init
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#!/usr/bin/env python
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""" pygame.examples.setmodescale
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On high resolution displays(4k, 1080p) and tiny graphics games (640x480)
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show up very small so that they are unplayable. SCALED scales up the window
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for you. The game thinks it's a 640x480 window, but really it can be bigger.
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Mouse events are scaled for you, so your game doesn't need to do it.
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Passing SCALED to pygame.display.set_mode means the resolution depends
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on desktop size and the graphics are scaled.
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"""
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import pygame as pg
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pg.init()
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RES = (160, 120)
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FPS = 30
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clock = pg.time.Clock()
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print("desktops", pg.display.get_desktop_sizes())
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screen = pg.display.set_mode(RES, pg.SCALED | pg.RESIZABLE)
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# MAIN LOOP
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done = False
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i = 0
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j = 0
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r_name, r_flags = pg.display._get_renderer_info()
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print("renderer:", r_name, "flags:", bin(r_flags))
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for flag, name in [
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(1, "software"),
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(2, "accelerated"),
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(4, "VSync"),
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(8, "render to texture"),
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]:
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if flag & r_flags:
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print(name)
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while not done:
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for event in pg.event.get():
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if event.type == pg.KEYDOWN and event.key == pg.K_q:
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done = True
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if event.type == pg.QUIT:
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done = True
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if event.type == pg.KEYDOWN and event.key == pg.K_f:
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pg.display.toggle_fullscreen()
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if event.type == pg.VIDEORESIZE:
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pg.display._resize_event(event)
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i += 1
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i = i % screen.get_width()
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j += i % 2
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j = j % screen.get_height()
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screen.fill((255, 0, 255))
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pg.draw.circle(screen, (0, 0, 0), (100, 100), 20)
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pg.draw.circle(screen, (0, 0, 200), (0, 0), 10)
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pg.draw.circle(screen, (200, 0, 0), (160, 120), 30)
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pg.draw.line(screen, (250, 250, 0), (0, 120), (160, 0))
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pg.draw.circle(screen, (255, 255, 255), (i, j), 5)
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pg.display.flip()
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clock.tick(FPS)
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pg.quit()
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