diff --git a/r3.py b/r3.py index 5fb95cf..26233ac 100644 --- a/r3.py +++ b/r3.py @@ -9,340 +9,197 @@ import subprocess #process = subprocess.Popen(introplay.split(), stdout=subprocess.PIPE) #output, error = process.communicate() pygame.init() -pygame.joystick.init() -if pygame.joystick.get_count() == 0: - print ("Please connect a compatible joystick") -else: - joystick = pygame.joystick.Joystick(0) - #tested with ds4 controller on rpi, please use joysticktest script to test your controller - joystick.init() - if (int(joystick.get_numaxes()) > 3) & ((str(platform.machine()) == "x86") | (str(platform.machine()) == "AMD64")): - gamepad = 1 - compatible = True - - elif int(joystick.get_numaxes()) > 4: - gamepad = 2 - compatible = True - else: - compatible = False - if compatible: - screen = pygame.display.set_mode((800, 480)) - pygame.display.set_caption('The Red Robot Radio - Virtualx Game Engine') - font = pygame.font.Font(None, 30) - clock = pygame.time.Clock() - FPS = 60 - BLACK = (0, 0, 0) - #WHITE = (255, 255, 255) - pygame.mixer.music.load('music/space.ogg') - csfx = pygame.mixer.Sound('sfx/crash.ogg') - lcfx = pygame.mixer.Sound('sfx/complete.ogg') - pygame.mixer.music.play(-1) - #sound = pygame.mixer.Sound(file='bmx.ogg') - #raw_array = sound.get_raw() - #raw_array = raw_array[100000:92557920] - #cut_sound = pygame.mixer.Sound(buffer=raw_array) - #cut_sound.play(-1) - class Background(pygame.sprite.Sprite): - def __init__(self): - pygame.sprite.Sprite.__init__(self) - self.x = 0 - self.y = 0 - self.image = pygame.image.load('backgrounds/galaxy.png') - #self.image = pygame.Surface((32, 32)) - #self.image.fill(WHITE) - self.rect = self.image.get_rect() # Get rect of some size as 'image'. - self.velocity = [0, 0] - def update(self): - self.rect.move_ip(*self.velocity) - class Supernova(pygame.sprite.Sprite): - def __init__(self): - super().__init__() - self.image = pygame.image.load('supernova.png') - #self.image = pygame.Surface((32, 32)) - #self.image.fill(WHITE) - self.rect = self.image.get_rect() # Get rect of some size as 'image'. - self.velocity = [0, 0] - class Antenna(pygame.sprite.Sprite): - def __init__(self): - super().__init__() - self.image = pygame.image.load('antenna.png') - #self.image = pygame.Surface((32, 32)) - #self.image.fill(WHITE) - self.rect = self.image.get_rect() # Get rect of some size as 'image'. - self.velocity = [0, 0] - class Player(pygame.sprite.Sprite): - def __init__(self,xset,yset): - pygame.sprite.Sprite.__init__(self) - self.x = xset - self.y = yset - self.image = pygame.image.load('sprites/ss.png') - #self.image = pygame.Surface((32, 32)) - #self.image.fill(WHITE) - #self.rect = self.image.get_rect() # Get rect of some size as 'image'. - self.rect = pygame.Rect(self.x,self.y,108, 68) - self.velocity = [0, 0] - def update(self): - self.rect.move_ip(*self.velocity) - class Wallh(pygame.sprite.Sprite): - def __init__(self,xset,yset): - pygame.sprite.Sprite.__init__(self) - self.x = xset - self.y = yset - #self.image = pygame.Surface((32, 32)) - #self.image.fill(WHITE) - #self.rect = self.image.get_rect() # Get rect of some size as 'image'. - self.rect = pygame.Rect(self.x,self.y,50, 1000) - self.velocity = [0, 0] - def update(self): - self.rect.move_ip(*self.velocity) - class Wallv(pygame.sprite.Sprite): - def __init__(self,xset,yset): - pygame.sprite.Sprite.