module refactoring
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72ec02dbae
commit
2560a4dcd9
6 changed files with 71 additions and 79 deletions
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@ -8,6 +8,8 @@ import attrs
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import tcod.console
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import tcod.event
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import g
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class State(Protocol):
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"""An abstract game state."""
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@ -42,3 +44,56 @@ class Reset:
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StateResult: TypeAlias = "Push | Pop | Reset | None"
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"""Union of state results."""
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def main_draw() -> None:
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"""Render and present the active state."""
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if not g.states:
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return
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g.console.clear()
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g.states[-1].on_draw(g.console)
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g.context.present(g.console)
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def apply_state_result(result: StateResult) -> None:
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"""Apply a StateResult to `g.states`."""
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match result:
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case Push(state=state):
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g.states.append(state)
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case Pop():
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g.states.pop()
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case Reset(state=state):
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while g.states:
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apply_state_result(Pop())
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apply_state_result(Push(state))
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case None:
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pass
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case _:
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raise TypeError(result)
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def main_loop() -> None:
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"""Run the active state forever."""
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while g.states:
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main_draw()
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for event in tcod.event.wait():
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tile_event = g.context.convert_event(event)
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if g.states:
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apply_state_result(g.states[-1].on_event(tile_event))
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def get_previous_state(state: State) -> State | None:
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"""Return the state before `state` in the stack if it exists."""
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current_index = next(index for index, value in enumerate(g.states) if value is state)
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return g.states[current_index - 1] if current_index > 0 else None
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def draw_previous_states(state: State, console: tcod.console.Console, dim: bool = True) -> None:
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"""Draw previous states, optionally dimming all but the active state."""
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prev_state = get_previous_state(state)
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if prev_state is None:
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return
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prev_state.on_draw(console)
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if dim and state is g.states[-1]:
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console.rgb["fg"] //= 4
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console.rgb["bg"] //= 4
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@ -1,61 +0,0 @@
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"""State handling functions."""
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from __future__ import annotations
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import tcod.console
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import g
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from game.state import Pop, Push, Reset, State, StateResult
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def main_draw() -> None:
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"""Render and present the active state."""
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if not g.states:
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return
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g.console.clear()
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g.states[-1].on_draw(g.console)
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g.context.present(g.console)
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def apply_state_result(result: StateResult) -> None:
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"""Apply a StateResult to `g.states`."""
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match result:
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case Push(state=state):
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g.states.append(state)
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case Pop():
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g.states.pop()
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case Reset(state=state):
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while g.states:
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apply_state_result(Pop())
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apply_state_result(Push(state))
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case None:
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pass
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case _:
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raise TypeError(result)
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def main_loop() -> None:
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"""Run the active state forever."""
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while g.states:
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main_draw()
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for event in tcod.event.wait():
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tile_event = g.context.convert_event(event)
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if g.states:
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apply_state_result(g.states[-1].on_event(tile_event))
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def get_previous_state(state: State) -> State | None:
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"""Return the state before `state` in the stack if it exists."""
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current_index = next(index for index, value in enumerate(g.states) if value is state)
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return g.states[current_index - 1] if current_index > 0 else None
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def draw_previous_state(state: State, console: tcod.console.Console, dim: bool = True) -> None:
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"""Draw previous states, optionally dimming all but the active state."""
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prev_state = get_previous_state(state)
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if prev_state is None:
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return
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prev_state.on_draw(console)
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if dim and state is g.states[-1]:
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console.rgb["fg"] //= 4
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console.rgb["bg"] //= 4
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@ -13,11 +13,11 @@ from game.constants import DIRECTION_KEYS, ACTION_KEYS
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from game.state import Push, State, StateResult
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from game.tags import IsItem, IsPlayer, IsDoor, IsActor
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from game.constants import WALL_CHAR
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from game.states import MainMenu
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from game.states import menu_screens
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@attrs.define()
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class InGame(State):
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class MainScreen(State):
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"""Primary in-game state."""
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def on_event(self, event: tcod.event.Event) -> StateResult:
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@ -43,7 +43,7 @@ class InGame(State):
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gold.clear()
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return None
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case tcod.event.KeyDown(sym=KeySym.ESCAPE):
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return Push(MainMenu())
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return Push(menu_screens())
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case _:
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return None
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@ -3,23 +3,23 @@
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from __future__ import annotations
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import g
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import game.menus
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import game.states.menus
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import game.world_tools
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from game.state import Reset, StateResult
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from game.states.InGame import InGame
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from game.states.game_screens import MainScreen
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class MainMenu(game.menus.ListMenu):
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class MainMenu(game.states.menus.ListMenu):
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"""Main/escape menu."""
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__slots__ = ()
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def __init__(self) -> None:
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"""Initialize the main menu."""
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items = [
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game.menus.SelectItem("New game", self.new_game),
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game.menus.SelectItem("Quit", self.quit),
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game.states.menus.SelectItem("New game", self.new_game),
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game.states.menus.SelectItem("Quit", self.quit),
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]
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if hasattr(g, "world"):
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items.insert(0, game.menus.SelectItem("Continue", self.continue_))
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items.insert(0, game.states.menus.SelectItem("Continue", self.continue_))
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super().__init__(
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items=tuple(items),
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@ -31,13 +31,13 @@ class MainMenu(game.menus.ListMenu):
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@staticmethod
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def continue_() -> StateResult:
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"""Return to the game."""
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return Reset(InGame())
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return Reset(MainScreen())
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@staticmethod
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def new_game() -> StateResult:
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"""Begin a new game."""
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g.world = game.world_tools.new_world()
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return Reset(InGame())
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return Reset(MainScreen())
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@staticmethod
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def quit() -> StateResult:
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@ -10,9 +10,8 @@ import tcod.console
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import tcod.event
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from tcod.event import KeySym
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import game.state_tools
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from game.constants import DIRECTION_KEYS
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from game.state import Pop, State, StateResult
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from game.state import Pop, State, StateResult, draw_previous_states
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class MenuItem(Protocol):
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@ -96,6 +95,6 @@ class ListMenu(State):
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def on_draw(self, console: tcod.console.Console) -> None:
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"""Render the menu."""
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game.state_tools.draw_previous_state(self, console)
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draw_previous_states(self, console)
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for i, item in enumerate(self.items):
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item.on_draw(console, x=self.x, y=self.y + i, highlight=i == self.selected)
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7
main.py
7
main.py
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@ -8,10 +8,9 @@ import tcod.context
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import tcod.tileset
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import g
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import game.state_tools
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import game.states
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from game.states.MainMenu import MainMenu
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import game.state
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from game.states.menu_screens import MainMenu
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def main() -> None:
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"""Entry point function."""
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@ -23,7 +22,7 @@ def main() -> None:
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g.states = [MainMenu()]
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g.console = tcod.console.Console(80, 50)
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with tcod.context.new(console=g.console, tileset=tileset) as g.context:
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game.state_tools.main_loop()
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game.state.main_loop()
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if __name__ == "__main__":
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