Escape closes soxsynth.
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bashit/.bashit.scoreboard
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10
bashit/.bashit.scoreboard
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10 Anonymous
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0 Anonymous
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0 anonymous
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0 anonymous
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0 anonymous
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0 anonymous
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0 anonymous
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0 anonymous
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0 anonymous
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0 anonymous
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@ -1,189 +0,0 @@
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-- Store operating system commands in a variable.
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function os.capture(cmd, raw)
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local f = assert(io.popen(cmd, 'r'))
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local s = assert(f:read('*a'))
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f:close()
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if raw then
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return s
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end
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s = string.gsub(s, '^%s+', '')
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s = string.gsub(s, '%s+$', '')
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s = string.gsub(s, '[\n\r]+', ' ')
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return s
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end
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-- Speak with appropriate tool.
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local function speak(text)
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if os.capture("uname") == "Linux" then
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os.execute('spd-say "' .. text .. '"')
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else
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os.execute('say "' .. text .. '"')
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end
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end
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-- Window related variables.
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local gameName = "Bottle Blaster"
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local SDL = require "SDL"
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local mixer = require "SDL.mixer"
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local ret, err = SDL.init { SDL.flags.Video }
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if not ret then
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error(err)
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end
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local function trySDL(func, ...)
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local t = { func(...) }
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if not t[1] then
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error(t[#t])
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end
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return table.unpack(t)
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end
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local function exit_game(SDL, mixer)
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SDL.quit()
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mixer.quit()
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return false
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end
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local win, err = SDL.createWindow {
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title = gameName,
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width = 320,
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height = 320
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}
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if not win then
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error(err)
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end
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trySDL(mixer.openAudio, 44100, SDL.audioFormat.S16, 2, 1024)
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-- Load all game sounds here:
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-- Format: local variableName = trySDL(mixer.loadWAV, "path/to/file")
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-- Supported file types flac, ogg, wav
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local bottle =
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{
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trySDL(mixer.loadWAV, "sounds/glass1.ogg"),
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trySDL(mixer.loadWAV, "sounds/glass2.ogg"),
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trySDL(mixer.loadWAV, "sounds/glass3.ogg")
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}
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local gun =
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{
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trySDL(mixer.loadWAV, "sounds/gun1.ogg"),
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trySDL(mixer.loadWAV, "sounds/gun2.ogg"),
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trySDL(mixer.loadWAV, "sounds/gun3.ogg"),
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trySDL(mixer.loadWAV, "sounds/gun4.ogg"),
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trySDL(mixer.loadWAV, "sounds/gun5.ogg")
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}
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local empty = trySDL(mixer.loadWAV, "sounds/empty.ogg")
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local load = {}
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load[3] = trySDL(mixer.loadWAV, "sounds/load3.ogg")
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load[4] = trySDL(mixer.loadWAV, "sounds/load3.ogg")
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load[5] = trySDL(mixer.loadWAV, "sounds/load5.ogg")
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local function play_sound(sound, channel, loop)
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channel = channel or -1
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loop = loop or 0
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sound:playChannel(channel, loop)
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end
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local function play_at_location(sound, xPosition, yPosition)
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channel = channel or -1
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loop = loop or 0
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xPosition = xPosition or 0
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yPosition = yPosition or 0
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mixer.SetPanning(-1, 255, 127)
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sound:playChannel(-1, 0)
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end
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local function game_intro()
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local sound = trySDL(mixer.loadWAV, "sounds/game-intro.ogg")
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sound:playChannel(-1, 0)
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while mixer.playing(-1) > 0 do
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SDL.delay(100)
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end
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end
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-- Game variables
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local direction = ""
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local holdKey = {}
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local keyName = ""
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local loaded = true
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local playerPosition = math.random(0, 30)
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local running = true
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local weapon = 1
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-- game functions.
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local function player_move(position, direction)
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if direction == "Left" and position > 0 then
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position = position - 1
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end
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if direction == "Right" and position < 30 then
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position = position + 1
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end
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return position
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end
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game_intro()
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-- Main game loop.
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while running do
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-- Need a timer to make holding arrows move at a slower speed. for player_move()
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playerPosition = player_move(playerPosition, direction)
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-- Iterate over all events, this function does not block.
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for e in SDL.pollEvent() do
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if e.type == SDL.event.KeyUp then --chrys just recognice the keyup and free the loop
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keyName = SDL.getKeyName(e.keysym.sym)
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holdKey[keyName] = false
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direction = ""
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-- speak(playerPosition)
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end
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if e.type == SDL.event.Quit then
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running = false
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elseif e.type == SDL.event.KeyDown and not holdKey[keyName] then -- chrysif not already down ( see below)
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keyName = SDL.getKeyName(e.keysym.sym)
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holdKey[keyName] = true --chrys mark the remember the keydown
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if keyName == "Q" then
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running = exit_game(SDL, mixer)
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elseif keyName == "Left Shift" or keyName == "Right Shift" then
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if weapon >= 3 and loaded == false then
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-- Need to not allow firing until loading is complete.
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play_sound(load[weapon])
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end
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loaded = true
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elseif keyName == "Space" then
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if loaded == true then
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play_sound(gun[weapon])
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play_sound(bottle[math.random(1, #bottle)])
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else
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play_sound(empty)
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end
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if weapon >= 3 then
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loaded = false
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end
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elseif keyName == "Left" or keyName == "Right" then
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direction = keyName
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elseif tonumber(keyName) == nil then -- make sure keyName can be converted to a number for remaing if statements to avoid a crash.
