removed gpio modules (rest in peace)
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35ac1cff51
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0f69120213
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@ -1,75 +0,0 @@
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"""
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Dummy module that contains empty functions and variables that exist in RPi.GPIO. This module is to be imported
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if importing RPi.GPIO fails.
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"""
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# Constants used by RPi.GPIO
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BOARD = 0
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IN = 0
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FALLING = 0
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def setmode(new_mode):
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"""
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Fake setmode function.
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Args:
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new_mode:
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Returns:
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"""
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pass
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def setup(channel, mode, initial=None, pull_up_down=None):
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"""
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Fake setup function.
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Args:
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channel:
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mode:
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initial:
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pull_up_down:
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Returns:
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"""
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pass
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def add_event_detect(channel, edge_type, callback=None, bouncetime=0):
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"""
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Fake function to add a non-existent event detect.
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Args:
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channel:
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edge_type:
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callback:
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bouncetime:
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Returns:
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"""
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pass
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def event_detected(channel):
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"""
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Fake function to detect an event. Always returns false.
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Args:
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channel:
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Returns:
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"""
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return False
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def cleanup(channel=None):
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"""
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Fake cleanup function.
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Args:
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channel:
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Returns:
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"""
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pass
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@ -1,59 +0,0 @@
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"""Handle inputs from the GPIO pins on the Raspberry Pi and converting them to events to be used in other places (
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pygame, etc.)"""
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import importlib.util
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# If the RPi.GPIO module is not found (aka the program is not running on a Pi), import the fake
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# GPIO module instead to prevent a crash.
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#ON_HARDWARE = None # Flag to tell other methods if the program is running on hardware or not
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import pocket_friends.game_files.io.fake_gpio as GPIO
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ON_HARDWARE = False
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# Dictionary of all the buttons used and what their corresponding GPIO codes are
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BUTTONS = {
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'a': 31, # A button
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'b': 29, # B button
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'j_i': 7, # Joystick in
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'j_u': 11, # Joystick up
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'j_d': 15, # Joystick down
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'j_l': 13, # Joystick left
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'j_r': 16 # Joystick right
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}
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def setup():
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"""Prime the GPIO pins for reading the inputs of the buttons."""
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GPIO.setmode(GPIO.BOARD)
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GPIO.setup(BUTTONS.get('a'), GPIO.IN)
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GPIO.setup(BUTTONS.get('b'), GPIO.IN)
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GPIO.setup(BUTTONS.get('j_i'), GPIO.IN)
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GPIO.setup(BUTTONS.get('j_u'), GPIO.IN)
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GPIO.setup(BUTTONS.get('j_d'), GPIO.IN)
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GPIO.setup(BUTTONS.get('j_l'), GPIO.IN)
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GPIO.setup(BUTTONS.get('j_r'), GPIO.IN)
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GPIO.add_event_detect(BUTTONS.get('a'), GPIO.FALLING)
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GPIO.add_event_detect(BUTTONS.get('b'), GPIO.FALLING)
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GPIO.add_event_detect(BUTTONS.get('j_i'), GPIO.FALLING)
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GPIO.add_event_detect(BUTTONS.get('j_u'), GPIO.FALLING)
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GPIO.add_event_detect(BUTTONS.get('j_d'), GPIO.FALLING)
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GPIO.add_event_detect(BUTTONS.get('j_l'), GPIO.FALLING)
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GPIO.add_event_detect(BUTTONS.get('j_r'), GPIO.FALLING)
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def teardown():
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"""Clean up the GPIO handler."""
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GPIO.cleanup()
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def get_press(button):
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"""
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Checks if a given button code has been pressed and returns a bool depending on the state.
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Args:
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button: button to be detected
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Returns: True if the button is has been pressed, False otherwise
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"""
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return GPIO.event_detected(button)
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@ -1,6 +1,4 @@
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import pygame
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import pocket_friends.game_files.io.gpio_handler as gpio_handler
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class InputHandler:
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"""
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@ -37,17 +35,6 @@ class InputHandler:
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pygame.event.post(pygame.event.Event(pygame.KEYUP, {'key': pressed_button}))
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self.last_input_tick = pygame.time.get_ticks()
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def handle_gpio(self):
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"""
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Handle GPIO events and create events for them.
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"""
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for pressed_button in gpio_handler.BUTTONS:
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code = gpio_handler.BUTTONS.get(pressed_button)
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# Check if a button has been pressed. If it has, create a pygame event for it.
