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1.0.0
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179
.gitignore
vendored
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179
.gitignore
vendored
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@ -0,0 +1,179 @@
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# ---> Python
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# Byte-compiled / optimized / DLL files
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__pycache__/
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*.py[cod]
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*$py.class
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# C extensions
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*.so
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# Distribution / packaging
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.Python
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build/
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develop-eggs/
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dist/
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downloads/
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eggs/
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.eggs/
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lib/
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lib64/
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parts/
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sdist/
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var/
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wheels/
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share/python-wheels/
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*.egg-info/
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.installed.cfg
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*.egg
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MANIFEST
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# PyInstaller
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# Usually these files are written by a python script from a template
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# before PyInstaller builds the exe, so as to inject date/other infos into it.
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*.manifest
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*.spec
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# Installer logs
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pip-log.txt
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pip-delete-this-directory.txt
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# Unit test / coverage reports
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htmlcov/
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.tox/
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.nox/
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.coverage
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.coverage.*
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.cache
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nosetests.xml
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coverage.xml
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*.cover
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*.py,cover
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.hypothesis/
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.pytest_cache/
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cover/
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# Translations
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*.mo
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*.pot
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# Django stuff:
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*.log
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local_settings.py
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db.sqlite3
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db.sqlite3-journal
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# Flask stuff:
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instance/
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.webassets-cache
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# Scrapy stuff:
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.scrapy
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# Sphinx documentation
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docs/_build/
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# PyBuilder
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.pybuilder/
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target/
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# Jupyter Notebook
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.ipynb_checkpoints
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# IPython
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profile_default/
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ipython_config.py
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# pyenv
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# For a library or package, you might want to ignore these files since the code is
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# intended to run in multiple environments; otherwise, check them in:
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# .python-version
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# pipenv
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# According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
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# However, in case of collaboration, if having platform-specific dependencies or dependencies
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# having no cross-platform support, pipenv may install dependencies that don't work, or not
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# install all needed dependencies.
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#Pipfile.lock
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# UV
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# Similar to Pipfile.lock, it is generally recommended to include uv.lock in version control.
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# This is especially recommended for binary packages to ensure reproducibility, and is more
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# commonly ignored for libraries.
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#uv.lock
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# poetry
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# Similar to Pipfile.lock, it is generally recommended to include poetry.lock in version control.
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# This is especially recommended for binary packages to ensure reproducibility, and is more
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# commonly ignored for libraries.
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# https://python-poetry.org/docs/basic-usage/#commit-your-poetrylock-file-to-version-control
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#poetry.lock
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# pdm
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# Similar to Pipfile.lock, it is generally recommended to include pdm.lock in version control.
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#pdm.lock
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# pdm stores project-wide configurations in .pdm.toml, but it is recommended to not include it
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# in version control.
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# https://pdm.fming.dev/latest/usage/project/#working-with-version-control
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.pdm.toml
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.pdm-python
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.pdm-build/
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# PEP 582; used by e.g. github.com/David-OConnor/pyflow and github.com/pdm-project/pdm
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__pypackages__/
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# Celery stuff
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celerybeat-schedule
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celerybeat.pid
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# SageMath parsed files
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*.sage.py
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# Environments
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.env
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.venv
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env/
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venv/
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ENV/
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env.bak/
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venv.bak/
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# Spyder project settings
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.spyderproject
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.spyproject
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# Rope project settings
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.ropeproject
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# mkdocs documentation
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/site
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# mypy
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.mypy_cache/
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.dmypy.json
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dmypy.json
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# Pyre type checker
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.pyre/
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# pytype static type analyzer
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.pytype/
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# Cython debug symbols
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cython_debug/
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# PyCharm
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# JetBrains specific template is maintained in a separate JetBrains.gitignore that can
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# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
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# and can be added to the global gitignore or merged into this file. For a more nuclear
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# option (not recommended) you can uncomment the following to ignore the entire idea folder.
