Aggiungi gestione dei controlli da tastiera e migliora la logica di spawn delle unità
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@@ -0,0 +1,38 @@
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# This file contains the Controls class, which is responsible for handling user input.
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# The key_pressed method is called when a key is pressed, and it contains the logic for handling different key presses.
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import random
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class KeyBindings:
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def key_pressed(self, key, coords=None):
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#print(key)
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if key == "Q" or key == 12:
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self.engine.close()
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elif key == "Return" or key == 13:
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self.new_rat()
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elif key == "D":
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if self.units:
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self.units[random.choice(list(self.units.keys()))].die()
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elif key == "M":
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self.audio = not self.audio
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elif key == "F":
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self.full_screen = not self.full_screen
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self.engine.full_screen(self.full_screen)
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elif key == "Up" or key == 8:
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self.start_scrolling("Up")
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elif key == "Down" or key == 9:
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self.start_scrolling("Down")
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elif key == "Left" or key == 10:
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self.start_scrolling("Left")
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elif key == "Right" or key == 11:
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self.start_scrolling("Right")
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elif key == "Space" or key == 1:
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self.play_sound("PUTDOWN.WAV")
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self.spawn_bomb(self.pointer)
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elif key == "UpRelease" or key == "DownRelease" or key == "LeftRelease" or key == "RightRelease":
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self.stop_scrolling()
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# elif key == "mouse":
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# adjusted_coords = (coords[0]//self.cell_size*2, coords[1]//self.cell_size*2)
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# self.pointer = adjusted_coords
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# self.scroll_cursor()
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@@ -9,4 +9,5 @@ class Map:
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self.width = len(self.matrix[0])
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def is_wall(self, x, y):
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"""Restituisce True se la cella è un muro, False altrimenti."""
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return self.matrix[y][x]
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+57
-25
@@ -1,17 +1,16 @@
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import sys
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import os
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import time
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import sdl2
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import sdl2.ext
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import sdl2.sdlmixer
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from sdl2.ext.compat import byteify
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from PIL import Image
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class GameWindow:
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"""Classe che gestisce la finestra di gioco e il rendering grafico."""
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def __init__(self, width, height, cell_size, title="Mice!", key_callback=None):
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def __init__(self, width, height, cell_size, title="", key_callback=None):
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self.cell_size = cell_size
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self.width = width * cell_size
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self.height = height * cell_size
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self.actual_screen_size = (640, 480)
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self.actual_screen_size = (640, 480)
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if self.width > self.actual_screen_size[0] or self.height > self.actual_screen_size[1]:
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self.target_size = self.actual_screen_size
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else:
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@@ -24,15 +23,18 @@ class GameWindow:
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self.max_h_offset = self.target_size[1] - self.height
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print(f"Screen size: {self.width}x{self.height}")
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self.delay = 30
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sdl2.ext.init(joystick=True)
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sdl2.ext.init(joystick=True, audio=True)
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self.load_joystick()
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sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO)
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sdl2.sdlmixer.Mix_OpenAudio(44100, sdl2.sdlmixer.MIX_DEFAULT_FORMAT, 2, 2048)
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self.window = sdl2.ext.Window(title=title, size=self.target_size,)# flags=sdl2.SDL_WINDOW_FULLSCREEN)
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self.window.show()
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self.renderer = sdl2.ext.Renderer(self.window, flags=sdl2.SDL_RENDERER_ACCELERATED)
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self.factory = sdl2.ext.SpriteFactory(renderer=self.renderer)
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self.fonts = self.generate_fonts("assets/AmaticSC-Regular.ttf")
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self.fonts = self.generate_fonts("assets/decterm.ttf")
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self.running = True
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self.key_callback = key_callback
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self.performance = 0
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def load_joystick(self):
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sdl2.SDL_Init(sdl2.SDL_INIT_JOYSTICK)
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@@ -57,7 +59,6 @@ class GameWindow:
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else:
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new_data.append(item)
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image.putdata(new_data)
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# Ridimensiona l'immagine in base a cell_size
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scale = self.cell_size // 20
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image = image.resize((image.width * scale, image.height * scale), Image.NEAREST)
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return self.factory.from_surface(sdl2.ext.pillow_to_surface(image))
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@@ -74,9 +75,12 @@ class GameWindow:
