first actualy working version
This commit is contained in:
293
main.py
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293
main.py
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import os
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os.environ["PYGAME_HIDE_SUPPORT_PROMPT"] = "1"
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import pygame
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import pygame.freetype
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import numpy as np
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import cli_ui
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import unicodedata
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import json
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import base64
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from exporter import export
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##### CONFIG #####
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# heigh of guide lines from the top of font pixel grid
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ascender_line = 10
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descender_line = 20
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window_size = (
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(1280, 720),
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(1920, 1019)
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)[0]
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# this is just a hard limit additionaly limited by the refresh rate of the monitor (vsync)
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fps_limit = 240
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grid_color = (128,) * 3
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grid_guide_color = (128, 128, 255)
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cross_color = (255, 60, 25)
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pixel_color = (255,) * 3
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##################
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proj_data, proj_path = cli_ui.cli_main()
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chars = proj_data["chars"]
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char_res = (proj_data["char_width"], proj_data["char_height"])
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# pygame init
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pygame.init()
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window = pygame.display.set_mode(window_size, flags=pygame.SCALED, vsync=1)
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clock = pygame.time.Clock()
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font = pygame.freetype.SysFont("Arial", 32)
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alt_font = pygame.freetype.SysFont("monogramextended", 32)
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pixel_size = (window_size[1]-1) / char_res[1]
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canva_width = pixel_size * char_res[0]
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def cursor_pos_to_pixel(pos):
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pixel_pos = (int(pos[0] // pixel_size), int(pos[1] // pixel_size))
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if pixel_pos[0] < 0 or pixel_pos[1] < 0 or pixel_pos[0] >= char_res[0] or pixel_pos[1] >= char_res[1]:
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return None
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return pixel_pos
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#d_time = 1 / fps_limit
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is_grid = True
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char_num = 33
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def check_char_exist(char_num):
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return chr(char_num) in chars
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does_char_exist = check_char_exist(char_num)
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force_deleted = False
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# main loop
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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quit()
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elif event.type == pygame.MOUSEWHEEL:
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char_num += event.y * -1
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if char_num < 0:
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char_num = 0
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elif char_num > 99999:
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char_num = 99999
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does_char_exist = check_char_exist(char_num)
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elif event.type == pygame.KEYDOWN:
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# delete char
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if event.key == pygame.K_DELETE:
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if does_char_exist:
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del chars[chr(char_num)]
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does_char_exist = False
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force_deleted = True
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# toggle grid
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if event.key == pygame.K_g:
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is_grid = not is_grid
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# export font
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elif event.key == pygame.K_e:
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export(char_res, chars)
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# print key tips
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elif event.key == pygame.K_p:
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cli_ui.key_tips()
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# initialize current stroke
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elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
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pixel_pos = cursor_pos_to_pixel(pygame.mouse.get_pos())
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# if char is drawable at current position
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if pixel_pos is not None:
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# create char dictionary entry if it does not exist
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if not does_char_exist:
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chars[chr(char_num)] = np.zeros(char_res, dtype=bool)
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does_char_exist = True
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paint_color = not chars[chr(char_num)][pixel_pos]
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# save at the end of the stroke
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elif (event.type == pygame.MOUSEBUTTONUP and event.button == 1) or force_deleted:
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force_deleted = False
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## packbit all chars
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# calculate the number of bits needed to pad char array to a multiple of 8
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remainder = char_res[0] * char_res[1] % 8
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padding = (8 - remainder) % 8
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packed_chars = {}
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for key, value in chars.items():
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# reshape into 1D array
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new_data = value.reshape(-1)
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# pad
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new_data = np.pad(new_data, (0, padding), mode="constant")
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# reshape the padded array into a 2D array with 8 columns
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new_data = new_data.reshape(-1, 8)
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# packbits
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new_data = np.packbits(new_data, axis=1).tobytes()
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# convert to base64
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new_data = base64.b64encode(new_data).decode("utf-8")
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packed_chars[key] = new_data
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proj_data["chars"] = packed_chars
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with open(proj_path, "w", encoding="utf-8") as f:
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json.dump(proj_data, f, indent=4, ensure_ascii=False)
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print("Autosaved project.")
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# perform drawing
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if pygame.mouse.get_pressed()[0] and does_char_exist:
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pixel_pos = cursor_pos_to_pixel(pygame.mouse.get_pos())
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if pixel_pos is not None:
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chars[chr(char_num)][pixel_pos] = paint_color
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# if all pixels are off, delete char
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if not np.any(chars[chr(char_num)]):
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del chars[chr(char_num)]
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does_char_exist = False
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window.fill((0, 0, 0))
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if does_char_exist:
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current_char_array = chars[chr(char_num)]
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# draw pixels from current_char_array
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for y in range(char_res[1]):
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for x in range(char_res[0]):
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if current_char_array[x, y]:
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pygame.draw.rect(
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window,
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pixel_color,
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(
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x * pixel_size,
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y * pixel_size,
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pixel_size,
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pixel_size
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)
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)
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if is_grid:
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# draw grid
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for x in range(char_res[0] + 1):
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x = x * pixel_size
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pygame.draw.line(
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window,
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grid_color,
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(x, 0),
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(x, window_size[1]),
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)
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for y in range(char_res[1] + 1):
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real_y = y * pixel_size
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pygame.draw.line(
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window,
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grid_guide_color if (y == ascender_line or y == descender_line) else grid_color,
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(0, real_y),
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(canva_width, real_y),
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)
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# draw char num
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font.render_to(
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window,
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(canva_width + 30, 30),
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f"dec: {char_num}",
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(255, 255, 255),
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size=64,
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)
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# draw char
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font.render_to(
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window,
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(canva_width + 30, 100),
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chr(char_num),
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(255, 255, 255),
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size=150,
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)
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# draw alternate font char
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alt_font.render_to(
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window,
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(canva_width + 200, 100),
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chr(char_num),
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(255, 255, 255),
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size=256,
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)
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# draw char name
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font.render_to(
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window,
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(canva_width + 30, 280),
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unicodedata.name(chr(char_num), "unknown"),
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(255, 255, 255),
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size=16,
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)
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# draw a red cross if curren char does not exist
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if not does_char_exist:
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pygame.draw.line(
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window,
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cross_color,
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(0, 0),
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(canva_width, window_size[1]),
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7
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)
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pygame.draw.line(
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window,
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cross_color,
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(0, window_size[1]),
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(canva_width, 0),
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7
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)
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font.render_to(window, (10, 10), f"FPS: {clock.get_fps():.2f}", (255, 255, 255), size=16)
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pygame.display.update()
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clock.tick(fps_limit)
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#d_time = clock.tick(fps_limit) / 1000
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