mirror of
https://github.com/csd4ni3l/wizard_vs_irs.git
synced 2026-01-01 04:13:42 +01:00
231 lines
9.6 KiB
Python
231 lines
9.6 KiB
Python
import arcade, arcade.gui, random, math, time, json, os
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from utils.constants import BULLET_SPEED, TAX_EVASION_LEVELS, INVENTORY_ITEMS, IRS_AGENT_SPEED, TAX_PER_IRS_AGENT, IRS_AGENT_SPAWN_INTERVAL, SPAWN_INTERVAL_DECREASE_PER_LEVEL, SPEED_INCREASE_PER_LEVEL, TAX_EVASION_NAMES, TAX_INCREASE_PER_LEVEL, menu_background_color
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from utils.preload import wizard_texture, irs_agent_texture
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from game.inventory import Inventory
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class Bullet(arcade.Sprite):
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def __init__(self, x, y, direction, color, **kwargs):
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super().__init__(arcade.texture.make_circle_texture(20, color), center_x=x, center_y=y)
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self.direction = direction
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def move(self):
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self.position += self.direction * BULLET_SPEED
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class Game(arcade.gui.UIView):
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def __init__(self, pypresence_client):
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super().__init__()
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arcade.set_background_color(arcade.color.WHITE)
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self.pypresence_client = pypresence_client
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self.pypresence_client.update(state="Playing the game")
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if os.path.exists("data.json"):
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with open("data.json", "r") as file:
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self.data = json.load(file)
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else:
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self.data = {
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"high_score": 0
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}
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self.camera = arcade.Camera2D()
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self.camera_shake = arcade.camera.grips.ScreenShake2D(
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self.camera.view_data,
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max_amplitude=10.0,
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acceleration_duration=0.1,
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falloff_time=0.5,
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shake_frequency=10.0,
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)
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self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
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self.spritelist = arcade.SpriteList()
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self.irs_agents = []
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self.last_irs_agent_spawn = time.perf_counter()
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self.last_mana = time.perf_counter()
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self.evaded_tax = 0
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self.mana = 0
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self.tax_evasion_level = TAX_EVASION_NAMES[0]
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self.bullets: list[Bullet] = []
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self.highscore_evaded_tax = self.data["high_score"]
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self.wizard_sprite = arcade.Sprite(wizard_texture, center_x=self.window.width / 2, center_y=self.window.height / 2)
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self.spritelist.append(self.wizard_sprite)
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self.info_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=0, align="left"), anchor_x="left", anchor_y="top")
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self.evaded_tax_label = self.info_box.add(arcade.gui.UILabel(text="Evaded Tax: 0$", font_size=14, text_color=arcade.color.BLACK))
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self.mana_label = self.info_box.add(arcade.gui.UILabel(text="Mana: 0", font_size=14, text_color=arcade.color.BLACK))
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self.tax_evasion_label = self.info_box.add(arcade.gui.UILabel(text=f"Tax Evasion Level: {self.tax_evasion_level}", font_size=14, text_color=arcade.color.BLACK))
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self.tax_evasion_level_notice = self.anchor.add(arcade.gui.UILabel(text="Tax Evasion Level Increased to example", font_size=28, text_color=arcade.color.BLACK), anchor_x="center", anchor_y="top")
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self.tax_evasion_level_notice.visible = False
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self.last_tax_evasion_notice = time.perf_counter()
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self.progress_bar = self.anchor.add(arcade.gui.UISlider(value=0, max_value=100, size_hint=(0.5, 0.15)), anchor_x="center", anchor_y="top")
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self.progress_bar._render_steps = lambda surface: None
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self.progress_bar._render_thumb = lambda surface: None
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self.progress_bar.on_event = lambda event: None
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self.inventory = self.anchor.add(Inventory(INVENTORY_ITEMS, self.window.width), anchor_x="center", anchor_y="bottom")
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self.inventory.pay_tax_button.on_click = lambda event: self.pay_tax()
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def spawn_bullet(self, direction):
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bullet = Bullet(self.window.width / 2, self.window.height / 2, direction, arcade.color.BLUE)
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self.bullets.append(bullet)
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self.spritelist.append(bullet)
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def auto_shoot(self):
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closest_dist = 999999
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closest_direction = None
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for irs_agent in self.irs_agents:
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distance = arcade.math.Vec2(self.wizard_sprite.center_x, self.wizard_sprite.center_y).distance((irs_agent.center_x, irs_agent.center_y))
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if distance < closest_dist:
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closest_dist = distance
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closest_direction = (arcade.math.Vec2(irs_agent.center_x, irs_agent.center_y) - (self.wizard_sprite.center_x, self.wizard_sprite.center_y)).normalize()
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if not closest_dist or not closest_direction:
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return
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self.spawn_bullet(closest_direction)
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def get_current_level_int(self):
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return TAX_EVASION_NAMES.index(self.tax_evasion_level)
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def update_evasion_level(self):
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before = self.get_current_level_int()
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if self.evaded_tax <= 0:
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self.tax_evasion_level = TAX_EVASION_NAMES[0]
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else:
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for tax_evasion_level, tax_evasion_min in TAX_EVASION_LEVELS.items():
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if self.evaded_tax >= tax_evasion_min:
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self.tax_evasion_level = tax_evasion_level
