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from typing import Set |
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import pygame |
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from . import FPS_LIMIT, TITLE, screen, viewport, SCREEN_SIZE |
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from .classes.camera import camera |
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from .classes.tiles import Tiles |
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class App: |
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def __init__(self) -> None: |
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self.clock: pygame.time.Clock = pygame.time.Clock() |
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self.is_running: bool = True |
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self.debug = False |
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self.fps_limit = FPS_LIMIT |
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self.pressed: Set[int] = set() |
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self.tiles = Tiles(16, 13) |
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def handle_event(self, event: pygame.event.Event) -> None: |
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if event.type == pygame.QUIT: |
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self.is_running = False |
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elif event.type == pygame.KEYDOWN: |
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self.pressed.add(event.key) |
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if event.key == pygame.K_f: |
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self.toggle_debug_mode() |
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elif event.type == pygame.KEYUP: |
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self.pressed.remove(event.key) |
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def toggle_debug_mode(self): |
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if self.debug: |
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self.debug = False |
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self.fps_limit = FPS_LIMIT |
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pygame.display.set_caption(TITLE) |
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else: |
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self.debug = True |
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# The more fps, the more cpu usage |
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self.fps_limit = 1000 |
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def update(self): |
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# Temporary white bg to simulate scratch background. |
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viewport.fill((255, 255, 255)) |
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camera.update(self.pressed) |
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self.tiles.draw(viewport, camera) |
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screen.blit(pygame.transform.scale(viewport, SCREEN_SIZE), (0, 0)) |
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pygame.display.update() |
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for event in pygame.event.get(): |
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self.handle_event(event) |
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def run(self) -> None: |
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while self.is_running: |
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self.update() |
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if self.debug: |
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fps = self.clock.get_fps() |
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pygame.display.set_caption( |
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f"{TITLE} - {fps:.0f} fps - {(1 / fps) * 1000:.1f} µs" |
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) |
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self.clock.tick(self.fps_limit) |
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def __del__(self) -> None: |
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pygame.display.quit() |
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pygame.quit() |
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