mirror of
https://github.com/SFML/SFML.git
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241 lines
6.4 KiB
Python
241 lines
6.4 KiB
Python
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#!/usr/bin/python
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from PySFML import *
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import math
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import random
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import sys
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def Game(Difficulty):
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PartsPerFrame = 1 + Difficulty # Number of drawn base parts each frame
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PartsSpacing = 3 # Each worm's base part is separated by PartsSpacing pixels
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TurnStep = 0.15 # Turn the worm's head of 0.15 rad
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PartSize = 6.0 # worm's base part size for collision
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PartRealSize = 18.0 # worm's real base part size for drawing
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# Load images
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Rond = sf.Image() # Image containing the base part of the worm
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if not Rond.LoadFromFile("./data/rond2.png"):
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print "Could not load data/rond2.png"
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return
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WormPart = sf.Sprite(Rond)
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WormPart.SetCenter(Rond.GetWidth()/2, Rond.GetHeight()/2)
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AppleImg = sf.Image() # Apple's image
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if not AppleImg.LoadFromFile("./data/apple.png"):
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print "Could not load data/apple.png"
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return
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Apple = sf.Sprite(AppleImg, 0, 0, 1, 1, 0) # Corresponding sprite
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Black = sf.Color(0,0,0,255)
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UglyYellow = sf.Color(220, 220, 20, 255)
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Stop = False
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Event = sf.Event() # Our events manager
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Level = 0
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ShrinkValue = 20
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Border = 30
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ArenaTop = 20
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ArenaBottom = 520
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RequiredLength = 300
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ExitLeft = 350
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ExitRight = 450
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ExitImg = sf.Image(ExitRight-ExitLeft, ArenaTop, Black)
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Exit = sf.Sprite(ExitImg, ExitLeft, 0, 1, 1, 0)
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Score = 0
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HeadX, HeadY = 0, 0
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while not Stop:
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#Initialize a new game
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Level += 1
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ArenaLeft = ShrinkValue*Level
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ArenaRight = 800-ShrinkValue*Level
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ArenaImg = sf.Image(ArenaRight-ArenaLeft, ArenaBottom-ArenaTop, Black)
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Arena = sf.Sprite(ArenaImg, ArenaLeft, ArenaTop, 1, 1, 0)
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AppleX, AppleY = random.randrange(ArenaLeft+Border, ArenaRight-Border), random.randrange(ArenaTop+Border, ArenaBottom-Border)
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Apple.SetX(AppleX - AppleImg.GetWidth()/2) # We move the apple to somewhere else, randomly
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Apple.SetY(AppleY - AppleImg.GetHeight()/2)
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Crash = False
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Running = True
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LevelStr = sf.String("Level: " + str(Level))
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LevelStr.SetPosition(60., 540.)
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LevelStr.SetColor(UglyYellow)
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ScoreStr = sf.String("Score: 0")
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ScoreStr.SetPosition(260., 540.)
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ScoreStr.SetColor(UglyYellow)
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Length = 1
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TargetedLength = 30
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Worm = [[ArenaLeft+50., ArenaTop+50.]]
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Angle = 0
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i = 0
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Dir = 0
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while Running: # Game main loop
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while App.GetEvent(Event): # Event Handler
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if Event.Type == sf.Event.Closed:
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App.Close()
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return
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if Event.Type == sf.Event.KeyPressed:
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if Event.Key.Code == sf.Key.Escape:
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Running = False
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Stop = True
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if Event.Key.Code == sf.Key.Left:
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Dir = -1
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if Event.Key.Code == sf.Key.Right:
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Dir = 1
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if Crash and Length<=1:
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Running = False
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if Event.Type == sf.Event.KeyReleased:
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if Event.Key.Code == sf.Key.Left and Dir == -1:
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Dir = 0
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if Event.Key.Code == sf.Key.Right and Dir == 1:
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Dir = 0
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App.Draw(Arena)
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if not Crash: # Create new parts and check collisions if the worm hasn't crashed yet
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for i in range(0, PartsPerFrame): # We create PartsPerFrame Worm's parts
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Angle += Dir*TurnStep
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HeadX, HeadY = Worm[Length-1][0]+PartsSpacing*math.cos(Angle), Worm[Length-1][1]+PartsSpacing*math.sin(Angle)
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if TargetedLength <= RequiredLength:
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if math.sqrt ( (AppleX - HeadX)**2 + (AppleY - HeadY)**2 ) < 14 + PartSize/2: # The Worm ate the apple
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Score += 1
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TargetedLength += 20 # The worm gets longer
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if TargetedLength <= RequiredLength:
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AppleX, AppleY = random.randrange(ArenaLeft+Border, ArenaRight-Border), random.randrange(ArenaTop+Border, ArenaBottom-Border)
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Apple.SetX(AppleX - AppleImg.GetWidth()/2) # We move the apple to somewhere else, randomly
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Apple.SetY(AppleY - AppleImg.GetHeight()/2)
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App.Draw(Apple)
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if HeadX<ArenaLeft+PartSize/2 or HeadX>ArenaRight-PartSize/2 or HeadY<ArenaTop+PartSize/2 or HeadY>ArenaBottom-PartSize/2: # Crash into a wall
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if Length > RequiredLength:
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if HeadY<ArenaTop+PartSize/2:
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if HeadX<ExitLeft+PartSize/2 or HeadX>ExitRight-PartSize/2:
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Crash = True
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elif HeadY < 0:
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Length = 0
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Running = False # Level completed!
