Removed python, pokemon, and sustained .wav's

This commit is contained in:
Gordon Weeks 2026-01-31 13:40:40 -08:00
parent 29a5ad6c2b
commit 566c814162
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.vscode/c_cpp_properties.json vendored Normal file
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{
"configurations": [
{
"name": "Win32",
"includePath": [
"${workspaceFolder}/**",
"C:\\Users\\gchri\\AppData\\Local\\.xmake\\packages\\r\\raylib\\5.5\\ff3f87ca824444c78f4ea6c42aea7e19\\include",
"C:\\Users\\gchri\\AppData\\Local\\.xmake\\packages\\b\\box2d\\v3.1.1\\c325728b2cd54c829f73cb36a64d56bf\\include",
"C:\\Users\\gchri\\AppData\\Local\\.xmake\\packages\\l\\ldtkloader\\1.5.3+1\\ac7d0c1a303c4f8cae45b3efe77ceb79\\include",
"C:\\Users\\gchri\\AppData\\Local\\.xmake\\packages\\r\\rapidjson\\2025.02.05\\5aec2755925a45d9974d95d2cb7038b1\\include"
],
"defines": [
"_DEBUG",
"UNICODE",
"_UNICODE"
],
"windowsSdkVersion": "10.0.26100.0",
"compilerPath": "cl.exe",
"cStandard": "c17",
"cppStandard": "c++17",
"intelliSenseMode": "windows-msvc-x64"
}
],
"version": 4
}

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# Game Jam Kit
A simple framework for making small games with [raylib](https://www.raylib.com/), [box2d](https://box2d.org/), and [LDtk](https://ldtk.io/).
Python version of the [C++ Game Jam Kit](https://github.com/davabase/game_jam_kit).
## Introduction
The framework in setup as a series of classes that manage the lifecycle of each other.
`Game` manages `Manager`s and `Scene`s.
A `Manager` holds resources that are used across scenes. The resources are loaded at `Game::init()`.
`Scene` manages `Service`s and `GameObject`s.
`Scene`s also perform game logic for each level.
A `Service` holds resources that are used in a single scene. The resources are loaded during init and disposed when the scene is disposed.
`GameObject` manages `Component`s
`GameObject`s also perform game logic for individual game entities.
A `Component` is a reusable tool for creating `GameObject` behavior.
Each of these pieces has lifecycle functions for `init()`, `update()`, and `draw()` that can be overridden when creating your own subclasses. These functions are called by the containing manager. If you do not wish for your class to be managed you shouldn't inherit from these base classes.
The managers also have larger overridable functions, `init_*()`, `update_*()`, and `draw_*()` that give you increased control over how the manager is used.
See `engine/prefabs` for prebuilt managers, services, game objects, and components.
See `samples` for examples on how to build a `Scene`.
See `main.py` for how to build a `Game`.
## Running
Create a python 3 venv:
```
python -m venv venv
```
Initialize it:
on Windows:
```
venv\Scripts\activate
```
on the other ones:
```
source venv/bin/activate
```
Install requirements:
```
pip install -r requirements.txt
```
Run the main file:
```
python main.py
```

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from pydantic import BaseModel, ConfigDict
class Header(BaseModel):
model_config = ConfigDict(extra='ignore')
name: str

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from pydantic import BaseModel, ConfigDict
class Instrument(BaseModel):
model_config = ConfigDict(extra='ignore')
family: str
number: int

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from pydantic import BaseModel, ConfigDict, Field
class Note(BaseModel):
model_config = ConfigDict(extra='ignore')
duration_ticks: int = Field(alias='durationTicks')
midi: int
name: str
ticks: int

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from header import Header
from pydantic import BaseModel, ConfigDict
from track import Track
class Song(BaseModel):
model_config = ConfigDict(extra='ignore')
header: Header
tracks: list[Track]

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import json
import os
from song import Song
def load_song(song_file: str) -> Song:
print("load song:", song_file)
cd = os.getcwd()
print("current directory", cd)
with open(song_file, 'r') as f:
return Song(**json.load(f))
if __name__ == "__main__":
song = load_song('assets/music/json/tetris.json')
print(song)
raise SystemExit(0)

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from instrument import Instrument
from note import Note
from pydantic import BaseModel, ConfigDict
class Track(BaseModel):
model_config = ConfigDict(extra='ignore')
instrument: Instrument
name: str
notes: list[Note]

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