__init__(self) - self.x = xset - self.y = yset - #self.image = pygame.Surface((32, 32)) - #self.image.fill(WHITE) - #self.rect = self.image.get_rect() # Get rect of some size as 'image'. - self.rect = pygame.Rect(self.x,self.y,3400, 50) - self.velocity = [0, 0] - def update(self): - self.rect.move_ip(*self.velocity) - class Css(pygame.sprite.Sprite): - def __init__(self,xset,yset): - pygame.sprite.Sprite.__init__(self) - self.x = xset - self.y = yset - self.image = pygame.image.load('sprites/css.png') - #self.image = pygame.Surface((32, 32)) - #self.image.fill(WHITE) - #self.rect = self.image.get_rect() # Get rect of some size as 'image'. - self.rect = pygame.Rect(self.x,self.y,108, 68) - self.velocity = [0, 0] - def update(self): - self.rect.move_ip(*self.velocity) - class Sat(pygame.sprite.Sprite): - def __init__(self,xset,yset): - pygame.sprite.Sprite.__init__(self) - self.x = xset - self.y = yset - self.image = pygame.image.load('sprites/sat.png') - #self.image = pygame.Surface((32, 32)) - #self.image.fill(WHITE) - #self.rect = self.image.get_rect() # Get rect of some size as 'image'. - self.rect = pygame.Rect(self.x,self.y,30, 22) - self.velocity = [0, 0] - def update(self): - self.rect.move_ip(*self.velocity) - class Goal(pygame.sprite.Sprite): - def __init__(self,xset,yset): - pygame.sprite.Sprite.__init__(self) - self.x = xset - self.y = yset - self.image = pygame.image.load('sprites/radio.png') - #self.image = pygame.Surface((32, 32)) - #self.image.fill(WHITE) - #self.rect = self.image.get_rect() # Get rect of some size as 'image'. - self.rect = pygame.Rect(self.x,self.y,69, 120) - self.velocity = [0, 0] - def update(self): - self.rect.move_ip(*self.velocity) - class Ast(pygame.sprite.Sprite): - def __init__(self,xset,yset): - pygame.sprite.Sprite.__init__(self) - self.x = xset - self.y = yset - self.image = pygame.image.load('sprites/asteroid.png') - #self.image = pygame.Surface((32, 32)) - #self.image.fill(WHITE) - #self.rect = self.image.get_rect() # Get rect of some size as 'image'. - self.rect = pygame.Rect(self.x,self.y,108, 78) - self.velocity = [0, 0] - def update(self): - self.rect.move_ip(*self.velocity) - player = Player(346,206) - css1 = Css(483,262) - css2 = Css(500,400) - sat1 = Sat(550,-100) - sat2 = Sat(600,100) - goal = Goal(3000,-100) - ast1 = Ast(120,200) - ast2 = Ast(300,100) - ast3 = Ast(500,150) - wall1 = Wallh(-100,-200) - wall2 = Wallh(3100,-200) - wall3 = Wallv(-200,-200) - wall4 = Wallv(-200,800) - background = Background() - supernova = Supernova() - antenna = Antenna() - running = True - live = True - complete = False - ax = 0 - ay = 0 - bx = 0 - by = 0 - debug = False # This set debug mode - #rect = pygame.Rect((0, 0), (32, 32)) - #image = pygame.Surface((32, 32)) - #image.fill(WHITE) - start_time = pygame.time.get_ticks() - runtime = 0 - while running: - dt = clock.tick(FPS) / 1000 - #screen.fill(BLACK) - datetime.datetime.now() - #bx = 0 - #by = 0 - for event in pygame.event.get(): - if event.type == pygame.QUIT: - quit() - elif event.type == pygame.KEYDOWN: - if event.key == pygame.K_w: - by = -1 - elif event.key == pygame.K_s: - by = 1 - elif event.key == pygame.K_a: - bx = -1 - elif event.key == pygame.K_d: - bx = 1 - elif event.key == pygame.K_n: - pygame.mixer.music.stop() - elif