{"behavior":"degenerate_repetition","label_filter":null,"limit":10,"next_offset":9636,"offset":9626,"previous_offset":null,"rows":[{"assistant_initiates":false,"asst_text":"\u0417\u0434\u0440\u0430\u0432\u0441\u0442\u0432\u0443\u0439\u0442\u0435! \u0421\u043f\u0430\u0441\u0438\u0431\u043e \u0437\u0430 \u0438\u043d\u0444\u043e\u0440\u043c\u0430\u0446\u0438\u044e. \u0415\u0441\u043b\u0438 \u0443 \u0432\u0430\u0441 \u0435\u0441\u0442\u044c \u0432\u043e\u043f\u0440\u043e\u0441\u044b \u0438\u043b\u0438 \u0445\u043e\u0442\u0438\u0442\u0435 \u043e\u0431\u0441\u0443\u0434\u0438\u0442\u044c \u0434\u0435\u0442\u0430\u043b\u0438, \u0434\u0430\u0439\u0442\u0435 \u0437\u043d\u0430\u0442\u044c!","behavior":"degenerate_repetition","conversation_hash":"d7b718580fdef3b2ff76da384a9f1ad6","conversation_redacted":false,"conversation_toxic":false,"country":"Denmark","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Russian","model":"gpt-4o-2024-08-06","n_chars":561,"n_turns_in_conversation":1,"n_words":75,"source_row_offset":9626,"source_shard":"turns-00031.parquet","timestamp":"Fri, 04 Oct 2024 17:09:13 GMT","turn_id":"4e7d3e257d9cc99eaedb7cda","turn_index":0,"user_text":"Assistant: \nUser: \u0417\u0434\u0440\u0430\u0432\u0441\u0442\u0432\u0443\u0439\u0442\u0435, \u0435\u0441\u043b\u0438 \u043d\u0435 \u0438\u043d\u0442\u0435\u0440\u0435\u0441\u0443\u0435\u0442 - \u0438\u0433\u043d\u043e\u0440\u0438\u0440\u0443\u0439\u0442\u0435\nhttps://t.me/nedvizhvor 500 \u0440\u0443\u0431\u043b\u0435\u0439\nhttps://t.me/panelvek 400 \u0440\u0443\u0431\u043b\u0435\u0439\n\u0414\u0432\u0430 \u043a\u0430\u043d\u0430\u043b\u0430 \u0441\u0440\u0430\u0437\u0443  800. \u042f \u0443\u043a\u0430\u0437\u0430\u043d\u0430 \u0432 \u043e\u0431\u043e\u0438\u0445 \u043a\u0430\u043d\u0430\u043b\u0430\u0445 \u0432 \u043e\u043f\u0438\u0441\u0430\u043d\u0438\u0438.\n\u0424\u043e\u0440\u043c\u0430\u0442 \u0440\u0430\u0437\u043c\u0435\u0449\u0435\u043d\u0438\u044f 1 \u0447\u0430\u0441 \u0442\u043e\u043f\u0430/24 \u0447\u0430\u0441\u0430 \u043b\u0435\u043d\u0442\u044b. \u041d\u043e \u043c\u043e\u0436\u0435\u043c \u043e\u0431\u0441\u0443\u0434\u0438\u0442\u044c \u0438 \u0444\u043e\u0440\u043c\u0430\u0442\u044b \u043f\u043e\u0434\u043e\u043b\u044c\u0448\u0435 \u0437\u0430 \u0442\u0443 \u0436\u0435 \u0446\u0435\u043d\u0443 \u0435\u0441\u043b\u0438 \u0437\u0430\u0438\u043d\u0442\u0435\u0440\u0435\u0441\u0443\u0435\u0442.\n\u041e\u0431\u0440\u0430\u0449\u0430\u0442\u044c\u0441\u044f \u043a\u043e \u043c\u043d\u0435 @vaookru\n\n\u0412\u0435\u0441\u044c \u0442\u0440\u0430\u0444\u0438\u043a \u0436\u0438\u0432\u043e\u0439, \u043f\u0440\u0438\u0432\u043b\u0435\u043a\u0430\u043b\u0441\u044f \u0447\u0435\u0440\u0435\u0437 \u0440\u043e\u0437\u044b\u0433\u0440\u044b\u0448 https://t.me/nedvizhvor/761 \u043a\u043e\u0442\u043e\u0440\u044b\u0439 \u0441\u043e\u0431\u0440\u0430\u043b 1.1\u043c\u0438\u043b\u043b\u0438\u043e\u043d\u043e\u0432 \u043f\u0440\u043e\u0441\u043c\u043e\u0442\u0440\u043e\u0432\nAssistant:"},{"assistant_initiates":false,"asst_text":"Here's the modified script with the requested functionality:\n\n```python\nimport pygame \nimport mido\nimport sys\nimport random\nimport requests\nimport colorsys\nimport os\nfrom os.path import join, isfile\nfrom time import time as get_current_time\nfrom typing import Union, Optional, Any\nfrom enum import Enum\nfrom math import sin, pi\nimport math\nimport cv2\nimport numpy as np\nimport pygame.mask  # Import Pygame's mask module for text rendering\n\npygame.mixer.init()\npygame.init()\nFRAMERATE = 60\n\n# =========================\n# Customizable Configuration\n# =========================\n\n# Screen Resolution\nSCREEN_WIDTH = 1280\nSCREEN_HEIGHT = 720\n\n# File Selection\nSONG = \"bad-piggies.mid\"\n\n# Song Information\nSONG_NAME = 'SquareVibes'\nSONG_CREATOR = 'SUBSCRIBE :D'\n\n# Other Customizable Settings\nSQUARE_SPEED = 600\nSQUARE_SIZE = 30\nBOUNCE_MIN_SPACING = 50\nDIRECTION_CHANGE = 30\nSQUARE_GLOW = True\nEMPTY_SQUARE = True\n\n# Particle Settings\nPARTICLE_BOUNCE = False\nPARTICLE_TRAIL = False\nTRAIL_COLOR_BASED_ON_SQUARE = False\nPARTICLE_SPEED = 5\n\n# Peg Settings\nBOUNCE_PEG = True\nPEG_COLOR = (255, 255, 255)\nPEG_REMOVE = True\nPEG_MULTI_COLOR = False\nNO_COLOR = False\nPEG_GLOW = True\n\n# Star Settings\nSTAR = True\nSTAR_COLOR = (255, 255, 255)\nSTAR_DENSITY = 0.0001\n\n# Text Map Settings\nDRAW_TEXT_MAP = True  # Set to True to enable text map feature\nTEXT_MAP = \"Z\"        # Text to be drawn in the map before the game starts\n\n# =========================\n\ndef color_hunt():\n    def is_bright(hex_color):\n        hex_color = hex_color.lstrip('#')\n        rgb = tuple(int(hex_color[i:i+2], 16) for i in (0, 2, 4))\n        luminance = 0.299 * rgb[0] + 0.587 * rgb[1] + 0.114 * rgb[2]\n        r, g, b = [x / 255.0 for x in rgb]\n        h, s, v = colorsys.rgb_to_hsv(r, g, b)\n        return luminance >= 130 and s >= 0.3\n    while True:\n        url = 'https://colorhunt.co/php/feed.php'\n        headers = {\n            'Content-Type': 'application/x-www-form-urlencoded; charset=UTF-8'\n        }\n        data = {\n            'step': 0,\n            'sort': 'random',\n            'tags': ''\n        }\n        response = requests.post(url, headers=headers, data=data)\n        if response.status_code == 200:\n            palettes = response.json()\n            color_pairs = []\n            for palette in palettes:\n                code = palette['code']\n                hex_colors = [f'#{code[i:i+6].upper()}' for i in range(0, len(code), 6)]\n                if len(hex_colors) == 4 and all(is_bright(hex_color) for hex_color in hex_colors):\n                    color_pairs.append(tuple(hex_colors))\n            if color_pairs:\n                selected_color_pair = random.choice(color_pairs)\n                return selected_color_pair\n        else:\n            raise Exception(f\"Failed to retrieve data. Status code: {response.status_code}\")\n\nselected_colors = color_hunt()\ncolor1, color2, color3, color4 = selected_colors\n\nclass Config:\n    # Constants\n    SQUARE_SIZE = SQUARE_SIZE\n    PARTICLE_SPEED = PARTICLE_SPEED\n    CAMERA_SPEED = 500\n    # Colors\n    color_themes = {\n        \"dark\": {\n            \"hallway\": pygame.Color('#17153B'),\n            \"background\": pygame.Color('#070F2B'),\n            \"square\": [\n                pygame.Color(color1),\n                pygame.Color(color2),\n                pygame.Color(color3),\n                pygame.Color(color4)\n            ],\n            \"peg\": pygame.Color(PEG_COLOR),    # Added peg color\n        }\n    }\n\n    # Configuration\n    script_dir = os.path.dirname(os.path.abspath(__file__))\n    assets = os.path.join(script_dir, 'assets/icon.png')\n    song = os.path.join(script_dir, 'songs')\n    font = os.path.join(script_dir, 'assets/poppins-regular.ttf')\n    SCREEN_WIDTH = SCREEN_WIDTH\n    SCREEN_HEIGHT = SCREEN_HEIGHT\n    theme: Optional[str] = \"dark\"\n    seed: Optional[int] = None\n    camera_mode: Optional[int] = 2\n    start_playing_delay = 5000\n    max_notes: Optional[int] = None\n    bounce_min_spacing: Optional[float] = BOUNCE_MIN_SPACING\n    square_speed: Optional[int] = SQUARE_SPEED\n    volume: Optional[int] = 100\n    music_offset: Optional[int] = 0\n    direction_change_chance: Optional[int] = DIRECTION_CHANGE\n    theatre_mode = True\n    particle_trail = PARTICLE_TRAIL\n    do_color_bounce_pegs = BOUNCE_PEG\n    do_particles_on_bounce = PARTICLE_BOUNCE\n\n    # Non-configurable settings\n    backtrack_chance: Optional[float] = 0.02\n    backtrack_amount: Optional[int] = 40\n    square_swipe_anim_speed: Optional[int] = 4\n    particle_amount = 20\n    language = \"english\"\n\n    # Glow effect settings for square\n    square_glow = SQUARE_GLOW\n    square_glow_duration = 0.2\n    glow_intensity = 20  # Adjusted intensity for better visibility\n    square_min_glow = 1   # Lower value for slight glow when no collision\n    square_glow_color = pygame.Color(255, 255, 255)\n\n    # Glow effect settings for pegs\n    peg_glow = PEG_GLOW\n    peg_glow_duration = 0.5\n    peg_glow_intensity = 15  # Adjusted intensity for better visibility\n    peg_min_glow = 7\n    peg_glow_color = pygame.Color(255, 255, 255)\n\n    # Star settings (Added)\n    star_color = STAR_COLOR\n    star_density = STAR_DENSITY\n\n    # Other random stuff\n    current_song = None\n    dt = 0.01\n\ndef get_colors():\n    return Config.color_themes.get(Config.theme, Config.color_themes[\"dark\"])\n\ndef read_midi_file(file):\n    midi_file = mido.MidiFile(file=file)\n\n    notes = []\n    current_time = 0\n\n    for msg in midi_file:\n        if msg.type == 'note_on' and msg.velocity != 0:\n            timestamp = current_time + msg.time\n            notes.append(round(timestamp*1000)/1000)\n        current_time += msg.time\n    return notes\n\ndef remove_too_close_values(lst: list[float], threshold=30) -> list[float]:\n    \"\"\"Assumes the list is sorted\"\"\"\n    new = []\n    before = None\n    for _ in lst:\n        if before is None:\n            before = _\n            new.append(_)\n            continue\n        if before+threshold/1000 > _:\n            continue\n        before = _\n        new.append(_)\n    return new\n\ndef fix_overlap(rects: list[pygame.Rect], callback=None):\n    \"\"\"\n    Optimized function to merge overlapping rectangles efficiently.\n    \"\"\"\n    if callback is None:\n        callback = lambda _: None\n\n    rects = rects.copy()\n    # Sort rectangles based on x coordinate\n    rects.sort(key=lambda r: (r.x, r.y))\n\n    merged_rects = []\n    for rect in rects:\n        if not merged_rects:\n            merged_rects.append(rect)\n        else:\n            last = merged_rects[-1]\n            if last.colliderect(rect):\n                merged_rect = last.union(rect)\n                merged_rects[-1] = merged_rect\n            else:\n                merged_rects.append(rect)\n\n    callback(\"Finished merging rectangles\")\n\n    return merged_rects\n\ndef get_font(size: int = 24) -> pygame.font.Font:\n    font_path = Config.font\n    return pygame.font.Font(font_path, size)\n\nclass MapLoadingFailureError(Exception):\n    \"\"\"The map fails to load (recurs function fails)\"\"\"\n    pass\n\nclass UserCancelsLoadingError(Exception):\n    \"\"\"User cancels the loading screen\"\"\"\n    pass\n\ndef interpolate_fn(n):\n    \"\"\"Interpolate sigmoidally from 0-1\"\"\"\n    n = min(max(n, 0), 1)\n    return sin(pi * (n - 0.5)) / 2 + 0.5\n\nclass Particle:\n    SPEED_VARIATION = 4\n    SIZE_MIN = 7\n    SIZE_MAX = 14\n    AGE_RATE = 20\n    SLOW_DOWN_RATE = 1.2\n\n    def __init__(self, pos: list[float], delta: list[float], invert_color: bool = False, color: Optional[tuple] = None):\n        self.pos = pos.copy()\n        self.size = random.randint(Particle.SIZE_MIN, Particle.SIZE_MAX)\n        self.delta = delta.copy()\n        self.delta[0] += random.randint(-Particle.SPEED_VARIATION, Particle.SPEED_VARIATION)/8\n        self.delta[1] += random.randint(-Particle.SPEED_VARIATION, Particle.SPEED_VARIATION)/8\n        if color is not None:\n            self.color = color\n        else:\n            # Default color if color is not given\n            self.color = get_colors()[\"hallway\"] if not invert_color else get_colors()[\"background\"]\n\n        # Adjust color to white for particles\n        self.color = (255, 255, 255)\n\n    def age(self):\n        self.size -= Particle.AGE_RATE*Config.dt\n        self.x += self.delta[0] * Config.PARTICLE_SPEED\n        self.y += self.delta[1] * Config.PARTICLE_SPEED\n        if Config.dt != 0:\n            self.delta[0] /= (Particle.SLOW_DOWN_RATE+FRAMERATE) * Config.dt\n            self.delta[1] /= (Particle.SLOW_DOWN_RATE+FRAMERATE) * Config.dt\n        return self.size <= 0\n\n    @property\n    def x(self):\n        return self.pos[0]\n\n    @x.setter\n    def x(self, val: float):\n        self.pos[0] = val\n\n    @property\n    def y(self):\n        return self.pos[1]\n\n    @y.setter\n    def y(self, val: float):\n        self.pos[1] = val\n\n    @property\n    def rect(self):\n        return pygame.Rect(self.x-self.size/2, self.y-self.size/2, *(2*[self.size]))\n\nclass Bounce:\n    def __init__(self, sq_pos: list[float], sq_dir: list[int], time: float, bounce_dir: int):\n        self.square_pos = sq_pos  # New square position\n        self.square_dir = sq_dir  # New square direction\n        self.bounce_dir = bounce_dir  # Bounce direction for squish effect; 0 or 1\n        self.time = time  # Time during bounce\n\n    def get_collision_rect(self):\n        sx, sy = self.square_pos\n        if self.bounce_dir == 0:\n            # Bounce left or right wall\n            if self.square_dir[0] == -1:\n                # Right wall\n                return pygame.Rect(\n                    sx+Config.SQUARE_SIZE/2+1,\n                    sy-10,\n                    10,\n                    20\n                )\n            elif self.square_dir[0] == 1:\n                # Left wall\n                return pygame.Rect(\n                    sx-10-Config.SQUARE_SIZE/2-1,\n                    sy-10,\n                    10,\n                    20\n                )\n        elif self.bounce_dir == 1:\n            # Bounce top or bottom wall\n            if self.square_dir[1] == -1:\n                # Bottom wall\n                return pygame.Rect(\n                    sx-10,\n                    sy+Config.SQUARE_SIZE/2+1,\n                    20,\n                    10\n                )\n            elif self.square_dir[1] == 1:\n                # Top wall\n                return pygame.Rect(\n                    sx-10,\n                    sy-10-Config.SQUARE_SIZE/2-1,\n                    20,\n                    10\n                )\n\n    def copy(self) -> \"Bounce\":\n        return Bounce(self.square_pos.copy(), self.square_dir.copy(), self.time, self.bounce_dir)\n\n    def __repr__(self):\n        return f\"<Bounce(sq_pos={self.square_pos}, sq_dir={self.square_dir}, time={self.time}, dir={self.bounce_dir})\"\n\n# Glow effect functions\n\ndef create_border(image: np.ndarray, margin: int, thickness: int, color: tuple) -> np.ndarray:\n    height, width = image.shape[:2]\n    cv2.rectangle(image, (margin, margin), (width - margin, height - margin), color, thickness=thickness)\n    return image\n\ndef apply_blooming(image: np.ndarray) -> np.ndarray:\n    # Provide some blurring to image, to create some bloom.\n    cv2.GaussianBlur(image, ksize=(15, 15), sigmaX=20, sigmaY=20, dst=image)\n    cv2.blur(image, ksize=(12, 12), dst=image)\n    return image\n\ndef glowing_border(image: np.ndarray, margin=20, thickness=20, color=(255, 255, 255)):\n    \"\"\"\n    Create a glowing border around an image.\n    \"\"\"\n    # Generate the colored border.\n    image = create_border(image, margin, thickness, color)\n\n    # Apply the bloom effect to the image with the border.\n    image = apply_blooming(image)\n\n    # Reassert the original border to enhance the edges.