changed project file structure to better fit python standards
This commit is contained in:
0
pocket_friends/game_files/__init__.py
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0
pocket_friends/game_files/__init__.py
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487
pocket_friends/game_files/game.py
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487
pocket_friends/game_files/game.py
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@@ -0,0 +1,487 @@
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"""
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Main file for the entire hardware. Controls everything except for GPIO input.
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"""
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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
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import pygame
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from pygame.locals import *
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from pocket_friends.hardware.gpio_handler import Constants, GPIOHandler
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version = '0.0.1'
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game_fps = 16
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class FileHandler:
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"""
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Class that handles the hardware attributes and save files.
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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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with open('save.json', 'w') as save_file:
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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.
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try:
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with open('save.json', 'r') as save_file:
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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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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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image_directory = 'pocket_friends/resources/images/egg_images/{0}'.format(egg_color)
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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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self.animation_frames = game_fps / len(self.images)
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self.current_frame = 0
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def update_frame_dependent(self):
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"""
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Updates the image of Sprite every 6 frame (approximately every 0.1 second if frame rate is 60).
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"""
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self.current_frame += 1
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if self.current_frame >= self.animation_frames:
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self.current_frame = 0
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self.index = (self.index + 1) % len(self.images)
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self.image = self.images[self.index]
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def update(self):
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"""This is the method that's being called when 'all_sprites.update(dt)' is called."""
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self.update_frame_dependent()
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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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# Useful for debugging on the PC. Imports a fake RPi.GPIO library if one is not found (which it can't
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# be on a PC, RPi.GPIO cannot be installed outside of a Raspberry Pi.
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try:
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importlib.util.find_spec('RPi.GPIO')
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import RPi.GPIO as GPIO
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except ImportError:
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import pocket_friends.development.FakeGPIO as GPIO
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def game():
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"""
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Starts the hardware.
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"""
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pygame.init()
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# Hide the cursor for the Pi display.
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pygame.mouse.set_visible(False)
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# The hardware is normally rendered at 80 pixels and upscaled from there. If changing displays, change the
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# screen_size to reflect what the resolution of the new display is.
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rendered_size = 80
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screen_size = 800
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window = pygame.display.set_mode((screen_size, screen_size))
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surface = pygame.Surface((rendered_size, rendered_size))
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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')
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clock = pygame.time.Clock()
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# Font used for small text in the hardware. Bigger text is usually image files.
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small_font = pygame.font.Font('pocket_friends/resources/fonts/5Pts5.ttf', 10)
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# Default hardware state when the hardware first starts.
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game_state = 'title'
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running = True
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file_handler = FileHandler()
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# A group of all the sprites on screen. Used to update all sprites at onc
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all_sprites = pygame.sprite.Group()
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# Start the GPIO handler to take in buttons from the RPi HAT.
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GPIOHandler.setup()
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# Dev code used to exit the hardware. Default Down, Down, Up, Up, Down, Down, Up, Up, A, A, B
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dev_code = deque()
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for button in [Constants.buttons.get('j_d'), Constants.buttons.get('j_d'), Constants.buttons.get('j_u'),
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Constants.buttons.get('j_u'), Constants.buttons.get('j_d'), Constants.buttons.get('j_d'),
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Constants.buttons.get('j_u'), Constants.buttons.get('j_u'), Constants.buttons.get('a'),
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Constants.buttons.get('a'), Constants.buttons.get('b')]:
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dev_code.append(button)
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# Log of the inputs.
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input_log = deque()
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# Time since last input. Used to help regulate double presses of buttons.
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last_input_tick = 0
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def draw():
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"""
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Draws the main pygame display.
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"""
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# Draws all the sprites on screen and scales the screen to the correct size from the rendered size.
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all_sprites.update()
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all_sprites.draw(surface)
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frame = pygame.transform.scale(surface, (screen_size, screen_size))
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window.blit(frame, frame.get_rect())
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# Update the entire display.
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pygame.display.flip()
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def draw_bg():
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"""
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Draws the main hardware background image onto a given surface.
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"""
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bg_image = pygame.image.load('pocket_friends/resources/images/bg.png').convert()
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surface.blit(bg_image, (0, 0))
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def log_button(pressed_button):
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"""
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Logs the button presses to register the dev code.
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:param pressed_button: The button code to be logged
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"""
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input_log.append(pressed_button)
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if len(input_log) > len(dev_code):
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input_log.popleft()
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def create_event(pressed_button):
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"""
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Creates a pygame event with a given keyboard code
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:param pressed_button:
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"""
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nonlocal last_input_tick
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# Register a button click so long as the last button click happened no less than two frames ago
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if pygame.time.get_ticks() - last_input_tick > clock.get_time() * 2:
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pygame.event.post(pygame.event.Event(KEYDOWN, {'key': pressed_button}))
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pygame.event.post(pygame.event.Event(KEYUP, {'key': pressed_button}))
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log_button(pressed_button)
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last_input_tick = pygame.time.get_ticks()
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def check_dev_code():
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"""
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Checks if the dev code has been entered. If it has, stop the program.