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if before < self.get_current_level_int():
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self.tax_evasion_level_notice.text = f"Tax Evasion Level Increased to {self.tax_evasion_level}"
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self.tax_evasion_level_notice.visible = True
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self.last_tax_evasion_notice = time.perf_counter()
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elif before > self.get_current_level_int():
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self.tax_evasion_level_notice.text = f"Tax Evasion Level Decreased to {self.tax_evasion_level}"
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self.tax_evasion_level_notice.visible = True
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self.last_tax_evasion_notice = time.perf_counter()
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self.progress_bar.value = ((self.evaded_tax - TAX_EVASION_LEVELS[self.tax_evasion_level]) / (TAX_EVASION_LEVELS[TAX_EVASION_NAMES[self.get_current_level_int() + 1]] - TAX_EVASION_LEVELS[self.tax_evasion_level])) * 100
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self.tax_evasion_label.text = f"Tax Evasion Level: {self.tax_evasion_level}"
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def pay_tax(self):
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if self.evaded_tax >= 1000:
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self.evaded_tax -= 1000
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self.update_evasion_level()
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def spawn_irs_agent(self):
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base_x = self.window.width / 2
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base_y = self.window.height / 2
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amount = self.window.width / 3
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angle = random.randint(0, 361)
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x = base_x + (math.cos(angle) * amount)
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y = base_y + (math.sin(angle) * amount)
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irs_agent = arcade.Sprite(irs_agent_texture, center_x=x, center_y=y)
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self.irs_agents.append(irs_agent)
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self.spritelist.append(irs_agent)
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def on_update(self, delta_time):
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if self.tax_evasion_level_notice.visible and time.perf_counter() - self.last_tax_evasion_notice >= 2.5:
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self.tax_evasion_level_notice.visible = False
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if time.perf_counter() - self.last_mana >= 0.1:
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self.last_mana = time.perf_counter()
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self.mana += 5
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self.mana_label.text = f"Mana: {self.mana}"
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self.camera_shake.update(delta_time)
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for irs_agent in self.irs_agents:
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wizard_pos_vec = arcade.math.Vec2(self.wizard_sprite.center_x, self.wizard_sprite.center_y)
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direction = (wizard_pos_vec - irs_agent.position).normalize()
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irs_agent.position += direction * (IRS_AGENT_SPEED + (SPEED_INCREASE_PER_LEVEL * self.get_current_level_int()))
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if wizard_pos_vec.distance(irs_agent.position) <= self.wizard_sprite.width / 2:
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self.camera_shake.start()
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self.evaded_tax -= TAX_PER_IRS_AGENT + (TAX_INCREASE_PER_LEVEL * self.get_current_level_int())
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self.update_evasion_level()
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self.spritelist.remove(irs_agent)
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self.irs_agents.remove(irs_agent)
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for bullet in self.bullets:
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bullet.move()
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hit = False
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for irs_agent in self.irs_agents:
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if arcade.math.Vec2(bullet.center_x, bullet.center_y).distance((irs_agent.center_x, irs_agent.center_y)) <= irs_agent.width:
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self.spritelist.remove(irs_agent)
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self.irs_agents.remove(irs_agent)
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hit = True
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break
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if hit:
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self.spritelist.remove(bullet)
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self.bullets.remove(bullet)
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self.camera_shake.start()
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self.evaded_tax += 100
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self.update_evasion_level()
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if time.perf_counter() - self.last_irs_agent_spawn >= IRS_AGENT_SPAWN_INTERVAL - (SPAWN_INTERVAL_DECREASE_PER_LEVEL * self.get_current_level_int()):
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self.last_irs_agent_spawn = time.perf_counter()
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self.spawn_irs_agent()
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if self.evaded_tax >= 0:
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self.evaded_tax_label.text = f"Evaded Tax: {self.evaded_tax}$"
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else:
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self.evaded_tax_label.text = f"Tax Debt: {abs(self.evaded_tax)}$"
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def on_show_view(self):
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super().on_show_view()
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def on_mouse_press(self, x, y, button, modifiers):
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direction = ((x, y) - arcade.math.Vec2(self.wizard_sprite.center_x, self.wizard_sprite.center_y)).normalize()
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self.spawn_bullet(direction)
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def on_key_press(self, symbol, modifiers):
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if symbol == arcade.key.ESCAPE:
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arcade.set_background_color(menu_background_color)
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from menus.main import Main
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self.window.show_view(Main(self.pypresence_client))
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elif chr(symbol).isnumeric() and int(chr(symbol)) <= len(INVENTORY_ITEMS):
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self.inventory.select_item(int(chr(symbol)) - 1)
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elif symbol == arcade.key.P:
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self.pay_tax()
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def on_resize(self, width: int, height: int):
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super().on_resize(width, height)
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self.camera.match_window()
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def on_draw(self):
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super().on_draw()
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self.camera_shake.update_camera()
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self.camera.use()
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self.spritelist.draw()
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self.camera_shake.readjust_camera() |