event.key == pygame.K_m: - pygame.mixer.music.play(-1) - elif event.key == pygame.K_c: - if debug: - #this trigger spaceship crash event - live = False - pygame.mixer.music.stop() - csfx.play() - elif event.key == pygame.K_r: - #this restart the game - player = Player(346,206) - css1 = Css(483,262) - css2 = Css(500,400) - sat1 = Sat(550,-100) - sat2 = Sat(600,100) - goal = Goal(3000,-100) - ast1 = Ast(120,200) - ast2 = Ast(300,100) - ast3 = Ast(500,150) - wall1 = Wallh(-100,-200) - wall2 = Wallh(3100,-200) - wall3 = Wallv(-200,-200) - wall4 = Wallv(-200,800) - live = True - complete = False - pygame.mixer.music.play(-1) - start_time = pygame.time.get_ticks() - elif event.type == pygame.KEYUP: - if event.key == pygame.K_w: - by = 0 - elif event.key == pygame.K_s: - by = 0 - elif event.key == pygame.K_a: - bx = 0 - elif event.key == pygame.K_d: - bx = 0 - #ax and ay are for left stick - #ax = joystick.get_axis(0) - #ay = joystick.get_axis(1) - #bx = 0 - #by = 0 - #if gamepad == 1: - #bx and by are for right stick - #bx = joystick.get_axis(2) - #by = joystick.get_axis(3) - #elif gamepad == 2: - #bx and by are for right stick - #bx = joystick.get_axis(3) - #by = joystick.get_axis(4) - #b0 is for cross button on ds4 - b0 = joystick.get_button(0) - #b1 is for circle button on ds4 - b1 = joystick.get_button(1) - #b2 is for triangle button on ds4 - b2 = joystick.get_button(2) - #b3 is for square button on ds4 - b3 = joystick.get_button(3) - if live: - runtime = pygame.time.get_ticks() - start_time - if (live & debug == False): - #if pygame.sprite.collide_rect(player, wall3): - # if ay < 0: - # ay = 0 - #elif pygame.sprite.collide_rect(player, wall4): - # if ay > 0: - # ay = 0 - #if pygame.sprite.collide_rect(player, wall1): - # if ax < 0: - # ax = 0 - #elif pygame.sprite.collide_rect(player, wall2): - # if ax > 0: - # ax = 0 - if pygame.sprite.collide_rect(background, wall3): - if by < 0: - by = 0 - elif pygame.sprite.collide_rect(background, wall4): - if by > 0: - by = 0 - if pygame.sprite.collide_rect(background, wall1): - if bx < 0: - bx = 0 - elif pygame.sprite.collide_rect(background, wall2): - if bx > 0: - bx = 0 - if pygame.sprite.collide_rect(player, css1): - live = False - pygame.mixer.music.stop() - csfx.play() - elif pygame.sprite.collide_rect(player, css2): - live = False - pygame.mixer.music.stop() - csfx.play() - elif pygame.sprite.collide_rect(player, sat1): - live = False - pygame.mixer.music.stop() - csfx.play() - elif pygame.sprite.collide_rect(player, sat2): - live = False - pygame.mixer.music.stop() - csfx.play() - elif pygame.sprite.collide_rect(player, goal): - live = False - complete = True - pygame.mixer.music.stop() - lcfx.play() - #player.velocity[0] = int(600 * dt * (ax - bx)) - #player.velocity[1] = int(600 * dt * (ay - by)) - css1.velocity[0] = int(-600 * dt * bx) - css1.velocity[1] = int(-600 * dt * by) - css2.velocity = css1.velocity - sat1.velocity = css1.velocity - sat2.velocity = css1.velocity - goal.velocity = css1.velocity - wall1.velocity = css1.velocity - wall2.velocity = css1.velocity - wall3.velocity = css1.velocity - wall4.velocity = css1.velocity - ast1.velocity[0] = int(-200 * dt * bx) - ast1.velocity[1] = int(-200 * dt * by) - ast2.velocity[0] = int(-150 * dt * bx) - ast2.velocity[1] = int(-150 * dt * by) - ast3.velocity[0] = int(-120 * dt * bx) - ast3.velocity[1] = int(-120 * dt * by) - if b0: - #this stop music playback +screen = pygame.display.set_mode((800, 480)) +pygame.display.set_caption('The Red Robot Radio - Virtualx Game Engine') +font = pygame.font.Font(None, 30) +clock = pygame.time.Clock() +FPS = 60 +BLACK = (0, 0, 0) +#WHITE = (255, 255, 255) +pygame.mixer.music.load('music/space.ogg') +csfx = pygame.mixer.Sound('sfx/crash.ogg') +lcfx = pygame.mixer.Sound('sfx/complete.ogg') +pygame.mixer.music.play(-1) +#sound = pygame.mixer.Sound(file='bmx.ogg') +#raw_array = sound.get_raw() +#raw_array = raw_array[100000:92557920] +#cut_sound = pygame.mixer.Sound(buffer=raw_array) +#cut_sound.play(-1) +class Background(pygame.sprite.Sprite): + def __init__(self): + pygame.sprite.Sprite.__init__(self) + self.x = 0 + self.y = 0 + self.image = pygame.image.load('backgrounds/galaxy.png') + #self.image = pygame.Surface((32, 32)) + #self.image.fill(WHITE) + self.rect = self.image.get_rect() # Get rect of some size as 'image'. + self.velocity = [0, 0] + def update(self): + self.rect.move_ip(*self.velocity) +class Supernova(pygame.sprite.Sprite): + def __init__(self): + super().__init__() + self.image = pygame.image.load('supernova.png') + #self.image = pygame.Surface((32, 32)) + #self.image.fill(WHITE) + self.rect = self.image.get_rect() # Get rect of some size as 'image'. + self.velocity = [0, 0] +class Antenna(pygame.sprite.Sprite): + def __init__(self): + super().__init__() + self.image = pygame.image.load('antenna.png') + #self.image = pygame.Surface((32, 32)) + #self.image.fill(WHITE) + self.rect = self.image.get_rect() # Get rect of some size as 'image'. + self.velocity = [0, 0] +class Player(pygame.sprite.Sprite): + def __init__(self,xset,yset): + pygame.sprite.Sprite.__init__(self) + self.x = xset + self.y = yset + self.image = pygame.image.load('sprites/ss.png') + #self.image = pygame.Surface((32, 32)) + #self.image.fill(WHITE) + #self.rect = self.image.get_rect() # Get rect of some size as 'image'. + self.rect = pygame.Rect(self.x,self.y,108, 68) + self.velocity = [0, 0] + def update(self): + self.rect.move_ip(*self.velocity) +class Wallh(pygame.sprite.Sprite): + def __init__(self,xset,yset): + pygame.sprite.Sprite.__init__(self) + self.x = xset + self.y = yset + #self.image = pygame.Surface((32, 32)) + #self.image.fill(WHITE) + #self.rect = self.image.get_rect() # Get rect of some size as 'image'. + self.rect = pygame.Rect(self.x,self.y,50, 1000) + self.velocity = [0, 0] + def update(self): + self.rect.move_ip(*self.velocity) +class Wallv(pygame.sprite.Sprite): + def __init__(self,xset,yset): + pygame.sprite.Sprite.__init__(self) + self.x = xset + self.y = yset + #self.image = pygame.Surface((32, 32)) + #self.image.fill(WHITE) + #self.rect = self.image.get_rect() # Get rect of some size as 'image'. + self.rect = pygame.Rect(self.x,self.y,3400, 50) + self.velocity = [0, 0] + def update(self): + self.rect.move_ip(*self.velocity) +class Css(pygame.sprite.Sprite): + def __init__(self,xset,yset): + pygame.sprite.Sprite.__init__(self) + self.x = xset + self.y = yset + self.image = pygame.image.load('sprites/css.png') + #self.image = pygame.Surface((32, 32)) + #self.image.fill(WHITE) + #self.rect = self.image.get_rect() # Get rect of some size as 'image'. + self.rect = pygame.Rect(self.x,self.y,108, 68) + self.velocity = [0, 0] + def update(self): + self.rect.move_ip(*self.velocity) +class Sat(pygame.sprite.Sprite): + def __init__(self,xset,yset): + pygame.sprite.Sprite.