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-rw-r--r--src/splitscreen_duo/games/benchmark.py50
1 files changed, 39 insertions, 11 deletions
diff --git a/src/splitscreen_duo/games/benchmark.py b/src/splitscreen_duo/games/benchmark.py
index efe48c3..13b14f7 100644
--- a/src/splitscreen_duo/games/benchmark.py
+++ b/src/splitscreen_duo/games/benchmark.py
@@ -1,10 +1,12 @@
import pygame
import random
+import os
from splitscreen_duo.command import Command
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
+ROTATION_ENABLED = os.getenv("DEVELOPMENT", "") in ["", "0"]
BALL_SIZE = 25
@@ -16,10 +18,34 @@ class Ball:
self.change_y = random.randrange(-2, 3)
+def draw_game(surface, ball_list, fps, balls, is_vertical, screen_width, screen_height):
+ surface.fill(BLACK)
+
+ for ball in ball_list:
+ pygame.draw.circle(surface, WHITE, [int(ball.x), int(ball.y)], BALL_SIZE)
+
+ fps_text = pygame.font.render(f"FPS: {fps:.1f}", True, WHITE)
+ ball_text = pygame.font.render(f"Balls: {balls}", True, WHITE)
+
+ if is_vertical:
+ surface.blit(fps_text, (screen_width // 2 - fps_text.get_width() // 2, 10))
+ surface.blit(ball_text, (screen_width // 2 - ball_text.get_width() // 2, 40))
+ else:
+ surface.blit(fps_text, (10, 10))
+ surface.blit(ball_text, (10, 40))
+
def main_loop(screen, serial):
clock = pygame.time.Clock()
screen_width = screen.get_width()
screen_height = screen.get_height()
+ instance = os.getenv("INSTANCE", "Unknown")
+ rotation_angle = 0
+
+ if ROTATION_ENABLED:
+ if instance == "primary":
+ rotation_angle = 90 # Right is down
+ elif instance == "secondary":
+ rotation_angle = -90 # Left is down
global BALL_SIZE
@@ -76,21 +102,23 @@ def main_loop(screen, serial):
if b.y > screen_height - BALL_SIZE:
b.y = screen_height - BALL_SIZE
- screen.fill(BLACK)
+ fps = clock.get_fps()
- for ball in ball_list:
- pygame.draw.circle(screen, WHITE, [int(ball.x), int(ball.y)], BALL_SIZE)
+ if ROTATION_ENABLED and rotation_angle != 0 and not is_vertical:
+ render_surface = pygame.Surface((screen_width, screen_height))
- fps = clock.get_fps()
- fps_text = font.render(f"FPS: {fps:.1f}", True, WHITE)
- ball_text = font.render(f"Balls: {balls}", True, WHITE)
+ draw_game(render_surface, ball_list, fps, balls, is_vertical, screen_width, screen_height)
+
+ rotated = pygame.transform.rotate(render_surface, rotation_angle)
+
+ screen.fill(BLACK)
+
+ pos_x = (screen_width - rotated.get_width()) // 2
+ pos_y = (screen_height - rotated.get_height()) // 2
- if is_vertical:
- screen.blit(fps_text, (screen_width // 2 - fps_text.get_width() // 2, 10))
- screen.blit(ball_text, (screen_width // 2 - ball_text.get_width() // 2, 40))
+ screen.blit(rotated, (pos_x, pos_y))
else:
- screen.blit(fps_text, (10, 10))
- screen.blit(ball_text, (10, 40))
+ draw_game(screen, ball_list, fps, balls, is_vertical, screen_width, screen_height)
pygame.display.flip()
# clock.tick(60)