2021-05-29 17:18:37 -04:00
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|
|
"""
|
2021-05-29 20:08:15 -04:00
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|
|
Main file for the entire hardware. Controls everything except for GPIO input.
|
2021-05-29 17:18:37 -04:00
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|
"""
|
|
|
|
from collections import deque
|
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|
|
import importlib.util
|
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|
|
import json
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|
|
|
import os
|
2021-05-29 22:40:41 -04:00
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from pathlib import Path
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import pocket_friends
|
2021-05-29 17:18:37 -04:00
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import pygame
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from pygame.locals import *
|
2021-05-29 21:42:33 -04:00
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from ..hardware.gpio_handler import Constants, GPIOHandler
|
2021-05-29 17:18:37 -04:00
|
|
|
|
2021-05-29 22:30:12 -04:00
|
|
|
# FPS for the entire game to run at.
|
2021-05-29 17:18:37 -04:00
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game_fps = 16
|
2021-05-29 22:30:12 -04:00
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|
|
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# Gets the directory of the script for importing and the save directory
|
2021-05-29 22:17:22 -04:00
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script_dir = os.path.dirname(__file__)
|
2021-05-29 22:30:12 -04:00
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save_dir = os.path.join(Path.home(), '.pocket_friends')
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|
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# Tries to make the save directory. Does nothing if it already exists.
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try:
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os.mkdir(save_dir)
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except FileExistsError:
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pass
|
2021-05-29 17:18:37 -04:00
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class FileHandler:
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"""
|
2021-05-29 20:08:15 -04:00
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Class that handles the hardware attributes and save files.
|
2021-05-29 17:18:37 -04:00
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|
|
"""
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|
def __init__(self):
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# Attributes that are saved to a file to recover upon startup.
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|
self.attributes = {
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|
|
'time_elapsed': 0,
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|
'age': 0,
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'health': 0,
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'hunger': 0,
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'happiness': 0,
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'evolution_stage': -1,
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}
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def write_save(self):
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|
"""
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|
|
Writes attributes of class to "save.json" file.
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|
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|
"""
|
2021-05-29 22:30:12 -04:00
|
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|
with open(save_dir + '/save.json', 'w') as save_file:
|
2021-05-29 17:18:37 -04:00
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|
json.dump(self.attributes, save_file)
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save_file.close()
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def read_save(self):
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|
|
|
"""
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|
|
|
Reads from "save.json" and inserts into attributes dictionary. Creates file if it does not exist.
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|
|
|
"""
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|
|
|
# Open up the save file and read it into self.attributes.
|
|
|
|
try:
|
2021-05-29 22:30:12 -04:00
|
|
|
with open(save_dir + '/save.json', 'r') as save_file:
|
2021-05-29 17:18:37 -04:00
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|
self.attributes = json.load(save_file)
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|
save_file.close()
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# If there is no save file, write one with the defaults.
|
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|
|
except FileNotFoundError:
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|
|
self.write_save()
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class PlaygroundFriend(pygame.sprite.Sprite):
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"""
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|
|
Class for the sprite of the creature on the main playground.
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|
"""
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|
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|
def __init__(self):
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|
|
pygame.sprite.Sprite.__init__(self)
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class SelectionEgg(pygame.sprite.Sprite):
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"""
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|
|
|
Class for the eggs on the egg selection screen.
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|
"""
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|
def __init__(self, egg_color):
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|
pygame.sprite.Sprite.__init__(self)
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|
2021-05-29 22:17:22 -04:00
|
|
|
image_directory = script_dir + '/resources/images/egg_images/{0}'.format(egg_color)
|
2021-05-29 17:18:37 -04:00
|
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|
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|
|
# Load the egg from the given color and get the bounding rectangle for the image.
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|
|
self.images = []
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|
for filename in os.listdir(image_directory):
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|
self.images.append(pygame.image.load(image_directory + '/' + filename))
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|
self.rect = self.images[0].get_rect()
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|
|
self.index = 0
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|
self.image = self.images[self.index]
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|
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|
|
self.animation_frames = game_fps / len(self.images)
|
|
|
|
self.current_frame = 0
|
|
|
|
|
|
|
|
def update_frame_dependent(self):
|
|
|
|
"""
|
|
|
|
Updates the image of Sprite every 6 frame (approximately every 0.1 second if frame rate is 60).
