import pygame
from . import gamecore
from ..communication import SceneInfo

class Arkanoid():
	def __init__(self):
		self._init_pygame()

	def _init_pygame(self):
		pygame.display.init()
		self._clock = pygame.time.Clock()
		self._screen = pygame.display.set_mode(gamecore.display_area_size)
		pygame.display.set_caption("Arkanoid")

	def game_loop(self, fps: int, level: int, record_handler = None):
		def keyboard_action() -> str:
			key_pressed_list = pygame.key.get_pressed()
			if key_pressed_list[pygame.K_LEFT]:
				return gamecore.ACTION_LEFT
			if key_pressed_list[pygame.K_RIGHT]:
				return gamecore.ACTION_RIGHT
			return gamecore.ACTION_NONE

		def check_going():
			for event in pygame.event.get():
				if event.type == pygame.QUIT or \
				  (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
					return False
			return True

		scene = gamecore.Scene(level, True, self._screen)

		while check_going():
			record_handler(scene.fill_scene_info_obj(SceneInfo()))
			control_action = keyboard_action()
			game_status = scene.update(control_action)

			if game_status == gamecore.GAME_OVER_MSG or \
			   game_status == gamecore.GAME_PASS_MSG:
				print(game_status)
				record_handler(scene.fill_scene_info_obj(SceneInfo()))
				scene.reset()
		
			scene.draw()
			pygame.display.flip()

			self._clock.tick(fps)

		pygame.quit()

e253bd90af1c1d581577a83a6a9d7f0aa81a05c0
<mask token>


class Arkanoid:

    def __init__(self):
        self._init_pygame()
    <mask token>
    <mask token>

<mask token>


class Arkanoid:

    def __init__(self):
        self._init_pygame()

    def _init_pygame(self):
        pygame.display.init()
        self._clock = pygame.time.Clock()
        self._screen = pygame.display.set_mode(gamecore.display_area_size)
        pygame.display.set_caption('Arkanoid')
    <mask token>

<mask token>


class Arkanoid:

    def __init__(self):
        self._init_pygame()

    def _init_pygame(self):
        pygame.display.init()
        self._clock = pygame.time.Clock()
        self._screen = pygame.display.set_mode(gamecore.display_area_size)
        pygame.display.set_caption('Arkanoid')

    def game_loop(self, fps: int, level: int, record_handler=None):

        def keyboard_action() ->str:
            key_pressed_list = pygame.key.get_pressed()
            if key_pressed_list[pygame.K_LEFT]:
                return gamecore.ACTION_LEFT
            if key_pressed_list[pygame.K_RIGHT]:
                return gamecore.ACTION_RIGHT
            return gamecore.ACTION_NONE

        def check_going():
            for event in pygame.event.get():
                if (event.type == pygame.QUIT or event.type == pygame.
                    KEYDOWN and event.key == pygame.K_ESCAPE):
                    return False
            return True
        scene = gamecore.Scene(level, True, self._screen)
        while check_going():
            record_handler(scene.fill_scene_info_obj(SceneInfo()))
            control_action = keyboard_action()
            game_status = scene.update(control_action)
            if (game_status == gamecore.GAME_OVER_MSG or game_status ==
                gamecore.GAME_PASS_MSG):
                print(game_status)
                record_handler(scene.fill_scene_info_obj(SceneInfo()))
                scene.reset()
            scene.draw()
            pygame.display.flip()
            self._clock.tick(fps)
        pygame.quit()

import pygame
from . import gamecore
from ..communication import SceneInfo


class Arkanoid:

    def __init__(self):
        self._init_pygame()

    def _init_pygame(self):
        pygame.display.init()
        self._clock = pygame.time.Clock()
        self._screen = pygame.display.set_mode(gamecore.display_area_size)
        pygame.display.set_caption('Arkanoid')

    def game_loop(self, fps: int, level: int, record_handler=None):

        def keyboard_action() ->str:
            key_pressed_list = pygame.key.get_pressed()
            if key_pressed_list[pygame.K_LEFT]:
                return gamecore.ACTION_LEFT
            if key_pressed_list[pygame.K_RIGHT]:
                return gamecore.ACTION_RIGHT
            return gamecore.ACTION_NONE

        def check_going():
            for event in pygame.event.get():
                if (event.type == pygame.QUIT or event.type == pygame.
                    KEYDOWN and event.key == pygame.K_ESCAPE):
                    return False
            return True
        scene = gamecore.Scene(level, True, self._screen)
        while check_going():
            record_handler(scene.fill_scene_info_obj(SceneInfo()))
            control_action = keyboard_action()
            game_status = scene.update(control_action)
            if (game_status == gamecore.GAME_OVER_MSG or game_status ==
                gamecore.GAME_PASS_MSG):
                print(game_status)
                record_handler(scene.fill_scene_info_obj(SceneInfo()))
                scene.reset()
            scene.draw()
            pygame.display.flip()
            self._clock.tick(fps)
        pygame.quit()

import pygame
from . import gamecore
from ..communication import SceneInfo

class Arkanoid():
	def __init__(self):
		self._init_pygame()

	def _init_pygame(self):
		pygame.display.init()
		self._clock = pygame.time.Clock()
		self._screen = pygame.display.set_mode(gamecore.display_area_size)
		pygame.display.set_caption("Arkanoid")

	def game_loop(self, fps: int, level: int, record_handler = None):
		def keyboard_action() -> str:
			key_pressed_list = pygame.key.get_pressed()
			if key_pressed_list[pygame.K_LEFT]:
				return gamecore.ACTION_LEFT
			if key_pressed_list[pygame.K_RIGHT]:
				return gamecore.ACTION_RIGHT
			return gamecore.ACTION_NONE

		def check_going():
			for event in pygame.event.get():
				if event.type == pygame.QUIT or \
				  (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
					return False
			return True

		scene = gamecore.Scene(level, True, self._screen)

		while check_going():
			record_handler(scene.fill_scene_info_obj(SceneInfo()))
			control_action = keyboard_action()
			game_status = scene.update(control_action)

			if game_status == gamecore.GAME_OVER_MSG or \
			   game_status == gamecore.GAME_PASS_MSG:
				print(game_status)
				record_handler(scene.fill_scene_info_obj(SceneInfo()))
				scene.reset()
		
			scene.draw()
			pygame.display.flip()

			self._clock.tick(fps)

		pygame.quit()
