def run(self):
        os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" % (self.options[Option.X_POSITION], self.options[Option.Y_POSITION])
        # initialize pygame system stuff
        pygame.init()
        update_notifier = self.check_for_update()
        pygame.display.set_caption("Rebirth Item Tracker v0.8" + update_notifier)
        screen = pygame.display.set_mode((self.options[Option.WIDTH], self.options[Option.HEIGHT]), RESIZABLE)
        self.font = pygame.font.SysFont(self.options[Option.SHOW_FONT], int(8 * self.options[Option.SIZE_MULTIPLIER]),
                                        bold=self.options[Option.BOLD_FONT])
        pygame.display.set_icon(self.get_image("collectibles/collectibles_333.png"))
        done = False
        clock = pygame.time.Clock()
        option_picker_frame = self.framecount # To prevent the option menu from being opened immediately after closing
        winInfo = None
        if platform.system() == "Windows":
            winInfo = pygameWindowInfo.PygameWindowInfo()

        del os.environ['SDL_VIDEO_WINDOW_POS']
        while not done:
            # pygame logic
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if platform.system() == "Windows":
                        winPos = winInfo.getScreenPosition()
                        self.options[Option.X_POSITION] = winPos["left"]
                        self.options[Option.Y_POSITION] = winPos["top"]
                        self.save_options()
                    done = True
                elif event.type == VIDEORESIZE:
                    screen = pygame.display.set_mode(event.dict['size'],
                                                     RESIZABLE)
                    self.options[Option.WIDTH] = event.dict["w"]
                    self.options[Option.HEIGHT] = event.dict["h"]
                    self.save_options()
                    self.reflow()
                    pygame.display.flip()
                elif event.type == MOUSEMOTION:
                    if pygame.mouse.get_focused():
                        x, y = pygame.mouse.get_pos()
                        if y < len(self.item_position_index):
                            selected_row = self.item_position_index[y]
                            if x < len(selected_row):
                                self.selected_item_idx = selected_row[x]
                                if self.selected_item_idx:
                                    self.item_message_start_time = self.framecount
                elif event.type == KEYDOWN:
                    if len(self.collected_items) > 0:
                        if event.key == pygame.K_RIGHT:
                            self.adjust_selected_item(1)
                        elif event.key == pygame.K_LEFT:
                            self.adjust_selected_item(-1)
                        elif event.key == pygame.K_RETURN:
                            self.load_selected_detail_page()
                        elif event.key == pygame.K_c and pygame.key.get_mods() & pygame.KMOD_CTRL:
                            self.generate_run_summary()
                elif event.type == MOUSEBUTTONDOWN:
                    if event.button == 1:
                        self.load_selected_detail_page()
                    if event.button == 3 and self.framecount > option_picker_frame:
                        option_picker_frame = self.framecount + 1
                        import option_picker
                        option_picker.options_menu().run()
                        self.load_options()
                        self.selected_item_idx = None  # Clear this to avoid overlapping an item that may have been hidden
                        self.reflow()

            screen.fill(self.color(self.options[Option.BACKGROUND_COLOR]))
            clock.tick(int(self.options[Option.FRAMERATE_LIMIT]))

            if self.log_not_found:
                draw_text(
                    screen,
                    "log.txt not found. Put the RebirthItemTracker folder inside the isaac folder, next to log.txt",
                    self.color(self.options[Option.TEXT_COLOR]),
                    pygame.Rect(2, 2, self.options[Option.WIDTH] - 2, self.options[Option.HEIGHT] - 2),
                    self.font,
                    aa=True,
                    wrap=True
                )

            # 19 pixels is the default line height, but we don't know what the line height is with respect to the user's particular size_multiplier.
            # Thus, we can just draw a single space to ensure that the spacing is consistent whether text happens to be showing or not.
            if self.options[Option.SHOW_DESCRIPTION] or self.options[Option.SHOW_CUSTOM_MESSAGE]:
                self.text_height = draw_text(
                    screen,
                    " ",
                    self.color(self.options[Option.TEXT_COLOR]),
                    pygame.Rect(2, 2, self.options[Option.WIDTH] - 2, self.options[Option.HEIGHT] - 2),
                    self.font,
                    aa=True,
                    wrap=self.options[Option.WORD_WRAP]
                )
            else:
                self.text_height = 0

            text_written = False
            # draw item pickup text, if applicable
            if (len(self.collected_items) > 0
                and self.options[Option.SHOW_DESCRIPTION]
                and self.run_start_frame + 120 < self.framecount
                and self.item_message_countdown_in_progress()):
                text_written = self.write_item_text(self.font, screen)
            if not text_written and self.options[
                Option.SHOW_CUSTOM_MESSAGE] and not self.log_not_found:
                # draw seed/guppy text:
                seed = self.seed

                dic = defaultdict(str, seed=seed)
                dic.update(self.player_stats_display)

