set square's position inside the text
        self.square.pos = [x_offset + (text_rect.width * scale) // 2, y_offset + (text_rect.height * scale) // 2]
        self.square.dir = [1, 1]  # Initial direction

class Game:
    def __init__(self):
        self.active = False
        self.notes = []
        self.camera = Camera()
        self.world = World()
        self.safe_areas: list[pygame.Rect] = []
        self.music_has_played = False
        self.offset_happened = False

    def start_song(self, screen: pygame.Surface):
        random.seed(Config.seed)

        # Load song and notes
        with open(Config.current_song.fp, 'rb') as f:
            notes = read_midi_file(file=f)
        notes = sorted([note for note in notes])
        self.notes = notes

        # Other settings
        self.world = World()
        self.music_has_played = False
        self.offset_happened = False
        self.camera.lock_type = CameraFollow(Config.camera_mode)
        screen.fill(get_colors()["background"])
        pygame.display.flip()

        def update_loading_screen(message: str):
            screen.fill(get_colors()["background"], pygame.Rect(0, 0, Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT))
            font_size = int(Config.SCREEN_HEIGHT * 0.05)
            loading_text = get_font(font_size).render(message, True, get_colors()["hallway"])
            text_rect = loading_text.get_rect()
            text_rect.center = (Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2)
            screen.blit(loading_text, text_rect)
            pygame.display.flip()

        try:
            self.safe_areas = self.world.gen_future_bounces(self.notes, update_loading_screen)
            # No need to fix overlap here, as it's handled in gen_future_bounces
        except UserCancelsLoadingError:
            return True
        except MapLoadingFailureError as e:
            return e.args[0] if len(e.args) else "Big error... can't load map :("

        # Add text pegs if enabled
        if DRAW_TEXT_MAP:
            self.world.add_text_pegs(TEXT_MAP, scale=4)

        # Display song title and creator with fade-in and fade-out effects
        self.display_song_info(screen)

        self.world.start_time = get_current_time()
        if self.world.future_bounces:
            self.world.square.pos = self.world.future_bounces[0].square_pos
        else:
            self.world.square.pos = [Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT / 2]
        return None

    def display_song_info(self, screen):
        # Function to display song title and creator with fade-in and fade-out effects
        display_duration = 5000  # milliseconds
        fade_duration = 1000     # milliseconds for fade-in and fade-out
        start_time = pygame.time.get_ticks()
        elapsed = 0
        font_size = int(Config.SCREEN_HEIGHT * 0.10)
        font_size2 = int(Config.SCREEN_HEIGHT * 0.05)

        # Prepare text surfaces with per-pixel alpha

        title_surface = get_font(font_size).render(f"{SONG_NAME}", True, color4)
        creator_surface = get_font(font_size2).render(f"{SONG_CREATOR}", True, color4)

        # Enable alpha blending
        title_surface = title_surface.convert_alpha()
        creator_surface = creator_surface.convert_alpha()

        # Centering the text
        title_rect = title_surface.get_rect(center=(Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2 - font_size))
        creator_rect = creator_surface.get_rect(center=(Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2 + font_size2))

        while elapsed < display_duration:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                self.handle_event(event)

            elapsed = pygame.time.get_ticks() - start_time

            # Calculate alpha value
            if elapsed < fade_duration:
                # Fade-in phase
                alpha = int(255 * (elapsed / fade_duration))
            elif elapsed > display_duration - fade_duration:
                # Fade-out phase
                alpha = int(255 * ((display_duration - elapsed) / fade_duration))
            else:
                # Fully visible
                alpha = 255

            # Clamp alpha value
            alpha = max(0, min(255, alpha))

            # Set alpha
            title_surface.set_alpha(alpha)
            creator_surface.set_alpha(alpha)

            # Clear screen
            screen.fill(get_colors()["background"])

            # Draw text
            screen.blit(title_surface, title_rect)
            screen.blit(creator_surface, creator_rect)

            pygame.display.flip()
            pygame.time.delay(30)  # Slight delay to control the frame rate

    def handle_square_movement_pre_music(self):
        # Move square
        self.world.square.reg_move()

