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import random |
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from time import perf_counter_ns |
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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.tiles import Tile |
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from .classes.camera import camera |
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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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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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else: |
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pygame.display.set_caption(TITLE) |
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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 run(self) -> None: |
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tiles = [ |
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[ |
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Tile( |
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random.choice(list(Tile.SPRITES.keys())), |
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(x * Tile.SIZE - camera.x, y * Tile.SIZE - camera.y) |
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) for x in range(Tile.TILE_COUNT_X) |
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] for y in range(Tile.TILE_COUNT_Y) |
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] |
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while self.is_running: |
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marker: float = perf_counter_ns() |
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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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for line in tiles: |
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for tile in line: |
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tile.update(camera) |
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viewport.blit( |
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tile.sprite, |
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( |
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tile.rect.x - camera.x, |
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tile.rect.y - camera.y |
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) |
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) |
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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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if self.debug: |
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pygame.display.set_caption( |
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f"{TITLE} - {self.clock.get_fps():.0f} fps " |
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f"- {(perf_counter_ns() - marker) / 1000:.0f} 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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