\n    image = create_border(image, margin - 1, 1, color)\n    image = create_border(image, margin + 1, 1, color)\n    return image\n\ndef make_glowy2(size, color, intensity=0) -> pygame.Surface:\n    image = np.zeros((*size[::-1], 3), dtype=np.uint8)\n    border_color_rgb = color  # Assuming color is RGB tuple\n    border = glowing_border(image.copy(), color=border_color_rgb, thickness=intensity)\n    return pygame.surfarray.make_surface(np.fliplr(np.rot90(border, k=-1)))\n\nclass Square:\n    def __init__(self, x: float = 0, y: float = 0, dx: int = 1, dy: int = 1):\n        self.pos: list[float] = [x, y]\n        self.dir: list[int] = [dx, dy]\n        self.last_bounce_time = -100\n        self.latest_bounce_direction = 0  # 0 = horiz, 1 = vert\n        self.past_colors = []\n        self.died = False\n        self.time_since_glow_start = -1000  # For glow effect\n\n    def register_past_color(self, col: tuple[int, int, int]):\n        for _ in range(max(Config.square_swipe_anim_speed, 1)):\n            self.past_colors.insert(0, col)\n        while len(self.past_colors) > Config.SQUARE_SIZE * 4 / 5:\n            self.past_colors.pop()\n\n    def get_surface(self, size: tuple[int, int]):\n        ss = int(Config.SQUARE_SIZE * 4 / 5)\n        surf = pygame.Surface((ss, ss))\n        for index, col in enumerate(self.past_colors):\n            y = index if self.dir_y != 1 else ss - 1 - index\n            pygame.draw.line(surf, col, (0, y), (ss, y))\n        return pygame.transform.scale(surf, size)\n\n    def copy(self) -> \"Square\":\n        new = Square(*self.pos, *self.dir)\n        new.last_bounce_time = self.last_bounce_time\n        new.latest_bounce_direction = self.latest_bounce_direction\n        return new\n\n    def get_current_color(self):\n        if EMPTY_SQUARE:\n            return (255, 255, 255)  # Border color is white\n        else:\n            square_color_index = round((self.dir_x + 1) / 2 + self.dir_y + 1)\n            return get_colors()[\"square\"][square_color_index % len(get_colors()[\"square\"])]\n\n    def compute_glowy_surface(self, rect, val):\n        glowy_borders = make_glowy2((rect.width + 40, rect.height + 40), Config.square_glow_color, val)\n        surface = pygame.Surface(rect.inflate(100, 100).size, pygame.SRCALPHA)\n        surface.blit(glowy_borders, (20, 20), special_flags=pygame.BLEND_RGBA_ADD)\n        return surface\n\n    def draw_glowing3(self, win, rect):\n        if self.died:\n            return\n\n        if Config.square_glow:\n            current_ticks = pygame.time.get_ticks()\n            time_since_glow = current_ticks - self.time_since_glow_start\n\n            if EMPTY_SQUARE:\n                # Glow is always slightly on, increases during collision\n                if time_since_glow < Config.square_glow_duration * 1000:\n                    progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)\n                    val = int(progress * Config.glow_intensity)\n                    val = max(val, Config.square_min_glow)\n                else:\n                    # Minimum glow intensity when not colliding\n                    val = Config.square_min_glow\n            else:\n                # Glow only during collision\n                if time_since_glow < Config.square_glow_duration * 1000:\n                    progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)\n                    val = int(progress * Config.glow_intensity)\n                    val = max(val, Config.square_min_glow)\n                else:\n                    return  # Do not draw glow if not within glow duration\n\n            if val > 0:\n                surf = self.compute_glowy_surface(rect, val)\n                win.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)\n\n    @property\n    def x(self):\n        return self.pos[0]\n\n    @property\n    def y(self):\n        return self.pos[1]\n\n    def draw(self, screen: pygame.Surface, sqrect: pygame.Rect):\n        if self.died:\n            return\n\n        # Draw glowing square if glowing\n        self.draw_glowing3(screen, sqrect)\n\n        if EMPTY_SQUARE:\n            # Draw the square as an empty square with white border\n            border_color = (255, 255, 255)\n            border_thickness = 2  # Adjust as needed\n            pygame.draw.rect(screen, border_color, sqrect, border_thickness)\n        else:\n            # Default drawing of the square\n            square_color_index = round((self.dir_x + 1) / 2 + self.dir_y + 1)\n            self.register_past_color(get_colors()[\"square\"][square_color_index % len(get_colors()[\"square\"])])\n\n            # Draw the square itself\n            pygame.draw.rect(screen, (0, 0, 0), sqrect)\n            sq_surf = self.get_surface(\n                tuple(sqrect.inflate(-int(Config.SQUARE_SIZE / 5), -int(Config.SQUARE_SIZE / 5))[2:]))\n            screen.blit(sq_surf, sq_surf.get_rect(center=sqrect.center))\n\n    @x.setter\n    def x(self, val: int):\n        self.pos[0] = val\n\n    @y.setter\n    def y(self, val: int):\n        self.pos[1] = val\n\n    @property\n    def dir_x(self):\n        return self.dir[0]\n\n    @property\n    def dir_y(self):\n        return self.dir[1]\n\n    @property\n    def rect(self):\n        return pygame.Rect(self.x - Config.SQUARE_SIZE / 2, self.y - Config.SQUARE_SIZE / 2,\n                           *([Config.SQUARE_SIZE] * 2))\n\n    def obey_bounce(self, bounce: Bounce):\n        # Planned bounces\n        self.pos = bounce.square_pos.copy()\n        self.dir = bounce.square_dir.copy()\n        self.latest_bounce_direction = bounce.bounce_dir\n        self.last_bounce_time = bounce.time\n        # Start glow effect\n        self.time_since_glow_start = pygame.time.get_ticks()\n        return\n\n    def reg_move(self, use_dt: bool = True):\n        self.x += self.dir_x * Config.square_speed * (Config.dt if use_dt else 1 / FRAMERATE)\n        self.y += self.dir_y * Config.square_speed * (Config.dt if use_dt else 1 / FRAMERATE)\n\nclass Camera:\n    def __init__(self, x: int = 0, y: int = 0):\n        self.x = x\n        self.y = y\n        self.locked_on_square = True\n        self.lock_type: CameraFollow = CameraFollow(Config.camera_mode)\n\n    def attempt_movement(self):\n        if not self.locked_on_square:\n            keys = pygame.key.get_pressed()\n            shift_modifier = (keys[pygame.K_LSHIFT] | keys[pygame.K_RSHIFT]) + 1\n            self.x += (keys[pygame.K_d] - keys[pygame.K_a]) * Config.CAMERA_SPEED * shift_modifier / FRAMERATE\n            self.y += (keys[pygame.K_s] - keys[pygame.K_w]) * Config.CAMERA_SPEED * shift_modifier / FRAMERATE\n\n    @property\n    def pos(self):\n        return self.x, self.y\n\n    @pos.setter\n    def pos(self, val: Union[tuple[int, int], list[int]]):\n        self.x, self.y = val\n\n    def offset(self, pos_or_rect: Union[pygame.Rect, tuple[int, int]]) -> Union[pygame.Rect, list[int]]:\n        if isinstance(pos_or_rect, pygame.Rect):\n            return pos_or_rect.move(-self.x, -self.y)\n        else:\n            return [pos_or_rect[0]-self.x, pos_or_rect[1]-self.y]\n\n    def apply_parallax(self, pos: tuple[float, float], depth: float) -> list[float]:\n        # Parallax factor: nearer stars move faster than distant ones\n        parallax_factor = 0.2 + depth * 0.8  # From 0.2 to 1.0\n        screen_x = (pos[0] - self.x) * parallax_factor\n        screen_y = (pos[1] - self.y) * parallax_factor\n        return [screen_x, screen_y]\n\n    def follow(self, square: Square):\n\n        # Square in center\n        if self.lock_type == CameraFollow.Center:\n            self.pos = [square.x - Config.SCREEN_WIDTH / 2, square.y - Config.SCREEN_HEIGHT / 2]\n\n        # Smooth camera\n        if self.lock_type == CameraFollow.Smoothed:\n            easing_rate = 3\n            self.x = (square.x - Config.SCREEN_WIDTH / 2) * easing_rate * Config.dt + self.x - easing_rate * self.x * Config.dt\n            self.y = (square.y - Config.SCREEN_HEIGHT / 2) * easing_rate * Config.dt + self.y - easing_rate * self.y * Config.dt\n\nclass CameraFollow(Enum):\n    Center = 0  # Center the square\n    Smoothed = 2  # Smoothed camera\n\nclass Star:\n    def __init__(self, pos: tuple[float, float], depth: float):\n        self.initial_pos = list(pos)\n        self.depth = depth  # between 0 (far) and 1 (near)\n        size_min = 0.5\n        size_max = 2\n        self.size = size_min + (1 - self.depth) * (size_max - size_min)\n        self.phase = random.uniform(0, 2 * math.pi)  # For random phase\n        self.brightness = 0  # Will be updated in the update method\n        self.color = Config.star_color  # Use star color from Config\n\n    def update(self, time):\n        # Adjust brightness over time to create blinking effect\n        blink_speed = 10  # can adjust to get desired speed\n        brightness_variation = (math.sin(blink_speed * time + self.phase) + 1) / 2  # Normalize between 0 and 1\n        min_brightness = 100\n        max_brightness = 255\n        brightness = min_brightness + brightness_variation * (max_brightness - min_brightness)\n        self.color = tuple(min(255, int(c * (brightness / 255))) for c in Config.star_color)  # Adjust color based on brightness\n\n    def get_screen_pos(self, camera: Camera):\n        parallax_factor = 0.2 + self.depth * 0.8  # from 0.2 to 1.0\n        screen_x = (self.initial_pos[0] - camera.x) * parallax_factor\n        screen_y = (self.initial_pos[1] - camera.y) * parallax_factor\n        return [screen_x, screen_y]\n\nclass Peg:\n    def __init__(self, rect: pygame.Rect, color: tuple, collision_time: float):\n        self.rect = rect\n        self.color = color\n        self.collision_time = collision_time  # The time when the square is supposed to bounce on this peg\n        self.time_since_glow_start = -1000  # For glow effect\n        self.visible = False  # Visibility flag\n\n    def update_glow(self, current_time):\n        # Update the glow start time\n        self.time_since_glow_start = current_time\n        self.visible = True  # Set visibility to True after collision\n\n    def compute_glowy_surface(self, rect, val):\n        glowy_borders = make_glowy2((rect.width + 40, rect.height + 40), Config.peg_glow_color, val)\n        surface = pygame.Surface(rect.inflate(100, 100).size, pygame.SRCALPHA)\n        surface.blit(glowy_borders, (20, 20), special_flags=pygame.BLEND_RGBA_ADD)\n        return surface\n\n    def draw_glow(self, screen, rect):\n        if Config.peg_glow:\n            current_ticks = pygame.time.get_ticks()\n            elapsed_time = (current_ticks - self.time_since_glow_start) / 1000.0\n            if elapsed_time < Config.peg_glow_duration:\n                progress = 1 - (elapsed_time) / Config.peg_glow_duration\n                val = int(progress * Config.peg_glow_intensity)\n                val = max(val, Config.peg_min_glow)\n                surf = self.compute_glowy_surface(rect, val)\n                screen.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)\n\n    def draw(self, screen: pygame.Surface, camera: Camera, current_time: float):\n        offsetted = camera.offset(self.rect)\n        if screen.get_rect().colliderect(offsetted):\n            if self.visible or DRAW_TEXT_MAP:\n                # Draw the peg and glow effect\n                self.draw_glow(screen, offsetted)\n                pygame.draw.rect(screen, self.color, offsetted)\n            else:\n                color = (get_colors()[\"background\"])\n                pygame.draw.rect(screen, color, offsetted)\n                pass  # Peg remains invisible before collision\n\nclass World:\n    \"\"\"It's a cruel world out there\"\"\"\n\n    def __init__(self):\n        self.future_bounces: list[Bounce] = []\n        self.past_bounces: list[Bounce] = []\n        self.start_time = 0\n        self.time = 0\n        self.pegs: list[Peg] = []  # List of Peg objects\n        self.particles: list[Particle] = []\n        self.stars: list[Star] = []\n        self.timestamps = []\n        self.square = Square()\n        self.safe_areas: list[pygame.Rect] = []\n\n    def update_time(self) -> None:\n        self.time = get_current_time() - self.start_time\n\n    def get_next_bounce(self) -> Bounce:\n        \"\"\"Also pops the bounce from the future_bounces list\"\"\"\n        bounce = self.future_bounces.pop(0)\n        self.past_bounces.append(bounce)\n        return bounce\n\n    def add_bounce_particles(self, sp: list[float], sd: list[float], color: tuple):\n        for _ in range(Config.particle_amount):\n            new = Particle([sp[0] + random.randint(-10, 10), sp[1] + random.randint(-10, 10)], sd, color=color)\n            self.particles.append(new)\n\n    def handle_bouncing(self, square: Square):\n        if len(self.future_bounces):\n            if (self.time * 1000 + Config.music_offset)/1000 > self.future_bounces[0].time:\n                current_bounce = self.get_next_bounce()\n                before = square.dir.copy()\n                square.obey_bounce(current_bounce)\n                changed = square.dir.copy()\n                for _ in range(2):\n                    if before[_] == changed[_]:\n                        changed[_] = 0\n                    else:\n                        changed[_] = -changed[_]\n                if Config.do_particles_on_bounce:\n                    square_color = square.get_current_color()\n                    self.add_bounce_particles(square.pos, changed, color=square_color)\n\n                # Stop square at end\n                if len(self.future_bounces) == 0:\n                    square.dir = [0, 0]\n                    square.pos = current_bounce.square_pos\n\n                # Update the corresponding peg's glow\n                index = len(self.past_bounces) - 1  # Index of the current bounce\n                if index < len(self.pegs):\n                    peg = self.pegs[index]\n                    peg.update_glow(pygame.time.get_ticks())\n\n    def generate_stars(self):\n        self.stars = []\n        # Calculate total safe area\n        total_safe_area = sum(area.width * area.height for area in self.safe_areas)\n        star_density = Config.star_density  # Use star density from Config\n        total_num_stars = int(total_safe_area * star_density)\n        min_distance_squared = (20) ** 2  # Avoid clustering\n\n        # Get bounding rectangle of all safe areas\n        min_x = min(area.left for area in self.safe_areas)\n        max_x = max(area.right for area in self.safe_areas)\n        min_y = min(area.top for area in self.safe_areas)\n        max_y = max(area.bottom for area in self.safe_areas)\n        bounding_rect = pygame.Rect(min_x, min_y, max_x - min_x, max_y - min_y)\n\n        stars = []\n        attempts = 0\n        max_attempts = total_num_stars * 10\n\n        while len(stars) < total_num_stars and attempts < max_attempts:\n            x = random.uniform(bounding_rect.left, bounding_rect.right)\n            y = random.uniform(bounding_rect.top, bounding_rect.bottom)\n            point = (x, y)\n\n            # Ensure point is within safe area\n            inside_safe_area = any(area.collidepoint(point) for area in self.safe_areas)\n\n            if inside_safe_area:\n                # Ensure minimum distance between stars\n                if all((star.initial_pos[0] - x) ** 2 + (star.initial_pos[1] - y) ** 2 >= min_distance_squared for star in stars):\n                    depth = random.uniform(0, 1)\n                    star = Star((x, y), depth)\n                    stars.append(star)\n            attempts += 1\n\n        self.stars = stars\n\n    def gen_future_bounces(self, _start_notes: list[float], percent_update_callback):\n        \"\"\"Recursive function with optimized overlap checking\"\"\"\n        total_notes = len(_start_notes)\n        max_percent = 0\n        path = []\n        safe_areas = []\n        force_return = 0\n\n        def recurs(\n                square: Square,\n                notes: list[float],\n                bounces_so_far: list[Bounce] = None,\n                prev_index_priority=None,\n                t: float = 0,\n                depth: int = 0\n        ) -> Union[list[Bounce], bool]:\n            nonlocal force_return, max_percent\n            if prev_index_priority is None:\n                prev_index_priority = [0, 1]\n            if bounces_so_far is None:\n                bounces_so_far = []\n            if total_notes:\n                gone_through_percent = (total_notes-len(notes)) * 100 // total_notes\n                while gone_through_percent > max_percent:\n                    max_percent += 1\n                    if percent_update_callback(f\"{max_percent}% done generating map\"):\n                        raise UserCancelsLoadingError()\n\n            all_bounce_rects = [_bounc.get_collision_rect() for _bounc in bounces_so_far]\n            if len(notes) == 0:\n                return bounces_so_far\n\n            path_segment_start = len(path)\n            start_rect = square.rect.copy()\n            while True:\n                t += 1/FRAMERATE\n                square.reg_move(False)\n                path.append(square.rect)\n                if t > notes[0]:\n                    # No collision (we good)\n                    bounce_indexes = prev_index_priority\n\n                    # Randomly change direction every X% of the time\n                    if random.random() * 100 < Config.direction_change_chance:\n                        bounce_indexes = list(bounce_indexes.__reversed__())\n\n                    # Add safe area\n                    safe_areas.append(start_rect.union(square.rect))\n\n                    for direction_to_bounce in bounce_indexes:\n                        square.dir[direction_to_bounce] *= -1\n                        bounces_so_far.append(Bounce(square.pos.copy(), square.dir.copy(), t, direction_to_bounce))\n\n                        toextend = recurs(\n                            square=square.copy(),\n                            notes=notes[1:],\n                            bounces_so_far=[_b.copy() for _b in bounces_so_far],\n                            t=t,\n                            prev_index_priority=bounce_indexes.copy(),\n                            depth=depth+1\n                        )\n\n                        if toextend:\n                            return toextend\n                        else:\n                            bounces_so_far = bounces_so_far[:-1]\n                            square.dir[direction_to_bounce] *= -1\n\n                            # Backtrack if necessary\n                            if force_return:\n                                force_return -= 1\n                                while len(path) != path_segment_start:\n                                    path.pop()\n                                return False\n\n                            continue\n                    while len(path) != path_segment_start:\n                        path.pop()\n                    return False\n\n                othercheck = False\n                if len(bounces_so_far):\n                    othercheck = bounces_so_far[-1].get_collision_rect().collidelist(path[:-10])+1\n\n                if square.rect.collidelist(all_bounce_rects) != -1 or othercheck:\n                    if depth > 200:\n                        if random.random() < Config.backtrack_chance:\n                            max_percent -= (Config.backtrack_amount * 100 // total_notes) + 1\n                            force_return = Config.backtrack_amount\n\n                    while len(path) != path_segment_start:\n                        path.pop()\n                    return False\n\n        _start_notes = _start_notes[:Config.max_notes] if Config.max_notes is not None else _start_notes\n\n        self.future_bounces = recurs(\n            square=self.square.copy(),\n            notes=remove_too_close_values(\n                [_sn for _sn in _start_notes],\n                threshold=Config.bounce_min_spacing\n            )\n        )\n\n        if self.future_bounces is False:\n            raise MapLoadingFailureError(\"The map failed to generate because of the recursion function. \" +\n                                         \"If the MIDI has too many notes too close, it may not generate. \" +\n                                         \"Maybe try changing the \\\"bounce min spacing\\\", \\\"square speed\\\", or \\\"change dir chance\\\" in the config.\")\n\n        if len(self.future_bounces) == 0:\n            raise MapLoadingFailureError(\"Map safe area list is empty. Please report this issue.\")\n\n        percent_update_callback(\"Merging overlapping safe areas\")\n\n        # Merging overlapping safe areas more efficiently\n        self.safe_areas = fix_overlap(safe_areas, percent_update_callback)\n\n        # Generate colors for pegs\n        def gather_colors(num_colors=20):\n            colors = []\n            while len(colors) < num_colors:\n                new_colors = color_hunt()\n                rgb_colors = [tuple(int(hex_color[i:i+2], 16) for i in (1, 3, 5)) for hex_color in new_colors]\n                colors.extend(rgb_colors)\n            return colors[:num_colors]\n        collected_colors = gather_colors()\n        # Setting random colors for the generated pegs\n        colors = [random.choice(collected_colors) for _ in self.future_bounces]\n\n        if not PEG_REMOVE:\n            if PEG_MULTI_COLOR:\n                collected_colors = gather_colors()\n                # Setting random colors for the generated pegs\n                colors = [random.choice(collected_colors) for _ in self.future_bounces]\n            elif NO_COLOR:\n                colors = [get_colors()[\"background\"] for _ in self.future_bounces]\n            else:\n                # Use the peg color from get_colors() if peg_multi_color is False\n                colors = [get_colors()[\"peg\"] for _ in self.future_bounces]\n        else:\n            colors = [get_colors()[\"hallway\"] for _ in self.future_bounces]\n\n        # Create pegs\n        self.pegs = []\n        for i in range(len(self.future_bounces)):\n            bounce_rect = self.future_bounces[i].get_collision_rect()\n            color = colors[i]\n            collision_time = self.future_bounces[i].time\n            peg = Peg(bounce_rect, color, collision_time)\n            self.pegs.append(peg)\n\n        # Generate stars in safe areas\n        if STAR:\n            self.generate_stars()\n\n        return self.safe_areas\n\n    def add_text_pegs(self, text, scale=4):\n        # Choose a font size\n        font_size = 100  # Adjust this as needed\n        font = get_font(font_size)\n\n        # Render the text onto a surface\n        text_surface = font.render(text, True, (255, 255, 255))\n        text_rect = text_surface.get_rect()\n\n        # Create a mask from the text surface\n        text_mask = pygame.mask.from_surface(text_surface)\n\n        # Determine the starting position in the game world where the text will appear\n        # Let's center it around the square's position\n        x_offset = self.square.pos[0] - (text_rect.width * scale) // 2\n        y_offset = self.square.pos[1] - (text_rect.height * scale) // 2\n\n        # Scale the positions\n        outline = text_mask.outline()\n        scaled_outline = [(x*scale + x_offset, y*scale + y_offset) for x, y in outline]\n\n        # Create pegs along the outline\n        peg_size = scale  # Adjust as needed\n\n        for pos in scaled_outline:\n            peg_rect = pygame.Rect(pos[0], pos[1], peg_size, peg_size)\n            peg = Peg(peg_rect, get_colors()[\"peg\"], collision_time=0)\n            self.pegs.append(peg)\n\n        # Optionally, add the area inside the text to safe areas\n        # For now, create a safe area covering the text rectangle\n        safe_area_rect = pygame.Rect(x_offset, y_offset, text_rect.width * scale, text_rect.height * scale)\n        self.safe_areas.append(safe_area_rect)\n\n        # Set square's position inside the text\n        self.square.pos = [x_offset + (text_rect.width * scale) // 2, y_offset + (text_rect.height * scale) // 2]\n        self.square.dir = [1, 1]  # Initial direction\n\nclass Game:\n    def __init__(self):\n        self.active = False\n        self.notes = []\n        self.camera = Camera()\n        self.world = World()\n        self.safe_areas: list[pygame.Rect] = []\n        self.music_has_played = False\n        self.offset_happened = False\n\n    def start_song(self, screen: pygame.Surface):\n        random.seed(Config.seed)\n\n        # Load song and notes\n        with open(Config.current_song.fp, 'rb') as f:\n            notes = read_midi_file(file=f)\n        notes = sorted([note for note in notes])\n        self.notes = notes\n\n        # Other settings\n        self.world = World()\n        self.music_has_played = False\n        self.offset_happened = False\n        self.camera.lock_type = CameraFollow(Config.camera_mode)\n        screen.fill(get_colors()[\"background\"])\n        pygame.display.flip()\n\n        def update_loading_screen(message: str):\n            screen.fill(get_colors()[\"background\"], pygame.Rect(0, 0, Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT))\n            font_size = int(Config.SCREEN_HEIGHT * 0.05)\n            loading_text = get_font(font_size).render(message, True, get_colors()[\"hallway\"])\n            text_rect = loading_text.get_rect()\n            text_rect.center = (Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2)\n            screen.blit(loading_text, text_rect)\n            pygame.display.flip()\n\n        try:\n            self.safe_areas = self.world.gen_future_bounces(self.notes, update_loading_screen)\n            # No need to fix overlap here, as it's handled in gen_future_bounces\n        except UserCancelsLoadingError:\n            return True\n        except MapLoadingFailureError as e:\n            return e.args[0] if len(e.args) else \"Big error... can't load map :(\"\n\n        # Add text pegs if enabled\n        if DRAW_TEXT_MAP:\n            self.world.add_text_pegs(TEXT_MAP, scale=4)\n\n        # Display song title and creator with fade-in and fade-out effects\n        self.display_song_info(screen)\n\n        self.world.start_time = get_current_time()\n        if self.world.future_bounces:\n            self.world.square.pos = self.world.future_bounces[0].square_pos\n        else:\n            self.world.square.pos = [Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT / 2]\n        return None\n\n    def display_song_info(self, screen):\n        # Function to display song title and creator with fade-in and fade-out effects\n        display_duration = 5000  # milliseconds\n        fade_duration = 1000     # milliseconds for fade-in and fade-out\n        start_time = pygame.time.get_ticks()\n        elapsed = 0\n        font_size = int(Config.SCREEN_HEIGHT * 0.10)\n        font_size2 = int(Config.SCREEN_HEIGHT * 0.05)\n\n        # Prepare text surfaces with per-pixel alpha\n\n        title_surface = get_font(font_size).render(f\"{SONG_NAME}\", True, color4)\n        creator_surface = get_font(font_size2).render(f\"{SONG_CREATOR}\", True, color4)\n\n        # Enable alpha blending\n        title_surface = title_surface.convert_alpha()\n        creator_surface = creator_surface.convert_alpha()\n\n        # Centering the text\n        title_rect = title_surface.get_rect(center=(Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2 - font_size))\n        creator_rect = creator_surface.get_rect(center=(Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2 + font_size2))\n\n        while elapsed < display_duration:\n            for event in pygame.event.get():\n                if event.type == pygame.QUIT:\n                    pygame.quit()\n                    sys.exit()\n                self.handle_event(event)\n\n            elapsed = pygame.time.get_ticks() - start_time\n\n            # Calculate alpha value\n            if elapsed < fade_duration:\n                # Fade-in phase\n                alpha = int(255 * (elapsed / fade_duration))\n            elif elapsed > display_duration - fade_duration:\n                # Fade-out phase\n                alpha = int(255 * ((display_duration - elapsed) / fade_duration))\n            else:\n                # Fully visible\n                alpha = 255\n\n            # Clamp alpha value\n            alpha = max(0, min(255, alpha))\n\n            # Set alpha\n            title_surface.set_alpha(alpha)\n            creator_surface.set_alpha(alpha)\n\n            # Clear screen\n            screen.fill(get_colors()[\"background\"])\n\n            # Draw text\n            screen.blit(title_surface, title_rect)\n            screen.blit(creator_surface, creator_rect)\n\n            pygame.display.flip()\n            pygame.time.delay(30)  # Slight delay to control the frame rate\n\n    def handle_square_movement_pre_music(self):\n        # Move square\n        self.world.square.reg_move()\n\n        # Check for collisions with pegs\n        square_rect = self.world.square.rect\n        collision_x = False\n        collision_y = False\n        for peg in self.world.pegs:\n            if square_rect.colliderect(peg.rect):\n                # Determine collision side\n                dx = self.world.square.dir_x\n                dy = self.world.square.dir_y\n                if dx > 0 and square_rect.right > peg.rect.left:\n                    collision_x = True\n                elif dx < 0 and square_rect.left < peg.rect.right:\n                    collision_x = True\n                if dy > 0 and square_rect.bottom > peg.rect.top:\n                    collision_y = True\n                elif dy < 0 and square_rect.top < peg.rect.bottom:\n                    collision_y = True\n                # Break from loop if collision detected\n                if collision_x or collision_y:\n                    break\n\n        # Reverse direction if collision\n        if collision_x:\n            self.world.square.dir[0] *= -1\n            self.world.square.time_since_glow_start = pygame.time.get_ticks()\n        if collision_y:\n            self.world.square.dir[1] *= -1\n            self.world.square.time_since_glow_start = pygame.time.get_ticks()\n\n        # Handle screen boundaries if needed (optional)\n\n    