|
|
|
|
"""
|
|
|
|
|
|
|
|
self.current_frame += 1
|
|
|
|
if self.current_frame >= self.animation_frames:
|
|
|
|
self.current_frame = 0
|
|
|
|
self.index = (self.index + 1) % len(self.images)
|
|
|
|
self.image = self.images[self.index]
|
|
|
|
|
|
|
|
def update(self):
|
|
|
|
"""This is the method that's being called when 'all_sprites.update(dt)' is called."""
|
|
|
|
self.update_frame_dependent()
|
|
|
|
|
|
|
|
|
|
|
|
# Makes Pygame draw on the display of the RPi.
|
|
|
|
os.environ["SDL_FBDEV"] = "/dev/fb1"
|
|
|
|
|
|
|
|
# Useful for debugging on the PC. Imports a fake RPi.GPIO library if one is not found (which it can't
|
|
|
|
# be on a PC, RPi.GPIO cannot be installed outside of a Raspberry Pi.
|
|
|
|
try:
|
|
|
|
importlib.util.find_spec('RPi.GPIO')
|
|
|
|
import RPi.GPIO as GPIO
|
|
|
|
except ImportError:
|
2021-05-29 18:46:24 -04:00
|
|
|
import pocket_friends.development.FakeGPIO as GPIO
|
2021-05-29 17:18:37 -04:00
|
|
|
|
|
|
|
|
|
|
|
def game():
|
|
|
|
"""
|
2021-05-29 20:08:15 -04:00
|
|
|
Starts the hardware.
|
2021-05-29 17:18:37 -04:00
|
|
|
"""
|
|
|
|
pygame.init()
|
|
|
|
|
|
|
|
# Hide the cursor for the Pi display.
|
|
|
|
pygame.mouse.set_visible(False)
|
|
|
|
|
2021-05-29 20:08:15 -04:00
|
|
|
# The hardware is normally rendered at 80 pixels and upscaled from there. If changing displays, change the
|
2021-05-29 17:18:37 -04:00
|
|
|
# screen_size to reflect what the resolution of the new display is.
|
|
|
|
rendered_size = 80
|
|
|
|
screen_size = 800
|
|
|
|
|
|
|
|
window = pygame.display.set_mode((screen_size, screen_size))
|
|
|
|
surface = pygame.Surface((rendered_size, rendered_size))
|
|
|
|
|
|
|
|
# Only really useful for PCs. Does nothing on the Raspberry Pi.
|
2021-05-29 22:40:41 -04:00
|
|
|
pygame.display.set_caption('Pocket Friends {0}'.format(pocket_friends.__version__))
|
2021-05-29 17:18:37 -04:00
|
|
|
|
2021-05-30 00:16:57 -04:00
|
|
|
# Add an icon to the pygame window.
|
|
|
|
icon = pygame.image.load(script_dir + '/resources/images/icon/icon.png').convert_alpha()
|
|
|
|
pygame.display.set_icon(icon)
|
|
|
|
|
2021-05-29 17:18:37 -04:00
|
|
|
clock = pygame.time.Clock()
|
|
|
|
|
2021-05-29 20:08:15 -04:00
|
|
|
# Font used for small text in the hardware. Bigger text is usually image files.
|
2021-05-29 22:17:22 -04:00
|
|
|
small_font = pygame.font.Font(script_dir + '/resources/fonts/5Pts5.ttf', 10)
