refactored the main gui module and transformed it to a object oriented class
This commit is contained in:
229
main.py
229
main.py
@ -1,130 +1,141 @@
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import pygame
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import pygame
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from knob import *
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from knob import *
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from colors import *
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from colors import *
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from fonts import *
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# pygame setup
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class GuiMain:
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pygame.init()
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screenW = 561
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screenH = 325
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screen = pygame.display.set_mode((screenW, screenH))
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fx_modes = [
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def __init__(self):
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'Strings',
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# pygame setup
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'Beat',
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pygame.init()
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'L-Loop',
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self.screenW = 561
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'R-Loop',
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self.screenH = 325
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'Jack',
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self.screen = pygame.display.set_mode((self.screenW, self.screenH))
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'Athmo'
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]
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# Create and position the knobs
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self.fx_modes = [
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knobs_radius = screenW / 25
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'Strings',
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knobs_spacing = knobs_radius * 2
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'Beat',
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knobs_x = (screenW - (knobs_radius + knobs_spacing) * 2) / 2
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'L-Loop',
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x = knobs_x
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'R-Loop',
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knobs_y = (screenH - (knobs_radius + knobs_spacing) * 3) / 2
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'Jack',
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y = knobs_y
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'Athmo'
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knobs = []
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]
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for i in range(8):
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knob_names = [
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knobs.append(Knob(screen, color_primary, knobs_radius, (x, y)))
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'Delay Time',
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y += knobs_radius + knobs_spacing
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'Delay Vol',
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if i == 3 or i == 6:
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'Reverb Wet',
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x += knobs_radius + knobs_spacing
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'Reverb Size',
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'Filter Freq',
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'Distortion',
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'Detune',
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'Gain'
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]
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# Create and position the knobs
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self.knobs_radius = self.screenW / 25
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knobs_spacing = self.knobs_radius * 2
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knobs_x = (self.screenW - (self.knobs_radius + knobs_spacing) * 2) / 2
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x = knobs_x
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knobs_y = (self.screenH - (self.knobs_radius + knobs_spacing) * 3) / 2
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y = knobs_y
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y = knobs_y
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self.knobs = []
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for i in range(8):
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self.knobs.append(Knob(self, knob_names[i], self.knobs_radius, (x, y)))
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y += self.knobs_radius + knobs_spacing
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if i == 3 or i == 6:
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x += self.knobs_radius + knobs_spacing
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y = knobs_y
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pygame.font.init() # you have to call this at the start,
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self.clock = pygame.time.Clock()
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# if you want to use this module.
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self.running = True
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font_helvetica = pygame.font.SysFont('Helvetica', 30)
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self.run()
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font_helvetica16 = pygame.font.SysFont('Helvetica', 15)
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clock = pygame.time.Clock()
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def display_label(self, knob):
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running = True
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fx_label = font_helvetica.render(knob.name, False, color_primary_light)
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fx_value = font_helvetica.render('[ ' + str(knob.value) + '% ]',
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False, color_primary_light)
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def display_label(index):
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label_x = self.screenW - fx_label.get_width() - 20
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fx_label = font_helvetica.render('REVERB WET', False, color_primary_light)
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label_y = (self.screenH - fx_label.get_height() - fx_value.get_height()) / 2
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fx_value = font_helvetica.render('[ 86% ]', False, color_primary_light)
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self.screen.blit(fx_label, (label_x, label_y))
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self.screen.blit(fx_value, (label_x, self.screenH / 2))
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pygame.draw.line(self.screen, color_primary_dark, (label_x - 10, label_y), (label_x - 10, self.screenH - label_y), 2)
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line_points = []
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line_points.append(knob.get_position())
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label_x = screenW - fx_label.get_width() - 20
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if (knob == self.knobs[0] or knob == self.knobs[1] or
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label_y = (screenH - fx_label.get_height() - fx_value.get_height()) / 2
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knob == self.knobs[4] or knob == self.knobs[5]):
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screen.blit(fx_label, (label_x, label_y))
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x = knob.get_position()[0] + self.knobs_radius * 1.5
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screen.blit(fx_value, (label_x, screenH / 2))
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y = knob.get_position()[1] + self.knobs_radius * 1.5
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pygame.draw.line(screen, color_primary_dark, (label_x - 10, label_y), (label_x - 10, screenH - label_y), 2)
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line_points.append((x, y))
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elif (knob == self.knobs[2] or knob == self.knobs[3] or knob == self.knobs[6]):
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x = knob.get_position()[0] + self.knobs_radius * 1.5
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y = knob.get_position()[1] - self.knobs_radius * 1.5
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line_points.append((x, y))
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elif (knob == self.knobs[7]):
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x = knob.get_position()[0] - self.knobs_radius * 1.5
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y = knob.get_position()[1] + self.knobs_radius * 1.5
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line_points.append((x, y))
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if (knob == self.knobs[0] or knob == self.knobs[3]):
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line_points.append((self.knobs[0].get_position()[0] + self.knobs_radius * 1.5, self.screenH/2))
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elif (knob == self.knobs[4] or knob == self.knobs[6] or knob == self.knobs[7]):