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#.idea/
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# Ruff stuff:
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.ruff_cache/
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# PyPI configuration file
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.pypirc
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# ---> Other
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/test.py
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/.vscode/
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17
README.md
17
README.md
@ -1,19 +1,18 @@
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# BaseGame
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A template that all games should be based on.
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The boilerplate code that all games are based on.
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The idea is this will make it easier to integrate with [The Pain Jam Launcher](https://git.personal.imadumbass.dog/PainJam/PainJamLauncher).
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I have no idea how templates work so we just kinda balling with this one, team.
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This makes it possible for the [The Pain Jam Launcher](https://git.personal.imadumbass.dog/PainJam/PainJamLauncher) to run your game properly.
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## Usage
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This template contains the following files:
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- `game.py`: Your actual game code.
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- `game.toml`: Stores information about your game.
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- `requirements.txt`: Base requirements each game needs.
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`__init__.py`: Your actual game code.
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`__main__.py`: The standalone launcher. This should not be changed as this file is not ran when using an external launcher.
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`game.toml`: Stores information about your game
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Make sure to edit / delete:
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- `README.md`: To contain information about your game, rather than this.
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- `TODO.md`: To contain your own TODOs.
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For more information about how to use each of these files, check the documentation within each file.
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5
TODO.md
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5
TODO.md
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@ -0,0 +1,5 @@
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# TODO
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- Add optional Discord rich presence
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- Add base NoPE-lib integration
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- Add base PDO integration
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58
__main__.py
58
__main__.py
@ -1,58 +0,0 @@
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# Import the game code
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import __init__
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import argparse
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import tomllib
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import pathlib
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import pygame
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import os
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# Store the current working directory
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# This is used to revert the cd change
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originalCWD = os.getcwd()
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# Get the path of the game
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basePath = pathlib.Path(__file__).parent.resolve()
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# Set the current working directory
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# to the base path of the game
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os.chdir(basePath)
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# Load the game.toml data
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with open('game.toml', 'r') as f:
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gameData = tomllib.loads(f.read())
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# Parse command line arguments
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parser = argparse.ArgumentParser(prog=gameData['name'])
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parser.add_argument('-sw', '--width', type=int, default=1280)
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parser.add_argument('-sh', '--height', type=int, default=720)
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parser.add_argument('-f', '--fullscreen', action='store_true')
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args = parser.parse_args()
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# Initialise screen
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flags = 0
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if args.fullscreen: flags |= pygame.FULLSCREEN
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screen = pygame.display.set_mode((args.width, args.height), flags)
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pygame.display.set_caption(gameData['name'])
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# Initialise game
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game = __init__.Game(screen, screen.size)
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# Set to False when the game should exit
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run = True
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while run:
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# Event loop
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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run = False
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game.onEvent(event)
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# Draw loop
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game.draw()
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# Clean up
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os.chdir(originalCWD)
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game.close()
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pygame.quit()
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@ -4,18 +4,18 @@ import gameUtils
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import NoPELib
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class Game(gameUtils.Game):
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def __init__(self, surface, size):
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def __init__(self, *args, **kwargs):
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"""
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Ran when the game starts.
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Args:
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surface (pygame.Surface): The surface you draw to.
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size (list[int, int]): The size of the surface.
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You have access to the following variables:
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self.surf (pygame.Surface): This is the surface you draw onto.
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self.pm (NoPELib.PlayerManager): This is where your players are stored.
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self.cfg (dict): Everything from the `game.toml` file. You can access it like this: self.details['title']
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"""
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pygame.init()
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self.surface = surface
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self.size = size
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# Don't remove this. It does important things. :3
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super().__init__(*args, **kwargs)
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def onEvent(self, event):
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"""
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@ -31,7 +31,9 @@ class Game(gameUtils.Game):
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Ran once per frame, put your drawing code and any
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game logic that should be ran once per frame in here.
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"""
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pass
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# Don't remove this. It does important things. :3
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super().update()
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def close(self):
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"""
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Reference in New Issue
Block a user