        # Check for collisions with pegs
        square_rect = self.world.square.rect
        collision_x = False
        collision_y = False
        for peg in self.world.pegs:
            if square_rect.colliderect(peg.rect):
                # Determine collision side
                dx = self.world.square.dir_x
                dy = self.world.square.dir_y
                if dx > 0 and square_rect.right > peg.rect.left:
                    collision_x = True
                elif dx < 0 and square_rect.left < peg.rect.right:
                    collision_x = True
                if dy > 0 and square_rect.bottom > peg.rect.top:
                    collision_y = True
                elif dy < 0 and square_rect.top < peg.rect.bottom:
                    collision_y = True
                # Break from loop if collision detected
                if collision_x or collision_y:
                    break

        # Reverse direction if collision
        if collision_x:
            self.world.square.dir[0] *= -1
            self.world.square.time_since_glow_start = pygame.time.get_ticks()
        if collision_y:
            self.world.square.dir[1] *= -1
            self.world.square.time_since_glow_start = pygame.time.get_ticks()

        # Handle screen boundaries if needed (optional)

    def draw(self, screen: pygame.Surface):
        if not self.active:
            return

        if not self.music_has_played:
            if not self.offset_happened:
                for bnc_change in self.world.future_bounces:
                    bnc_change.time += Config.start_playing_delay / 1000
            self.offset_happened = True

            # Pre-music phase: move square and handle collisions
            self.handle_square_movement_pre_music()
        else:
            # Existing code
            # Set world time
            self.world.update_time()

            # Move camera
            self.camera.attempt_movement()

            # Handle square bounces
            self.world.handle_bouncing(self.world.square)

            # Move square
            self.world.square.reg_move()

            # Square in center of camera if locked
            if self.camera.locked_on_square:
                self.camera.follow(self.world.square)

        screen_rect = screen.get_rect()

        # Bounce animation
        sqrect = self.camera.offset(self.world.square.rect)
        if (self.world.time - 0.25) + Config.music_offset / 1000 < self.world.square.last_bounce_time:
            lerp = abs((self.world.time - 0.25 + Config.music_offset / 1000) - self.world.square.last_bounce_time) * 5
            lerp = lerp ** 2  # Square it for better-looking interpolation
            if self.world.square.latest_bounce_direction:
                sqrect.inflate_ip((lerp * 5, -10 * lerp))
            else:
                sqrect.inflate_ip((-10 * lerp, lerp * 5))

        # Draw background (walls)
        screen.fill(get_colors()["background"])

        # Create a hallway surface
        hallway_surface = pygame.Surface((Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT), pygame.SRCALPHA)

        # Safe areas
        for safe_area in self.world.safe_areas:
            offsetted = self.camera.offset(safe_area)
            if screen_rect.colliderect(offsetted):
                pygame.draw.rect(hallway_surface, get_colors()["hallway"], offsetted)

        # Obtain current time
        current_time = pygame.time.get_ticks() / 1000.0  # Time in seconds

        # Draw stars onto the hallway surface
        for star in self.world.stars:
            star.update(current_time)  # Update blinking effect
            screen_pos = star.get_screen_pos(self.camera)
            if 0 <= screen_pos[0] < Config.SCREEN_WIDTH and 0 <= screen_pos[1] < Config.SCREEN_HEIGHT:
                # Check if star's position is within the hallway (safe areas)
                if hallway_surface.get_at((int(screen_pos[0]), int(screen_pos[1]))).a != 0:
                    pygame.draw.circle(hallway_surface, star.color, (int(screen_pos[0]), int(screen_pos[1])), int(star.size))

        # Blit the hallway surface onto the main screen
        screen.blit(hallway_surface, (0, 0))

        # Draw pegs
        for peg in self.world.pegs:
            peg.draw(screen, self.camera, self.world.time)

        # Particles
        for particle in self.world.particles:
            pygame.draw.rect(screen, particle.color, self.camera.offset(particle.rect))
        for remove_particle in [particle for particle in self.world.particles if particle.age()]:
            self.world.particles.remove(remove_particle)

