1 | import pygame, OpenGL, math
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2 |
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3 | from OpenGL.GLU import *
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4 | from OpenGL.GL import *
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5 |
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6 | import platform
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7 |
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8 | [w, h] = [0, 0]
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9 | fullscreen = True
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10 |
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11 | def render(surface, overlay, font, showOverlay):
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12 | #glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE);
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13 |
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14 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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15 |
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16 | render3d(surface)
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17 |
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18 | if showOverlay:
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19 | renderOverlay(overlay, font)
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20 | projectOverlay(surface, overlay)
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21 |
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22 |
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23 | def renderOverlay(overlay, font):
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24 | #pygame.draw.rect(overlay, (0, 0, 255), pygame.Rect(0, 0, w, h))
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25 | #pygame.draw.circle(overlay, (255, 0, 0), (int(w/2), int(h/2)), 540)
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26 | #overlay.set_colorkey((255,0,0))
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27 | overlay.fill((0, 0, 0, 255))
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28 |
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29 | text = font.render("2D drawing", True, (0, 128, 0))
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30 |
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31 | pygame.draw.rect(overlay, (0, 128, 255), pygame.Rect(30, 30, 60, 60))
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32 | pygame.draw.rect(overlay, (128, 255, 0), pygame.Rect(300, 300, 1000, 1000))
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33 |
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34 | overlay.blit(text, (500, 100))
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35 |
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36 | def projectOverlay(surface, overlay):
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37 |
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38 | glPushMatrix()
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39 |
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40 | glColor3f(1.0, 1.0, 1.0)
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41 |
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42 | glTranslatef(0.0,0.0,-zNear)
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43 |
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44 | textureData = pygame.image.tostring(overlay, "RGBA", 1)
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45 | width = overlay.get_width()
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46 | height = overlay.get_height()
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47 |
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48 | glEnable(GL_TEXTURE_2D)
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49 |
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50 | glBindTexture(GL_TEXTURE_2D, glGenTextures(1))
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51 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData)
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52 |
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53 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
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54 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
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55 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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56 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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57 |
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58 | glBegin(GL_QUADS)
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59 |
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60 | glTexCoord2f(0.0, 0.0)
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61 | glVertex2f(-(w/h), -1)
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62 |
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63 | glTexCoord2f(1.0, 0.0)
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64 | glVertex2f((w/h), -1)
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65 |
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66 | glTexCoord2f(1.0, 1.0)
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67 | glVertex2f((w/h), 1)
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68 |
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69 | glTexCoord2f(0.0, 1.0)
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70 | glVertex2f(-(w/h), 1)
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71 |
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72 | glEnd()
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73 |
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74 | glDisable(GL_TEXTURE_2D)
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75 |
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76 | glPopMatrix()
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77 |
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78 | def render3d(surface):
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79 | vertices = (
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80 | (1, -1, -1),
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81 | (1, 1, -1),
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82 | (-1, 1, -1),
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83 | (-1, -1, -1),
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84 | (1, -1, 1),
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85 | (1, 1, 1),
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86 | (-1, -1, 1),
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87 | (-1, 1, 1)
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88 | )
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89 | edges = (
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90 | (0,1),
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91 | (0,3),
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92 | (0,4),
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93 | (2,1),
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94 | (2,3),
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95 | (2,7),
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96 | (6,3),
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97 | (6,4),
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98 | (6,7),
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99 | (5,1),
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100 | (5,4),
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101 | (5,7)
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102 | )
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103 |
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104 | glPushMatrix()
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105 |
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106 | glColor3f(0.5, 0.5, 1.0)
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107 |
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108 | glTranslatef(0.0,0.0,-2*zNear)
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109 |
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110 | glBegin(GL_LINES)
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111 | for edge in edges:
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112 | for vertex in edge:
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113 | glVertex3fv(vertices[vertex])
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114 | glEnd()
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115 |
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116 | glPopMatrix()
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117 |
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118 | system = platform.system()
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119 |
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120 | if system == 'Windows':
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121 | print("Windows detected")
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122 |
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123 | import ctypes
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124 | user32 = ctypes.windll.user32
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125 | w = user32.GetSystemMetrics(0)
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126 | h = user32.GetSystemMetrics(1)
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127 | elif system == 'Linux':
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128 | print("Linux detected")
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129 |
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130 | import tkinter
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131 | root = tkinter.Tk()
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132 | w = root.winfo_screenwidth()
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133 | h = root.winfo_screenheight()
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134 | elif system == 'Darwin':
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135 | print("Mac detected")
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136 |
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137 | from AppKit import NSScreen
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138 | res = NSScreen.mainScreen().frame().size
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139 | w = int(res.width)
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140 | h = int(res.height)
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141 | else:
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142 | print("Unknown OS: " + system)
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143 |
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144 | print("Detected native resolution: {:d}x{:d}".format(w, h))
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145 |
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146 | pygame.init()
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147 |
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148 | if (w == 0 and h == 0) or not fullscreen:
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149 | print("Not using fullscreen")
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150 | [w, h] = [800, 600]
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151 | gameDisplay = pygame.display.set_mode((w, h), pygame.DOUBLEBUF|pygame.OPENGL)
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152 | else:
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153 | gameDisplay = pygame.display.set_mode((w, h), pygame.FULLSCREEN|pygame.DOUBLEBUF|pygame.OPENGL)
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154 |
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155 | # Look into pygame.HWSURFACE for hardware-accelerated surfaces
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156 | overlay = pygame.Surface((w, h), pygame.SRCALPHA)
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157 |
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158 | pygame.display.set_caption('Space Game')
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159 |
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160 | clock = pygame.time.Clock()
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161 |
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162 | font = pygame.font.Font(None, 36)
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163 |
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164 | running = True
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165 | showOverlay = False
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166 |
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167 | zNear = 1.0/math.tan(math.radians(45.0/2))
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168 |
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169 | # not really need here since there are no previous
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170 | # matrix modifications, but keeping it for reference
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171 | #glLoadIdentity()
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172 | gluPerspective(45, (w/h), zNear, 500.0)
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173 |
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174 | '''
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175 | # Use glFrustum to focus the camera at a point other than the screen center
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176 | zNear = 1.0
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177 | glFrustum(-1.5, 0.5, -1.0, 1.0, zNear, 500.0)
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178 | glTranslatef(0.0,0.0,-5.0)
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179 | '''
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180 |
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181 | while running:
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182 | for event in pygame.event.get():
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183 | if event.type == pygame.QUIT:
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184 | running = False
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185 | elif event.type == pygame.KEYDOWN:
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186 | if event.key == pygame.K_ESCAPE:
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187 | running = False
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188 | elif event.key == pygame.K_SPACE:
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189 | showOverlay = not showOverlay
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190 |
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191 | render(gameDisplay, overlay, font, showOverlay)
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192 |
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193 | pygame.display.flip()
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194 | clock.tick(60)
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195 |
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196 | pygame.quit()
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197 | print("Game ended")
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198 | quit()
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