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line_points.append((self.knobs[4].get_position()[0] + self.knobs_radius * 1.5, self.screenH/2))
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line_points.append((label_x - 10, self.screenH/2))
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for i in range(len(line_points)-1):
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pygame.draw.line(self.screen, color_primary_dark, line_points[i], line_points[i+1], 2)
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def draw_lozi(self, x, y, color, outlined = False):
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rX = self.screenW * 0.35 / 19
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rY = (self.screenH-20) / 16
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w = 2 if outlined else 0
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pygame.draw.polygon(self.screen, color, [(x-rX, y), (x, y-rY), (x+rX, y), (x, y+rY)], w)
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line_points = []
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def deactivate_knobs_except(self, knob):
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line_points.append(knobs[index].get_position())
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for k in self.knobs:
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if k != knob: k.set_focused(False)
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if (index == 0 or index == 1 or index == 4 or index == 5):
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def run(self):
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x = knobs[index].get_position()[0] + knobs_radius * 1.5
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while self.running:
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y = knobs[index].get_position()[1] + knobs_radius * 1.5
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# poll for events
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line_points.append((x, y))
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# pygame.QUIT event means the user clicked X to close your window
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elif (index == 2 or index == 3 or index == 6):
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for event in pygame.event.get():
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x = knobs[index].get_position()[0] + knobs_radius * 1.5
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if event.type == pygame.QUIT:
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y = knobs[index].get_position()[1] - knobs_radius * 1.5
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self.running = False
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line_points.append((x, y))
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elif (index == 7):
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x = knobs[index].get_position()[0] - knobs_radius * 1.5
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y = knobs[index].get_position()[1] + knobs_radius * 1.5
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line_points.append((x, y))
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if (index == 0 or index == 3):
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# fill the screen with a color to wipe away anything from last frame
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line_points.append((knobs_x + knobs_radius * 1.5, screenH/2))
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self.screen.fill("black")
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elif (index == 4 or index == 6 or index == 7):
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line_points.append((knobs[4].get_position()[0] + knobs_radius * 1.5, screenH/2))
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line_points.append((label_x - 10, screenH/2))
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# RENDER YOUR GAME HERE
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for i in range(len(line_points)-1):
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for knob in self.knobs:
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pygame.draw.line(screen, color_primary_dark, line_points[i], line_points[i+1], 2)
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if knob.focused: self.display_label(knob)
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knob.display()
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knobs[index].set_value(0.86)
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knobs[index].set_color(color_primary_light)
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def draw_lozi(x, y, color, outlined = False):
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pygame.draw.rect(self.screen, color_primary_dark, ((10, 10), (self.screenW * 1.5 / 19, self.screenH - 18)))
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rX = screenW * 0.35 / 19
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fx_mode = 1
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rY = (screenH-20) / 16
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for i in range(6):
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w = 2 if outlined else 0
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x = self.screenW * 2.5 / 19
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pygame.draw.polygon(screen, color, [(x-rX, y), (x, y-rY), (x+rX, y), (x, y+rY)], w)
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y = i * self.screenH / 7.3 + 35
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if i == fx_mode:
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self.draw_lozi(x, y, color_primary)
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fx_mode_label = font_helvetica16.render(self.fx_modes[i], False, color_primary)
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self.screen.blit(fx_mode_label, (x+20, y-8))
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else:
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self.draw_lozi(x, y, color_primary, True)
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fx_mode_label = font_helvetica16.render(str(self.fx_modes[i])[0:1], False, color_primary)
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self.screen.blit(fx_mode_label, (x-4, y-7))
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while running:
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pygame.draw.polygon(self.screen, "black", [(0, self.screenH/2), (self.screenW*3 / 19, self.screenH), (0, self.screenH)], 20)
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# poll for events
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pygame.draw.polygon(self.screen, "white", [(0, self.screenH/2), (self.screenW*3 / 19, self.screenH), (0, self.screenH)])
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# pygame.QUIT event means the user clicked X to close your window
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# flip() the display to put your work on screen
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for event in pygame.event.get():
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pygame.display.flip()
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if event.type == pygame.QUIT:
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running = False
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# fill the screen with a color to wipe away anything from last frame
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self.clock.tick(60) # limits FPS to 60
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screen.fill("black")
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# RENDER YOUR GAME HERE
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pygame.quit()
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display_label(4)
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GuiMain()
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for i in range(8):
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knobs[i].display()
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pygame.draw.rect(screen, color_primary_dark, ((10, 10), (screenW * 1.5 / 19, screenH - 18)))
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fx_mode = 1
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for i in range(6):
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x = screenW * 2.5 / 19
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y = i * screenH / 7.3 + 35
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if i == fx_mode:
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draw_lozi(x, y, color_primary)
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fx_mode_label = font_helvetica16.render(fx_modes[i], False, color_primary)
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screen.blit(fx_mode_label, (x+20, y-8))
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else:
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draw_lozi(x, y, color_primary, True)
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fx_mode_label = font_helvetica16.render(str(fx_modes[i])[0:1], False, color_primary)
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screen.blit(fx_mode_label, (x-4, y-7))
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"""
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for i in range(7):
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pygame.draw.rect(screen, color_primary, ((screenW * 1.5 / 19 + 10, i * (screenH-20)/7 + 10), (screenW * 1.5 / 19 - 10 , (screenH-20)/7 - 10)))
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"""
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pygame.draw.polygon(screen, "black", [(0, screenH/2), (screenW*3 / 19, screenH), (0, screenH)], 20)
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pygame.draw.polygon(screen, "white", [(0, screenH/2), (screenW*3 / 19, screenH), (0, screenH)])
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# flip() the display to put your work on screen
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pygame.display.flip()
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clock.tick(60) # limits FPS to 60
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pygame.quit()
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