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if gpio_handler.get_press(code):
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self.create_event(code)
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def handle_keyboard(self):
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"""Handle keyboard presses and generate corresponding GPIO codes to create events."""
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@ -57,25 +44,22 @@ class InputHandler:
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running = False
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if keyboard_event.type == pygame.KEYDOWN:
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if keyboard_event.key == pygame.K_a:
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self.create_event(gpio_handler.BUTTONS.get('a'))
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self.create_event(pygame.K_a)
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if keyboard_event.key == pygame.K_b:
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self.create_event(gpio_handler.BUTTONS.get('b'))
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if keyboard_event.key == pygame.K_PERIOD:
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self.create_event(gpio_handler.BUTTONS.get('j_i'))
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self.create_event(pygame.K_b)
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if keyboard_event.key == pygame.K_KP_ENTER:
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self.create_event(pygame.K_KP_ENTER)
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if keyboard_event.key == pygame.K_RIGHT:
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self.create_event(gpio_handler.BUTTONS.get('j_r'))
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self.create_event(pygame.K_RIGHT)
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if keyboard_event.key == pygame.K_LEFT:
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self.create_event(gpio_handler.BUTTONS.get('j_l'))
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self.create_event(pygame.K_LEFT)
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if keyboard_event.key == pygame.K_DOWN:
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self.create_event(gpio_handler.BUTTONS.get('j_d'))
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self.create_event(pygame.K_DOWN)
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if keyboard_event.key == pygame.K_UP:
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self.create_event(gpio_handler.BUTTONS.get('j_u'))
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self.create_event(pygame.K_UP)
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if keyboard_event.key == pygame.K_ESCAPE:
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running = False
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def update(self):
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"""Run either the GPIO handler or the keyboard handler to check for input and create events."""
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if gpio_handler.ON_HARDWARE:
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self.handle_gpio()
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else:
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self.handle_keyboard()
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self.handle_keyboard()
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@ -1,6 +1,5 @@
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import pygame
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from ..elements import sprites
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import pocket_friends.game_files.io.gpio_handler as gpio_handler
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from ..io.input_handler import InputHandler
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@ -133,15 +132,15 @@ class Surface(pygame.Surface):
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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 == gpio_handler.BUTTONS.get('j_r'):
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if event.key == pygame.K_RIGHT:
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self.sel_right()
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if event.key == gpio_handler.BUTTONS.get('j_l'):
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if event.key == pygame.K_LEFT:
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self.sel_left()
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if event.key == gpio_handler.BUTTONS.get('j_d'):
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if event.key == pygame.K_DOWN:
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self.sel_down()
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if event.key == gpio_handler.BUTTONS.get('j_u'):
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if event.key == pygame.K_UP:
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self.sel_up()
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if event.key == gpio_handler.BUTTONS.get('a'):
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if event.key == pygame.K_a:
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self.additional_args = {'selected_egg': self.selected_color}
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self.next_surface = 'selection_info'
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self.running = False
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@ -1,6 +1,5 @@
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import pygame
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from pocket_friends.game_files.io import gpio_handler
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from pocket_friends.game_files.io.input_handler import InputHandler
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@ -36,6 +35,6 @@ class Surface(pygame.Surface):
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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 == gpio_handler.BUTTONS.get('b'):
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if event.key == pygame.K_b:
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self.running = False
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print('stop')
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import pygame
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from ..elements import sprites
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import pocket_friends.game_files.io.gpio_handler as gpio_handler
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from ..io.input_handler import InputHandler
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@ -56,17 +55,17 @@ class Surface(pygame.Surface):
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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 == gpio_handler.BUTTONS.get('j_d'):
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if event.key == pygame.K_DOWN:
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# Scroll down on the info screen.
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self.info_text.scroll_down()
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if event.key == gpio_handler.BUTTONS.get('j_u'):
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if event.key == pygame.K_UP:
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# Scroll up on the info screen.
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self.info_text.scroll_up()
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if event.key == gpio_handler.BUTTONS.get('a'):
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if event.key == pygame.K_a:
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self.running = False
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self.additional_args = {'selected_color': self.selected_egg}
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self.next_surface = 'playground'
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if event.key == gpio_handler.BUTTONS.get('b'):
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if event.key == pygame.K_b:
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self.running = False
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self.additional_args = {'selected_color': self.selected_egg}
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self.next_surface = 'egg_select'
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