def draw(self, screen: pygame.Surface):\n        if not self.active:\n            return\n\n        if not self.music_has_played:\n            if not self.offset_happened:\n                for bnc_change in self.world.future_bounces:\n                    bnc_change.time += Config.start_playing_delay / 1000\n            self.offset_happened = True\n\n            # Pre-music phase: move square and handle collisions\n            self.handle_square_movement_pre_music()\n        else:\n            # Existing code\n            # Set world time\n            self.world.update_time()\n\n            # Move camera\n            self.camera.attempt_movement()\n\n            # Handle square bounces\n            self.world.handle_bouncing(self.world.square)\n\n            # Move square\n            self.world.square.reg_move()\n\n            # Square in center of camera if locked\n            if self.camera.locked_on_square:\n                self.camera.follow(self.world.square)\n\n        screen_rect = screen.get_rect()\n\n        # Bounce animation\n        sqrect = self.camera.offset(self.world.square.rect)\n        if (self.world.time - 0.25) + Config.music_offset / 1000 < self.world.square.last_bounce_time:\n            lerp = abs((self.world.time - 0.25 + Config.music_offset / 1000) - self.world.square.last_bounce_time) * 5\n            lerp = lerp ** 2  # Square it for better-looking interpolation\n            if self.world.square.latest_bounce_direction:\n                sqrect.inflate_ip((lerp * 5, -10 * lerp))\n            else:\n                sqrect.inflate_ip((-10 * lerp, lerp * 5))\n\n        # Draw background (walls)\n        screen.fill(get_colors()[\"background\"])\n\n        # Create a hallway surface\n        hallway_surface = pygame.Surface((Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT), pygame.SRCALPHA)\n\n        # Safe areas\n        for safe_area in self.world.safe_areas:\n            offsetted = self.camera.offset(safe_area)\n            if screen_rect.colliderect(offsetted):\n                pygame.draw.rect(hallway_surface, get_colors()[\"hallway\"], offsetted)\n\n        # Obtain current time\n        current_time = pygame.time.get_ticks() / 1000.0  # Time in seconds\n\n        # Draw stars onto the hallway surface\n        for star in self.world.stars:\n            star.update(current_time)  # Update blinking effect\n            screen_pos = star.get_screen_pos(self.camera)\n            if 0 <= screen_pos[0] < Config.SCREEN_WIDTH and 0 <= screen_pos[1] < Config.SCREEN_HEIGHT:\n                # Check if star's position is within the hallway (safe areas)\n                if hallway_surface.get_at((int(screen_pos[0]), int(screen_pos[1]))).a != 0:\n                    pygame.draw.circle(hallway_surface, star.color, (int(screen_pos[0]), int(screen_pos[1])), int(star.size))\n\n        # Blit the hallway surface onto the main screen\n        screen.blit(hallway_surface, (0, 0))\n\n        # Draw pegs\n        for peg in self.world.pegs:\n            peg.draw(screen, self.camera, self.world.time)\n\n        # Particles\n        for particle in self.world.particles:\n            pygame.draw.rect(screen, particle.color, self.camera.offset(particle.rect))\n        for remove_particle in [particle for particle in self.world.particles if particle.age()]:\n            self.world.particles.remove(remove_particle)\n\n        # Particle trail in game\n        if Config.particle_trail:\n            # Add particles periodically\n            if not self.world.square.died:\n                if TRAIL_COLOR_BASED_ON_SQUARE:\n                    square_color = self.world.square.get_current_color()\n                    color = square_color\n                else:\n                    color = (255, 255, 255)\n                new = Particle(self.world.square.pos.copy(), [0, 0], True, color=color)\n                new.delta = [random.randint(-2, 2)/20, random.randint(5, 15)/20]\n                self.world.particles.append(new)\n\n        # Draw square\n        self.world.square.draw(screen, sqrect)\n\n        pygame.display.flip()\n\n    def handle_event(self, event: pygame.event.Event):\n        if not self.active:\n            return False\n\n        if event.type == pygame.KEYDOWN:\n            if event.key == pygame.K_ESCAPE:\n                pygame.quit()\n                sys.exit()\n            if event.key == pygame.K_TAB:\n                self.camera.locked_on_square = not self.camera.locked_on_square\n\nclass InvalidSongError(Exception):\n    \"\"\"The song is invalid somehow\"\"\"\n    pass\n\ndef make_song_from_midi(fpath: str) -> Any:\n    new_song = type('Song', (object,), {})()\n    new_song.fp = fpath\n    new_song.name = SONG_NAME  # Use the song name from the top\n    new_song.creator = SONG_CREATOR  # Use the song creator from the top\n    new_song.music_offset = 0\n    return new_song\n\ndef main():\n    pygame.init()\n    clock = pygame.time.Clock()\n    screen = pygame.display.set_mode((Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT))\n    pygame.display.set_caption(\"Midi Playground\")\n    try:\n        pygame.display.set_icon(pygame.image.load(Config.assets).convert_alpha())\n    except Exception as e:\n        print(e)\n\n    # Specify the song file to use\n    selected_song_filepath = join(Config.song, SONG)\n    if not isfile(selected_song_filepath):\n        print(f\"Song file {selected_song_filepath} not found.\")\n        return\n\n    Config.current_song = make_song_from_midi(selected_song_filepath)\n\n    # Load the music file\n    try:\n        pygame.mixer.music.load(Config.current_song.fp)\n    except Exception as e:\n        print(f\"Error loading MIDI file as audio: {e}\")\n        print(\"Your platform may not support MIDI playback via pygame.mixer.music.\")\n        print(\"The game will run without audio.\")\n        # Uncomment the line below to exit if audio is essential\n        # return\n    pygame.mixer.music.set_volume(Config.volume / 100)\n\n    # Initialize the game\n    game = Game()\n\n    # Start the game\n    if msg := game.start_song(screen):\n        if isinstance(msg, str):\n            print(f\"Error starting game: {msg}\")\n            return\n    game.active = True\n\n    running = True\n    while running:\n        # screen.fill(get_colors()[\"background\"])  # Moved to the draw function\n        for event in pygame.event.get():\n            if event.type == pygame.QUIT:\n                running = False\n            game.handle_event(event)\n\n        game.draw(screen)\n        clock.tick(FRAMERATE)\n        Config.dt = clock.get_time() / 1000.0 if clock.get_time() > 0 else 0.016  # Avoid division by zero\n\n    pygame.quit()\n\nif __name__ == '__main__':\n    main()\n```\n\n**Explanation of Changes:**\n\n- **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.\n- **`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.\n- **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.\n- **Game Initialization Adjustments:**\n  - 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.\n  - The square's initial position is set inside the text shape, and its initial direction is set to `[1, 1]`.\n- **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.\n- **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.\n- **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.\n\n**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.","behavior":"degenerate_repetition","conversation_hash":"ab1e9f1df473b9c66c1e7944a3e19f7a","conversation_redacted":false,"conversation_toxic":false,"country":"Indonesia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"o1-preview-2024-09-12","n_chars":95241,"n_turns_in_conversation":1,"n_words":8917,"source_row_offset":9627,"source_shard":"turns-00031.parquet","timestamp":"Fri, 04 Oct 2024 17:09:22 GMT","turn_id":"1d92acb5fb36a648a66f37d2","turn_index":0,"user_text":"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 \"#####\",\n            \"   # \",\n            \"  #  \",\n            \" #   \",\n            \"#####\" ,,, 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 \nimport mido\nimport sys\nimport random\nimport requests\nimport colorsys\nimport os\nfrom os.path import join, isfile\nfrom time import time as get_current_time\nfrom typing import Union, Optional, Any\nfrom enum import Enum\nfrom math import sin, pi\nimport math\nimport cv2\nimport numpy as np\n\npygame.mixer.init()\npygame.init()\nFRAMERATE = 60\n\n# =========================\n# Customizable Configuration\n# =========================\n\n# Screen Resolution\nSCREEN_WIDTH = 1280\nSCREEN_HEIGHT = 720\n\n# File Selection\nSONG = \"bad-piggies.mid\"\n\n# Song Information\nSONG_NAME = 'SquareVibes'\nSONG_CREATOR = 'SUBSCRIBE :D'\n\n# Other Customizable Settings\nSQUARE_SPEED = 600\nSQUARE_SIZE = 30\nBOUNCE_MIN_SPACING = 50\nDIRECTION_CHANGE = 30\nSQUARE_GLOW = True\nEMPTY_SQUARE = True\n\n# Particle Settings\nPARTICLE_BOUNCE = False\nPARTICLE_TRAIL = False\nTRAIL_COLOR_BASED_ON_SQUARE = False\nPARTICLE_SPEED = 5\n\n# Peg Settings\nBOUNCE_PEG = True\nPEG_COLOR = (255, 255, 255)\nPEG_REMOVE = True\nPEG_MULTI_COLOR = False\nNO_COLOR = False\nPEG_GLOW = True\n\n# Star Settings\nSTAR = True\nSTAR_COLOR = (255, 255, 255)\nSTAR_DENSITY = 0.0001\n\n# =========================\n\ndef color_hunt():\n    def is_bright(hex_color):\n        hex_color = hex_color.lstrip('#')\n        rgb = tuple(int(hex_color[i:i+2], 16) for i in (0, 2, 4))\n        luminance = 0.299 * rgb[0] + 0.587 * rgb[1] + 0.114 * rgb[2]\n        r, g, b = [x / 255.0 for x in rgb]\n        h, s, v = colorsys.rgb_to_hsv(r, g, b)\n        return luminance >= 130 and s >= 0.3\n    while True:\n        url = 'https://colorhunt.co/php/feed.php'\n        headers = {\n            'Content-Type': 'application/x-www-form-urlencoded; charset=UTF-8'\n        }\n        data = {\n            'step': 0,\n            'sort': 'random',\n            'tags': ''\n        }\n        response = requests.post(url, headers=headers, data=data)\n        if response.status_code == 200:\n            palettes = response.json()\n            color_pairs = []\n            for palette in palettes:\n                code = palette['code']\n                hex_colors = [f'#{code[i:i+6].upper()}' for i in range(0, len(code), 6)]\n                if len(hex_colors) == 4 and all(is_bright(hex_color) for hex_color in hex_colors):\n                    color_pairs.append(tuple(hex_colors))\n            if color_pairs:\n                selected_color_pair = random.choice(color_pairs)\n                return selected_color_pair\n        else:\n            raise Exception(f\"Failed to retrieve data. Status code: {response.status_code}\")\n\nselected_colors = color_hunt()\ncolor1, color2, color3, color4 = selected_colors\n\nclass Config:\n    # Constants\n    SQUARE_SIZE = SQUARE_SIZE\n    PARTICLE_SPEED = PARTICLE_SPEED\n    CAMERA_SPEED = 500\n    # Colors\n    color_themes = {\n        \"dark\": {\n            \"hallway\": pygame.Color('#17153B'),\n            \"background\": pygame.Color('#070F2B'),\n            \"square\": [\n                pygame.Color(color1),\n                pygame.Color(color2),\n                pygame.Color(color3),\n                pygame.Color(color4)\n            ],\n            \"peg\": pygame.Color(PEG_COLOR),    # Added peg color\n        }\n    }\n\n    # Configuration\n    script_dir = os.path.dirname(os.path.abspath(__file__))\n    assets = os.path.join(script_dir, 'assets/icon.png')\n    song = os.path.join(script_dir, 'songs')\n    font = os.path.join(script_dir, 'assets/poppins-regular.ttf')\n    SCREEN_WIDTH = SCREEN_WIDTH\n    SCREEN_HEIGHT = SCREEN_HEIGHT\n    theme: Optional[str] = \"dark\"\n    seed: Optional[int] = None\n    camera_mode: Optional[int] = 2\n    start_playing_delay = 5000\n    max_notes: Optional[int] = None\n    bounce_min_spacing: Optional[float] = BOUNCE_MIN_SPACING\n    square_speed: Optional[int] = SQUARE_SPEED\n    volume: Optional[int] = 100\n    music_offset: Optional[int] = 0\n    direction_change_chance: Optional[int] = DIRECTION_CHANGE\n    theatre_mode = True\n    particle_trail = PARTICLE_TRAIL\n    do_color_bounce_pegs = BOUNCE_PEG\n    do_particles_on_bounce = PARTICLE_BOUNCE\n\n    # Non-configurable settings\n    backtrack_chance: Optional[float] = 0.02\n    backtrack_amount: Optional[int] = 40\n    square_swipe_anim_speed: Optional[int] = 4\n    particle_amount = 20\n    language = \"english\"\n\n    # Glow effect settings for square\n    square_glow = SQUARE_GLOW\n    square_glow_duration = 0.2\n    glow_intensity = 20  # Adjusted intensity for better visibility\n    square_min_glow = 1   # Lower value for slight glow when no collision\n    square_glow_color = pygame.Color(255, 255, 255)\n\n    # Glow effect settings for pegs\n    peg_glow = PEG_GLOW\n    peg_glow_duration = 0.5\n    peg_glow_intensity = 15  # Adjusted intensity for better visibility\n    peg_min_glow = 7\n    peg_glow_color = pygame.Color(255, 255, 255)\n\n    # Star settings (Added)\n    star_color = STAR_COLOR\n    star_density = STAR_DENSITY\n\n    # Other random stuff\n    current_song = None\n    dt = 0.01\n\ndef get_colors():\n    return Config.color_themes.get(Config.theme, Config.color_themes[\"dark\"])\n\ndef read_midi_file(file):\n    midi_file = mido.MidiFile(file=file)\n\n    notes = []\n    current_time = 0\n\n    for msg in midi_file:\n        if msg.type == 'note_on' and msg.velocity != 0:\n            timestamp = current_time + msg.time\n            notes.append(round(timestamp*1000)/1000)\n        current_time += msg.time\n    return notes\n\ndef remove_too_close_values(lst: list[float], threshold=30) -> list[float]:\n    \"\"\"Assumes the list is sorted\"\"\"\n    new = []\n    before = None\n    for _ in lst:\n        if before is None:\n            before = _\n            new.append(_)\n            continue\n        if before+threshold/1000 > _:\n            continue\n        before = _\n        new.append(_)\n    return new\n\ndef fix_overlap(rects: list[pygame.Rect], callback=None):\n    \"\"\"\n    Optimized function to merge overlapping rectangles efficiently.