                # Use vformat to handle the case where the user adds an undefined
                # placeholder in default_message
                message = string.Formatter().vformat(
                    self.options[Option.CUSTOM_MESSAGE],
                    (),
                    dic
                )
                self.text_height = draw_text(
                    screen,
                    message,
                    self.color(self.options[Option.TEXT_COLOR]),
                    pygame.Rect(2, 2, self.options[Option.WIDTH] - 2, self.options[Option.HEIGHT] - 2),
                    self.font,
                    aa=True, wrap=self.options[Option.WORD_WRAP]
                )
            self.reflow()

            if not self.item_message_countdown_in_progress():
                self.selected_item_idx = None

            floor_to_draw = None
            # draw items on screen, excluding filtered items:
            for item in self.collected_item_info:
                if item.shown:
                    if item.floor:
                        floor_to_draw = item
                    else:
                        self.draw_item(item, screen)
                        # don't draw a floor until we hit the next item (this way multiple floors in a row collapse)
                        if floor_to_draw and self.options[Option.SHOW_FLOORS]:
                            self.draw_floor(floor_to_draw, screen, self.font)

            # also draw the floor if we hit the end, so the current floor is visible
            if floor_to_draw and self.options[Option.SHOW_FLOORS]:
                self.draw_floor(floor_to_draw, screen, self.font)

            if (self.selected_item_idx
                and self.selected_item_idx < len(self.collected_item_info)
                and self.item_message_countdown_in_progress()):
                item = self.collected_item_info[self.selected_item_idx]
                if item.id not in self.floor_id_to_label:
                    screen.blit(self.get_image(self.id_to_image(item.id)), (item.x, item.y))
                    size_multiplier = int(32 * self.options[Option.SIZE_MULTIPLIER])
                    pygame.draw.rect(
                        screen,
                        self.color(self.options[Option.TEXT_COLOR]),
                        (item.x,
                         item.y,
                         size_multiplier,
                         size_multiplier),
                        2
                    )

            pygame.display.flip()
            self.framecount += 1

            # process log stuff every read_delay seconds. making sure to truncate to an integer or else it might never mod to 0
            if self.framecount % int(self.options[Option.FRAMERATE_LIMIT] * self.read_delay) == 0:
                self.load_log_file()
                self.splitfile = self.content.splitlines()
                # return to start if seek passes the end of the file (usually b/c log file restarted)
                if self.seek > len(self.splitfile):
                    self.log_msg("Current line number longer than lines in file, returning to start of file", "D")
                    self.seek = 0

                should_reflow = False
                # process log's new output
                for current_line_number, line in enumerate(self.splitfile[self.seek:]):
                    self.log_msg(line, "V")
                    # end floor boss defeated, hopefully?
                    if line.startswith('Mom clear time:'):
                        kill_time = int(line.split(" ")[-1])
                        # if you re-enter a room you get a "mom clear time" again, check for that.
                        # can you fight the same boss twice?
                        if self.current_room not in [x[0] for x in self.bosses]:
                            self.bosses.append((self.current_room, kill_time))
                            self.log_msg(
                                "Defeated %s%s boss %s at time %s" % (len(self.bosses),
                                self.suffix(len(self.bosses)), self.current_room, kill_time), "D")
                    # check + handle the end of the run (order important here!)
                    # we want it after boss kill (so we have that handled) but before RNG Start Seed (so we can handle that)
                    self.check_end_run(line, current_line_number + self.seek)
                    # start of a run
                    if line.startswith('RNG Start Seed:'):
                        # this assumes a fixed width, but from what I see it seems safe
                        self.seed = line[16:25]
                        self.log_msg("Starting new run, seed: %s" % self.seed, "D")
                        self.run_start_frame = self.framecount
                        self.rolled_item_indices = []
                        self.collected_items = []
                        self.collected_guppy_items = []
                        self.collected_blind_item_indices = []
                        self.log_msg("Emptied item array", "D")
                        self.bosses = []
                        self.log_msg("Emptied boss array", "D")
                        self.run_start_line = current_line_number + self.seek
                        self.run_ended = False
                        self.reset_player_stats()
                        with open("overlay text/seed.txt", "w+") as f:
                            f.write(self.seed)