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keyName = "0"
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elseif tonumber(keyName) >= 1 and tonumber(keyName) <= 5 then
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weapon = tonumber(keyName)
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if weapon >= 3 then
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loaded = false
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else
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loaded = true
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end
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if weapon == 1 then
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speak("pistal")
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elseif weapon == 2 then
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speak("beretta")
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elseif weapon == 3 then
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speak("boomstick shotgun")
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elseif weapon == 4 then
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speak("pump action shotgun")
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elseif weapon == 5 then
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speak("bo and arrow")
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end
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end
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end
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end
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end
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@ -21,6 +21,8 @@ done) --stdout)"
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if [[ "$game" != "exit" && -n "$game" ]]; then
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cd "${gameList[$game]}"
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./$game""
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echo
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read -n1 -p "Press any key to continue" continue
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else
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break
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fi
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#!/bin/python
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# -*- coding: utf-8 -*-
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# Shoot the bottles as fast as possible.
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from storm_games import *
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sounds = initialize_gui("Bottle Blaster")
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# loop forever (until a break occurs)
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while True:
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# wait for an event
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event = pygame.event.wait()
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# if the event is about a keyboard button that have been pressed...
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if event.type == pygame.KEYDOWN:
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sounds['bottle'].play(-1)
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speak("This is a test.")
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if event.type == pygame.KEYUP:
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sounds['bottle'].stop()
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# and if the button is the "q" letter or the "escape" key...
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if event.key == pygame.K_ESCAPE:
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# ... then exit from the while loop
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break
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time.sleep(.001)
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#!/bin/python
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# -*- coding: utf-8 -*-
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"""Standard initializations and functions shared by all games."""
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from espeak import espeak
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import os
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from os import listdir
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from os.path import isfile, join
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import pygame
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import time
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def speak(text, interupt = True):
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if interupt == True: espeak.cancel()
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espeak.set_voice("en-us")
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espeak.synth(text)
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def initialize_gui(gameTitle):
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# start pygame
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pygame.init()
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# start the display (required by the event loop)
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pygame.display.set_mode((320, 200))
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pygame.display.set_caption(gameTitle)
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# Load sounds from the sound directory and creates a list like that {'bottle': 'bottle.ogg'}
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soundFiles = [f for f in listdir("sounds/") if isfile(join("sounds/", f)) and (f.split('.')[1].lower() in ["ogg","wav"])]
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#lets make a dict with pygame.mixer.Sound() objects {'bottle':<soundobject>}
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soundData = {}
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for f in soundFiles:
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soundData[f.split('.')[0]] = pygame.mixer.Sound("sounds/" + f)
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return soundData
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#!/bin/bash
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if [ $# -ne 1 ] ; then
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echo "Usage: soundboard name, where name is the name of a soundboard you want to load."
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exit 1
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fi
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if ! [ -d sounds/$1 ] ; then
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echo "soundboard $1 not found."
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exit 1
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fi
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while [ 1 -gt 0 ] ; do
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read -sn1 key
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if [ -f sounds/$1/$key.ogg ] ; then
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play -qV0 sounds/$1/$key.ogg&
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fi
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done
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exit 0
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@ -255,6 +255,9 @@ noteLength="0.75"
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;;
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"=")
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noteLength="1.00"
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;;
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$'\e')
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exit 0
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esac
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if [ "$instrument" == "12" ] ; then
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play -qn -V0 synth pl ${note}$(($octave + 1)) pl ${note}${octave} delay 0 0.02 remix - $effect fade 0 $noteLength vol $volume &> /dev/null &
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#!/bin/bash
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check_dependancies()
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{
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if [ $# -eq 0 ] ; then
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if [[ $(bash --version | head -n 1 | cut -f 1 -d "." | tr -d "[:alpha:]") < "4" ]] ; then
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echo "This game requires bash version 4 or higher. Earlier versions may not be able to successfully run this code."
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fi
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if ! hash sox &> /dev/null ; then
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echo "The program sox is required but does not appear to be installed on your system. Please install sox and try
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again."
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exit 1
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fi
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fi
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for i in $@ ; do
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if ! hash $i &> /dev/null ; then
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echo "The program $i is required but does not appear to be installed on your system. Please install $i and try
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again."
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exit 1
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fi
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done
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}
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initialize_players()
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{
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i=1
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while [ $i -le $1 ] ; do
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player[$i]=0
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let i++
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done
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}
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play_sound()
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{
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play -qV0 sounds/$@
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}
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check_dependancies
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check_dependancies rolldice
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#get terminal width
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columns=$(tput cols)
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play_sound intro.ogg
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#find out how many players there are
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if [ $# -gt 1 ] ; then
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echo "Usage: $0 or $0 number of players."
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exit 1
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fi
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if [ $# -eq 1 ] ; then
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if ! [[ "$1" =~ ^[0-9]+$ ]] ; then
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echo "The number of players must be a number, 2 or greater."
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exit 1
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fi
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if [ $1 -lt 2 ] ; then
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echo "The number of players must be a number, 2 or greater."
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exit 1
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fi
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totalPlayers=$1
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else
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totalPlayers=2
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cpu=true
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fi
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initialize_players $totalPlayers
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#determine who goes first.
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playerIndex=$(rolldice 1d${#player[@]})
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while [ $playerIndex -gt 0 ] ; do
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score_keeper $playerIndex
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let playerIndex++
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if [ $playerIndex -gt ${#player[@]} ] ; then
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playerIndex=1
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fi
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done
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exit 0
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