|
2021-05-29 17:18:37 -04:00
|
|
|
|
2021-05-29 20:08:15 -04:00
|
|
|
# Default hardware state when the hardware first starts.
|
2021-05-29 17:18:37 -04:00
|
|
|
game_state = 'title'
|
|
|
|
running = True
|
|
|
|
file_handler = FileHandler()
|
|
|
|
|
|
|
|
# A group of all the sprites on screen. Used to update all sprites at onc
|
|
|
|
all_sprites = pygame.sprite.Group()
|
|
|
|
|
|
|
|
# Start the GPIO handler to take in buttons from the RPi HAT.
|
|
|
|
GPIOHandler.setup()
|
|
|
|
|
2021-05-29 20:08:15 -04:00
|
|
|
# Dev code used to exit the hardware. Default Down, Down, Up, Up, Down, Down, Up, Up, A, A, B
|
2021-05-29 17:18:37 -04:00
|
|
|
dev_code = deque()
|
|
|
|
for button in [Constants.buttons.get('j_d'), Constants.buttons.get('j_d'), Constants.buttons.get('j_u'),
|
|
|
|
Constants.buttons.get('j_u'), Constants.buttons.get('j_d'), Constants.buttons.get('j_d'),
|
|
|
|
Constants.buttons.get('j_u'), Constants.buttons.get('j_u'), Constants.buttons.get('a'),
|
|
|
|
Constants.buttons.get('a'), Constants.buttons.get('b')]:
|
|
|
|
dev_code.append(button)
|
|
|
|
|
|
|
|
# Log of the inputs.
|
|
|
|
input_log = deque()
|
|
|
|
|
|
|
|
# Time since last input. Used to help regulate double presses of buttons.
|
|
|
|
last_input_tick = 0
|
|
|
|
|
|
|
|
def draw():
|
|
|
|
"""
|
|
|
|
Draws the main pygame display.
|
|
|
|
"""
|
|
|
|
|
|
|
|
# Draws all the sprites on screen and scales the screen to the correct size from the rendered size.
|
|
|
|
all_sprites.update()
|
|
|
|
all_sprites.draw(surface)
|
|
|
|
frame = pygame.transform.scale(surface, (screen_size, screen_size))
|
|
|
|
window.blit(frame, frame.get_rect())
|
|
|
|
|
|
|
|
# Update the entire display.
|
|
|
|
pygame.display.flip()
|
|
|
|
|
|
|
|
def draw_bg():
|
|
|
|
"""
|
2021-05-29 20:08:15 -04:00
|
|
|
Draws the main hardware background image onto a given surface.
|
2021-05-29 17:18:37 -04:00
|
|
|
"""
|
2021-05-29 22:17:22 -04:00
|
|
|
bg_image = pygame.image.load(script_dir + '/resources/images/bg.png').convert()
|
2021-05-29 17:18:37 -04:00
|
|
|
surface.blit(bg_image, (0, 0))
|
|
|
|
|
|
|
|
def log_button(pressed_button):
|
|
|
|
"""
|
|
|
|
Logs the button presses to register the dev code.
|
|
|
|
:param pressed_button: The button code to be logged
|
|
|
|
"""
|
|
|
|
input_log.append(pressed_button)
|
|
|
|
if len(input_log) > len(dev_code):
|
|
|
|
input_log.popleft()
|
|
|
|
|
|
|
|
def create_event(pressed_button):
|
|
|
|
"""
|
|
|
|
Creates a pygame event with a given keyboard code
|
|
|
|
:param pressed_button:
|
|
|
|
"""
|
|
|
|
nonlocal last_input_tick
|
|
|
|
# Register a button click so long as the last button click happened no less than two frames ago
|
|
|
|
if pygame.time.get_ticks() - last_input_tick > clock.get_time() * 2:
|
|
|
|
pygame.event.post(pygame.event.Event(KEYDOWN, {'key': pressed_button}))
|
|
|
|
pygame.event.post(pygame.event.Event(KEYUP, {'key': pressed_button}))
|
|
|
|
log_button(pressed_button)
|
|
|
|
last_input_tick = pygame.time.get_ticks()
|
|
|
|
|
|
|
|
def check_dev_code():
|
|
|
|
"""
|
|
|
|
Checks if the dev code has been entered. If it has, stop the program.
