Adds a second stage for ascending.
This commit is contained in:
133
Throot.py
133
Throot.py
@@ -30,29 +30,29 @@ class GameManager:
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self.room_index = min(self.room_index + 1, len(self.rooms))
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else:
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self.room_index = index
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self.rooms[self.room_index].start(event)
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def restart(self):
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self.room_index = 0
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def update(self, tpf):
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event = self.rooms[self.room_index].update(tpf)
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thumby.display.update()
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if event:
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self.room_goto(event)
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class Room:
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def __init__(self):
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self.ind_button = 0
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def start(self, event):
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t0 = time.ticks_ms() # Get time (ms)
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thumby.display.fill(0) # Fill canvas to black
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def update(self, tpf):
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pass
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@@ -60,46 +60,47 @@ class Room:
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class RoomTitle(Room):
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def update(self, tpf):
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super().update(tpf)
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if thumby.inputPressed():
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return {
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'room': ROOM_MAIN
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}
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# draw title sprite
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#thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image)
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thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height,
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thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height,
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-1, 0, 0)
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# title text
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chrx = 5
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chry = 7
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buff = 2
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x = 14#int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
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y = 40 - chry - buff#int(round(thumby.display.height / 2 - chr_len / 2))
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w = chrx * 6 + buff
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h = chry + buff
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thumby.display.drawFilledRectangle(x - buff, y - buff, w, h * 2 + buff, 0)
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#thumby.display.drawText('press a', x, y, 0)
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thumby.display.drawText('start', x, y, 1)
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spr_b = thumby.Sprite(sprite_buttona1.width, sprite_buttona1.height, sprite_buttona1.image + sprite_buttona2.image, 2, 40 - 8,
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spr_b = thumby.Sprite(sprite_buttona1.width, sprite_buttona1.height, sprite_buttona1.image + sprite_buttona2.image, 2, 40 - 8,
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-1, 0, 0)
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# thumby.display.blit(sprite_buttona.image, 2, 40 - 8, sprite_buttona.width, sprite_buttona.height,
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# thumby.display.blit(sprite_buttona.image, 2, 40 - 8, sprite_buttona.width, sprite_buttona.height,
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# -1, 0, 0)
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self.ind_button = (self.ind_button + 1) % (2 * CONST_FPS)
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spr_b.setFrame(self.ind_button // (2 * CONST_FPS))
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#print(self.ind_button // CONST_FPS)
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thumby.display.drawSprite(spr_b)
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class GameLoop(Room):
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def __init__(self):
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self.diving_velocity = 10
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self.diving_accel = 0
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@@ -108,16 +109,16 @@ class GameLoop(Room):
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self.player = None
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self.camera = None
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self.score = 0
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self.level = 0
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self.finish_depth = 0
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self.waterx = float(0)
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seed_sprite = thumby.Sprite(seed.width, seed.height, seed.image, 0, 0, 0, False, False)
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self.seed = Entity((thumby.display.width - seed.width) // 2, 0, seed.width, seed.height, None, seed_sprite)
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def start(self, event):
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self.entities.clear()
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self.entities.add(
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@@ -125,16 +126,20 @@ class GameLoop(Room):
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)
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.player = Player()
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self.player.yspeed = 10
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self.player.speed_y = 16
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self.player.isdecend = 1
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self.score = 'score' in event and event['score'] or 0
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self.level = 'level' in event and event['level'] or 0
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self.finish_depth = 100 + 5 * self.level ** 2
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self.finish_height = -self.finish_depth
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self.camera = Camera(self.player)
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self.stage = DESCEND_STAGE
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def get_obstacle_slice(self):
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return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
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def draw_sky(self):
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sky_x = 0
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sky_y = -thumby.display.height
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@@ -150,46 +155,46 @@ class GameLoop(Room):
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if self.camera.entity_in_camera(sky_x, sky_y, sky_width, sky_height):
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sky_x, sky_y = self.camera.relative_to_camera(sky_x, sky_y)
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thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 0)
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def draw_water(self):
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# bookwater
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# exit if depth is less than 2 screens of the finish depth
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if self.player.y + thumby.display.height < self.finish_depth:
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return
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self.waterx += sprite_water.width / CONST_FPS
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if self.waterx > sprite_water.width:
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self.waterx = 0
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# water surface.
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for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
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x, y = self.camera.relative_to_camera(
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(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
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self.finish_depth
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)
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thumby.display.blit(
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sprite_water[0],
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int(x), int(y),
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int(x), int(y),
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sprite_water.width, sprite_water.height,
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0,
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0,
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0, 0
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)
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# water below surface
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x, y = self.camera.relative_to_camera(
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0,
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self.finish_depth
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)
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thumby.display.drawFilledRectangle(
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int(x), int(y) + sprite_water.height,
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thumby.display.width, self.finish_depth + thumby.display.height * 3,
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1,
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)
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# win text
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if self.player.y > self.finish_depth + (thumby.display.height // 2):
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thumby.display.drawText('water reach!', 0, thumby.display.height // 4, 0)
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@@ -201,8 +206,8 @@ class GameLoop(Room):
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"""
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super().update(tpf)
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self.player.update_phys(tpf, self.camera)
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self.player.update_phys(tpf, self.stage in (DESCEND_STAGE, ASCEND_STAGE) and self.camera or None)
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self.camera.update_phys()
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# Generate new entities as needed
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@@ -227,19 +232,27 @@ class GameLoop(Room):
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self.score += entity.score
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to_remove.add(entity)
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self.entities -= to_remove
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self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
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# finish level
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if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
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self.score += 20
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self.level += 1
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self.start({
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'score': self.score,
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'level': self.level
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})
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thumby.display.fill(0)
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self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
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# finish level
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if self.stage == DESCEND_STAGE:
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if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
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self.stage = ASCEND_STAGE
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self.player.ysub = 0
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self.player.prev_y = 0
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self.player.speed_y *= -1
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self.player.isdecend = 0
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elif self.stage == ASCEND_STAGE:
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if self.player.y < self.finish_height - int(thumby.display.height * 1.5):
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self.score += 20
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self.level += 1
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self.start({
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'score': self.score,
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'level': self.level
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})
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thumby.display.fill(int(self.player.y < 0))
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self.draw_sky()
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# Draw the entities
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for entity in self.entities:
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@@ -247,19 +260,19 @@ class GameLoop(Room):
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self.player.update_draw(self.camera)
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self.draw_water()
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thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
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class EndRoom(Room):
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def __init__(self):
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self.score = 0
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def start(self, event):
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self.score = event['score']
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# Used to make sure that we aren't triggering from input mean't for the game.
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self.still_pressed = thumby.inputPressed()
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def update(self, tpf):
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if not thumby.inputPressed():
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self.still_pressed = False
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@@ -271,7 +284,7 @@ class EndRoom(Room):
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thumby.display.drawText("Final Score:", (thumby.display.width - 60) // 2, 1, 1)
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thumby.display.drawText(str(self.score), (thumby.display.width - (len(str(self.score)) * 5)) // 2, 9, 1)
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def main():
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def main():
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game = GameManager(RoomTitle(), GameLoop(), EndRoom())
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game.start()
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