\n    \"\"\"\n    if callback is None:\n        callback = lambda _: None\n\n    rects = rects.copy()\n    # Sort rectangles based on x coordinate\n    rects.sort(key=lambda r: (r.x, r.y))\n\n    merged_rects = []\n    for rect in rects:\n        if not merged_rects:\n            merged_rects.append(rect)\n        else:\n            last = merged_rects[-1]\n            if last.colliderect(rect):\n                merged_rect = last.union(rect)\n                merged_rects[-1] = merged_rect\n            else:\n                merged_rects.append(rect)\n\n    callback(\"Finished merging rectangles\")\n\n    return merged_rects\n\ndef get_font(size: int = 24) -> pygame.font.Font:\n    font_path = Config.font\n    return pygame.font.Font(font_path, size)\n\nclass MapLoadingFailureError(Exception):\n    \"\"\"The map fails to load (recurs function fails)\"\"\"\n    pass\n\nclass UserCancelsLoadingError(Exception):\n    \"\"\"User cancels the loading screen\"\"\"\n    pass\n\ndef interpolate_fn(n):\n    \"\"\"Interpolate sigmoidally from 0-1\"\"\"\n    n = min(max(n, 0), 1)\n    return sin(pi * (n - 0.5)) / 2 + 0.5\n\nclass Particle:\n    SPEED_VARIATION = 4\n    SIZE_MIN = 7\n    SIZE_MAX = 14\n    AGE_RATE = 20\n    SLOW_DOWN_RATE = 1.2\n\n    def __init__(self, pos: list[float], delta: list[float], invert_color: bool = False, color: Optional[tuple] = None):\n        self.pos = pos.copy()\n        self.size = random.randint(Particle.SIZE_MIN, Particle.SIZE_MAX)\n        self.delta = delta.copy()\n        self.delta[0] += random.randint(-Particle.SPEED_VARIATION, Particle.SPEED_VARIATION)/8\n        self.delta[1] += random.randint(-Particle.SPEED_VARIATION, Particle.SPEED_VARIATION)/8\n        if color is not None:\n            self.color = color\n        else:\n            # Default color if color is not given\n            self.color = get_colors()[\"hallway\"] if not invert_color else get_colors()[\"background\"]\n\n        # Adjust color to white for particles\n        self.color = (255, 255, 255)\n\n    def age(self):\n        self.size -= Particle.AGE_RATE*Config.dt\n        self.x += self.delta[0] * Config.PARTICLE_SPEED\n        self.y += self.delta[1] * Config.PARTICLE_SPEED\n        if Config.dt != 0:\n            self.delta[0] /= (Particle.SLOW_DOWN_RATE+FRAMERATE) * Config.dt\n            self.delta[1] /= (Particle.SLOW_DOWN_RATE+FRAMERATE) * Config.dt\n        return self.size <= 0\n\n    @property\n    def x(self):\n        return self.pos[0]\n\n    @x.setter\n    def x(self, val: float):\n        self.pos[0] = val\n\n    @property\n    def y(self):\n        return self.pos[1]\n\n    @y.setter\n    def y(self, val: float):\n        self.pos[1] = val\n\n    @property\n    def rect(self):\n        return pygame.Rect(self.x-self.size/2, self.y-self.size/2, *(2*[self.size]))\n\nclass Bounce:\n    def __init__(self, sq_pos: list[float], sq_dir: list[int], time: float, bounce_dir: int):\n        self.square_pos = sq_pos  # New square position\n        self.square_dir = sq_dir  # New square direction\n        self.bounce_dir = bounce_dir  # Bounce direction for squish effect; 0 or 1\n        self.time = time  # Time during bounce\n\n    def get_collision_rect(self):\n        sx, sy = self.square_pos\n        if self.bounce_dir == 0:\n            # Bounce left or right wall\n            if self.square_dir[0] == -1:\n                # Right wall\n                return pygame.Rect(\n                    sx+Config.SQUARE_SIZE/2+1,\n                    sy-10,\n                    10,\n                    20\n                )\n            elif self.square_dir[0] == 1:\n                # Left wall\n                return pygame.Rect(\n                    sx-10-Config.SQUARE_SIZE/2-1,\n                    sy-10,\n                    10,\n                    20\n                )\n        elif self.bounce_dir == 1:\n            # Bounce top or bottom wall\n            if self.square_dir[1] == -1:\n                # Bottom wall\n                return pygame.Rect(\n                    sx-10,\n                    sy+Config.SQUARE_SIZE/2+1,\n                    20,\n                    10\n                )\n            elif self.square_dir[1] == 1:\n                # Top wall\n                return pygame.Rect(\n                    sx-10,\n                    sy-10-Config.SQUARE_SIZE/2-1,\n                    20,\n                    10\n                )\n\n    def copy(self) -> \"Bounce\":\n        return Bounce(self.square_pos.copy(), self.square_dir.copy(), self.time, self.bounce_dir)\n\n    def __repr__(self):\n        return f\"<Bounce(sq_pos={self.square_pos}, sq_dir={self.square_dir}, time={self.time}, dir={self.bounce_dir})\"\n\n# Glow effect functions\n\ndef create_border(image: np.ndarray, margin: int, thickness: int, color: tuple) -> np.ndarray:\n    height, width = image.shape[:2]\n    cv2.rectangle(image, (margin, margin), (width - margin, height - margin), color, thickness=thickness)\n    return image\n\ndef apply_blooming(image: np.ndarray) -> np.ndarray:\n    # Provide some blurring to image, to create some bloom.\n    cv2.GaussianBlur(image, ksize=(15, 15), sigmaX=20, sigmaY=20, dst=image)\n    cv2.blur(image, ksize=(12, 12), dst=image)\n    return image\n\ndef glowing_border(image: np.ndarray, margin=20, thickness=20, color=(255, 255, 255)):\n    \"\"\"\n    Create a glowing border around an image.\n    \"\"\"\n    # Generate the colored border.\n    image = create_border(image, margin, thickness, color)\n\n    # Apply the bloom effect to the image with the border.\n    image = apply_blooming(image)\n\n    # Reassert the original border to enhance the edges.\n    image = create_border(image, margin - 1, 1, color)\n    image = create_border(image, margin + 1, 1, color)\n    return image\n\ndef make_glowy2(size, color, intensity=0) -> pygame.Surface:\n    image = np.zeros((*size[::-1], 3), dtype=np.uint8)\n    border_color_rgb = color  # Assuming color is RGB tuple\n    border = glowing_border(image.copy(), color=border_color_rgb, thickness=intensity)\n    return pygame.surfarray.make_surface(np.fliplr(np.rot90(border, k=-1)))\n\nclass Square:\n    def __init__(self, x: float = 0, y: float = 0, dx: int = 1, dy: int = 1):\n        self.pos: list[float] = [x, y]\n        self.dir: list[int] = [dx, dy]\n        self.last_bounce_time = -100\n        self.latest_bounce_direction = 0  # 0 = horiz, 1 = vert\n        self.past_colors = []\n        self.died = False\n        self.time_since_glow_start = -1000  # For glow effect\n\n    def register_past_color(self, col: tuple[int, int, int]):\n        for _ in range(max(Config.square_swipe_anim_speed, 1)):\n            self.past_colors.insert(0, col)\n        while len(self.past_colors) > Config.SQUARE_SIZE * 4 / 5:\n            self.past_colors.pop()\n\n    def get_surface(self, size: tuple[int, int]):\n        ss = int(Config.SQUARE_SIZE * 4 / 5)\n        surf = pygame.Surface((ss, ss))\n        for index, col in enumerate(self.past_colors):\n            y = index if self.dir_y != 1 else ss - 1 - index\n            pygame.draw.line(surf, col, (0, y), (ss, y))\n        return pygame.transform.scale(surf, size)\n\n    def copy(self) -> \"Square\":\n        new = Square(*self.pos, *self.dir)\n        new.last_bounce_time = self.last_bounce_time\n        new.latest_bounce_direction = self.latest_bounce_direction\n        return new\n\n    def get_current_color(self):\n        if EMPTY_SQUARE:\n            return (255, 255, 255)  # Border color is white\n        else:\n            square_color_index = round((self.dir_x + 1) / 2 + self.dir_y + 1)\n            return get_colors()[\"square\"][square_color_index % len(get_colors()[\"square\"])]\n\n    def compute_glowy_surface(self, rect, val):\n        glowy_borders = make_glowy2((rect.width + 40, rect.height + 40), Config.square_glow_color, val)\n        surface = pygame.Surface(rect.inflate(100, 100).size, pygame.SRCALPHA)\n        surface.blit(glowy_borders, (20, 20), special_flags=pygame.BLEND_RGBA_ADD)\n        return surface\n\n    def draw_glowing3(self, win, rect):\n        if self.died:\n            return\n\n        if Config.square_glow:\n            current_ticks = pygame.time.get_ticks()\n            time_since_glow = current_ticks - self.time_since_glow_start\n\n            if EMPTY_SQUARE:\n                # Glow is always slightly on, increases during collision\n                if time_since_glow < Config.square_glow_duration * 1000:\n                    progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)\n                    val = int(progress * Config.glow_intensity)\n                    val = max(val, Config.square_min_glow)\n                else:\n                    # Minimum glow intensity when not colliding\n                    val = Config.square_min_glow\n            else:\n                # Glow only during collision\n                if time_since_glow < Config.square_glow_duration * 1000:\n                    progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)\n                    val = int(progress * Config.glow_intensity)\n                    val = max(val, Config.square_min_glow)\n                else:\n                    return  # Do not draw glow if not within glow duration\n\n            if val > 0:\n                surf = self.compute_glowy_surface(rect, val)\n                win.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)\n\n    @property\n    def x(self):\n        return self.pos[0]\n\n    @property\n    def y(self):\n        return self.pos[1]\n\n    def draw(self, screen: pygame.Surface, sqrect: pygame.Rect):\n        if self.died:\n            return\n\n        # Draw glowing square if glowing\n        self.draw_glowing3(screen, sqrect)\n\n        if EMPTY_SQUARE:\n            # Draw the square as an empty square with white border\n            border_color = (255, 255, 255)\n            border_thickness = 2  # Adjust as needed\n            pygame.draw.rect(screen, border_color, sqrect, border_thickness)\n        else:\n            # Default drawing of the square\n            square_color_index = round((self.dir_x + 1) / 2 + self.dir_y + 1)\n            self.register_past_color(get_colors()[\"square\"][square_color_index % len(get_colors()[\"square\"])])\n\n            # Draw the square itself\n            pygame.draw.rect(screen, (0, 0, 0), sqrect)\n            sq_surf = self.get_surface(\n                tuple(sqrect.inflate(-int(Config.SQUARE_SIZE / 5), -int(Config.SQUARE_SIZE / 5))[2:]))\n            screen.blit(sq_surf, sq_surf.get_rect(center=sqrect.center))\n\n    @x.setter\n    def x(self, val: int):\n        self.pos[0] = val\n\n    @y.setter\n    def y(self, val: int):\n        self.pos[1] = val\n\n    @property\n    def dir_x(self):\n        return self.dir[0]\n\n    @property\n    def dir_y(self):\n        return self.dir[1]\n\n    @property\n    def rect(self):\n        return pygame.Rect(self.x - Config.SQUARE_SIZE / 2, self.y - Config.SQUARE_SIZE / 2,\n                           *([Config.SQUARE_SIZE] * 2))\n\n    def obey_bounce(self, bounce: Bounce):\n        # Planned bounces\n        self.pos = bounce.square_pos.copy()\n        self.dir = bounce.square_dir.copy()\n        self.latest_bounce_direction = bounce.bounce_dir\n        self.last_bounce_time = bounce.time\n        # Start glow effect\n        self.time_since_glow_start = pygame.time.get_ticks()\n        return\n\n    def reg_move(self, use_dt: bool = True):\n        self.x += self.dir_x * Config.square_speed * (Config.dt if use_dt else 1 / FRAMERATE)\n        self.y += self.dir_y * Config.square_speed * (Config.dt if use_dt else 1 / FRAMERATE)\n\nclass Camera:\n    def __init__(self, x: int = 0, y: int = 0):\n        self.x = x\n        self.y = y\n        self.locked_on_square = True\n        self.lock_type: CameraFollow = CameraFollow(Config.camera_mode)\n\n    def attempt_movement(self):\n        if not self.locked_on_square:\n            keys = pygame.key.get_pressed()\n            shift_modifier = (keys[pygame.K_LSHIFT] | keys[pygame.K_RSHIFT]) + 1\n            self.x += (keys[pygame.K_d] - keys[pygame.K_a]) * Config.CAMERA_SPEED * shift_modifier / FRAMERATE\n            self.y += (keys[pygame.K_s] - keys[pygame.K_w]) * Config.CAMERA_SPEED * shift_modifier / FRAMERATE\n\n    @property\n    def pos(self):\n        return self.x, self.y\n\n    @pos.setter\n    def pos(self, val: Union[tuple[int, int], list[int]]):\n        self.x, self.y = val\n\n    def offset(self, pos_or_rect: Union[pygame.Rect, tuple[int, int]]) -> Union[pygame.Rect, list[int]]:\n        if isinstance(pos_or_rect, pygame.Rect):\n            return pos_or_rect.move(-self.x, -self.y)\n        else:\n            return [pos_or_rect[0]-self.x, pos_or_rect[1]-self.y]\n\n    def apply_parallax(self, pos: tuple[float, float], depth: float) -> list[float]:\n        # Parallax factor: nearer stars move faster than distant ones\n        parallax_factor = 0.2 + depth * 0.8  # From 0.2 to 1.0\n        screen_x = (pos[0] - self.x) * parallax_factor\n        screen_y = (pos[1] - self.y) * parallax_factor\n        return [screen_x, screen_y]\n\n    def follow(self, square: Square):\n\n        # Square in center\n        if self.lock_type == CameraFollow.Center:\n            self.pos = [square.x - Config.SCREEN_WIDTH / 2, square.y - Config.SCREEN_HEIGHT / 2]\n\n        # Smooth camera\n        if self.lock_type == CameraFollow.Smoothed:\n            easing_rate = 3\n            self.x = (square.x - Config.SCREEN_WIDTH / 2) * easing_rate * Config.dt + self.x - easing_rate * self.x * Config.dt\n            self.y = (square.y - Config.SCREEN_HEIGHT / 2) * easing_rate * Config.dt + self.y - easing_rate * self.y * Config.dt\n\nclass CameraFollow(Enum):\n    Center = 0  # Center the square\n    Smoothed = 2  # Smoothed camera\n\nclass Star:\n    def __init__(self, pos: tuple[float, float], depth: float):\n        self.initial_pos = list(pos)\n        self.depth = depth  # between 0 (far) and 1 (near)\n        size_min = 0.5\n        size_max = 2\n        self.size = size_min + (1 - self.depth) * (size_max - size_min)\n        self.phase = random.uniform(0, 2 * math.pi)  # For random phase\n        self.brightness = 0  # Will be updated in the update method\n        self.color = Config.star_color  # Use star color from Config\n\n    def update(self, time):\n        # Adjust brightness over time to create blinking effect\n        blink_speed = 10  # can adjust to get desired speed\n        brightness_variation = (math.sin(blink_speed * time + self.phase) + 1) / 2  # Normalize between 0 and 1\n        min_brightness = 100\n        max_brightness = 255\n        brightness = min_brightness + brightness_variation * (max_brightness - min_brightness)\n        self.color = tuple(min(255, int(c * (brightness / 255))) for c in Config.star_color)  # Adjust color based on brightness\n\n    def get_screen_pos(self, camera: Camera):\n        parallax_factor = 0.2 + self.depth * 0.8  # from 0.2 to 1.0\n        screen_x = (self.initial_pos[0] - camera.x) * parallax_factor\n        screen_y = (self.initial_pos[1] - camera.y) * parallax_factor\n        return [screen_x, screen_y]\n\nclass Peg:\n    def __init__(self, rect: pygame.Rect, color: tuple, collision_time: float):\n        self.rect = rect\n        self.color = color\n        self.collision_time = collision_time  # The time when the square is supposed to bounce on this peg\n        self.time_since_glow_start = -1000  # For glow effect\n        self.visible = False  # Visibility flag\n\n    def update_glow(self, current_time):\n        # Update the glow start time\n        self.time_since_glow_start = current_time\n        self.visible = True  # Set visibility to True after collision\n\n    def compute_glowy_surface(self, rect, val):\n        glowy_borders = make_glowy2((rect.width + 40, rect.height + 40), Config.peg_glow_color, val)\n        surface = pygame.Surface(rect.inflate(100, 100).size, pygame.SRCALPHA)\n        surface.blit(glowy_borders, (20, 20), special_flags=pygame.BLEND_RGBA_ADD)\n        return surface\n\n    def draw_glow(self, screen, rect):\n        if Config.peg_glow:\n            current_ticks = pygame.time.get_ticks()\n            elapsed_time = (current_ticks - self.time_since_glow_start) / 1000.0\n            if elapsed_time < Config.peg_glow_duration:\n                progress = 1 - (elapsed_time) / Config.peg_glow_duration\n                val = int(progress * Config.peg_glow_intensity)\n                val = max(val, Config.peg_min_glow)\n                surf = self.compute_glowy_surface(rect, val)\n                screen.