|
|
|
|
"""
|
|
|
|
nonlocal running
|
|
|
|
|
|
|
|
if dev_code == input_log:
|
|
|
|
running = False
|
|
|
|
|
|
|
|
def handle_gpio():
|
|
|
|
"""
|
|
|
|
Handles getting GPIO button presses and making a pygame event when a press is detected.
|
|
|
|
"""
|
|
|
|
for pressed_button in Constants.buttons:
|
|
|
|
code = Constants.buttons.get(pressed_button)
|
|
|
|
|
|
|
|
# Check if a button has been pressed. If it has, create a pygame event for it.
|
|
|
|
if GPIOHandler.get_press(code):
|
|
|
|
create_event(code)
|
|
|
|
|
|
|
|
def keyboard_handler():
|
|
|
|
"""
|
2021-05-29 20:08:15 -04:00
|
|
|
Simulates key presses to GPIO button presses. Also handles quitting the hardware.
|
2021-05-29 17:18:37 -04:00
|
|
|
"""
|
|
|
|
nonlocal running
|
|
|
|
|
|
|
|
# Checks if a corresponding keyboard key has been pressed. If it has, emulate a button press.
|
|
|
|
for keyboard_event in pygame.event.get():
|
|
|
|
if keyboard_event.type == pygame.QUIT:
|
|
|
|
running = False
|
|
|
|
if keyboard_event.type == pygame.KEYDOWN:
|
|
|
|
if keyboard_event.key == pygame.K_a:
|
|
|
|
create_event(Constants.buttons.get('a'))
|
|
|
|
if keyboard_event.key == pygame.K_b:
|
|
|
|
create_event(Constants.buttons.get('b'))
|
|
|
|
if keyboard_event.key == pygame.K_PERIOD:
|
|
|
|
create_event(Constants.buttons.get('j_i'))
|
|
|
|
if keyboard_event.key == pygame.K_RIGHT:
|
|
|
|
create_event(Constants.buttons.get('j_r'))
|
|
|
|
if keyboard_event.key == pygame.K_LEFT:
|
|
|
|
create_event(Constants.buttons.get('j_l'))
|
|
|
|
if keyboard_event.key == pygame.K_DOWN:
|
|
|
|
create_event(Constants.buttons.get('j_d'))
|
|
|
|
if keyboard_event.key == pygame.K_UP:
|
|
|
|
create_event(Constants.buttons.get('j_u'))
|
|
|
|
if keyboard_event.key == pygame.K_ESCAPE:
|
|
|
|
running = False
|
|
|
|
|
|
|
|
def pre_handler():
|
|
|
|
"""
|
2021-05-29 20:08:15 -04:00
|
|
|
Runs at the beginning of each loop, handles drawing the background, controlling hardware speed, and
|
2021-05-29 17:18:37 -04:00
|
|
|
controlling the GPIO button inputs and keyboard handler
|
|
|
|
"""
|
2021-05-29 20:08:15 -04:00
|
|
|
# Regulate the speed of the hardware.
|
2021-05-29 17:18:37 -04:00
|
|
|
clock.tick(game_fps)
|
|
|
|
|
|
|
|
# Handle all inputs for both debugging and real GPIO button presses.
|
|
|
|
keyboard_handler()
|
|
|
|
handle_gpio()
|
|
|
|
check_dev_code()
|
|
|
|
|
|
|
|
# Draw the background.
|
|
|
|
draw_bg()
|
|
|
|
|
|
|
|
while running:
|
|
|
|
if game_state == 'title':
|
|
|
|
all_sprites.empty()
|
|
|
|
pre_handler()
|
|
|
|
|
|
|
|
# Draw the title image in the middle of the screen.
|
2021-05-29 22:17:22 -04:00
|
|
|
title_image = pygame.image.load(script_dir + '/resources/images/title.png').convert_alpha()
|
2021-05-29 17:18:37 -04:00
|
|
|
surface.blit(title_image, (0, 0))
|
|
|
|
draw()
|
|
|
|
|
2021-05-29 20:08:15 -04:00
|
|
|
# Show the title for 1 second then move on to the initialization phase of the hardware.
|
2021-05-29 17:18:37 -04:00
|
|
|
pygame.time.wait(1000)
|
|
|
|
game_state = 'init'
|
|
|
|
|
|
|
|
elif game_state == 'playground':
|
|
|
|
all_sprites.empty()
|
|
|
|
game_state = None # Playground currently not implemented, send to error screen.