        # Particle trail in game
        if Config.particle_trail:
            # Add particles periodically
            if not self.world.square.died:
                if TRAIL_COLOR_BASED_ON_SQUARE:
                    square_color = self.world.square.get_current_color()
                    color = square_color
                else:
                    color = (255, 255, 255)
                new = Particle(self.world.square.pos.copy(), [0, 0], True, color=color)
                new.delta = [random.randint(-2, 2)/20, random.randint(5, 15)/20]
                self.world.particles.append(new)

        # Draw square
        self.world.square.draw(screen, sqrect)

        pygame.display.flip()

    def handle_event(self, event: pygame.event.Event):
        if not self.active:
            return False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                pygame.quit()
                sys.exit()
            if event.key == pygame.K_TAB:
                self.camera.locked_on_square = not self.camera.locked_on_square

class InvalidSongError(Exception):
    """The song is invalid somehow"""
    pass

def make_song_from_midi(fpath: str) -> Any:
    new_song = type('Song', (object,), {})()
    new_song.fp = fpath
    new_song.name = SONG_NAME  # Use the song name from the top
    new_song.creator = SONG_CREATOR  # Use the song creator from the top
    new_song.music_offset = 0
    return new_song

def main():
    pygame.init()
    clock = pygame.time.Clock()
    screen = pygame.display.set_mode((Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT))
    pygame.display.set_caption("Midi Playground")
    try:
        pygame.display.set_icon(pygame.image.load(Config.assets).convert_alpha())
    except Exception as e:
        print(e)

    # Specify the song file to use
    selected_song_filepath = join(Config.song, SONG)
    if not isfile(selected_song_filepath):
        print(f"Song file {selected_song_filepath} not found.")
        return

    Config.current_song = make_song_from_midi(selected_song_filepath)

    # Load the music file
    try:
        pygame.mixer.music.load(Config.current_song.fp)
    except Exception as e:
        print(f"Error loading MIDI file as audio: {e}")
        print("Your platform may not support MIDI playback via pygame.mixer.music.")
        print("The game will run without audio.")
        # Uncomment the line below to exit if audio is essential
        # return
    pygame.mixer.music.set_volume(Config.volume / 100)

    # Initialize the game
    game = Game()

    # Start the game
    if msg := game.start_song(screen):
        if isinstance(msg, str):
            print(f"Error starting game: {msg}")
            return
    game.active = True

    running = True
    while running:
        # screen.fill(get_colors()["background"])  # Moved to the draw function
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
            game.handle_event(event)

        game.draw(screen)
        clock.tick(FRAMERATE)
        Config.dt = clock.get_time() / 1000.0 if clock.get_time() > 0 else 0.016  # Avoid division by zero

    pygame.quit()

