Something
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84b930a628
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4
bomb.py
4
bomb.py
@ -29,8 +29,8 @@ class Bomb:
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self.sprites.append(button)
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def getevents(self):
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for event in self.pygame.event.get(): # User did something
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if event.type == self.pygame.QUIT: # If user clicked close
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for event in self.pygame.event.get():
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if event.type == self.pygame.QUIT:
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return False
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elif event.type == self.pygame.MOUSEBUTTONUP:
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pos = self.pygame.mouse.get_pos()
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3
main.py
3
main.py
@ -13,13 +13,10 @@ clock = pygame.time.Clock()
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bomb = Bomb(pygame, screen)
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while True:
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bomb.drawstuff()
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bomb.ticktimer += clock.tick(60)
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bomb.beep()
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if bomb.getevents() == False:
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break
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#Once we have exited the main program loop we can stop the game engine:
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pygame.quit()
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@ -5,14 +5,12 @@ class ToneGen():
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def __init__(self, pygame, freq_l, freq_r, duration=1):
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n_samples = int(round(duration*44100))
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#setup our numpy array to handle 16 bit ints, which is what we set our mixer to expect with "bits" up above
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buf = np.zeros((n_samples, 2), dtype = np.int16)
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max_sample = 2**(16 - 1) - 1
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for s in range(n_samples):
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t = float(s)/44100 # time in seconds
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#grab the x-coordinate of the sine wave at a given time, while constraining the sample to what our mixer is set to with "bits"
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buf[s][0] = int(round(max_sample*sin(2*pi*freq_l*t))) # left
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buf[s][1] = int(round(max_sample*0.5*sin(2*pi*freq_r*t))) # right
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pygame.sndarray.make_sound(buf).play()
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