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f56f775541
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"""Sub-module for use in the game. Helps with the drawing of various objects such as sprites and text boxes."""
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@ -4,11 +4,9 @@ import json
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class SaveData:
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"""
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Class used to read and write save data for the game
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Attributes:
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attributes (dict): Dictionary containing all the attributes to read and write from a save file.
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Class that represents the save data of the game.
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"""
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def __init__(self):
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"""
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Constructs the object with all starting values.
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@ -1,6 +1,6 @@
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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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Module used to fake the RPi.GPIO module so that
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the program can be run without the actual hardware.
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"""
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# Constants used by RPi.GPIO
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@ -12,11 +12,7 @@ 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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:param new_mode:
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"""
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pass
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@ -24,14 +20,10 @@ def setmode(new_mode):
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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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:param channel:
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:param mode:
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:param initial:
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:param pull_up_down:
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"""
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pass
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@ -39,14 +31,10 @@ def setup(channel, mode, initial=None, pull_up_down=None):
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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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:param channel:
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:param edge_type:
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:param callback:
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:param bouncetime:
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"""
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pass
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@ -54,11 +42,8 @@ def add_event_detect(channel, edge_type, callback=None, bouncetime=0):
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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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:param channel:
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:return:
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"""
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return False
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@ -66,10 +51,6 @@ def event_detected(channel):
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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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:param channel:
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"""
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pass
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@ -1,19 +1,15 @@
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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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"""
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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 (pygame, etc.)
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"""
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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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try:
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importlib.util.find_spec('RPi.GPIO')
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import RPi.GPIO as GPIO
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ON_HARDWARE = True
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except ImportError:
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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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@ -28,7 +24,9 @@ BUTTONS = {
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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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"""
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Primes the GPIO pins for reading the inputs of the buttons.
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"""
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GPIO.setmode(GPIO.BOARD)
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GPIO.setup(BUTTONS.get('a'), GPIO.IN)
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@ -49,17 +47,16 @@ def setup():
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def teardown():
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"""Clean up the GPIO handler."""
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"""
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Cleans up the GPIO handler.
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"""
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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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Returns true if a button has changed from not pressed to pressed.
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:param button: button to be detected
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:return: 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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@ -1,4 +1,5 @@
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import pygame
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import importlib.util
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import pocket_friends.game_files.io.gpio_handler as gpio_handler
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@ -6,40 +7,36 @@ class InputHandler:
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"""
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Class that is implemented into surfaces in order to control the
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pressing of buttons on both the real hardware and on a keyboard.
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Attributes:
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clock (pygame.time.Clock): Pygame clock used for input time calculations.
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last_input_tick (int): The tick that the last input was registered on.
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"""
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def __init__(self, pygame_clock):
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"""
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Create a InputHandler object using a given Pygame clock.
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Args:
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pygame_clock (pygame.time.Clock): A pygame clock to use as the clock for input time calculations.
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"""
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self.clock = pygame_clock
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# If not on actual hardware, fake the GPIO in order to get it working correctly.
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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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self.on_hardware = True
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except ImportError:
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import pocket_friends.game_files.io.fake_gpio as GPIO
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self.on_hardware = False
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self.last_input_tick = 0
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def create_event(self, pressed_button):
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"""
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Create a pygame event given a GPIO code and post it to the pygame event handler.
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Args:
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pressed_button (int): The GPIO code to be registered and pressed.
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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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# 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() - self.last_input_tick > self.clock.get_time() * 2 or not gpio_handler.ON_HARDWARE:
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if pygame.time.get_ticks() - self.last_input_tick > self.clock.get_time() * 2 or not self.on_hardware:
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pygame.event.post(pygame.event.Event(pygame.KEYDOWN, {'key': pressed_button}))
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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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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 gpio_handler.BUTTONS:
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code = gpio_handler.BUTTONS.get(pressed_button)
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@ -48,8 +45,10 @@ class InputHandler:
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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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def keyboard_handler(self):
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"""
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Simulates key presses to GPIO button presses. Also handles quitting the game.
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"""
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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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@ -74,8 +73,10 @@ class InputHandler:
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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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"""
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Run the input handler and check for inputs.