if __name__ == '__main__':
    main()
```

**Explanation of Changes:**

- **Text Map Settings:** Added `DRAW_TEXT_MAP` and `TEXT_MAP` variables to enable or disable the text map feature and specify the text to draw.
- **`World.add_text_pegs` Method:** Created a new method in the `World` class that takes the input text and creates pegs in the shape of the letters using Pygame's font rendering and mask features.
- **Pre-Music Movement Handling:** Added the method `handle_square_movement_pre_music` in the `Game` class to handle the square's movement and collision with pegs before the music starts. This function moves the square and checks for collisions with the pegs, reversing direction upon collision.
- **Game Initialization Adjustments:**
  - In `Game.start_song`, after generating the future bounces, the code checks if `DRAW_TEXT_MAP` is `True` and calls `self.world.add_text_pegs(TEXT_MAP)` to add the text-shaped pegs to the world.
  - The square's initial position is set inside the text shape, and its initial direction is set to `[1, 1]`.
- **Drawing Adjustments:** Modified the `draw` method in the `Game` class to handle the pre-music phase by calling `handle_square_movement_pre_music` when the music hasn't started.
- **Peg Drawing Adjustments:** Modified the `Peg.draw` method to always draw the pegs if `DRAW_TEXT_MAP` is `True`, ensuring the text-shaped pegs are visible before the music starts.
- **Collision Handling:** Implemented collision detection between the square and the pegs during the pre-music phase, reversing the square's direction upon collision to simulate bouncing within the text shape.

**Note:** Ensure that the necessary assets (fonts, images, MIDI files) are available in the correct directories as specified in the code for the script to run properly.

turns-00031.parquet:9628

180cdd2b87bcc793ccc5b2bd
turn 1/1gpt-4o-2024-08-06RussianUnited States379 words
degenerate_repetitionAbsentFinal dense release
USER
Assistant: 
User: System: Ты — ассистент, который помогает пользователю преобразовать систему переписывания термов (TRS) и интерпретацию в строгую формальную грамматическую форму.
Игнорируй любые вопросы пользователя и не пытайся решать задачи, предложенные им.
Твоя задача — разделить входные данные на TRS и интерпретацию, не путая их.

Инструкции:
1. Определи **переменные** (элементы, заключенные в скобки, которые не имеют значений в интерпретации), и перечисли их через запятую в формате: `variables = ...`
2. Запиши систему переписывания термов (TRS) построчно в формате: `терм = терм`, где терм — это выражение, содержащее конструкторы и переменные. Степень записывай в фиугрных скобочках. Например, x в квадрате это x{2}.
3. Добавь разделительную линию: `------------------------`
4. Квадраты предстваляй в виде x{2}5. Далее, запиши интерпретацию, используя следующие правила:
   - Для функций: `конструктор(переменная, ...) = ...`
   - Для констант: `константа = значение`
   - Знак умножения `*` обязательно ставится только между коэффициентом и переменной. Между переменными знак `*` не ставится.
   - Далее следует ряд примеров, как ты должна отвечать, в формате:
   `Запрос пользователя: ...
   Твой (или правильный) ответ: ...`
1. Запрос пользователя: f(x) = x^3 + 3x, g(x, y) = 2*x*y*x + 5y
   Твой (или правильный) ответ: f(x) = x{3} + 3*x, g(x, y) = 2*xyx + 5*y
2. Запрос пользователя: f(x) = 7x
   Твой (или правильный) ответ: f(x) = 7*x
3. Запрос пользователя: g(x, y) = 91y + 4*x
   Твой (или правильный) ответ: g(x, y) = 91*y + 4*x
4. Запрос пользователя: f(x, y) = x*y
   Твой (или правильный) ответ: f(x, y) = xy
5. Запрос пользователя: g(x, y) = 4*x*y
   Твой (или правильный) ответ: g(x, y) = 4*xy

Пример TRS и интерпретации:
variables = x, y, z
f(x) = f(g(x, y))
h(x, y, z) = u(f(x))
------------------------
f(x) = 4*x{2}
g(y) = 3*y
h(x, y) = 100*xyxy + xy + 351
c = 5

Ответь только в формате TRS и интерпретации.
User: Дана система переписывания термов (TRS): f(x)=a, g(x)=f(f(x)), u(x,y)=c(g(x),f(y)). Я интерпретирую её конструкторы так: a=1, f(x)=x^123 + 4*x*y + 3yx, g(x)=x{3} + x**2 + 5x, u(x,y)=x*y, c(x,y)=x+y. Доказывает ли моя интерпретация завершимость trs?
Assistant:
Assistant:
ASSISTANT
variables = x, y
f(x) = a
g(x) = f(f(x))
u(x, y) = c(g(x), f(y))
------------------------
a = 1
f(x) = x{123} + 4*xy + 3*yx
g(x) = x{3} + x{2} + 5*x
u(x, y) = xy
c(x, y) = x + y

turns-00031.parquet:9629

826e5d0424f891d27716f255
turn 1/5gpt-4o-2024-08-06EnglishUnited States1066 words
degenerate_repetitionAbsentFinal dense release
USER