                    # entered a room, use to keep track of bosses
                    if line.startswith('Room'):
                        self.current_room = re.search('\((.*)\)', line).group(1)
                        if 'Start Room' not in line:
                            self.getting_start_items = False
                        self.log_msg("Entered room: %s" % self.current_room, "D")
                    if line.startswith('Level::Init'):
                        self.current_floor = tuple(
                            [re.search("Level::Init m_Stage (\d+), m_AltStage (\d+)", line).group(x) for x in [1, 2]])
                        # assume floors aren't cursed until we see they are
                        self.blind_floor = False
                        self.getting_start_items = True
                        floor = int(self.current_floor[0])
                        alt = self.current_floor[1]
                        # special handling for cath and chest
                        if alt == '1' and (floor == 9 or floor == 11):
                            floor += 1
                        floor_id = 'f' + str(floor)
                        self.collected_items.append(floor_id) # TODO: remove this line - items are not floors
                        self.floors.append(Floor(floor_id))
                        should_reflow = True
                    last_collected = self.collected_items[-1] if self.collected_items else None
                    if line.startswith("Curse of the Labyrinth!"):
                        # it SHOULD always begin with f (that is, it's a floor) because this line only comes right after the floor line
                        if last_collected.startswith('f'):
                            self.collected_items[-1] += 'x'
                    if line.startswith("Curse of Blind"):
                        self.floors[-1].blind = True
                        self.blind_floor = True
                    if line.startswith("Curse of the Lost!"):
                        self.floors[-1].lost = True
                    if line.startswith("Spawn co-player!"):
                        self.spawned_coop_baby = current_line_number + self.seek
                    if re.search("Added \d+ Collectibles", line):
                        self.log_msg("Reroll detected!", "D")
                        self.rolled_item_indices = [index for index, item in enumerate(self.collected_items) if item[0] != 'f']
                    if line.startswith('Adding collectible'):
                        if len(self.splitfile) > 1 and self.splitfile[current_line_number + self.seek - 1] == line:
                            self.log_msg("Skipped duplicate item line from baby presence", "D")
                            continue
                        # hacky string manip, idgaf
                        space_split = line.split(" ")
                        # string has the form "Adding collectible 105 (The D6)"
                        item_id = space_split[2]
                        if ((current_line_number + self.seek) - self.spawned_coop_baby) < (len(self.collected_items) + 10)\
                                and item_id in self.collected_items:
                            self.log_msg("Skipped duplicate item line from baby entry", "D")
                            continue
                        item_name = " ".join(space_split[3:])[1:-1]
                        self.log_msg("Picked up item. id: %s, name: %s" % (item_id, item_name), "D")
                        item_info = self.get_item_info(item_id)
                        with open("overlay text/itemInfo.txt", "w+") as f:
                            desc = self.generate_item_description(item_info)
                            f.write(item_info[ItemProperty.NAME] + ":" + desc)

                        # ignore repeated pickups of space bar items
                        if not (item_info.get(ItemProperty.SPACE) and item_id in self.collected_items):
                            self.collected_items.append(item_id)
                            self.item_message_start_time = self.framecount
                            self.item_pickup_time = self.framecount
                        else:
                            self.log_msg("Skipped adding item %s to avoid space-bar duplicate" % item_id, "D")
                        self.add_stats_for_item(item_info, item_id)
                        if self.blind_floor and not self.getting_start_items:
                            # the item we just picked up was picked up blind, so add its index here to track that fact
                            self.collected_blind_item_indices.append(len(self.collected_items) - 1)
                        should_reflow = True

                self.seek = len(self.splitfile)
                if should_reflow:
                    self.reflow()
Пример #2
0
    def run(self):
        self.current_floor = None

        # Initialize pygame system stuff
        pygame.init()
        update_notifier = self.check_for_update()
        pygame.display.set_caption("Rebirth Item Tracker" + update_notifier)

