implemented very basic playground gamestate
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@ -506,7 +506,13 @@ def game():
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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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all_sprites.empty()
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game_state = None # Playground currently not implemented, send to error screen.
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bloop = PlaygroundFriend(save_handler)
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all_sprites.add(bloop)
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while running and game_state == 'playground':
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pre_handler()
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draw()
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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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@ -539,7 +545,7 @@ def game():
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if submenu == 'main':
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if submenu == 'main':
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# Creates and holds the egg objects in a list.
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# Creates and holds the egg objects in a list.
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eggs = [SelectionEgg('red'), SelectionEgg('blue'), SelectionEgg('rainbow')]
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eggs = [SelectionEgg('dev_egg'), SelectionEgg('blue'), SelectionEgg('rainbow')]
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# How many eggs per row should be displayed.
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# How many eggs per row should be displayed.
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eggs_per_row = 3
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eggs_per_row = 3
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@ -671,8 +677,16 @@ def game():
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# Scroll up on the info screen.
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# Scroll up on the info screen.
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info.scroll_up()
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info.scroll_up()
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if event.key == Constants.buttons.get('a'):
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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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# Write save file with new attributes
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game_state = None
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save_handler.attributes['bloop'] = egg.egg_color
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save_handler.attributes['health'] = 10
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save_handler.attributes['hunger'] = 10
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save_handler.attributes['happiness'] = 10
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save_handler.attributes['evolution_stage'] = 0
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save_handler.write_save()
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# Go to playground
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game_state = 'playground'
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if event.key == Constants.buttons.get('b'):
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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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# Go back to the egg selection screen.
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submenu = 'main'
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submenu = 'main'
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