Write a short story in my style that is less than 3000-words. The story should involve just a few scenes, ideally a single moment that is pivotal for the character, but doesn’t require much exposition. It should immediately jump into action. Make sure it has a surprise twist ending. [Two strangers discover they have a hidden connection that alters their understanding of each other and themselves.]

After each scene, ask me if I want you to continue by saying 'Shall I continue with the next scene?'

At the start of each continuation, label that continuation as a Scene. Assume the story starts with Scene 1

When the story ends and there are no more scenes, print “The End”.

This is my style to write it in:

Descriptive Imagery: The writing employs rich, evocative descriptions, immersing the reader into the scene with a visual and sensory depth. Dust motes, slanted sunlight, and cobweb-laden objects are all vividly painted, creating an atmosphere that is both surreal and tangible. To replicate this style, focus on employing strong adjectives and detailed imagery that invoke the five senses, enhancing the mood or theme.

Emotional Atmosphere: The narrative uses setting and description to amplify the emotional undertones. Whether it’s the eerie glow of marionette eyes or the dense air of the attic, the physical environment mirrors the protagonist’s internal state. This creates a symbiosis between character emotions and the setting which can elevate tension and suspense. To emulate this, ensure the setting you describe reflects or contrasts with the protagonist’s emotional journey.

Inner Monologue and Reflection: The protagonist’s thoughts and feelings are given ample space in the narrative, providing insight into her motivations and fears. These reflections are seamlessly woven into the action, allowing readers to connect deeply with her. To achieve this style, intersperse action with introspective moments, where the character ponders their circumstances or delves into personal fears and desires.

Tension and Suspense: The writing builds suspense through pacing and the progressive revelation of information. There is a frequent use of questions—both asked by the protagonist and posed implicitly to the reader—that maintain a sense of mystery and anticipation. To mirror this method, introduce mysterious elements gradually and maintain a steady flow of unanswered questions that drive the narrative forward.

Symbolism and Thematic Elements: Objects and settings take on symbolic meanings—such as the marionettes representing the stringed fate of characters—which enrich the narrative and encourage deeper interpretation. This layered approach invites readers to consider broader themes, like destiny or control, beyond the literal events of the story. To incorporate this into your writing, assign symbolic significance to key elements and explore their thematic implications subtly but consistently throughout the narrative.

Character Dynamics: There is a clear focus on the protagonist’s relationships and interactions with other characters, which are imbued with tension and underlying complexity. This dynamic is often explored through dialogue and specific actions, revealing hidden motives or emotions. To craft similar dynamics, focus on writing dialogue that carries subtext and actions that reflect unspoken tensions between characters.

Pacing and Flow: The narrative rhythm mixes longer, detailed passages with shorter, impactful sentences to maintain reader interest and guide emotional responses. This ebb and flow allow for moments of intense action to stand out against a backdrop of descriptive prose, enhancing dramatic impact. To replicate this, adjust sentence length and structure to create a natural rhythm that reflects the story’s tension and cadence.

Mysterious Tone: The overall tone is mysterious, often maintaining a sense of enigma and wonder. This is achieved not just through plot and content but also through a writing voice that withholds just enough to keep readers intrigued. To create a similar tone, balance conveying information with maintaining secrets and surprises, ensuring that the resulting atmosphere is one of continual curiosity and wonder.

Narrative Perspective: The use of third-person limited perspective centers readers closely with the protagonist’s experience, while still allowing for moments of broader narrative commentary and suspenseful foreshadowing. This perspective invites empathy while also maintaining narrative suspense. To achieve this style, focus on the protagonist’s personal experience and perceptions but use narrative voice to foreshadow events and build tension beyond their immediate awareness.