|
|
|
|
|
|
|
|
elif game_state == 'init':
|
|
|
|
all_sprites.empty()
|
|
|
|
pre_handler()
|
|
|
|
draw()
|
|
|
|
|
|
|
|
# Read the save file.
|
|
|
|
file_handler.read_save()
|
|
|
|
|
2021-05-29 20:08:15 -04:00
|
|
|
# Determines if it is a new hardware or not by looking at the evolution stage. If it is -1, the egg has
|
|
|
|
# not been created yet, and the hardware sends you to the egg selection screen. If not, the hardware sends
|
2021-05-29 17:18:37 -04:00
|
|
|
# you to the playground.
|
|
|
|
if file_handler.attributes['evolution_stage'] == -1:
|
|
|
|
game_state = 'egg_select'
|
|
|
|
else:
|
|
|
|
game_state = 'playground'
|
|
|
|
|
|
|
|
elif game_state == 'egg_select':
|
|
|
|
|
|
|
|
# Submenu used within the egg selection menu.
|
|
|
|
submenu = 'main'
|
|
|
|
|
|
|
|
selected = 0
|
|
|
|
|
|
|
|
while running and game_state == 'egg_select':
|
|
|
|
all_sprites.empty()
|
|
|
|
if submenu == 'main':
|
|
|
|
|
|
|
|
# Creates and holds the egg objects in a list.
|
|
|
|
eggs = [SelectionEgg('red'), SelectionEgg('orange'), SelectionEgg('yellow'),
|
|
|
|
SelectionEgg('green'),
|
|
|
|
SelectionEgg('blue'), SelectionEgg('indigo'), SelectionEgg('violet'), SelectionEgg('white'),
|
|
|
|
SelectionEgg('rainbow')]
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# How many eggs per row should be displayed.
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eggs_per_row = 3
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distance_between_eggs = 36 / eggs_per_row
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# Count the total rows.
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total_rows = -(-len(eggs) // eggs_per_row)
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distance_between_rows = 32 / eggs_per_row
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# Determine the location of each egg.
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for egg in eggs:
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current_row = eggs.index(egg) // eggs_per_row
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rows_after = total_rows - (current_row + 1)
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egg_in_row = eggs.index(egg) % eggs_per_row
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eggs_after = min(len(eggs) - (current_row * eggs_per_row), eggs_per_row) - (egg_in_row + 1)
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x_offset = 32
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y_offset = 30
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# The x coordinate of an egg is determined by which egg in the row it is, and how many eggs
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# are in that row. If there is only 1 egg in a row, it is in the middle of the screen. If
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# there are two, they're on equal halves and so on.
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x = x_offset - (eggs_after * distance_between_eggs) + (egg_in_row * distance_between_eggs)
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y = y_offset - (rows_after * distance_between_rows) + (current_row * distance_between_rows)
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egg.rect.x = x
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egg.rect.y = y
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# Add the egg to the sprite list.
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all_sprites.add(egg)
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selected = 0
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def get_cursor_coords(selection):
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"""
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Gets the coordinates of an egg on the selection screen by index and returns it as a tuple
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:param selection: index of the egg to be selected
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:return: tuple of the coordinates of the selected egg
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"""
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cursor_x_offset = -2
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cursor_y_offset = -2
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return eggs[selection].rect.x + cursor_x_offset, eggs[selection].rect.y + cursor_y_offset
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def sel_left():
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"""
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Select the egg to the left with constraints.
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"""
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nonlocal selected
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if selected % eggs_per_row != 0:
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selected -= 1
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def sel_right():
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"""
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Select the egg to the right with constraints.