        # Create drawing tool to use to draw everything - it'll create its own screen
        self.drawing_tool = DrawingTool()
        os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" % (
            self.drawing_tool.options[Option.X_POSITION],
            self.drawing_tool.options[Option.Y_POSITION])
        self.drawing_tool.start_pygame()
        pygame.display.set_icon(self.drawing_tool.get_image("collectibles_333.png"))
        done = False
        clock = pygame.time.Clock()
        winInfo = None
        if platform.system() == "Windows":
            winInfo = pygameWindowInfo.PygameWindowInfo()

        del os.environ['SDL_VIDEO_WINDOW_POS']
        while not done:
            # pygame logic
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if platform.system() == "Windows":
                        winPos = winInfo.getScreenPosition()
                        self.drawing_tool.options[Option.X_POSITION] = winPos["left"]
                        self.drawing_tool.options[Option.Y_POSITION] = winPos["top"]
                        self.drawing_tool.save_options()
                    done = True
                elif event.type == VIDEORESIZE:
                    screen = pygame.display.set_mode(event.dict['size'], RESIZABLE)
                    self.drawing_tool.options[Option.WIDTH] = event.dict["w"]
                    self.drawing_tool.options[Option.HEIGHT] = event.dict["h"]
                    self.drawing_tool.save_options()
                    self.drawing_tool.reflow(self.collected_items)
                    pygame.display.flip()
                elif event.type == MOUSEMOTION:
                    if pygame.mouse.get_focused():
                        pos = pygame.mouse.get_pos()
                        self.drawing_tool.select_item_on_hover(*pos)
                elif event.type == KEYDOWN:
                    if len(self.collected_items) > 0:
                        if event.key == pygame.K_RIGHT:
                            self.drawing_tool.adjust_select_item_on_keypress(1)
                        elif event.key == pygame.K_LEFT:
                            self.drawing_tool.adjust_select_item_on_keypress(-1)
                        elif event.key == pygame.K_RETURN:
                            self.drawing_tool.load_selected_detail_page()
                        elif event.key == pygame.K_c and pygame.key.get_mods() & pygame.KMOD_CTRL:
                            pass
                            #self.generate_run_summary() # This is commented out because run summaries are broken with the new "state" model rewrite of the item tracker
                elif event.type == MOUSEBUTTONDOWN:
                    if event.button == 1:
                        self.drawing_tool.load_selected_detail_page()
                    if event.button == 3:
                        import option_picker
                        pygame.event.set_blocked([QUIT, MOUSEBUTTONDOWN, KEYDOWN, MOUSEMOTION])
                        option_picker.options_menu(self.file_prefix + "options.json").run()
                        pygame.event.set_allowed([QUIT, MOUSEBUTTONDOWN, KEYDOWN, MOUSEMOTION])
                        self.drawing_tool.reset()
                        self.drawing_tool.load_options()
                        self.drawing_tool.reflow(self.collected_items)

            # Drawing logic
            clock.tick(int(self.drawing_tool.options[Option.FRAMERATE_LIMIT]))

            if self.log_not_found:
                self.drawing_tool.write_message("log.txt not found. Put the RebirthItemTracker folder inside the isaac folder, next to log.txt")

            self.drawing_tool.draw_items(self)
            self.framecount += 1

            # Now we re-process the log file to get anything that might have loaded; do it every read_delay seconds (making sure to truncate to an integer or else it might never mod to 0)
            if self.framecount % int(self.drawing_tool.options[Option.FRAMERATE_LIMIT] * self.read_delay) == 0:
                self.load_log_file()
                self.splitfile = self.content.splitlines()

                # Return to start if seek passes the end of the file (usually because the log file restarted)
                if self.seek > len(self.splitfile):
                    self.log_msg("Current line number longer than lines in file, returning to start of file", "D")
                    self.seek = 0

                should_reflow = False
                getting_start_items = False # This will become true if we are getting starting items

                # Process log's new output
                for current_line_number, line in enumerate(self.splitfile[self.seek:]):
                    self.log_msg(line, "V")

                    # The end floor boss should be defeated now
                    if line.startswith('Mom clear time:'):
                        kill_time = int(line.split(" ")[-1])

                        # If you re-enter a room you get a "mom clear time" again, check for that (can you fight the same boss twice?)
                        if self.current_room not in [x[0] for x in self.bosses]:
                            self.bosses.append((self.current_room, kill_time))
                            self.log_msg(
                                "Defeated %s%s boss %s at time %s" % (len(self.bosses),
                                self.suffix(len(self.bosses)), self.current_room, kill_time), "D")