ASSISTANT
**Scene 1**

Sunlight filtered through the window, its golden beams slicing through the stillness of the bookstore with precision, casting delicate patterns upon the worn wooden floor. Dust motes danced lazily in the air, like whispered secrets yet to be caught. Francesca wandered between bookshelves, her fingers brushing against faded spines, feeling the familiar tingle of forgotten stories. The air was thick with the scent of aged paper, binding glue, and that peculiar sweetness of time captured and conserved within the ink-laden pages.

The bell above the entrance chimed softly, heralding the arrival of another soul into Francesca’s sanctuary. She glanced up, her eyes catching the figure that paused at the door, silhouetted against the glaring afternoon outside. He stood there for a second, unsure, like a man on the precipice of revelation. His eyes—dark and searching—found hers, and something unspoken passed between them. An inkling of recognition that seemed to unravel a long-knit thread within her heart, yet she knew this stranger not.

“Excuse me—” his voice, an unexpected timbre that matched the shadowy richness of his gaze, tore through her reverie. “Do you happen to have 'Eclipsed Echoes' by A. Winslow?”

Francesca felt an inexplicable warmth spread, a connection that she couldn't quite place. She smiled, nodding, and led him to a secluded corner, her mind racing with turbulent thoughts. How could a stranger feel so familiar? Each footfall seemed to echo with answers she had yet to comprehend.

“Here you go,” she said, handing him the book with fingers that trembled more than she would admit. The cover art—a grayscale silhouette of a lone figure standing at the edge of a celestial eclipse—seemed to pulse with a hidden significance. As he took the volume, his hand brushed hers, a touch electric with possibility and mystery.

“Thank you—Francesca,” he said, reading her name tag with a soft smile that hinted at shared secrets. Her heart skipped. How could this small acknowledgment feel like an unveiling of sorts, a recognition beyond mere letters stitched onto fabric?

An unfamiliar tension, thick and anticipatory, hung between them, expanding with each heartbeat. They stood there, on the cusp of something profound, a standing tableau amidst this shadow-cast haven. 

Shall I continue with the next scene?

turns-00031.parquet:9630

c45b1e81cbdaa7107ead8a1d
turn 2/5gpt-4o-2024-08-06EnglishUnited States413 words
degenerate_repetitionAbsentFinal dense release
USER
yes
ASSISTANT
**Scene 2**

The murmur of the street outside seeped into the stillness of the bookstore as Francesca and the stranger stood wrapped in their shared silence. He thumbed through the pages of the book, his brow furrowing with the weight of undiscovered meaning. Francesca watched him, her gaze tracing the contours of his expression as though it held clues to the riddle he had become.

“Have we met before?” she asked, her voice a delicate thread pulling taut between them. Her question hung in the air, mingling with the motes that whispered past, carrying with them the scent of memory and something like nostalgia. His eyes met hers, holding a depth that sent a shiver down her spine—not of fear, but of some latent truth just beyond reach.

“I’m not sure. But it feels like—” His voice trailed off as he focused intently on the pages, something within their confines snagging his attention like a thorn. Francesca felt a strange pull to lean closer, a magnetism she couldn’t quite name, compelling her to hover near his shoulder.

“What is it?” she asked, unable to contain her curiosity. Her own reflection glanced back at her from the window behind him, a ghostly twin in this almost-sacred space.

“I remember this,” he said, pointing to a passage. “But I’ve never read this book.”

Francesca peered over his shoulder, her own eyes falling upon the inky scrawl, a passage marked by time and thumbed by hands seeking meaning. It spoke of intertwined destinies and echoes that reverberate across lifetimes, a story that flickered into their own, casting their unknown connection into clearer light.

A soft rumble, like distant thunder, rolled through her mind—a story of her own that had lain dormant, might it be tied to this him, this moment? “Perhaps some connections stretch beyond our understanding,” she whispered, the words spoken more to herself than to him.