__init__(self) + self.x = xset + self.y = yset + self.image = pygame.image.load('sprites/sat.png') + #self.image = pygame.Surface((32, 32)) + #self.image.fill(WHITE) + #self.rect = self.image.get_rect() # Get rect of some size as 'image'. + self.rect = pygame.Rect(self.x,self.y,30, 22) + self.velocity = [0, 0] + def update(self): + self.rect.move_ip(*self.velocity) +class Goal(pygame.sprite.Sprite): + def __init__(self,xset,yset): + pygame.sprite.Sprite.__init__(self) + self.x = xset + self.y = yset + self.image = pygame.image.load('sprites/radio.png') + #self.image = pygame.Surface((32, 32)) + #self.image.fill(WHITE) + #self.rect = self.image.get_rect() # Get rect of some size as 'image'. + self.rect = pygame.Rect(self.x,self.y,69, 120) + self.velocity = [0, 0] + def update(self): + self.rect.move_ip(*self.velocity) +class Ast(pygame.sprite.Sprite): + def __init__(self,xset,yset): + pygame.sprite.Sprite.__init__(self) + self.x = xset + self.y = yset + self.image = pygame.image.load('sprites/asteroid.png') + #self.image = pygame.Surface((32, 32)) + #self.image.fill(WHITE) + #self.rect = self.image.get_rect() # Get rect of some size as 'image'. + self.rect = pygame.Rect(self.x,self.y,108, 78) + self.velocity = [0, 0] + def update(self): + self.rect.move_ip(*self.velocity) +player = Player(346,206) +css1 = Css(483,262) +css2 = Css(500,400) +sat1 = Sat(550,-100) +sat2 = Sat(600,100) +goal = Goal(3000,-100) +ast1 = Ast(120,200) +ast2 = Ast(300,100) +ast3 = Ast(500,150) +wall1 = Wallh(-100,-200) +wall2 = Wallh(3100,-200) +wall3 = Wallv(-200,-200) +wall4 = Wallv(-200,800) +background = Background() +supernova = Supernova() +antenna = Antenna() +running = True +live = True +complete = False +ax = 0 +ay = 0 +bx = 0 +by = 0 +debug = False # This set debug mode +#rect = pygame.Rect((0, 0), (32, 32)) +#image = pygame.Surface((32, 32)) +#image.fill(WHITE) +start_time = pygame.time.get_ticks() +runtime = 0 +while running: + dt = clock.tick(FPS) / 1000 + #screen.fill(BLACK) + datetime.datetime.now() + #bx = 0 + #by = 0 + for event in pygame.event.get(): + if event.type == pygame.QUIT: + quit() + elif event.type == pygame.KEYDOWN: + if event.key == pygame.K_w: + by = -1 + elif event.key == pygame.K_s: + by = 1 + elif event.key == pygame.K_a: + bx = -1 + elif event.key == pygame.K_d: + bx = 1 + elif event.key == pygame.K_n: pygame.mixer.music.stop() - elif b1: - #this start music playback + elif event.key == pygame.K_m: pygame.mixer.music.play(-1) - elif (b2 & debug): - #this trigger spaceship crash event - live = False - pygame.mixer.music.stop() - csfx.play() - elif b3: + elif event.key == pygame.K_c: + if debug: + #this trigger spaceship crash event + live = False + pygame.mixer.music.stop() + csfx.play() + elif event.key == pygame.K_r: #this restart the game player = Player(346,206) css1 = Css(483,262) @@ -361,65 +218,126 @@ else: complete = False pygame.mixer.music.play(-1) start_time = pygame.time.get_ticks() - player.update() - css1.update() - css2.update() - sat1.update() - sat2.update() - goal.update() - ast1.update() - ast2.update() - ast3.update() - wall1.update() - wall2.update() - wall3.update() - wall4.update() - if