                    # Check and handle the end of the run; the order is important - we want it after boss kill but before "RNG Start Seed"
                    self.check_end_run(line, current_line_number + self.seek)

                    if line.startswith('RNG Start Seed:'): # The start of a run
                        self.seed = line[16:25] # This assumes a fixed width, but from what I see it seems safe

                    if line.startswith('Room'):
                        self.current_room = re.search('\((.*)\)', line).group(1)
                        if 'Start Room' not in line:
                            getting_start_items = False
                        self.log_msg("Entered room: %s" % self.current_room,"D")
                    if line.startswith('Level::Init'):
                        if self.GAME_VERSION == "Afterbirth":
                            floor_tuple = tuple([re.search("Level::Init m_Stage (\d+), m_StageType (\d+)",line).group(x) for x in [1, 2]])
                        else:
                            floor_tuple = tuple([re.search("Level::Init m_Stage (\d+), m_AltStage (\d+)",line).group(x) for x in [1, 2]])

                        # Assume floors aren't cursed until we see they are
                        self.blind_floor = False
                        getting_start_items = True
                        floor = int(floor_tuple[0])
                        alt = floor_tuple[1]


                        # Special handling for cath and chest
                        if alt == '1' and (floor == 9 or floor == 11):
                            floor += 1
                        floor_id = 'f' + str(floor)

                        # when we see a new floor 1, that means a new run has started
                        if floor == 1:
                            self.start_new_run(current_line_number)

                        self.current_floor=Floor(floor_id,self,(alt=='1'))
                        should_reflow = True



                    if line.startswith("Curse of the Labyrinth!"):
                        # It SHOULD always begin with f (that is, it's a floor) because this line only comes right after the floor line
                        self.current_floor.add_curse(Curse.Labyrinth)
                    if line.startswith("Curse of Blind"):
                        self.current_floor.add_curse(Curse.Blind)
                    if line.startswith("Curse of the Lost!"):
                        self.current_floor.add_curse(Curse.Lost)
                    if line.startswith("Spawn co-player!"):
                        self.spawned_coop_baby = current_line_number + self.seek
                    if re.search("Added \d+ Collectibles", line):
                        self.log_msg("Reroll detected!", "D")
                        map(lambda item: item.rerolled(),self.collected_items)
                    if line.startswith('Adding collectible'):
                        if len(self.splitfile) > 1 and self.splitfile[current_line_number + self.seek - 1] == line:
                            self.log_msg("Skipped duplicate item line from baby presence", "D")
                            continue
                        space_split = line.split(" ") # Hacky string manipulation
                        item_id = space_split[2] # A string has the form of "Adding collectible 105 (The D6)"

                        # Check if the item ID exists
                        if item_id.zfill(3) not in self.items_info:
                            item_id = "NEW"
                        item_info = self.get_item_info(item_id)

                        # Default current floor to basement 1 if none
                        if self.current_floor is None:
                            self.current_floor = Floor("f1", self, False)
                        # If the item IDs are equal, it should say this item already exists
                        temp_item = Item(item_id,self.current_floor,item_info,getting_start_items)
                        if ((current_line_number + self.seek) - self.spawned_coop_baby) < (len(self.collected_items) + 10) \
                                and temp_item in self.collected_items:
                            self.log_msg("Skipped duplicate item line from baby entry","D")
                            continue
                        item_name = " ".join(space_split[3:])[1:-1]
                        self.log_msg("Picked up item. id: %s, name: %s" % (item_id, item_name), "D")
                        with open(self.file_prefix + "overlay text/itemInfo.txt", "w+") as f:
                            desc = temp_item.generate_item_description()
                            f.write(item_info[ItemProperty.NAME] + ":" + desc)