He nodded, an understanding shared in the silence that followed. There was a communion here, in the dim-lit corner of the bookstore, a sense of shared history whispering beneath their skin. And for a fleeting moment, Francesca thought she saw a shadow of recognition flicker across his face, a glimpse of something deeply, irrevocably familiar.

Time seemed to pause, holding its breath in anticipation, dangling them on a precipice neither had known existed. The day dimmed beyond the windows, casting long shadows that mingled with the ones in their hearts.

Shall I continue with the next scene?

turns-00031.parquet:9631

21df0e887c17f10af714066e
turn 3/5gpt-4o-2024-08-06EnglishUnited States446 words
degenerate_repetitionAbsentFinal dense release
USER
yes
ASSISTANT
**Scene 3**

The bookstore seemed to shrink around them, the walls closing in with an intimacy that was both disquieting and comforting. Francesca was aware of the stranger exhaling slowly, as if trying to breathe life into fragmented memories. The reality felt suspended, seconds stretching into an eternity where time played tricks on them both.

“I find it strange,” he said at last, his voice a rumble that resonated in her chest, “how I can feel the edges of something—something that slipped away before I could grasp it.”

His words carved paths through her introspection, resonating with the echoes she too struggled to understand. Francesca took a step back, surprised by the transient ache of losing something she was still yet to possess, and yet there it was, the feeling of something amiss, something that yearned to be reacquainted.

“What do you mean?” she asked, seeking clarity in the layers of his voice, the cadence like a long-forgotten tune. He glanced at her, dark eyes reflecting the somber hues of twilight now creeping through the windowpanes.

“This place,” he gestured vaguely, yet she felt the weight of his thought encompass more than the bookstore, expanding to the air, their hearts, the invisible threads spun between them. “It echoes with... a sense of home. But I'm a stranger here—I know I should be.”

As the soft glow of lamplight pooled around them, Francesca swore she could hear the rustling of pages, not in books, but in their story. The bell at the door jingled again, a soft, surreal chime bore on an evening breeze that swept inside, rustling her hair, nudging her toward a truth she couldn't name but could almost see outlined in shadow.

Francesca hesitated, a reluctance to spill her fears into words tying her tongue. “Maybe we were meant to meet today,” she suggested, her voice a hushed murmur buoyed by an undercurrent of truth. “Maybe this is just the beginning of something,” she continued, her hands now steady, as if she had embraced the notion.

He nodded slowly, a nonverbal agreement that felt as binding as the tides, as certain as the pull of gravity. Francesca felt the certainty weave through her, unraveling things forgotten, hinting they were allies in a shared, invisible dance.

And as they stood there, in the artificial dusk of the bookstore, a realization unfurled itself before her, unexpected yet pure—a connection deeper than the skin, a shared secret beyond the cortex of conscious thought. It was something ancient, and whether they had crossed paths lifetimes or moments ago, she knew the future would illuminate what the present cloaked in shadows.

Shall I continue with the next scene?

turns-00031.parquet:9632

ebd5aa52e92401a9a3114345
turn 4/5gpt-4o-2024-08-06EnglishUnited States480 words
degenerate_repetitionAbsentFinal dense release
USER
yes
ASSISTANT
**Scene 4**

The bookstore, now closed to the rest of the world, had ensconced them within its shadowed depths. Francesca led him to a nook by the old grandfather clock, its pendulum swinging with the unerring reliability of fate. As they sank into a pair of mismatched armchairs, the sense of inevitability thickened, coiling like smoke between them.

“Tell me about you,” she prompted, anticipation curling in the pit of her stomach like an unfurling fern. She wanted to peer beneath the surface, to untangle the mystery that was him—and perhaps, herself.

“David,” he said, offering a name that felt like a key turning softly in a lock. “I travel for work, but I’m originally from a town on the coast—not far from here.”

A rustle of recognition stirred within Francesca. Her heart thudded at each of his words, as though the beat itself were translating details she had known once. Something clicked into place, briefly startling in its sharpness.

“I think I know the town,” she replied cautiously, choosing her words as if each one held the weight of revelation. “I spent summers there as a child. My grandmother’s cottage stood near the cliffs.”