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"""
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nonlocal running
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if dev_code == input_log:
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running = False
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def handle_gpio():
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"""
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Handles getting GPIO button presses and making a pygame event when a press is detected.
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"""
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for pressed_button in Constants.buttons:
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code = Constants.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 GPIOHandler.get_press(code):
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create_event(code)
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def keyboard_handler():
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"""
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Simulates key presses to GPIO button presses. Also handles quitting the hardware.
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"""
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nonlocal running
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# Checks if a corresponding keyboard key has been pressed. If it has, emulate a button press.
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for keyboard_event in pygame.event.get():
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if keyboard_event.type == pygame.QUIT:
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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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create_event(Constants.buttons.get('a'))
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if keyboard_event.key == pygame.K_b:
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create_event(Constants.buttons.get('b'))
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if keyboard_event.key == pygame.K_PERIOD:
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create_event(Constants.buttons.get('j_i'))
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if keyboard_event.key == pygame.K_RIGHT:
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create_event(Constants.buttons.get('j_r'))
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if keyboard_event.key == pygame.K_LEFT:
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create_event(Constants.buttons.get('j_l'))
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if keyboard_event.key == pygame.K_DOWN:
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create_event(Constants.buttons.get('j_d'))
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if keyboard_event.key == pygame.K_UP:
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create_event(Constants.buttons.get('j_u'))
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if keyboard_event.key == pygame.K_ESCAPE:
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running = False
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def pre_handler():
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"""
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Runs at the beginning of each loop, handles drawing the background, controlling hardware speed, and
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controlling the GPIO button inputs and keyboard handler
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"""
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# Regulate the speed of the hardware.
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clock.tick(game_fps)
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# Handle all inputs for both debugging and real GPIO button presses.
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keyboard_handler()
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handle_gpio()
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check_dev_code()
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# Draw the background.
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draw_bg()
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while running:
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if game_state == 'title':
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all_sprites.empty()
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pre_handler()
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# Draw the title image in the middle of the screen.
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title_image = pygame.image.load('pocket_friends/resources/images/title.png').convert_alpha()
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surface.blit(title_image, (0, 0))
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draw()
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# Show the title for 1 second then move on to the initialization phase of the hardware.
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pygame.time.wait(1000)
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game_state = 'init'
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elif game_state == 'playground':
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all_sprites.empty()
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game_state = None # Playground currently not implemented, send to error screen.
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elif game_state == 'init':
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all_sprites.empty()
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pre_handler()
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draw()
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# Read the save file.
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file_handler.read_save()
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# Determines if it is a new hardware or not by looking at the evolution stage. If it is -1, the egg has
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# not been created yet, and the hardware sends you to the egg selection screen. If not, the hardware sends
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# you to the playground.
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if file_handler.attributes['evolution_stage'] == -1:
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game_state = 'egg_select'
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else:
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game_state = 'playground'
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elif game_state == 'egg_select':
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# Submenu used within the egg selection menu.
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submenu = 'main'
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selected = 0
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while running and game_state == 'egg_select':
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all_sprites.empty()
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if submenu == 'main':
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# Creates and holds the egg objects in a list.
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eggs = [SelectionEgg('red'), SelectionEgg('orange'), SelectionEgg('yellow'),
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SelectionEgg('green'),
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SelectionEgg('blue'), SelectionEgg('indigo'), SelectionEgg('violet'), SelectionEgg('white'),
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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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cursor = pygame.image.load('pocket_friends/resources/images/clock_selector.png').convert_alpha()
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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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# Go to an invalid hardware state if continuing.
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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:
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# Error screen. This appears when an invalid hardware state has been selected.
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all_sprites.empty()
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frames_passed = 0 # Counter for frames, helps ensure the hardware isnt frozen.
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while running and game_state != 'title':
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pre_handler()
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# Draw the error screen
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error_screen = pygame.image.load('pocket_friends/resources/images/debug/invalid.png').convert_alpha()
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surface.blit(error_screen, (0, -8))
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# Counts the frames passed. Resets every second.
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frames_passed += 1
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if frames_passed >= game_fps:
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frames_passed = 0
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# Draws the frame counter.
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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():
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if event.type == pygame.KEYDOWN:
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if event.key == Constants.buttons.get('b'):
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# Reset back to the title screen.
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game_state = 'title'
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draw()
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def main():
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"""
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Calls the hardware() function to start the hardware.
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"""
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game()
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GPIOHandler.teardown()
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pygame.quit()
|
Reference in New Issue
Block a user