                        # Ignore repeated pickups of space bar items
                        if not (item_info.get(ItemProperty.SPACE,False) and temp_item in self.collected_items):
                            self.collected_items.append(temp_item)
                            self.item_message_start_time = self.framecount
                            self.item_pickup_time = self.framecount
                            self.drawing_tool.item_picked_up()
                        else:
                            self.log_msg("Skipped adding item %s to avoid space-bar duplicate" % item_id, "D")
                        self.add_stats_for_item(temp_item, item_id)
                        should_reflow = True

                self.seek = len(self.splitfile)
                if should_reflow:
                    self.drawing_tool.reflow(self.collected_items)
Пример #3
0
    def run(self):
        os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" % (self.options[Option.X_POSITION], self.options[Option.Y_POSITION])
        # initialize pygame system stuff
        pygame.init()
        update_notifier = self.check_for_update()
        pygame.display.set_caption("Rebirth Item Tracker v0.8" + update_notifier)
        screen = pygame.display.set_mode((self.options[Option.WIDTH], self.options[Option.HEIGHT]), RESIZABLE)
        self.font = pygame.font.SysFont(self.options[Option.SHOW_FONT], int(8 * self.options[Option.SIZE_MULTIPLIER]),
                                        bold=self.options[Option.BOLD_FONT])
        pygame.display.set_icon(self.get_image("collectibles/collectibles_333.png"))
        done = False
        clock = pygame.time.Clock()
        winInfo = None
        if platform.system() == "Windows":
            winInfo = pygameWindowInfo.PygameWindowInfo()

        del os.environ['SDL_VIDEO_WINDOW_POS']
        while not done:
            # pygame logic
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if platform.system() == "Windows":
                        winPos = winInfo.getScreenPosition()
                        self.options[Option.X_POSITION] = winPos["left"]
                        self.options[Option.Y_POSITION] = winPos["top"]
                        self.save_options()
                    done = True
                elif event.type == VIDEORESIZE:
                    screen = pygame.display.set_mode(event.dict['size'],
                                                     RESIZABLE)
                    self.options[Option.WIDTH] = event.dict["w"]
                    self.options[Option.HEIGHT] = event.dict["h"]
                    self.save_options()
                    self.reflow()
                    pygame.display.flip()
                elif event.type == MOUSEMOTION:
                    if pygame.mouse.get_focused():
                        x, y = pygame.mouse.get_pos()
                        if y < len(self.item_position_index):
                            selected_row = self.item_position_index[y]
                            if x < len(selected_row):
                                self.selected_item_idx = selected_row[x]
                                if self.selected_item_idx:
                                    self.item_message_start_time = self.framecount
                elif event.type == KEYDOWN:
                    if len(self.collected_items) > 0:
                        if event.key == pygame.K_RIGHT:
                            self.adjust_selected_item(1)
                        elif event.key == pygame.K_LEFT:
                            self.adjust_selected_item(-1)
                        elif event.key == pygame.K_RETURN:
                            self.load_selected_detail_page()
                        elif event.key == pygame.K_c and pygame.key.get_mods() & pygame.KMOD_CTRL:
                            self.generate_run_summary()
                elif event.type == MOUSEBUTTONDOWN:
                    if event.button == 1:
                        self.load_selected_detail_page()
                    if event.button == 3:
                        import option_picker
                        pygame.event.set_blocked([QUIT, MOUSEBUTTONDOWN, KEYDOWN, MOUSEMOTION])
                        option_picker.options_menu().run()
                        pygame.event.set_allowed([QUIT, MOUSEBUTTONDOWN, KEYDOWN, MOUSEMOTION])
                        self.load_options()
                        self.selected_item_idx = None  # Clear this to avoid overlapping an item that may have been hidden
                        self.reflow()

            screen.fill(self.color(self.options[Option.BACKGROUND_COLOR]))
            clock.tick(int(self.options[Option.FRAMERATE_LIMIT]))

            if self.log_not_found:
                draw_text(
                    screen,
                    "log.txt not found. Put the RebirthItemTracker folder inside the isaac folder, next to log.txt",
                    self.color(self.options[Option.TEXT_COLOR]),
                    pygame.Rect(2, 2, self.options[Option.WIDTH] - 2, self.options[Option.HEIGHT] - 2),
                    self.font,
                    aa=True,
                    wrap=True
                )