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"""
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if self.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.keyboard_handler()
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@ -1,5 +1,5 @@
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import pygame
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from ..elements import sprites
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from . 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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@ -1,22 +1,12 @@
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import pygame
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from ..elements import sprites
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from . import sprites
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import pocket_friends.game_files.io.gpio_handler as gpio_handler
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from .sprites import SelectionEgg
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from ..io.input_handler import InputHandler
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class Surface(pygame.Surface):
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"""
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"""
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def __init__(self, window_size, resources_dir, game_fps, **kwargs):
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"""
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Args:
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window_size:
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resources_dir:
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game_fps:
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**kwargs:
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"""
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super().__init__(window_size, pygame.SRCALPHA)
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self.name = 'selection_info'
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self.running = True
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@ -4,78 +4,53 @@ import json
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class SpriteSheet:
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"""
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Class to be used by sprites in order to give them a texture and an animation.
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Attributes:
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images (list) List of all the sprites in the animation separated from the sprite sheet.
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Imports a sprite sheet as separate pygame images given an image file and a json file.
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"""
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def __init__(self, sprite_sheet, texture_json):
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"""
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Creates a sprite sheet given a sprite image and its corresponding JSON file.
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Args:
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sprite_sheet (str): The path of the sprite sheet image component.
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texture_json (str): The path of the sprite sheet JSON component, contains the number of frames in the
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sprite sheet, and the width and height of an individual sprite from the sprite sheet.
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"""
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# Load in whole sprite sheet as one image.
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sprite_sheet = pygame.image.load(sprite_sheet).convert_alpha()
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self.sprite_sheet = pygame.image.load(sprite_sheet).convert_alpha()
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self.images = []
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print(type(self.images))
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# Get the sprite sheet json file.
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with open(texture_json, 'r') as json_file:
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img_attrib = json.load(json_file)
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self.img_attrib = json.load(json_file)
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json_file.close()
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# Count for how many images have been added in the image list
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image_count = 0
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# Get the sprite size as a tuple
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sprite_size = img_attrib['width'], img_attrib['height']
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sprite_size = self.img_attrib['width'], self.img_attrib['height']
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# Iterate through every image location on the sprite sheet given the sprite size
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for i in range(sprite_sheet.get_size()[1] // sprite_size[1]):
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for i in range(self.sprite_sheet.get_size()[1] // sprite_size[1]):
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i *= sprite_size[1]
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for j in range(sprite_sheet.get_size()[0] // sprite_size[0]):
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for j in range(self.sprite_sheet.get_size()[0] // sprite_size[0]):
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j *= sprite_size[0]
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# Create a new transparent surface
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sprite = pygame.Surface(sprite_size, pygame.SRCALPHA)
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# Blit the sprite onto the image
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sprite.blit(sprite_sheet, (0, 0), (j, i, sprite_size[0], sprite_size[1]))
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sprite.blit(self.sprite_sheet, (0, 0), (j, i, sprite_size[0], sprite_size[1]))
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# Add the image to the list of images
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self.images.append(sprite)
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image_count += 1
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# Break the loop if the specified number of frames has been reached.
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if image_count >= img_attrib['frames']:
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if image_count >= self.img_attrib['frames']:
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break
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if image_count >= img_attrib['frames']:
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if image_count >= self.img_attrib['frames']:
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break
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class SelectionEgg(pygame.sprite.Sprite):
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"""
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Sprite to render the egg on the egg selection screen.
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Attributes:
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egg_color (str): The color of the egg (also its name).
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description (str): The description of the egg to be displayed when selected.
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contentedness (int): How likely the egg is to stay happy, ranges from 0-5.
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metabolism (int): How quickly the egg will get hungry, ranges from 0-5.
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rect (pygame.Rect): Pygame rectangle used to position the egg on screen.
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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, resources_dir):
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"""
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Creates a SelectionEgg object given an egg color and a resource location.
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Args:
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egg_color (str): The color egg that should be rendered.
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resources_dir (str): The path of the resources directory.
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"""
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pygame.sprite.Sprite.__init__(self)
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self.egg_color = egg_color
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@ -93,21 +68,20 @@ class SelectionEgg(pygame.sprite.Sprite):
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# Load the egg from the given color and get the bounding rectangle for the image.
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sprite_sheet = SpriteSheet(resources_dir + '/images/bloops/{0}/egg.png'.format(self.egg_color),
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resources_dir + '/images/bloops/{0}/egg.json'.format(self.egg_color))
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self._images = sprite_sheet.images
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self.images = sprite_sheet.images
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# Get the rectangle from the first image in the list
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self.rect = self._images[0].get_rect()
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print(type(self.rect))
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self._index = 0
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self.image = self._images[self._index]
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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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def update(self):
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"""
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Update the sprite to the next animation frame.
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Updates the sprite object.
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"""
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# Animate the sprite
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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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self.index = (self.index + 1) % len(self.images)
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self.image = self.images[self.index]
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class InfoText:
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