pocket-friends/pocket_friends/game.py

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import pygame
import os
import pocket_friends
import importlib
valid_surfaces = [
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'_dev_menu',
'_black_screen',
'_error_screen',
'title',
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'egg_select',
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'selection_info',
]
# Add all the surface modules to a dictionary for easy switching
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surface_modules = {}
for module in valid_surfaces:
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if module[0] == '_':
surface_modules[module] = importlib.import_module('pocket_friends._development.surfaces.{0}'.format(module))
else:
surface_modules[module] = importlib.import_module('pocket_friends.surfaces.{0}'.format(module))
# FPS for the game to run at.
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game_fps = 16
# The internal resolution of the game
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game_res = 80
# Get the path for where all game resources are (images, fonts, sounds, etc.)
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script_dir = os.path.dirname(os.path.abspath(__file__))
resources_dir = script_dir + '/resources'
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# Makes Pygame draw on the display of the RPi.
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os.environ['SDL_FBDEV'] = '/dev/fb1'
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def start_game(resolution, dev):
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"""
Starts the game.
Args:
resolution (int, optional): Resolution to display the game at. Defaults to 240.
dev (bool): Boolean to enable the developer menu at start or not
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"""
pygame.init()
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# Hide the cursor for the Pi display.
pygame.mouse.set_visible(False)
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if dev:
starting_surface = '_dev_menu'
else:
starting_surface = 'title'
window = pygame.display.set_mode((resolution, resolution))
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surface = surface_modules.get(starting_surface).Surface((game_res, game_res), resources_dir, game_fps)
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# Only really useful for PCs. Does nothing on the Raspberry Pi.
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pygame.display.set_caption('Pocket Friends {0}'.format(pocket_friends.__version__))
# Add an icon to the pygame window.
icon = pygame.image.load(resources_dir + '/icon/icon.png').convert_alpha()
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pygame.display.set_icon(icon)
running = True
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while running:
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surface.update()
# The game is only 80x80px, however it is upscaled to whatever the running resolution is.
frame = pygame.transform.scale(surface, (resolution, resolution))
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window.blit(frame, frame.get_rect())
# When the current surface is not running, check to make sure that the next surface will be valid
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if not surface.running:
# Force the dev menu to appear if the flag has been passed
if surface.dev_override:
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next_surface = '_dev_menu'
else:
next_surface = surface.next_surface
# Send to the error screen if the given surface isn't a valid one
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if next_surface not in valid_surfaces:
next_surface = '_error_screen'
# Get the additional args to pass on from the ending surface to the next one
additional_args = surface.additional_args
# Create the new surface and pass through the additional argss
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surface = surface_modules.get(next_surface).Surface((game_res, game_res), resources_dir,
game_fps, **additional_args)
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pygame.display.flip()
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pygame.quit()