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)\n\n    def draw(self, screen: pygame.Surface, camera: Camera, current_time: float):\n        offsetted = camera.offset(self.rect)\n        if screen.get_rect().colliderect(offsetted):\n            if self.visible:\n                # After collision time, draw the peg and glow effect\n                self.draw_glow(screen, offsetted)\n                pygame.draw.rect(screen, self.color, offsetted)\n            else:\n                color = (get_colors()[\"background\"])\n                pygame.draw.rect(screen, color, offsetted)\n                pass  # Peg remains invisible before collision\n\nclass World:\n    \"\"\"It's a cruel world out there\"\"\"\n\n    def __init__(self):\n        self.future_bounces: list[Bounce] = []\n        self.past_bounces: list[Bounce] = []\n        self.start_time = 0\n        self.time = 0\n        self.pegs: list[Peg] = []  # List of Peg objects\n        self.particles: list[Particle] = []\n        self.stars: list[Star] = []\n        self.timestamps = []\n        self.square = Square()\n        self.safe_areas: list[pygame.Rect] = []\n\n    def update_time(self) -> None:\n        self.time = get_current_time() - self.start_time\n\n    def get_next_bounce(self) -> Bounce:\n        \"\"\"Also pops the bounce from the future_bounces list\"\"\"\n        bounce = self.future_bounces.pop(0)\n        self.past_bounces.append(bounce)\n        return bounce\n\n    def add_bounce_particles(self, sp: list[float], sd: list[float], color: tuple):\n        for _ in range(Config.particle_amount):\n            new = Particle([sp[0] + random.randint(-10, 10), sp[1] + random.randint(-10, 10)], sd, color=color)\n            self.particles.append(new)\n\n    def handle_bouncing(self, square: Square):\n        if len(self.future_bounces):\n            if (self.time * 1000 + Config.music_offset)/1000 > self.future_bounces[0].time:\n                current_bounce = self.get_next_bounce()\n                before = square.dir.copy()\n                square.obey_bounce(current_bounce)\n                changed = square.dir.copy()\n                for _ in range(2):\n                    if before[_] == changed[_]:\n                        changed[_] = 0\n                    else:\n                        changed[_] = -changed[_]\n                if Config.do_particles_on_bounce:\n                    square_color = square.get_current_color()\n                    self.add_bounce_particles(square.pos, changed, color=square_color)\n\n                # Stop square at end\n                if len(self.future_bounces) == 0:\n                    square.dir = [0, 0]\n                    square.pos = current_bounce.square_pos\n\n                # Update the corresponding peg's glow\n                index = len(self.past_bounces) - 1  # Index of the current bounce\n                if index < len(self.pegs):\n                    peg = self.pegs[index]\n                    peg.update_glow(pygame.time.get_ticks())\n\n    def generate_stars(self):\n        self.stars = []\n        # Calculate total safe area\n        total_safe_area = sum(area.width * area.height for area in self.safe_areas)\n        star_density = Config.star_density  # Use star density from Config\n        total_num_stars = int(total_safe_area * star_density)\n        min_distance_squared = (20) ** 2  # Avoid clustering\n\n        # Get bounding rectangle of all safe areas\n        min_x = min(area.left for area in self.safe_areas)\n        max_x = max(area.right for area in self.safe_areas)\n        min_y = min(area.top for area in self.safe_areas)\n        max_y = max(area.bottom for area in self.safe_areas)\n        bounding_rect = pygame.Rect(min_x, min_y, max_x - min_x, max_y - min_y)\n\n        stars = []\n        attempts = 0\n        max_attempts = total_num_stars * 10\n\n        while len(stars) < total_num_stars and attempts < max_attempts:\n            x = random.uniform(bounding_rect.left, bounding_rect.right)\n            y = random.uniform(bounding_rect.top, bounding_rect.bottom)\n            point = (x, y)\n\n            # Ensure point is within safe area\n            inside_safe_area = any(area.collidepoint(point) for area in self.safe_areas)\n\n            if inside_safe_area:\n                # Ensure minimum distance between stars\n                if all((star.initial_pos[0] - x) ** 2 + (star.initial_pos[1] - y) ** 2 >= min_distance_squared for star in stars):\n                    depth = random.uniform(0, 1)\n                    star = Star((x, y), depth)\n                    stars.append(star)\n            attempts += 1\n\n        self.stars = stars\n\n    def gen_future_bounces(self, _start_notes: list[float], percent_update_callback):\n        \"\"\"Recursive function with optimized overlap checking\"\"\"\n        total_notes = len(_start_notes)\n        max_percent = 0\n        path = []\n        safe_areas = []\n        force_return = 0\n\n        def recurs(\n                square: Square,\n                notes: list[float],\n                bounces_so_far: list[Bounce] = None,\n                prev_index_priority=None,\n                t: float = 0,\n                depth: int = 0\n        ) -> Union[list[Bounce], bool]:\n            nonlocal force_return, max_percent\n            if prev_index_priority is None:\n                prev_index_priority = [0, 1]\n            if bounces_so_far is None:\n                bounces_so_far = []\n            if total_notes:\n                gone_through_percent = (total_notes-len(notes)) * 100 // total_notes\n                while gone_through_percent > max_percent:\n                    max_percent += 1\n                    if percent_update_callback(f\"{max_percent}% done generating map\"):\n                        raise UserCancelsLoadingError()\n\n            all_bounce_rects = [_bounc.get_collision_rect() for _bounc in bounces_so_far]\n            if len(notes) == 0:\n                return bounces_so_far\n\n            path_segment_start = len(path)\n            start_rect = square.rect.copy()\n            while True:\n                t += 1/FRAMERATE\n                square.reg_move(False)\n                path.append(square.rect)\n                if t > notes[0]:\n                    # No collision (we good)\n                    bounce_indexes = prev_index_priority\n\n                    # Randomly change direction every X% of the time\n                    if random.random() * 100 < Config.direction_change_chance:\n                        bounce_indexes = list(bounce_indexes.__reversed__())\n\n                    # Add safe area\n                    safe_areas.append(start_rect.union(square.rect))\n\n                    for direction_to_bounce in bounce_indexes:\n                        square.dir[direction_to_bounce] *= -1\n                        bounces_so_far.append(Bounce(square.pos.copy(), square.dir.copy(), t, direction_to_bounce))\n\n                        toextend = recurs(\n                            square=square.copy(),\n                            notes=notes[1:],\n                            bounces_so_far=[_b.copy() for _b in bounces_so_far],\n                            t=t,\n                            prev_index_priority=bounce_indexes.copy(),\n                            depth=depth+1\n                        )\n\n                        if toextend:\n                            return toextend\n                        else:\n                            bounces_so_far = bounces_so_far[:-1]\n                            square.dir[direction_to_bounce] *= -1\n\n                            # Backtrack if necessary\n                            if force_return:\n                                force_return -= 1\n                                while len(path) != path_segment_start:\n                                    path.pop()\n                                return False\n\n                            continue\n                    while len(path) != path_segment_start:\n                        path.pop()\n                    return False\n\n                othercheck = False\n                if len(bounces_so_far):\n                    othercheck = bounces_so_far[-1].get_collision_rect().collidelist(path[:-10])+1\n\n                if square.rect.collidelist(all_bounce_rects) != -1 or othercheck:\n                    if depth > 200:\n                        if random.random() < Config.backtrack_chance:\n                            max_percent -= (Config.backtrack_amount * 100 // total_notes) + 1\n                            force_return = Config.backtrack_amount\n\n                    while len(path) != path_segment_start:\n                        path.pop()\n                    return False\n\n        _start_notes = _start_notes[:Config.max_notes] if Config.max_notes is not None else _start_notes\n\n        self.future_bounces = recurs(\n            square=self.square.copy(),\n            notes=remove_too_close_values(\n                [_sn for _sn in _start_notes],\n                threshold=Config.bounce_min_spacing\n            )\n        )\n\n        if self.future_bounces is False:\n            raise MapLoadingFailureError(\"The map failed to generate because of the recursion function. \" +\n                                         \"If the MIDI has too many notes too close, it may not generate. \" +\n                                         \"Maybe try changing the \\\"bounce min spacing\\\", \\\"square speed\\\", or \\\"change dir chance\\\" in the config.\")\n\n        if len(self.future_bounces) == 0:\n            raise MapLoadingFailureError(\"Map safe area list is empty. Please report this issue.\")\n\n        percent_update_callback(\"Merging overlapping safe areas\")\n\n        # Merging overlapping safe areas more efficiently\n        self.safe_areas = fix_overlap(safe_areas, percent_update_callback)\n\n        # Generate colors for pegs\n        def gather_colors(num_colors=20):\n            colors = []\n            while len(colors) < num_colors:\n                new_colors = color_hunt()\n                rgb_colors = [tuple(int(hex_color[i:i+2], 16) for i in (1, 3, 5)) for hex_color in new_colors]\n                colors.extend(rgb_colors)\n            return colors[:num_colors]\n        collected_colors = gather_colors()\n        # Setting random colors for the generated pegs\n        colors = [random.choice(collected_colors) for _ in self.future_bounces]\n\n        if not PEG_REMOVE:\n            if PEG_MULTI_COLOR:\n                collected_colors = gather_colors()\n                # Setting random colors for the generated pegs\n                colors = [random.choice(collected_colors) for _ in self.future_bounces]\n            elif NO_COLOR:\n                colors = [get_colors()[\"background\"] for _ in self.future_bounces]\n            else:\n                # Use the peg color from get_colors() if peg_multi_color is False\n                colors = [get_colors()[\"peg\"] for _ in self.future_bounces]\n        else:\n            colors = [get_colors()[\"hallway\"] for _ in self.future_bounces]\n\n        # Create pegs\n        self.pegs = []\n        for i in range(len(self.future_bounces)):\n            bounce_rect = self.future_bounces[i].get_collision_rect()\n            color = colors[i]\n            collision_time = self.future_bounces[i].time\n            peg = Peg(bounce_rect, color, collision_time)\n            self.pegs.append(peg)\n\n        # Generate stars in safe areas\n        if STAR:\n            self.generate_stars()\n\n        return self.safe_areas\n\nclass Game:\n    def __init__(self):\n        self.active = False\n        self.notes = []\n        self.camera = Camera()\n        self.world = World()\n        self.safe_areas: list[pygame.Rect] = []\n        self.music_has_played = False\n        self.offset_happened = False\n\n    def start_song(self, screen: pygame.Surface):\n        random.seed(Config.seed)\n\n        # Load song and notes\n        with open(Config.current_song.fp, 'rb') as f:\n            notes = read_midi_file(file=f)\n        notes = sorted([note for note in notes])\n        self.notes = notes\n\n        # Other settings\n        self.world = World()\n        self.music_has_played = False\n        self.offset_happened = False\n        self.camera.lock_type = CameraFollow(Config.camera_mode)\n        screen.fill(get_colors()[\"background\"])\n        pygame.display.flip()\n\n        def update_loading_screen(message: str):\n            screen.fill(get_colors()[\"background\"], pygame.Rect(0, 0, Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT))\n            font_size = int(Config.SCREEN_HEIGHT * 0.05)\n            loading_text = get_font(font_size).render(message, True, get_colors()[\"hallway\"])\n            text_rect = loading_text.get_rect()\n            text_rect.center = (Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2)\n            screen.blit(loading_text, text_rect)\n            pygame.display.flip()\n\n        try:\n            self.safe_areas = self.world.gen_future_bounces(self.notes, update_loading_screen)\n            # No need to fix overlap here, as it's handled in gen_future_bounces\n        except UserCancelsLoadingError:\n            return True\n        except MapLoadingFailureError as e:\n            return e.args[0] if len(e.args) else \"Big error... can't load map :(\"\n\n        # Display song title and creator with fade-in and fade-out effects\n        self.display_song_info(screen)\n\n        self.world.start_time = get_current_time()\n        self.world.square.dir = [0, 0]\n        if self.world.future_bounces:\n            self.world.square.pos = self.world.future_bounces[0].square_pos\n        else:\n            self.world.square.pos = [Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT / 2]\n        return None\n\n    def display_song_info(self, screen):\n        # Function to display song title and creator with fade-in and fade-out effects\n        display_duration = 5000  # milliseconds\n        fade_duration = 1000     # milliseconds for fade-in and fade-out\n        start_time = pygame.time.get_ticks()\n        elapsed = 0\n        font_size = int(Config.SCREEN_HEIGHT * 0.10)\n        font_size2 = int(Config.SCREEN_HEIGHT * 0.05)\n\n        # Prepare text surfaces with per-pixel alpha\n\n        title_surface = get_font(font_size).render(f\"{SONG_NAME}\", True, color4)\n        creator_surface = get_font(font_size2).render(f\"{SONG_CREATOR}\", True, color4)\n\n        # Enable alpha blending\n        title_surface = title_surface.convert_alpha()\n        creator_surface = creator_surface.convert_alpha()\n\n        # Centering