            # 19 pixels is the default line height, but we don't know what the line height is with respect to the user's particular size_multiplier.
            # Thus, we can just draw a single space to ensure that the spacing is consistent whether text happens to be showing or not.
            if self.options[Option.SHOW_DESCRIPTION] or self.options[Option.SHOW_CUSTOM_MESSAGE]:
                self.text_height = draw_text(
                    screen,
                    " ",
                    self.color(self.options[Option.TEXT_COLOR]),
                    pygame.Rect(2, 2, self.options[Option.WIDTH] - 2, self.options[Option.HEIGHT] - 2),
                    self.font,
                    aa=True,
                    wrap=self.options[Option.WORD_WRAP]
                )
            else:
                self.text_height = 0

            text_written = False
            # draw item pickup text, if applicable
            if (len(self.collected_items) > 0
                and self.options[Option.SHOW_DESCRIPTION]
                and self.run_start_frame + 120 < self.framecount
                and self.item_message_countdown_in_progress()):
                text_written = self.write_item_text(self.font, screen)
            if not text_written and self.options[
                Option.SHOW_CUSTOM_MESSAGE] and not self.log_not_found:
                # draw seed/guppy text:
                seed = self.seed

                dic = defaultdict(str, seed=seed)
                dic.update(self.player_stats_display)

                # Use vformat to handle the case where the user adds an undefined
                # placeholder in default_message
                message = string.Formatter().vformat(
                    self.options[Option.CUSTOM_MESSAGE],
                    (),
                    dic
                )
                self.text_height = draw_text(
                    screen,
                    message,
                    self.color(self.options[Option.TEXT_COLOR]),
                    pygame.Rect(2, 2, self.options[Option.WIDTH] - 2, self.options[Option.HEIGHT] - 2),
                    self.font,
                    aa=True, wrap=self.options[Option.WORD_WRAP]
                )
            self.reflow()

            if not self.item_message_countdown_in_progress():
                self.selected_item_idx = None

            floor_to_draw = None
            # draw items on screen, excluding filtered items:
            for item in self.collected_item_info:
                if item.shown:
                    if item.floor:
                        floor_to_draw = item
                    else:
                        self.draw_item(item, screen)
                        # don't draw a floor until we hit the next item (this way multiple floors in a row collapse)
                        if floor_to_draw and self.options[Option.SHOW_FLOORS]:
                            self.draw_floor(floor_to_draw, screen, self.font)

            # also draw the floor if we hit the end, so the current floor is visible
            if floor_to_draw and self.options[Option.SHOW_FLOORS]:
                self.draw_floor(floor_to_draw, screen, self.font)

            if (self.selected_item_idx
                and self.selected_item_idx < len(self.collected_item_info)
                and self.item_message_countdown_in_progress()):
                item = self.collected_item_info[self.selected_item_idx]
                if item.id not in self.floor_id_to_label:
                    screen.blit(self.get_image(self.id_to_image(item.id)), (item.x, item.y))
                    size_multiplier = int(32 * self.options[Option.SIZE_MULTIPLIER])
                    pygame.draw.rect(
                        screen,
                        self.color(self.options[Option.TEXT_COLOR]),
                        (item.x,
                         item.y,
                         size_multiplier,
                         size_multiplier),
                        2
                    )

            pygame.display.flip()
            self.framecount += 1

            # process log stuff every read_delay seconds. making sure to truncate to an integer or else it might never mod to 0
            if self.framecount % int(self.options[Option.FRAMERATE_LIMIT] * self.read_delay) == 0:
                self.load_log_file()
                self.splitfile = self.content.splitlines()
                # return to start if seek passes the end of the file (usually b/c log file restarted)
                if self.seek > len(self.splitfile):
                    self.log_msg("Current line number longer than lines in file, returning to start of file", "D")
                    self.seek = 0

                should_reflow = False
                # process log's new output
                for current_line_number, line in enumerate(self.splitfile[self.seek:]):
                    self.log_msg(line, "V")
                    # end floor boss defeated, hopefully?
                    if line.startswith('Mom clear time:'):
                        kill_time = int(line.split(" ")[-1])
                        # if you re-enter a room you get a "mom clear time" again, check for that.
                        # can you fight the same boss twice?
                        if self.current_room not in [x[0] for x in self.bosses]:
                            self.bosses.append((self.current_room, kill_time))
                            self.log_msg(
                                "Defeated %s%s boss %s at time %s" % (len(self.bosses),
                                self.suffix(len(self.bosses)), self.current_room, kill_time), "D")
                    # check + handle the end of the run (order important here!)
                    # we want it after boss kill (so we have that handled) but before RNG Start Seed (so we can handle that)
                    self.check_end_run(line, current_line_number + self.seek)
                    # start of a run
                    if line.startswith('RNG Start Seed:'):
                        # this assumes a fixed width, but from what I see it seems safe
                        self.seed = line[16:25]
                        self.log_msg("Starting new run, seed: %s" % self.seed, "D")
                        self.run_start_frame = self.framecount
                        self.rolled_item_indices = []
                        self.collected_items = []
                        self.collected_guppy_items = []
                        self.collected_blind_item_indices = []
                        self.log_msg("Emptied item array", "D")
                        self.bosses = []
                        self.log_msg("Emptied boss array", "D")
                        self.run_start_line = current_line_number + self.seek
                        self.run_ended = False
                        self.reset_player_stats()
                        with open("overlay text/seed.txt", "w+") as f:
                            f.write(self.seed)