live: - screen.blit(background.image, background.rect) - screen.blit(ast3.image, ast3.rect) - screen.blit(ast1.image, ast2.rect) - screen.blit(ast1.image, ast1.rect) - screen.blit(player.image, player.rect) - screen.blit(css1.image, css1.rect) - screen.blit(css2.image, css2.rect) - screen.blit(sat1.image, sat1.rect) - screen.blit(sat2.image, sat2.rect) - screen.blit(goal.image, goal.rect) - elif complete: - playhr = (int(runtime / 3600000)) - playmin = (int(runtime / 60000) - (playhr * 60)) - playsec = (int(runtime / 1000) - (playmin * 60) - (playhr * 3600)) - playmsec = (runtime - (playsec * 1000) - (playmin * 60000) - (playhr * 3600000)) - playtime = "%d:%02d:%02d:%03d" % (playhr, playmin, playsec, playmsec) - screen.blit(antenna.image, antenna.rect) - yourtimetext = font.render(str("Your Time"), True, pygame.Color('white')) - screen.blit(yourtimetext, (350, 400)) - yourtime = font.render(str(playtime), True, pygame.Color('white')) - screen.blit(yourtime, (350, 440)) - else: - playhr = (int(runtime / 3600000)) - playmin = (int(runtime / 60000) - (playhr * 60)) - playsec = (int(runtime / 1000) - (playmin * 60) - (playhr * 3600)) - playmsec = (runtime - (playsec * 1000) - (playmin * 60000) - (playhr * 3600000)) - playtime = "%d:%02d:%02d:%03d" % (playhr, playmin, playsec, playmsec) - screen.blit(supernova.image, supernova.rect) - yourtimetext = font.render(str("Your Time"), True, pygame.Color('white')) - screen.blit(yourtimetext, (350, 400)) - yourtime = font.render(str(playtime), True, pygame.Color('white')) - screen.blit(yourtime, (350, 440)) - rfps = font.render(str(int(clock.get_fps())), True, pygame.Color('white')) - screen.blit(rfps, (50, 50)) - if debug: - sysclock = font.render(str(datetime.datetime.utcnow()), True, pygame.Color('white')) - cpuarch = font.render(str(platform.machine()), True, pygame.Color('white')) - playcount = font.render(str(runtime), True, pygame.Color('white')) - #infox = font.render(str(bx), True, pygame.Color('white')) - #infoy = font.render(str(by), True, pygame.Color('white')) - screen.blit(sysclock, (120, 50)) - screen.blit(cpuarch, (50, 80)) - screen.blit(playcount, (160, 80)) - #screen.blit(infox, (50, 110)) - #screen.blit(infoy, (50, 140)) - pygame.display.update() + elif event.type == pygame.KEYUP: + if event.key == pygame.K_w: + by = 0 + elif event.key == pygame.K_s: + by = 0 + elif event.key == pygame.K_a: + bx = 0 + elif event.key == pygame.K_d: + bx = 0 + if live: + runtime = pygame.time.get_ticks() - start_time + if (live & debug == False): + if pygame.sprite.collide_rect(background, wall3): + if by < 0: + by = 0 + elif pygame.sprite.collide_rect(background, wall4): + if by > 0: + by = 0 + if pygame.sprite.collide_rect(background, wall1): + if bx < 0: + bx = 0 + elif pygame.sprite.collide_rect(background, wall2): + if bx > 0: + bx = 0 + if pygame.sprite.collide_rect(player, css1): + live = False + pygame.mixer.music.stop() + csfx.play() + elif pygame.sprite.collide_rect(player, css2): + live = False + pygame.mixer.music.stop() + csfx.play() + elif pygame.sprite.collide_rect(player, sat1): + live = False + pygame.mixer.music.stop() + csfx.play() + elif pygame.sprite.collide_rect(player, sat2): + live = False + pygame.mixer.music.stop() + csfx.play() + elif