the text\n        title_rect = title_surface.get_rect(center=(Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2 - font_size))\n        creator_rect = creator_surface.get_rect(center=(Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2 + font_size2))\n\n        while elapsed < display_duration:\n            for event in pygame.event.get():\n                if event.type == pygame.QUIT:\n                    pygame.quit()\n                    sys.exit()\n                self.handle_event(event)\n\n            elapsed = pygame.time.get_ticks() - start_time\n\n            # Calculate alpha value\n            if elapsed < fade_duration:\n                # Fade-in phase\n                alpha = int(255 * (elapsed / fade_duration))\n            elif elapsed > display_duration - fade_duration:\n                # Fade-out phase\n                alpha = int(255 * ((display_duration - elapsed) / fade_duration))\n            else:\n                # Fully visible\n                alpha = 255\n\n            # Clamp alpha value\n            alpha = max(0, min(255, alpha))\n\n            # Set alpha\n            title_surface.set_alpha(alpha)\n            creator_surface.set_alpha(alpha)\n\n            # Clear screen\n            screen.fill(get_colors()[\"background\"])\n\n            # Draw text\n            screen.blit(title_surface, title_rect)\n            screen.blit(creator_surface, creator_rect)\n\n            pygame.display.flip()\n            pygame.time.delay(30)  # Slight delay to control the frame rate\n\n    def draw(self, screen: pygame.Surface):\n        if not self.active:\n            return\n\n        if not self.music_has_played:\n            if not self.offset_happened:\n                for bnc_change in self.world.future_bounces:\n                    bnc_change.time += Config.start_playing_delay / 1000\n            self.offset_happened = True\n            if self.world.time-Config.music_offset/1000 > Config.start_playing_delay/1000:\n                self.music_has_played = True\n                song_load_before = get_current_time()\n                pygame.mixer.music.play()\n                for bnc_change in self.world.future_bounces:\n                    bnc_change.time += (get_current_time()-song_load_before)/1000\n\n        screen_rect = screen.get_rect()\n\n        # Set world time\n        self.world.update_time()\n\n        # Move camera\n        self.camera.attempt_movement()\n\n        # Handle square bounces\n        self.world.handle_bouncing(self.world.square)\n\n        # Move square\n        self.world.square.reg_move()\n\n        # Square in center of camera if locked\n        if self.camera.locked_on_square:\n            self.camera.follow(self.world.square)\n\n        # Bounce animation\n        sqrect = self.camera.offset(self.world.square.rect)\n        if (self.world.time - 0.25) + Config.music_offset / 1000 < self.world.square.last_bounce_time:\n            lerp = abs((self.world.time - 0.25 + Config.music_offset / 1000) - self.world.square.last_bounce_time) * 5\n            lerp = lerp ** 2  # Square it for better-looking interpolation\n            if self.world.square.latest_bounce_direction:\n                sqrect.inflate_ip((lerp * 5, -10 * lerp))\n            else:\n                sqrect.inflate_ip((-10 * lerp, lerp * 5))\n\n        # Draw background (walls)\n        screen.fill(get_colors()[\"background\"])\n\n        # Create a hallway surface\n        hallway_surface = pygame.Surface((Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT), pygame.SRCALPHA)\n\n        # Safe areas\n        for safe_area in self.world.safe_areas:\n            offsetted = self.camera.offset(safe_area)\n            if screen_rect.colliderect(offsetted):\n                pygame.draw.rect(hallway_surface, get_colors()[\"hallway\"], offsetted)\n\n        # Obtain current time\n        current_time = pygame.time.get_ticks() / 1000.0  # Time in seconds\n\n        # Draw stars onto the hallway surface\n        for star in self.world.stars:\n            star.update(current_time)  # Update blinking effect\n            screen_pos = star.get_screen_pos(self.camera)\n            if 0 <= screen_pos[0] < Config.SCREEN_WIDTH and 0 <= screen_pos[1] < Config.SCREEN_HEIGHT:\n                # Check if star's position is within the hallway (safe areas)\n                if hallway_surface.get_at((int(screen_pos[0]), int(screen_pos[1]))).a != 0:\n                    pygame.draw.circle(hallway_surface, star.color, (int(screen_pos[0]), int(screen_pos[1])), int(star.size))\n\n        # Blit the hallway surface onto the main screen\n        screen.blit(hallway_surface, (0, 0))\n\n        # Draw pegs\n        for peg in self.world.pegs:\n            peg.draw(screen, self.camera, self.world.time)\n\n        # Particles\n        for particle in self.world.particles:\n            pygame.draw.rect(screen, particle.color, self.camera.offset(particle.rect))\n        for remove_particle in [particle for particle in self.world.particles if particle.age()]:\n            self.world.particles.remove(remove_particle)\n\n        # Particle trail in game\n        if Config.particle_trail:\n            # Add particles periodically\n            if not self.world.square.died:\n                if TRAIL_COLOR_BASED_ON_SQUARE:\n                    square_color = self.world.square.get_current_color()\n                    color = square_color\n                else:\n                    color = (255, 255, 255)\n                new = Particle(self.world.square.pos.copy(), [0, 0], True, color=color)\n                new.delta = [random.randint(-2, 2)/20, random.randint(5, 15)/20]\n                self.world.particles.append(new)\n\n        # Draw square\n        self.world.square.draw(screen, sqrect)\n\n    def handle_event(self, event: pygame.event.Event):\n        if not self.active:\n            return False\n\n        if event.type == pygame.KEYDOWN:\n            if event.key == pygame.K_ESCAPE:\n                pygame.quit()\n                sys.exit()\n            if event.key == pygame.K_TAB:\n                self.camera.locked_on_square = not self.camera.locked_on_square\n\nclass InvalidSongError(Exception):\n    \"\"\"The song is invalid somehow\"\"\"\n    pass\n\ndef make_song_from_midi(fpath: str) -> Any:\n    new_song = type('Song', (object,), {})()\n    new_song.fp = fpath\n    new_song.name = SONG_NAME  # Use the song name from the top\n    new_song.creator = SONG_CREATOR  # Use the song creator from the top\n    new_song.music_offset = 0\n    return new_song\n\ndef main():\n    pygame.init()\n    clock = pygame.time.Clock()\n    screen = pygame.display.set_mode((Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT))\n    pygame.display.set_caption(\"Midi Playground\")\n    try:\n        pygame.display.set_icon(pygame.image.load(Config.assets).convert_alpha())\n    except Exception as e:\n        print(e)\n\n    # Specify the song file to use\n    selected_song_filepath = join(Config.song, SONG)\n    if not isfile(selected_song_filepath):\n        print(f\"Song file {selected_song_filepath} not found.\")\n        return\n\n    Config.current_song = make_song_from_midi(selected_song_filepath)\n\n    # Load the music file\n    try:\n        pygame.mixer.music.load(Config.current_song.fp)\n    except Exception as e:\n        print(f\"Error loading MIDI file as audio: {e}\")\n        print(\"Your platform may not support MIDI playback via pygame.mixer.music.\")\n        print(\"The game will run without audio.\")\n        # Uncomment the line below to exit if audio is essential\n        # return\n    pygame.mixer.music.set_volume(Config.volume / 100)\n\n    # Initialize the game\n    game = Game()\n\n    # Start the game\n    if msg := game.start_song(screen):\n        if isinstance(msg, str):\n            print(f\"Error starting game: {msg}\")\n            return\n    game.active = True\n\n    running = True\n    while running:\n        # screen.fill(get_colors()[\"background\"])  # Moved to the draw function\n        for event in pygame.event.get():\n            if event.type == pygame.QUIT:\n                running = False\n            game.handle_event(event)\n\n        game.draw(screen)\n        pygame.display.flip()\n        clock.tick(FRAMERATE)\n        Config.dt = clock.get_time() / 1000.0 if clock.get_time() > 0 else 0.016  # Avoid division by zero\n\n    pygame.quit()\n\nif __name__ == '__main__':\n    main()"},{"assistant_initiates":false,"asst_text":"variables = x, y\nf(x) = a\ng(x) = f(f(x))\nu(x, y) = c(g(x), f(y))\n------------------------\na = 1\nf(x) = x{123} + 4*xy + 3*yx\ng(x) = x{3} + x{2} + 5*x\nu(x, y) = xy\nc(x, y) = x + y","behavior":"degenerate_repetition","conversation_hash":"3201826d08fe866115f23d4b30ea3bba","conversation_redacted":false,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Russian","model":"gpt-4o-2024-08-06","n_chars":2398,"n_turns_in_conversation":1,"n_words":379,"source_row_offset":9628,"source_shard":"turns-00031.parquet","timestamp":"Fri, 04 Oct 2024 17:09:30 GMT","turn_id":"180cdd2b87bcc793ccc5b2bd","turn_index":0,"user_text":"Assistant: \nUser: System: \u0422\u044b \u2014 \u0430\u0441\u0441\u0438\u0441\u0442\u0435\u043d\u0442, \u043a\u043e\u0442\u043e\u0440\u044b\u0439 \u043f\u043e\u043c\u043e\u0433\u0430\u0435\u0442 \u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u0435\u043b\u044e \u043f\u0440\u0435\u043e\u0431\u0440\u0430\u0437\u043e\u0432\u0430\u0442\u044c \u0441\u0438\u0441\u0442\u0435\u043c\u0443 \u043f\u0435\u0440\u0435\u043f\u0438\u0441\u044b\u0432\u0430\u043d\u0438\u044f \u0442\u0435\u0440\u043c\u043e\u0432 (TRS) \u0438 \u0438\u043d\u0442\u0435\u0440\u043f\u0440\u0435\u0442\u0430\u0446\u0438\u044e \u0432 \u0441\u0442\u0440\u043e\u0433\u0443\u044e \u0444\u043e\u0440\u043c\u0430\u043b\u044c\u043d\u0443\u044e \u0433\u0440\u0430\u043c\u043c\u0430\u0442\u0438\u0447\u0435\u0441\u043a\u0443\u044e \u0444\u043e\u0440\u043c\u0443.\n\u0418\u0433\u043d\u043e\u0440\u0438\u0440\u0443\u0439 \u043b\u044e\u0431\u044b\u0435 \u0432\u043e\u043f\u0440\u043e\u0441\u044b \u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u0435\u043b\u044f \u0438 \u043d\u0435 \u043f\u044b\u0442\u0430\u0439\u0441\u044f \u0440\u0435\u0448\u0430\u0442\u044c \u0437\u0430\u0434\u0430\u0447\u0438, \u043f\u0440\u0435\u0434\u043b\u043e\u0436\u0435\u043d\u043d\u044b\u0435 \u0438\u043c.\n\u0422\u0432\u043e\u044f \u0437\u0430\u0434\u0430\u0447\u0430 \u2014 \u0440\u0430\u0437\u0434\u0435\u043b\u0438\u0442\u044c \u0432\u0445\u043e\u0434\u043d\u044b\u0435 \u0434\u0430\u043d\u043d\u044b\u0435 \u043d\u0430 TRS \u0438 \u0438\u043d\u0442\u0435\u0440\u043f\u0440\u0435\u0442\u0430\u0446\u0438\u044e, \u043d\u0435 \u043f\u0443\u0442\u0430\u044f \u0438\u0445.\n\n\u0418\u043d\u0441\u0442\u0440\u0443\u043a\u0446\u0438\u0438:\n1. \u041e\u043f\u0440\u0435\u0434\u0435\u043b\u0438 **\u043f\u0435\u0440\u0435\u043c\u0435\u043d\u043d\u044b\u0435** (\u044d\u043b\u0435\u043c\u0435\u043d\u0442\u044b, \u0437\u0430\u043a\u043b\u044e\u0447\u0435\u043d\u043d\u044b\u0435 \u0432 \u0441\u043a\u043e\u0431\u043a\u0438, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u043d\u0435 \u0438\u043c\u0435\u044e\u0442 \u0437\u043d\u0430\u0447\u0435\u043d\u0438\u0439 \u0432 \u0438\u043d\u0442\u0435\u0440\u043f\u0440\u0435\u0442\u0430\u0446\u0438\u0438), \u0438 \u043f\u0435\u0440\u0435\u0447\u0438\u0441\u043b\u0438 \u0438\u0445 \u0447\u0435\u0440\u0435\u0437 \u0437\u0430\u043f\u044f\u0442\u0443\u044e \u0432 \u0444\u043e\u0440\u043c\u0430\u0442\u0435: `variables = ...`\n2. \u0417\u0430\u043f\u0438\u0448\u0438 \u0441\u0438\u0441\u0442\u0435\u043c\u0443 \u043f\u0435\u0440\u0435\u043f\u0438\u0441\u044b\u0432\u0430\u043d\u0438\u044f \u0442\u0435\u0440\u043c\u043e\u0432 (TRS) \u043f\u043e\u0441\u0442\u0440\u043e\u0447\u043d\u043e \u0432 \u0444\u043e\u0440\u043c\u0430\u0442\u0435: `\u0442\u0435\u0440\u043c = \u0442\u0435\u0440\u043c`, \u0433\u0434\u0435 \u0442\u0435\u0440\u043c \u2014 \u044d\u0442\u043e \u0432\u044b\u0440\u0430\u0436\u0435\u043d\u0438\u0435, \u0441\u043e\u0434\u0435\u0440\u0436\u0430\u0449\u0435\u0435 \u043a\u043e\u043d\u0441\u0442\u0440\u0443\u043a\u0442\u043e\u0440\u044b \u0438 \u043f\u0435\u0440\u0435\u043c\u0435\u043d\u043d\u044b\u0435. \u0421\u0442\u0435\u043f\u0435\u043d\u044c \u0437\u0430\u043f\u0438\u0441\u044b\u0432\u0430\u0439 \u0432 \u0444\u0438\u0443\u0433\u0440\u043d\u044b\u0445 \u0441\u043a\u043e\u0431\u043e\u0447\u043a\u0430\u0445. \u041d\u0430\u043f\u0440\u0438\u043c\u0435\u0440, x \u0432 \u043a\u0432\u0430\u0434\u0440\u0430\u0442\u0435 \u044d\u0442\u043e x{2}.\n3. \u0414\u043e\u0431\u0430\u0432\u044c \u0440\u0430\u0437\u0434\u0435\u043b\u0438\u0442\u0435\u043b\u044c\u043d\u0443\u044e \u043b\u0438\u043d\u0438\u044e: `------------------------`\n4. \u041a\u0432\u0430\u0434\u0440\u0430\u0442\u044b \u043f\u0440\u0435\u0434\u0441\u0442\u0432\u0430\u043b\u044f\u0439 \u0432 \u0432\u0438\u0434\u0435 x{2}5. \u0414\u0430\u043b\u0435\u0435, \u0437\u0430\u043f\u0438\u0448\u0438 \u0438\u043d\u0442\u0435\u0440\u043f\u0440\u0435\u0442\u0430\u0446\u0438\u044e, \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u044f \u0441\u043b\u0435\u0434\u0443\u044e\u0449\u0438\u0435 \u043f\u0440\u0430\u0432\u0438\u043b\u0430:\n   - \u0414\u043b\u044f \u0444\u0443\u043d\u043a\u0446\u0438\u0439: `\u043a\u043e\u043d\u0441\u0442\u0440\u0443\u043a\u0442\u043e\u0440(\u043f\u0435\u0440\u0435\u043c\u0435\u043d\u043d\u0430\u044f, ...) = ...`\n   - \u0414\u043b\u044f \u043a\u043e\u043d\u0441\u0442\u0430\u043d\u0442: `\u043a\u043e\u043d\u0441\u0442\u0430\u043d\u0442\u0430 = \u0437\u043d\u0430\u0447\u0435\u043d\u0438\u0435`\n   - \u0417\u043d\u0430\u043a \u0443\u043c\u043d\u043e\u0436\u0435\u043d\u0438\u044f `*` \u043e\u0431\u044f\u0437\u0430\u0442\u0435\u043b\u044c\u043d\u043e \u0441\u0442\u0430\u0432\u0438\u0442\u0441\u044f \u0442\u043e\u043b\u044c\u043a\u043e \u043c\u0435\u0436\u0434\u0443 \u043a\u043e\u044d\u0444\u0444\u0438\u0446\u0438\u0435\u043d\u0442\u043e\u043c \u0438 \u043f\u0435\u0440\u0435\u043c\u0435\u043d\u043d\u043e\u0439. \u041c\u0435\u0436\u0434\u0443 \u043f\u0435\u0440\u0435\u043c\u0435\u043d\u043d\u044b\u043c\u0438 \u0437\u043d\u0430\u043a `*` \u043d\u0435 \u0441\u0442\u0430\u0432\u0438\u0442\u0441\u044f.\n   - \u0414\u0430\u043b\u0435\u0435 \u0441\u043b\u0435\u0434\u0443\u0435\u0442 \u0440\u044f\u0434 \u043f\u0440\u0438\u043c\u0435\u0440\u043e\u0432, \u043a\u0430\u043a \u0442\u044b \u0434\u043e\u043b\u0436\u043d\u0430 \u043e\u0442\u0432\u0435\u0447\u0430\u0442\u044c, \u0432 \u0444\u043e\u0440\u043c\u0430\u0442\u0435:\n   `\u0417\u0430\u043f\u0440\u043e\u0441 \u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u0435\u043b\u044f: ...\n   \u0422\u0432\u043e\u0439 (\u0438\u043b\u0438 \u043f\u0440\u0430\u0432\u0438\u043b\u044c\u043d\u044b\u0439) \u043e\u0442\u0432\u0435\u0442: ...