1 | """Display a game area."""
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2 |
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3 | import pygame
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4 | import pymunk
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5 | import pymunk.pygame_util
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6 |
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7 | from nagslang.constants import COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS
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8 | from nagslang.events import ScreenChange, DoorEvent
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9 | from nagslang.level import Level
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10 | from nagslang.protagonist import Protagonist
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11 | from nagslang.screens.base import Screen
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12 |
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13 |
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14 | class ControlKeys(object):
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15 | direction_keys = {
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16 | (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
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17 | (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
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18 | (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
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19 | (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
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20 | }
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21 |
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22 | def __init__(self):
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23 | self.keys_down = set()
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24 |
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25 | def key_down(self, key):
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26 | self.keys_down.add(key)
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27 |
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28 | def key_up(self, key):
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29 | self.keys_down.discard(key)
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30 |
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31 | def handle_event(self, ev):
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32 | if ev.type == pygame.locals.KEYDOWN:
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33 | self.key_down(ev.key)
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34 | elif ev.type == pygame.locals.KEYUP:
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35 | self.key_up(ev.key)
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36 |
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37 | def get_direction(self):
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38 | dx, dy = 0, 0
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39 | for (tx, ty), keys in self.direction_keys.iteritems():
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40 | if self.keys_down & keys:
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41 | dx += tx
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42 | dy += ty
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43 | return (dx, dy)
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44 |
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45 |
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46 | class Drawables(object):
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47 | def __init__(self):
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48 | self._drawables = {}
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49 |
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50 | def add(self, drawable):
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51 | self._drawables.setdefault(drawable.zorder, []).append(drawable)
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52 |
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53 | def remove(self, drawable):
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54 | self._drawables[drawable.zorder].remove(drawable)
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55 |
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56 | def get_drawables(self):
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57 | for zorder in sorted(self._drawables):
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58 | for drawable in self._drawables[zorder]:
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59 | yield drawable
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60 |
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61 | __iter__ = get_drawables
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62 |
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63 |
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64 | class AreaScreen(Screen):
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65 |
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66 | def setup(self):
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67 | self._disable_render = False # Avoid redrawing on scene changes
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68 | self.keys = ControlKeys()
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69 | self._level = Level(self.name)
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70 | self._level.load(self.space)
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71 | self._drawables = Drawables()
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72 | self.add_walls()
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73 | self._add_collision_handlers()
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74 | if self.protagonist is not None:
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75 | # We do things this way to avoid extra pymunk
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76 | # juggling to move objects between spaces
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77 | old_protagonist = self.protagonist
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78 | self.add_protagonist()
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79 | self.protagonist.copy_state(old_protagonist)
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80 | else:
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81 | self.add_protagonist()
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82 | self.add_game_objects()
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83 |
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84 | def _collision_pre_solve_handler(self, space, arbiter):
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85 | gobj = arbiter.shapes[1].physicser.game_object
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86 | result = gobj.collide_with_protagonist()
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87 | # The collision handler must return `True` or `False`. We don't want to
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88 | # accidentally reject collisions from handlers that return `None`, so
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89 | # we explicitly check for `False` and treate everything else as `True`.
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90 | if result is False:
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91 | return False
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92 | return True
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93 |
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94 | def _add_collision_handlers(self):
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95 | for collision_type in CALLBACK_COLLIDERS:
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96 | self.space.add_collision_handler(
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97 | COLLISION_TYPE_PLAYER, collision_type,
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98 | pre_solve=self._collision_pre_solve_handler)
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99 |
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100 | def add_walls(self):
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101 | self.walls = []
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102 | body = pymunk.Body()
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103 | body.position = (0, 0)
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104 | walls = self._level.get_walls()
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105 | for wall in walls:
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106 | corners = wall
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107 | corner = corners[-1]
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108 | for next_corner in corners:
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109 | wall = pymunk.Segment(body, corner, next_corner, 5)
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110 | wall.elasticity = 1.0
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111 | self.walls.append(wall)
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112 | corner = next_corner
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113 | self.space.add(*self.walls)
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114 |
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115 | def add_game_objects(self):
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116 | for drawable in self._level.drawables:
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117 | self._drawables.add(drawable)
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118 |
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119 | def add_protagonist(self):
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120 | self.protagonist = Protagonist(self.space, (350, 300))
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121 | self._drawables.add(self.protagonist)
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122 |
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123 | def handle_event(self, ev):
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124 | if ev.type == pygame.locals.KEYDOWN:
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125 | if ev.key == pygame.locals.K_ESCAPE:
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126 | ScreenChange.post('menu')
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127 | if ev.key == pygame.locals.K_c:
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128 | self.protagonist.toggle_form()
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129 | elif DoorEvent.matches(ev):
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130 | self.protagonist.set_position(ev.dest_pos)
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131 | if ev.destination != self.name:
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132 | # Go to anther screen
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133 | self._disable_render = True
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134 | ScreenChange.post(ev.destination, self.protagonist)
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135 | return
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136 | # else we're teleporting within the screen, and just the
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137 | # position change is enough
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138 | self.keys.handle_event(ev)
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139 |
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140 | def _calc_viewport(self, level_surface, display_surface):
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141 | level_size = level_surface.get_size()
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142 | display_size = display_surface.get_size()
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143 | protagnist_pos = self.protagonist.physicser.get_render_position(
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144 | level_surface)
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145 | x_wide = display_size[0] // 2
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146 | y_wide = display_size[1] // 2
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147 | if display_size[0] > level_size[0]:
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148 | x = -(display_size[0] - level_size[0]) // 2
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149 | elif protagnist_pos[0] < x_wide:
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150 | x = 0
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151 | elif protagnist_pos[0] > level_size[0] - x_wide:
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152 | x = level_size[0] - display_size[0]
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153 | else:
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154 | x = protagnist_pos[0] - x_wide
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155 | if display_size[1] > level_size[1]:
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156 | y = -(display_size[1] - level_size[1]) // 2
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157 | elif protagnist_pos[1] < y_wide:
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158 | y = 0
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159 | elif protagnist_pos[1] > level_size[1] - y_wide:
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160 | y = level_size[1] - display_size[1]
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161 | else:
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162 | y = protagnist_pos[1] - y_wide
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163 | return pygame.rect.Rect(x, y, display_size[0], display_size[1])
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164 |
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165 | def render(self, surface):
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166 | if self._disable_render:
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167 | return
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168 | background = self._level.get_background()
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169 | mysurface = background.copy()
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170 | for drawable in self._drawables:
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171 | drawable.render(mysurface)
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172 | render_rect = self._calc_viewport(mysurface, surface)
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173 | surface.blit(mysurface, (0, 0), render_rect)
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174 | for overlay in self._level.overlay_drawables:
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175 | if overlay.is_visible():
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176 | overlay.render(surface, render_rect.topleft)
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177 |
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178 | def tick_protagonist(self):
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179 | dx, dy = self.keys.get_direction()
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180 | self.protagonist.set_direction(dx, dy)
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181 |
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182 | def tick(self, seconds):
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183 | self.tick_protagonist()
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184 | for drawable in self._drawables:
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185 | drawable.animate()
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186 | super(AreaScreen, self).tick(seconds)
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