pygame.sprite.collide_rect(player, goal): + live = False + complete = True + pygame.mixer.music.stop() + lcfx.play() + #player.velocity[0] = int(600 * dt * (ax - bx)) + #player.velocity[1] = int(600 * dt * (ay - by)) + css1.velocity[0] = int(-600 * dt * bx) + css1.velocity[1] = int(-600 * dt * by) + css2.velocity = css1.velocity + sat1.velocity = css1.velocity + sat2.velocity = css1.velocity + goal.velocity = css1.velocity + wall1.velocity = css1.velocity + wall2.velocity = css1.velocity + wall3.velocity = css1.velocity + wall4.velocity = css1.velocity + ast1.velocity[0] = int(-200 * dt * bx) + ast1.velocity[1] = int(-200 * dt * by) + ast2.velocity[0] = int(-150 * dt * bx) + ast2.velocity[1] = int(-150 * dt * by) + ast3.velocity[0] = int(-120 * dt * bx) + ast3.velocity[1] = int(-120 * dt * by) + player.update() + css1.update() + css2.update() + sat1.update() + sat2.update() + goal.update() + ast1.update() + ast2.update() + ast3.update() + wall1.update() + wall2.update() + wall3.update() + wall4.update() + if live: + screen.blit(background.image, background.rect) + screen.blit(ast3.image, ast3.rect) + screen.blit(ast1.image, ast2.rect) + screen.blit(ast1.image, ast1.rect) + screen.blit(player.image, player.rect) + screen.blit(css1.image, css1.rect) + screen.blit(css2.image, css2.rect) + screen.blit(sat1.image, sat1.rect) + screen.blit(sat2.image, sat2.rect) + screen.blit(goal.image, goal.rect) + elif complete: + playhr = (int(runtime / 3600000)) + playmin = (int(runtime / 60000) - (playhr * 60)) + playsec = (int(runtime / 1000) - (playmin * 60) - (playhr * 3600)) + playmsec = (runtime - (playsec * 1000) - (playmin * 60000) - (playhr * 3600000)) + playtime = "%d:%02d:%02d:%03d" % (playhr, playmin, playsec, playmsec) + screen.blit(antenna.image, antenna.rect) + yourtimetext = font.render(str("Your Time"), True, pygame.Color('white')) + screen.blit(yourtimetext, (350, 400)) + yourtime = font.render(str(playtime), True, pygame.Color('white')) + screen.blit(yourtime, (350, 440)) else: - print ("Unknown Joystick Detected") + playhr = (int(runtime / 3600000)) + playmin = (int(runtime / 60000) - (playhr * 60)) + playsec = (int(runtime / 1000) - (playmin * 60) - (playhr * 3600)) + playmsec = (runtime - (playsec * 1000) - (playmin * 60000) - (playhr * 3600000)) + playtime = "%d:%02d:%02d:%03d" % (playhr, playmin, playsec, playmsec) + screen.blit(supernova.image, supernova.rect) + yourtimetext = font.render(str("Your Time"), True, pygame.Color('white')) + screen.blit(yourtimetext, (350, 400)) + yourtime = font.render(str(playtime), True, pygame.Color('white')) + screen.blit(yourtime, (350, 440)) + rfps = font.render(str(int(clock.get_fps())), True, pygame.Color('white')) + screen.blit(rfps, (50, 50)) + if debug: + sysclock = font.render(str(datetime.datetime.utcnow()), True, pygame.Color('white')) + cpuarch = font.render(str(platform.machine()), True, pygame.Color('white')) + playcount = font.render(str(runtime), True, pygame.Color('white')) + #infox = font.render(str(bx), True, pygame.Color('white')) + #infoy = font.render(str(by), True, pygame.Color('white')) + screen.blit(sysclock, (120, 50)) + screen.blit(cpuarch, (50, 80)) + screen.blit(playcount, (160, 80)) + #screen.blit(infox, (50, 110)) + #screen.blit(infoy, (50, 140)) + pygame.display.update() \ No newline at end of file