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else:
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Crash = True
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elif Running:
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Crash = True
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if not Crash:
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Worm.append([HeadX, HeadY])
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Length += 1
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if TargetedLength > RequiredLength:
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App.Draw(Exit)
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if Length >= TargetedLength:
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Worm[0:TargetedLength] = Worm[Length-TargetedLength:Length]
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for i in range(Length, TargetedLength):
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del Worm[i]
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Worm[TargetedLength:Length] = []
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Length = TargetedLength
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for i in range(0, Length):
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WormPart.SetPosition(Worm[i][0], Worm[i][1])
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App.Draw(WormPart) # Draw the part on screen
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if i < Length - PartSize/PartsSpacing - 1:
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if math.sqrt( (HeadX-Worm[i][0])**2 + (HeadY-Worm[i][1])**2 ) < PartSize and Running: # Check for collision
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Crash = True
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if Crash and Length>0:
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TargetedLength -= PartsPerFrame
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ScoreStr.SetText("Score: " + str(Score))
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App.Draw(ScoreStr)
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App.Draw(LevelStr)
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App.Display() # Refresh Screen
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App.Clear(BGColor)
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# End of the game
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if Crash:
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Level = 0
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Score = 0
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else:
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Score += 5 # End level bonus
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del Worm
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del Arena
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del ArenaImg
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def Menu():
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Selection = 0
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TextColor = sf.Color(220, 220, 20, 255)
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Running = True
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Event = sf.Event()
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Title = sf.String("PyWorm!")
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Title.SetX(320.)
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Title.SetY(50.)
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Title.SetColor(TextColor)
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Levels = ["Very Easy", "Easy", "Medium", "Hard"]
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Xs = [320., 350., 330., 350.]
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Strings = [0,0,0,0]
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for i in range(0, 4):
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Strings[i] = sf.String(Levels[i])
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Strings[i].SetColor(TextColor)
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Strings[i].SetPosition(Xs[i], 200. + 80*i)
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RectangleImg = sf.Image(ScreenWidth, 40, sf.Color(50,50,10,255))
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Rectangle = sf.Sprite(RectangleImg, 0, 350, 1, 1, 0)
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while App.IsOpened(): # Game main loop
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while App.GetEvent(Event): # Event Handler
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if Event.Type == sf.Event.Closed:
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App.Close()
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if Event.Type == sf.Event.KeyPressed:
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if Event.Key.Code == sf.Key.Escape:
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App.Close()
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elif Event.Key.Code == sf.Key.Up:
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Selection = (Selection - 1) % 4
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elif Event.Key.Code == sf.Key.Down:
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Selection = (Selection + 1) % 4
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elif Event.Key.Code == sf.Key.Return:
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Game(Selection)
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Rectangle.SetY(200 + Selection*80)
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App.Draw(Rectangle)
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App.Draw(Title)
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for i in range(0,4):
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App.Draw(Strings[i])
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App.Display()
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App.Clear(BGColor)
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# Initialize the window
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ScreenWidth, ScreenHeight = 800, 600
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App = sf.RenderWindow(sf.VideoMode(ScreenWidth,ScreenHeight,32), "PyWorm", sf.Style.Close) # Creates the window
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BGColor = sf.Color(100,100,0,255)
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App.SetFramerateLimit(30)
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Menu()
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