relative imports
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iBitFit
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=======
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Avoid touching the triangles with the rods
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Land the triangles without touching the rods
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Controls
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--------
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* Left/Right - Scroll sieve
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* Left/Right - Move rods
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* Down - Increase fall speed
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* F11 - Full screen
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@ -18,7 +18,7 @@ from lib.pgfw.pgfw.Sprite import Sprite, BlinkingSprite
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from lib.pgfw.pgfw.Vector import Vector
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from lib.pgfw.pgfw.extension import render_box
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from electric_sieve.land.Land import Land
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from .land.Land import Land
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# Import GPIO library if available
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try:
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@ -920,7 +920,7 @@ class Static(Sprite):
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if self.get_game().triangles.score > self.get_game().title.scoreboard.get_scores()[Scoreboard.SCORE_COUNT - 1][1]:
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self.total.deactivate()
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self.initials.activate()
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self.get_game().suppress_input_temporarily(500)
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self.get_game().suppress_input_temporarily()
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else:
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self.finish(wipe=True)
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else:
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@ -1022,7 +1022,7 @@ class Initials(GameChild):
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else:
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self.holding_button = False
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self.holding_button_elapsed = 0
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self.get_game().suppress_input_temporarily(500)
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self.get_game().suppress_input_temporarily()
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for ii, letter in enumerate(self.text):
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box = self.get_game().orient(render_box(
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self.font, letter, False, self.FOREGROUND, self.BACKGROUND, self.FOREGROUND, padding=self.PADDING))
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@ -4,8 +4,8 @@ from pygame.locals import *
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from lib.pgfw.pgfw.GameChild import GameChild
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from lib.pgfw.pgfw.Vector import Vector
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from electric_sieve.land.Mask import Mask
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from electric_sieve.land.Plate import Plate
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from .Mask import Mask
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from .Plate import Plate
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class Land(GameChild, Rect):
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