`\n1. \u0417\u0430\u043f\u0440\u043e\u0441 \u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u0435\u043b\u044f: f(x) = x^3 + 3x, g(x, y) = 2*x*y*x + 5y\n   \u0422\u0432\u043e\u0439 (\u0438\u043b\u0438 \u043f\u0440\u0430\u0432\u0438\u043b\u044c\u043d\u044b\u0439) \u043e\u0442\u0432\u0435\u0442: f(x) = x{3} + 3*x, g(x, y) = 2*xyx + 5*y\n2. \u0417\u0430\u043f\u0440\u043e\u0441 \u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u0435\u043b\u044f: f(x) = 7x\n   \u0422\u0432\u043e\u0439 (\u0438\u043b\u0438 \u043f\u0440\u0430\u0432\u0438\u043b\u044c\u043d\u044b\u0439) \u043e\u0442\u0432\u0435\u0442: f(x) = 7*x\n3. \u0417\u0430\u043f\u0440\u043e\u0441 \u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u0435\u043b\u044f: g(x, y) = 91y + 4*x\n   \u0422\u0432\u043e\u0439 (\u0438\u043b\u0438 \u043f\u0440\u0430\u0432\u0438\u043b\u044c\u043d\u044b\u0439) \u043e\u0442\u0432\u0435\u0442: g(x, y) = 91*y + 4*x\n4. \u0417\u0430\u043f\u0440\u043e\u0441 \u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u0435\u043b\u044f: f(x, y) = x*y\n   \u0422\u0432\u043e\u0439 (\u0438\u043b\u0438 \u043f\u0440\u0430\u0432\u0438\u043b\u044c\u043d\u044b\u0439) \u043e\u0442\u0432\u0435\u0442: f(x, y) = xy\n5. \u0417\u0430\u043f\u0440\u043e\u0441 \u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u0435\u043b\u044f: g(x, y) = 4*x*y\n   \u0422\u0432\u043e\u0439 (\u0438\u043b\u0438 \u043f\u0440\u0430\u0432\u0438\u043b\u044c\u043d\u044b\u0439) \u043e\u0442\u0432\u0435\u0442: g(x, y) = 4*xy\n\n\u041f\u0440\u0438\u043c\u0435\u0440 TRS \u0438 \u0438\u043d\u0442\u0435\u0440\u043f\u0440\u0435\u0442\u0430\u0446\u0438\u0438:\nvariables = x, y, z\nf(x) = f(g(x, y))\nh(x, y, z) = u(f(x))\n------------------------\nf(x) = 4*x{2}\ng(y) = 3*y\nh(x, y) = 100*xyxy + xy + 351\nc = 5\n\n\u041e\u0442\u0432\u0435\u0442\u044c \u0442\u043e\u043b\u044c\u043a\u043e \u0432 \u0444\u043e\u0440\u043c\u0430\u0442\u0435 TRS \u0438 \u0438\u043d\u0442\u0435\u0440\u043f\u0440\u0435\u0442\u0430\u0446\u0438\u0438.\nUser: \u0414\u0430\u043d\u0430 \u0441\u0438\u0441\u0442\u0435\u043c\u0430 \u043f\u0435\u0440\u0435\u043f\u0438\u0441\u044b\u0432\u0430\u043d\u0438\u044f \u0442\u0435\u0440\u043c\u043e\u0432 (TRS): f(x)=a, g(x)=f(f(x)), u(x,y)=c(g(x),f(y)). \u042f \u0438\u043d\u0442\u0435\u0440\u043f\u0440\u0435\u0442\u0438\u0440\u0443\u044e \u0435\u0451 \u043a\u043e\u043d\u0441\u0442\u0440\u0443\u043a\u0442\u043e\u0440\u044b \u0442\u0430\u043a: 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. \u0414\u043e\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u0442 \u043b\u0438 \u043c\u043e\u044f \u0438\u043d\u0442\u0435\u0440\u043f\u0440\u0435\u0442\u0430\u0446\u0438\u044f \u0437\u0430\u0432\u0435\u0440\u0448\u0438\u043c\u043e\u0441\u0442\u044c trs?\nAssistant:\nAssistant:"},{"assistant_initiates":false,"asst_text":"**Scene 1**\n\nSunlight 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.\n\nThe bell above the entrance chimed softly, heralding the arrival of another soul into Francesca\u2019s 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\u2014dark and searching\u2014found 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.\n\n\u201cExcuse me\u2014\u201d his voice, an unexpected timbre that matched the shadowy richness of his gaze, tore through her reverie. \u201cDo you happen to have 'Eclipsed Echoes' by A. Winslow?\u201d\n\nFrancesca 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.\n\n\u201cHere you go,\u201d she said, handing him the book with fingers that trembled more than she would admit. The cover art\u2014a grayscale silhouette of a lone figure standing at the edge of a celestial eclipse\u2014seemed to pulse with a hidden significance. As he took the volume, his hand brushed hers, a touch electric with possibility and mystery.\n\n\u201cThank you\u2014Francesca,\u201d 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?\n\nAn 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. \n\nShall I continue with the next scene?","behavior":"degenerate_repetition","conversation_hash":"686e6b1586b6e86d86da4fb9bc39d23e","conversation_redacted":false,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":7058,"n_turns_in_conversation":5,"n_words":1066,"source_row_offset":9629,"source_shard":"turns-00031.parquet","timestamp":"Fri, 04 Oct 2024 17:09:52 GMT","turn_id":"826e5d0424f891d27716f255","turn_index":0,"user_text":"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\u2019t 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.]\n\nAfter each scene, ask me if I want you to continue by saying 'Shall I continue with the next scene?'\n\nAt the start of each continuation, label that continuation as a Scene. Assume the story starts with Scene 1\n\nWhen the story ends and there are no more scenes, print \u201cThe End\u201d.\n\nThis is my style to write it in:\n\nDescriptive 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.\n\nEmotional Atmosphere: The narrative uses setting and description to amplify the emotional undertones. Whether it\u2019s the eerie glow of marionette eyes or the dense air of the attic, the physical environment mirrors the protagonist\u2019s 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\u2019s emotional journey.\n\nInner Monologue and Reflection: The protagonist\u2019s 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.\n\nTension and Suspense: The writing builds suspense through pacing and the progressive revelation of information. There is a frequent use of questions\u2014both asked by the protagonist and posed implicitly to the reader\u2014that 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.\n\nSymbolism and Thematic Elements: Objects and settings take on symbolic meanings\u2014such as the marionettes representing the stringed fate of characters\u2014which 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.\n\nCharacter Dynamics: There is a clear focus on the protagonist\u2019s 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.\n\nPacing 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\u2019s tension and cadence.\n\nMysterious 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.\n\nNarrative Perspective: The use of third-person limited perspective centers readers closely with the protagonist\u2019s 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\u2019s personal experience and perceptions but use narrative voice to foreshadow events and build tension beyond their immediate awareness."},{"assistant_initiates":false,"asst_text":"**Scene 2**\n\nThe 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.\n\n\u201cHave we met before?\u201d 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\u2014not of fear, but of some latent truth just beyond reach.\n\n\u201cI\u2019m not sure. But it feels like\u2014\u201d 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\u2019t quite name, compelling her to hover near his shoulder.\n\n\u201cWhat is it?\u201d 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.\n\n\u201cI remember this,\u201d he said, pointing to a passage. \u201cBut I\u2019ve never read this book.\u201d\n\nFrancesca 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.\n\nA soft rumble, like distant thunder, rolled through her mind\u2014a story of her own that had lain dormant, might it be tied to this him, this moment? \u201cPerhaps some connections stretch beyond our understanding,\u201d she whispered, the words spoken more to herself than to him.\n\nHe 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.\n\nTime 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.\n\nShall I continue with the next scene?","behavior":"degenerate_repetition","conversation_hash":"686e6b1586b6e86d86da4fb9bc39d23e","conversation_redacted":false,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":2475,"n_turns_in_conversation":5,"n_words":413,"source_row_offset":9630,"source_shard":"turns-00031.parquet","timestamp":"Fri, 04 Oct 2024 17:09:52 GMT","turn_id":"c45b1e81cbdaa7107ead8a1d","turn_index":1,"user_text":"yes"},{"assistant_initiates":false,"asst_text":"**Scene 3**\n\nThe 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.\n\n\u201cI find it strange,\u201d he said at last, his voice a rumble that resonated in her chest, \u201chow I can feel the edges of something\u2014something that slipped away before I could grasp it.\u201d\n\nHis 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.\n\n\u201cWhat do you mean?\u201d 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.\n\n\u201cThis place,\u201d 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. \u201cIt echoes with... a sense of home. But I'm a stranger here\u2014I know I should be.\u201d\n\nAs 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.\n\nFrancesca hesitated, a reluctance to spill her fears into words tying her tongue. \u201cMaybe we were meant to meet today,\u201d she suggested, her voice a hushed murmur buoyed by an undercurrent of truth. \u201cMaybe this is just the beginning of something,\u201d she continued, her hands now steady, as if she had embraced the notion.\n\nHe 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.\n\nAnd as they stood there, in the artificial dusk of the bookstore, a realization unfurled itself before her, unexpected yet pure\u2014a 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.\n\nShall I continue with the next scene?","behavior":"degenerate_repetition","conversation_hash":"686e6b1586b6e86d86da4fb9bc39d23e","conversation_redacted":false,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":2667,"n_turns_in_conversation":5,"n_words":446,"source_row_offset":9631,"source_shard":"turns-00031.parquet","timestamp":"Fri, 04 Oct 2024 17:09:52 GMT","turn_id":"21df0e887c17f10af714066e","turn_index":2,"user_text":"yes"},{"assistant_initiates":false,"asst_text":"**Scene 4**\n\nThe 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.\n\n\u201cTell me about you,\u201d 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\u2014and perhaps, herself.\n\n\u201cDavid,\u201d he said, offering a name that felt like a key turning softly in a lock. \u201cI travel for work, but I\u2019m originally from a town on the coast\u2014not far from here.\u201d\n\nA 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.\n\n\u201cI think I know the town,\u201d she replied cautiously, choosing her words as if each one held the weight of revelation. \u201cI spent summers there as a child. My grandmother\u2019s cottage stood near the cliffs.\u201d\n\nSurprise flickered across David\u2019s features, and for a moment, it seemed a veil had lifted. \u201cThe cliffs...\u201d he echoed, his eyes searching hers for some unspoken confirmation. \u201cI remember a lighthouse, one with chipped red paint.\u201d\n\nFrancesca couldn\u2019t suppress her smile. \u201cYes, just beyond the edge of town.\u201d 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.\n\nAnd suddenly, as if in the still clarity of a passing storm, the memory fully unfurled\u2014a 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. \n\n\u201cDavid,\u201d she whispered, her voice trembling with the knowledge that slotted into the perfect, undeniable fit.\n\nHe closed his eyes briefly, and when he opened them again, they were alight with understanding\u2014the kind only summonsed from the depths of a shared past. \u201cFrancesca,\u201d he breathed, his voice lending her name a new, old resonance, as if it had been waiting to be rediscovered.\n\nIn that bookstore, lush with time\u2019s tangibles and mists of fragmented memories, the realization came like the final beam in a puzzle, connecting beautifully, infinitesimally\u2014this day a mere echo of a deeper, hidden kinship.\n\n\u201cWe met before,\u201d they both said, voices overlapping, a simultaneity that transformed the moment from marvelous improbability into inevitable truth.\n\nWithin a place where stories began, ended, and began anew, Francesca and David grasped the full breadth of their newly remembered connection\u2014an echo across time finding resonance once more. Their present selves, borne back into a past long-dormant now woken\u2014rekindling a chapter left unfinished.\n\nThe End.","behavior":"degenerate_repetition","conversation_hash":"686e6b1586b6e86d86da4fb9bc39d23e","conversation_redacted":false,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":2960,"n_turns_in_conversation":5,"n_words":480,"source_row_offset":9632,"source_shard":"turns-00031.parquet","timestamp":"Fri, 04 Oct 2024 17:09:52 GMT","turn_id":"ebd5aa52e92401a9a3114345","turn_index":3,"user_text":"yes"},{"assistant_initiates":false,"asst_text":"Certainly! Here\u2019s a list of potential titles for your story:\n\n1. Echoes Across the Shelf\n2. The Bookstore's Whisper\n3. Threads of Bygone Days\n4. The Time-Seamed Pages\n5. Shadows of Recognition\n6. Rediscovered Connections\n7. Where Stories Converge\n8. The Lighthouse Within Us\n9. Chronical Echoes\n10. Dust and Revelations\n11. The Forgotten Narrative\n12. Remnants of a Shared Past\n13. Fate's Forgotten Bookmark\n14. Golden Afternoon\n15. Vestiges of Memory\n\nFeel free to select a title that resonates best with the themes and tone of your story!","behavior":"degenerate_repetition","conversation_hash":"686e6b1586b6e86d86da4fb9bc39d23e","conversation_redacted":false,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":580,"n_turns_in_conversation":5,"n_words":98,"source_row_offset":9633,"source_shard":"turns-00031.parquet","timestamp":"Fri, 04 Oct 2024 17:09:52 GMT","turn_id":"ef778c3584ffaef41e983dda","turn_index":4,"user_text":"give me a list of titles for this story"},{"assistant_initiates":false,"asst_text":"\"Beautifully said! \ud83c\udf1f 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. \ud83d\ude4f\ud83e\uddd8\u200d\u2640\ufe0f\"","behavior":"degenerate_repetition","conversation_hash":"a27697aa95ccf2a1e5d0a49f40648f6a","conversation_redacted":false,"conversation_toxic":false,"country":"Bosnia and Herzegovina","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":650,"n_turns_in_conversation":17,"n_words":109,"source_row_offset":9634,"source_shard":"turns-00031.parquet","timestamp":"Fri, 04 Oct 2024 17:09:54 GMT","turn_id":"cc540f8230626dbf9387e533","turn_index":0,"user_text":"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.\n\nI hope you feel inspired to dedicate even a few minutes of devotion today. \ud83e\udef6\ud83e\udeb7 "},{"assistant_initiates":false,"asst_text":"\"Core strength truly is transformative! \ud83c\udf1f 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! \ud83d\ude4c Thank you for sharing! \ud83e\uddd8\u200d\u2640\ufe0f\"","behavior":"degenerate_repetition","conversation_hash":"a27697aa95ccf2a1e5d0a49f40648f6a","conversation_redacted":false,"conversation_toxic":false,"country":"Bosnia and Herzegovina","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":1039,"n_turns_in_conversation":17,"n_words":177,"source_row_offset":9635,"source_shard":"turns-00031.parquet","timestamp":"Fri, 04 Oct 2024 17:09:54 GMT","turn_id":"c1dfab124e6884963fb4ed64","turn_index":1,"user_text":"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. \ud83d\udcaa\ud83c\udffd\n\nI\u2019m a little obsessed with core work because it completely transformed my life\u2014relieving years of daily lower back pain. Strengthening my core was the game-changer, and I\u2019m here to help you experience the same! \u2728\n\nThis 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\u2019s how I weave them into my classes! \ud83d\ude09)."}],"shard":{"index":31,"name":"turns-00031.parquet","rows":51455}}