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sprite.position = (x+self.w_offset, y+self.h_offset)
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self.renderer.copy(sprite, dstrect=sprite.position)
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def draw_rectangle(self, x, y, width, height, tag, outline="red"):
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def draw_rectangle(self, x, y, width, height, tag, outline="red", filling=None):
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x, y = x + self.w_offset, y + self.h_offset
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self.renderer.draw_rect((x, y, width, height), color=sdl2.ext.Color(255, 0, 0))
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if filling:
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self.renderer.fill((x, y, width, height), sdl2.ext.Color(*filling))
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else:
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self.renderer.draw_rect((x, y, width, height), sdl2.ext.Color(*outline))
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def draw_pointer(self, x, y):
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x=x+self.w_offset
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@@ -91,9 +95,14 @@ class GameWindow:
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return image.size
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def update_status(self, text):
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self.renderer.fill((10, 3, 100, 40), sdl2.ext.Color(255, 255, 255))
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self.draw_text(text, self.fonts[30], (20, 5), sdl2.ext.Color(0, 0, 0))
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fps = int(1000 / self.performance) if self.performance != 0 else 0
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text = f"FPS: {fps} - {text}"
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font = self.fonts[20]
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sprite = self.factory.from_text(text, color=sdl2.ext.Color(0, 0, 0), fontmanager=font)
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text_width, text_height = sprite.size
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self.renderer.fill((3, 3, text_width + 10, text_height + 4), sdl2.ext.Color(255, 255, 255))
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self.draw_text(text, font, (8, 5), sdl2.ext.Color(0, 0, 0))
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def new_cycle(self, delay, callback):
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pass
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@@ -102,6 +111,7 @@ class GameWindow:
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def mainloop(self, **kwargs):
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while self.running:
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performance_start = sdl2.SDL_GetPerformanceCounter()
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self.renderer.clear()
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if "bg_update" in kwargs:
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kwargs["bg_update"]()
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@@ -113,32 +123,54 @@ class GameWindow:
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elif event.type == sdl2.SDL_KEYDOWN and self.key_callback:
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key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
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self.key_callback(key)
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elif event.type == sdl2.SDL_KEYUP and self.key_callback:
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key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8') + "Release"
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self.key_callback(key)
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elif event.type == sdl2.SDL_MOUSEMOTION:
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self.scroll_view((event.motion.x//self.cell_size, event.motion.y//self.cell_size))
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self.key_callback("mouse", coords=(event.motion.x, event.motion.y))
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elif event.type == sdl2.SDL_JOYBUTTONDOWN:
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key = event.jbutton.button
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self.key_callback(key)
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# Disegna qui gli sprite
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self.renderer.present()
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sdl2.SDL_Delay(self.delay)
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self.performance = (sdl2.SDL_GetPerformanceCounter() - performance_start) / sdl2.SDL_GetPerformanceFrequency() * 1000
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if self.performance < self.delay:
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delay = self.delay - round(self.performance)
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sdl2.SDL_Delay(delay)
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def close(self):
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self.running = False
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sdl2.ext.quit()
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def scroll_view(self, pointer):
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"""
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Adjusts the view offset based on the given pointer coordinates.
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Scales them down by half, then adjusts offsets, ensuring they don't
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exceed maximum allowed values.
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"""
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x, y = pointer
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x = x//2
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y = y//2
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x = -x * self.cell_size
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y = -y * self.cell_size
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if not x <= self.max_w_offset + self.cell_size:
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self.w_offset = x
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else:
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self.w_offset = self.max_w_offset
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# Scale down and invert
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x = -(x // 2) * self.cell_size
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y = -(y // 2) * self.cell_size
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# Clamp horizontal offset
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if x <= self.max_w_offset + self.cell_size:
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x = self.max_w_offset
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if not y < self.max_h_offset:
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self.h_offset = y
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# Clamp vertical offset
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if y < self.max_h_offset:
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y = self.max_h_offset
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self.w_offset = x
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self.h_offset = y
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def play_sound(self, sound_file):
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sample = sdl2.sdlmixer.Mix_LoadWAV(byteify(sound_file, "utf-8"))
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if sample is None:
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raise RuntimeError("Cannot open audio file: {}".format(sdl2.sdlmixer.Mix_GetError()))
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channel = sdl2.sdlmixer.Mix_PlayChannel(-1, sample, 0)
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if channel == -1:
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print(f"Cannot play sound: {sdl2.sdlmixer.Mix_GetError()}")
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