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@ -38,9 +38,10 @@ class GameWindow:
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self.key_down, self.key_up, self.axis_scroll = key_callback |
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self.performance = 0 |
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self.audio_devs = [] |
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for i in range(5): |
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self.audio_devs.append((True, sdl2.SDL_OpenAudioDevice(None, 0, SDL_AudioSpec(freq=22050, aformat=sdl2.AUDIO_U8, channels=1, samples=2048), None, 0))) |
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#for i in range(5): |
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# self.audio_devs.append((True, sdl2.SDL_OpenAudioDevice(None, 0, SDL_AudioSpec(freq=22050, aformat=sdl2.AUDIO_U8, channels=1, samples=2048), None, 0))) |
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self.audio_dev = sdl2.SDL_OpenAudioDevice(None, 0, SDL_AudioSpec(freq=22050, aformat=sdl2.AUDIO_U8, channels=1, samples=2048), None, 0) |
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def create_texture(self, tiles: list): |
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bg_surface = sdl2.SDL_CreateRGBSurface(0, self.width, self.height, 32, 0, 0, 0, 0) |
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for tile in tiles: |
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@ -240,20 +241,9 @@ class GameWindow:
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if sdl2.SDL_LoadWAV_RW(rw, 1, byref(spec), byref(_buf), byref(_length)) == None: |
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raise RuntimeError("Failed to load WAV") |
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devid = None |
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while not devid: |
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id = random.randint(0, 4) |
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for idx, dev in enumerate(self.audio_devs): |
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if dev[0]: |
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devid = dev[1] |
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sdl2.SDL_ClearQueuedAudio(devid) |
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self.audio_devs[id] = (False, devid) |
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break |
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if not devid: |
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devid = self.audio_devs[id][1] |
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sdl2.SDL_ClearQueuedAudio(devid) |
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self.audio_devs[random.randint(0, 4)] = (True, devid) |
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devid = self.audio_dev |
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sdl2.SDL_ClearQueuedAudio(devid) |
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sdl2.SDL_ClearQueuedAudio(devid) |
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# Start playing audio |
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sdl2.SDL_QueueAudio(devid, _buf, _length) |
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