                    # entered a room, use to keep track of bosses
                    if line.startswith('Room'):
                        self.current_room = re.search('\((.*)\)', line).group(1)
                        if 'Start Room' not in line:
                            self.getting_start_items = False
                        self.log_msg("Entered room: %s" % self.current_room, "D")
                    if line.startswith('Level::Init'):
                        self.current_floor = tuple(
                            [re.search("Level::Init m_Stage (\d+), m_AltStage (\d+)", line).group(x) for x in [1, 2]])
                        # assume floors aren't cursed until we see they are
                        self.blind_floor = False
                        self.getting_start_items = True
                        floor = int(self.current_floor[0])
                        alt = self.current_floor[1]
                        # special handling for cath and chest
                        if alt == '1' and (floor == 9 or floor == 11):
                            floor += 1
                        floor_id = 'f' + str(floor)
                        self.collected_items.append(floor_id) # TODO: remove this line - items are not floors
                        self.floors.append(Floor(floor_id))
                        should_reflow = True
                    last_collected = self.collected_items[-1] if self.collected_items else None
                    if line.startswith("Curse of the Labyrinth!"):
                        # it SHOULD always begin with f (that is, it's a floor) because this line only comes right after the floor line
                        if last_collected.startswith('f'):
                            self.collected_items[-1] += 'x'
                    if line.startswith("Curse of Blind"):
                        self.floors[-1].blind = True
                        self.blind_floor = True
                    if line.startswith("Curse of the Lost!"):
                        self.floors[-1].lost = True
                    if line.startswith("Spawn co-player!"):
                        self.spawned_coop_baby = current_line_number + self.seek
                    if re.search("Added \d+ Collectibles", line):
                        self.log_msg("Reroll detected!", "D")
                        self.rolled_item_indices = [index for index, item in enumerate(self.collected_items) if item[0] != 'f']
                    if line.startswith('Adding collectible'):
                        if len(self.splitfile) > 1 and self.splitfile[current_line_number + self.seek - 1] == line:
                            self.log_msg("Skipped duplicate item line from baby presence", "D")
                            continue
                        # hacky string manip, idgaf
                        space_split = line.split(" ")
                        # string has the form "Adding collectible 105 (The D6)"
                        item_id = space_split[2]
                        if ((current_line_number + self.seek) - self.spawned_coop_baby) < (len(self.collected_items) + 10)\
                                and item_id in self.collected_items:
                            self.log_msg("Skipped duplicate item line from baby entry", "D")
                            continue
                        item_name = " ".join(space_split[3:])[1:-1]
                        self.log_msg("Picked up item. id: %s, name: %s" % (item_id, item_name), "D")
                        item_info = self.get_item_info(item_id)
                        with open("overlay text/itemInfo.txt", "w+") as f:
                            desc = self.generate_item_description(item_info)
                            f.write(item_info[ItemProperty.NAME] + ":" + desc)

                        # ignore repeated pickups of space bar items
                        if not (item_info.get(ItemProperty.SPACE) and item_id in self.collected_items):
                            self.collected_items.append(item_id)
                            self.item_message_start_time = self.framecount
                            self.item_pickup_time = self.framecount
                        else:
                            self.log_msg("Skipped adding item %s to avoid space-bar duplicate" % item_id, "D")
                        self.add_stats_for_item(item_info, item_id)
                        if self.blind_floor and not self.getting_start_items:
                            # the item we just picked up was picked up blind, so add its index here to track that fact
                            self.collected_blind_item_indices.append(len(self.collected_items) - 1)
                        should_reflow = True

                self.seek = len(self.splitfile)
                if should_reflow:
                    self.reflow()