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"""
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nonlocal selected
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row = selected // eggs_per_row
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eggs_in_row = min(len(eggs) - (row * eggs_per_row), eggs_per_row)
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if selected % eggs_per_row != eggs_in_row - 1:
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selected += 1
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def sel_up():
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"""
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Select the egg above with constraints.
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"""
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nonlocal selected
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if selected // eggs_per_row != 0:
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selected -= eggs_per_row
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def sel_down():
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"""
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Select the egg below with constraints.
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"""
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nonlocal selected
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if selected // eggs_per_row != total_rows - 1:
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selected += eggs_per_row
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while running and game_state == 'egg_select' and submenu == 'main':
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pre_handler()
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if event.key == Constants.buttons.get('j_r'):
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sel_right()
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if event.key == Constants.buttons.get('j_l'):
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sel_left()
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if event.key == Constants.buttons.get('j_d'):
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sel_down()
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if event.key == Constants.buttons.get('j_u'):
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sel_up()
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if event.key == Constants.buttons.get('a'):
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# Advance to the egg info screen for the selected egg.
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submenu = 'egg_info'
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# Draws the cursor on screen.
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2021-05-29 22:17:22 -04:00
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cursor = pygame.image.load(script_dir + '/resources/images/clock_selector.png').convert_alpha()
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2021-05-29 17:18:37 -04:00
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surface.blit(cursor, get_cursor_coords(selected))
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draw()
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elif submenu == 'egg_info':
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while running and game_state == 'egg_select' and submenu == 'egg_info':
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pre_handler()
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if event.key == Constants.buttons.get('a'):
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2021-05-29 20:08:15 -04:00
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# Go to an invalid hardware state if continuing.
|
2021-05-29 17:18:37 -04:00
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game_state = None
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if event.key == Constants.buttons.get('b'):
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# Go back to the egg selection screen.
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submenu = 'main'
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# Quick debugging for which egg is selected.
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selection_debug = small_font.render('Egg {0}'.format(selected), False, (64, 64, 64))
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surface.blit(selection_debug, (5, 35))
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draw()
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else: # Go to the error state if an invalid state is set.
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game_state = None
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else:
|
2021-05-29 20:08:15 -04:00
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# Error screen. This appears when an invalid hardware state has been selected.
|
2021-05-29 17:18:37 -04:00
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all_sprites.empty()
|
2021-05-29 20:08:15 -04:00
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frames_passed = 0 # Counter for frames, helps ensure the hardware isnt frozen.
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2021-05-29 17:18:37 -04:00
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while running and game_state != 'title':
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pre_handler()
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# Draw the error screen
|
2021-05-29 22:17:22 -04:00
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|
error_screen = pygame.image.load(script_dir + '/resources/images/debug/invalid.png').convert_alpha()
|
2021-05-29 17:18:37 -04:00
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surface.blit(error_screen, (0, -8))
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|
|
# Counts the frames passed. Resets every second.
|
|
|
|
frames_passed += 1
|
|
|
|
if frames_passed >= game_fps:
|
|
|
|
frames_passed = 0
|
|
|
|
|
|
|
|
# Draws the frame counter.
|
|
|
|
frame_counter = small_font.render('frames: {0}'.format(frames_passed), False, (64, 64, 64))
|
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|
|
surface.blit(frame_counter, (1, 70))
|
|
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|
|
|
for event in pygame.event.get():
|
|
|
|
if event.type == pygame.KEYDOWN:
|
|
|
|
if event.key == Constants.buttons.get('b'):
|
|
|
|
# Reset back to the title screen.
|
|
|
|
game_state = 'title'
|
|
|
|
|
|
|
|
draw()
|
|
|
|
|
|
|
|
|
|
|
|
def main():
|
|
|
|
"""
|
2021-05-29 20:08:15 -04:00
|
|
|
Calls the hardware() function to start the hardware.
|
2021-05-29 17:18:37 -04:00
|
|
|
"""
|
|
|
|
game()
|
|
|
|
|
|
|
|
GPIOHandler.teardown()
|
|
|
|
pygame.quit()
|