added submenu to the playground, added dummy class 'pet' for PlaygroundFriend
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@ -173,6 +173,12 @@ class PlaygroundFriend(pygame.sprite.Sprite):
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self.movement_frames = game_fps / 2 # How many frames pass before the bloop moves
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self.movement_frames = game_fps / 2 # How many frames pass before the bloop moves
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self.current_frame = 0
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self.current_frame = 0
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def pet(self):
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"""
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Pet the bloop!
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"""
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pass
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def update(self):
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def update(self):
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"""
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"""
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Takes the images loaded and animates it, spacing it out equally for the framerate.
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Takes the images loaded and animates it, spacing it out equally for the framerate.
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@ -701,15 +707,50 @@ def game():
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game_state = 'init'
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game_state = 'init'
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elif game_state == 'playground':
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elif game_state == 'playground':
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all_sprites.empty()
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bloop = PlaygroundFriend(data_handler)
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# Submenu used within the playground.
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all_sprites.add(bloop)
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submenu = 'main'
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while running and game_state == 'playground':
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while running and game_state == 'playground':
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pre_handler()
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data_handler.update()
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all_sprites.empty()
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draw()
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if submenu == 'main':
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# Create the bloop and the menu
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bloop = PlaygroundFriend(data_handler)
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all_sprites.add(bloop)
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popup_menu = PopupMenu((3, 3))
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while running and game_state == 'playground' and submenu == 'main':
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pre_handler()
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data_handler.update()
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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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# Move selection to the next item
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popup_menu.next()
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if event.key == Constants.buttons.get('j_l'):
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# Move selection to the previous item
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popup_menu.prev()
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if event.key == Constants.buttons.get('a'):
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# Change submenu to the menu the icon points to
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if popup_menu.draw_menu:
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submenu = popup_menu.icons[popup_menu.selected].icon
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else: # Pet the bloop otherwise
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bloop.pet()
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if event.key == Constants.buttons.get('b'):
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# Toggle the popup menu on or off
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popup_menu.toggle()
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# Draw the popup menu if toggled on
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popup_menu.draw(surface)
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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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elif game_state == 'init':
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elif game_state == 'init':
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all_sprites.empty()
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all_sprites.empty()
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