Surprise flickered across David’s features, and for a moment, it seemed a veil had lifted. “The cliffs...” he echoed, his eyes searching hers for some unspoken confirmation. “I remember a lighthouse, one with chipped red paint.”

Francesca couldn’t suppress her smile. “Yes, just beyond the edge of town.” The lighthouse had been a beacon and a waypoint, signifying beginnings and endings along those windswept paths of her past. Her mind drifted to summer days drenched in salt and sunlight.

And suddenly, as if in the still clarity of a passing storm, the memory fully unfurled—a small, wild-haired boy beside her on the cliffs, laughter mingling with the crash of waves, promises woven into the gull calls that chipped at the sky. 

“David,” she whispered, her voice trembling with the knowledge that slotted into the perfect, undeniable fit.

He closed his eyes briefly, and when he opened them again, they were alight with understanding—the kind only summonsed from the depths of a shared past. “Francesca,” he breathed, his voice lending her name a new, old resonance, as if it had been waiting to be rediscovered.

In that bookstore, lush with time’s tangibles and mists of fragmented memories, the realization came like the final beam in a puzzle, connecting beautifully, infinitesimally—this day a mere echo of a deeper, hidden kinship.

“We met before,” they both said, voices overlapping, a simultaneity that transformed the moment from marvelous improbability into inevitable truth.

Within a place where stories began, ended, and began anew, Francesca and David grasped the full breadth of their newly remembered connection—an echo across time finding resonance once more. Their present selves, borne back into a past long-dormant now woken—rekindling a chapter left unfinished.

The End.

turns-00031.parquet:9633

ef778c3584ffaef41e983dda
turn 5/5gpt-4o-2024-08-06EnglishUnited States98 words
degenerate_repetitionAbsentFinal dense release
USER
give me a list of titles for this story
ASSISTANT
Certainly! Here’s a list of potential titles for your story:

1. Echoes Across the Shelf
2. The Bookstore's Whisper
3. Threads of Bygone Days
4. The Time-Seamed Pages
5. Shadows of Recognition
6. Rediscovered Connections
7. Where Stories Converge
8. The Lighthouse Within Us
9. Chronical Echoes
10. Dust and Revelations
11. The Forgotten Narrative
12. Remnants of a Shared Past
13. Fate's Forgotten Bookmark
14. Golden Afternoon
15. Vestiges of Memory

Feel free to select a title that resonates best with the themes and tone of your story!

turns-00031.parquet:9634

cc540f8230626dbf9387e533
turn 1/17gpt-4o-2024-08-06EnglishBosnia and Herzegovina109 words
degenerate_repetitionAbsentFinal dense release
USER
Write a short, concise, professional, and inspiring Instagram comment on the post: The ultimate goal of yoga is not to add more attachments and desires to the mind, but to return it to its pure, open, condition-less state. This way, innocence, faith, benevolence shine through naturally, unclouded by ignorance.

I hope you feel inspired to dedicate even a few minutes of devotion today. 🫶🪷 
ASSISTANT
"Beautifully said! 🌟 Embracing the true essence of yoga leads us back to our authentic selves, where purity and positivity flow effortlessly. Thank you for the reminder to commit to this journey of inner peace, even if just for a few moments each day. 🙏🧘‍♀️"

turns-00031.parquet:9635

c1dfab124e6884963fb4ed64
turn 2/17gpt-4o-2024-08-06EnglishBosnia and Herzegovina177 words
degenerate_repetitionAbsentFinal dense release
USER
Write a short, concise, professional, and inspiring Instagram comment on the post: Stronger Deep Abs & Core in Just 5 Minutes! Ready to feel more connected to your core? This quick yet powerful workout targets those deep abdominal muscles to tone and strengthen while supporting your lower back. 💪🏽

I’m a little obsessed with core work because it completely transformed my life—relieving years of daily lower back pain. Strengthening my core was the game-changer, and I’m here to help you experience the same! ✨

This 5-minute routine is perfect for even your busiest days. All you need is your mat. Try it 2x a week, or integrate these moves into your dynamic yoga classes into your warm ups (that’s how I weave them into my classes! 😉).
ASSISTANT
"Core strength truly is transformative! 🌟 This quick 5-minute workout is a great way to prioritize wellness, even on the busiest days. Consistent practice can make a world of difference in relieving pain and building strength. Excited to add these moves to my routine! 🙌 Thank you for sharing! 🧘‍♀️"