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@ -1,9 +1,11 @@
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"""
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Cubito
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"""
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from itertools import count
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from time import sleep
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import arcade
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# import cubito
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import cubito
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# Screen title and size
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SCREEN_TITLE = "Cubito"
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@ -50,6 +52,46 @@ BOTTOM_Y = MAT_HEIGHT / 2 + MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
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START_X = MAT_WIDTH / 2 + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
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class Token(arcade.Sprite):
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"""Token sprite"""
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# Sprite from token type
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sprite = {
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"FORDWARD": "up",
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"RIGHT": "r",
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"LEFT": "l",
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"PAUSE": "pause_square",
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"FUNCTION": "hamburger",
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}
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def __init__(self, token_type, scale=1):
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"""Token constructor"""
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# Type of token
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self.type = token_type
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# Get sprite for type of token
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self.image_file_name = (
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":resources:onscreen_controls/shaded_dark/%s.png"
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% self.sprite.get(token_type, "unchecked")
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)
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# Init parent class
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super().__init__(self.image_file_name, scale, hit_box_algorithm="None")
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class Mat(arcade.SpriteSolidColor):
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"""Mat sprite"""
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# Count instance mat classes
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ids = count(0)
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def __init__(self, wigth, height, color=arcade.csscolor.DARK_OLIVE_GREEN):
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# Get id from number of instance classes
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self.id = next(self.ids)
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# Init parent class
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super().__init__(wigth, height, color)
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class Cubito(arcade.Window):
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"""Main application class"""
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@ -76,32 +118,185 @@ class Cubito(arcade.Window):
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def setup(self):
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"""Set up the game"""
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...
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# List of cards we are dragging with the mouse
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self.held_token = None
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self.held_token_original_position = None
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self.mat_list = arcade.SpriteList()
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for j in range(MAT_ROW):
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# Create the top "play" piles
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for i in range(MAT_COLUMN):
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mat = Mat(MAT_WIDTH, MAT_HEIGHT)
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mat.position = (
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START_X + i * X_SPACING_MAT + SCREEN_WIDTH / 2,
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TOP_Y - Y_SPACING_MAT * j,
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)
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self.mat_list.append(mat)
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self.mat_function_list = arcade.SpriteList()
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for j in range(MAT_ROW, MAT_ROW + MAT_FUNCTION_ROW):
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# Create the top "play" piles
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for i in range(MAT_COLUMN):
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mat = Mat(MAT_WIDTH, MAT_HEIGHT, arcade.color.COOL_BLACK)
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mat.position = (
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START_X + i * X_SPACING_MAT + SCREEN_WIDTH / 2,
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TOP_Y - Y_SPACING_MAT * j,
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)
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self.mat_function_list.append(mat)
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# Sprite list with all the cards, no matter what pile they are in.
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self.token_list = arcade.SpriteList()
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# Create every token
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for j, t in enumerate(TOKEN_TYPES):
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for i in range(10):
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token = Token(t, TOKEN_SCALE)
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token.position = (
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START_X + X_SPACING_TOKEN * j,
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BOTTOM_Y + X_SPACING_TOKEN * i,
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)
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self.token_list.append(token)
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i += 50
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def on_draw(self):
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"""Render the screen"""
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# Clear the screen
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arcade.start_render()
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# Draw the mats
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self.mat_list.draw()
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# Draw the mats function
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self.mat_function_list.draw()
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# Draw the tokens
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self.token_list.draw()
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# Draw token id in bottom left mat side
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all_mat = list(self.mat_list) + list(self.mat_function_list)
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for mat in all_mat:
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size = 10
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arcade.draw_text(
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mat.id,
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mat.left + size / 3,
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mat.bottom + size / 3,
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arcade.color.CHARTREUSE,
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size,
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)
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def on_mouse_press(self, x, y, button, key_modifiers):
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"""Called when the user presses a mouse button"""
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...
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# Get list of token when click
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tokens = arcade.get_sprites_at_point((x, y), self.token_list)
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# Check if grab a token
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if len(tokens) > 0:
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# Hold the token
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self.held_token = tokens[-1]
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# Set original pos for this token
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self.held_token_original_position = self.held_token.position
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def on_mouse_release(self, x, y, button, modifiers):
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"""Called when the user presses a mouse button"""
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...
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# If no token hold, pass
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if self.held_token is None:
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return
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# Find the closert mat from held token
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mat, distance = arcade.get_closest_sprite(self.held_token, self.mat_list)
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reset_position = True
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# Check collision between held token et the closert mat
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if arcade.check_for_collision(self.held_token, mat):
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# Set held token position on mat
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self.held_token.position = mat.center_x, mat.center_y
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reset_position = False
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# Find the closert mat function from held token
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mat, distance = arcade.get_closest_sprite(
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self.held_token, self.mat_function_list
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)
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# Check collision between held token et the closert mat
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if arcade.check_for_collision(self.held_token, mat):
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# Set held token position on mat
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self.held_token.position = mat.center_x, mat.center_y
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reset_position = False
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# If no collision between held token et the closert mat, reset held token position
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if reset_position:
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self.held_token.position = self.held_token_original_position
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# Release hold token
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self.held_token = None
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def on_mouse_motion(self, x, y, dx, dy):
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"""Called when the user moves the mouse"""
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...
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# If no token hold, pass
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if self.held_token is None:
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return
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self.held_token.center_x += dx
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self.held_token.center_y += dy
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def on_key_press(self, symbol, modifiers):
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"""Called when the user presses key"""
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...
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# Press « R » key
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if symbol == arcade.key.R:
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print("Restart !")
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# Reset mat ids
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Mat.ids = count(0)
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# Relunch setup methode
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self.setup()
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# Press « S » key
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if symbol == arcade.key.S:
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# Run cubito
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self.cubito()
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# Press « Q » key
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if symbol == arcade.key.Q:
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print("Good bye !")
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# Exit
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arcade.exit()
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def cubito(self, function=False):
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"""Move cubito !"""
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...
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# Get list of mats
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if function:
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mats = self.mat_function_list
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else:
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mats = self.mat_list
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for mat in mats:
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# Find the closert token from mat
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token, distance = arcade.get_closest_sprite(mat, self.token_list)
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# Check collision between the closert token & mat
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if arcade.check_for_collision(mat, token):
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msg = token.type
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print("> Move %s : %s" % (mat.id, msg))
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if msg == "FORDWARD":
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cubito.fordward()
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elif msg == "LEFT":
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cubito.left()
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elif msg == "RIGHT":
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cubito.right()
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elif msg == "FUNCTION" and not function:
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self.cubito(function=True)
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elif msg == "PAUSE":
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pass
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else:
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print("Unknow command")
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else:
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print("> Move %s :" % mat.id)
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sleep(0.1)
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def main():
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"""Main method"""
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