Update requirements.txt, add saving and loading, add file manager, convert each UI group to a category controlled by buttons at the bottom, fix crash induced by non shape_action if rules not getting shape_type

This commit is contained in:
csd4ni3l
2025-12-02 20:24:01 +01:00
parent b2caf219d6
commit 44f2f3bf51
4 changed files with 473 additions and 237 deletions

138
game/file_manager.py Normal file
View File

@@ -0,0 +1,138 @@
import arcade, arcade.gui, os, time
from utils.constants import button_style
from utils.preload import button_texture, button_hovered_texture
from arcade.gui.experimental.scroll_area import UIScrollArea, UIScrollBar
class FileManager(arcade.gui.UIAnchorLayout):
def __init__(self, width, allowed_extensions):
super().__init__(size_hint=(0.95, 0.9), vertical=False)
self.filemanager_width = width
self.current_directory = os.path.expanduser("~")
self.allowed_extensions = allowed_extensions
self.file_buttons = []
self.submitted_content = ""
self.mode = None
self.content_cache = {}
self.pre_cache_contents()
self.current_directory_label = self.add(arcade.gui.UILabel(text=self.current_directory, font_name="Roboto", font_size=24), anchor_x="center", anchor_y="top", align_y=-5)
self.scroll_area = UIScrollArea(size_hint=(0.665, 0.7)) # center on screen
self.scroll_area.scroll_speed = -50
self.add(self.scroll_area, anchor_x="center", anchor_y="center", align_y=self.filemanager_width * 0.05)
self.scrollbar = UIScrollBar(self.scroll_area)
self.scrollbar.size_hint = (0.02, 1)
self.add(self.scrollbar, anchor_x="right", anchor_y="bottom")
self.files_box = arcade.gui.UIBoxLayout(space_between=5)
self.scroll_area.add(self.files_box)
self.bottom_box = self.add(arcade.gui.UIBoxLayout(space_between=10), anchor_x="center", anchor_y="bottom", align_y=10)
self.filename_label = self.bottom_box.add(arcade.gui.UILabel(text="Filename:", font_name="Roboto", font_size=20))
self.filename_input = self.bottom_box.add(arcade.gui.UIInputText(width=self.filemanager_width * 0.35, height=self.filemanager_width * 0.025).with_border(color=arcade.color.WHITE))
self.submit_button = self.bottom_box.add(arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text="Submit", style=button_style, width=self.filemanager_width * 0.2, height=self.filemanager_width * 0.05))
self.submit_button.on_click = lambda event: self.submit(self.current_directory)
self.submit_button.visible = False
self.filename_label.visible = False
self.filename_input.visible = False
self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50)
self.back_button.on_click = lambda event: self.exit()
self.add(self.back_button, anchor_x="left", anchor_y="top", align_x=5, align_y=-5)
self.show_directory()
def change_mode(self, mode):
self.mode = mode
self.filename_input.visible = self.mode == "export"
self.filename_label.visible = self.mode == "export"
self.submit_button.visible = self.mode == "export"
def submit(self, content):
self.submitted_content = content if self.mode == "import" else f"{content}/{self.filename_input.text}"
self.disable()
def get_content(self, directory):
if not directory in self.content_cache or time.perf_counter() - self.content_cache[directory][-1] >= 30:
try:
entries = os.listdir(directory)
except PermissionError:
return None
filtered = [
entry for entry in entries
if (os.path.isdir(os.path.join(directory, entry)) and not "." in entry) or
os.path.splitext(entry)[1].lower() in self.allowed_extensions
]
sorted_entries = sorted(
filtered,
key=lambda x: (0 if os.path.isdir(os.path.join(directory, x)) else 1, x.lower())
)
self.content_cache[directory] = sorted_entries
self.content_cache[directory].append(time.perf_counter())
return self.content_cache[directory][:-1]
def pre_cache_contents(self):
for directory in self.walk_limited_depth(self.current_directory):
self.get_content(directory)
def walk_limited_depth(self, start_dir, max_depth=2):
start_dir = os.path.abspath(start_dir)
def _walk(current_dir, current_depth):
if current_depth > max_depth:
return
yield current_dir
try:
with os.scandir(current_dir) as it:
for entry in it:
if entry.is_dir(follow_symlinks=False):
yield from _walk(entry.path, current_depth + 1)
except PermissionError:
pass # skip directories you can't access
return _walk(start_dir, 0)
def show_directory(self):
self.files_box.clear()
self.file_buttons.clear()
self.current_directory_label.text = self.current_directory
self.file_buttons.append(self.files_box.add(arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text="Go up", style=button_style, width=self.filemanager_width / 1.5)))
self.file_buttons[-1].on_click = lambda event, directory=self.current_directory: self.change_directory(os.path.dirname(directory))
for file in self.get_content(self.current_directory):
self.file_buttons.append(self.files_box.add(arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text=file, style=button_style, width=self.filemanager_width / 1.5)))
if os.path.isdir(f"{self.current_directory}/{file}"):
self.file_buttons[-1].on_click = lambda event, directory=f"{self.current_directory}/{file}": self.change_directory(directory)
else:
self.file_buttons[-1].on_click = lambda event, file=f"{self.current_directory}/{file}": self.submit(file)
def disable(self):
self.parent.parent.disable() # The FileManager UIManager. self.parent is the FileManager UIAnchorLayout
def exit(self):
self.disable()
self.submitted_content = "exit"
def change_directory(self, directory):
if directory.startswith("//"): # Fix / paths
directory = directory[1:]
self.current_directory = directory
self.show_directory()

View File

@@ -1,10 +1,11 @@
import arcade, arcade.gui, pyglet, random, json import arcade, arcade.gui, pyglet, random, json
from utils.preload import SPRITE_TEXTURES from utils.preload import SPRITE_TEXTURES, button_texture, button_hovered_texture
from utils.constants import slider_style, dropdown_style, VAR_NAMES, VAR_DEFAULT, VAR_OPTIONS, DO_RULES, IF_RULES, SHAPES, ALLOWED_INPUT from utils.constants import button_style, dropdown_style, DO_RULES, IF_RULES, SHAPES, ALLOWED_INPUT, menu_background_color
from game.rules import generate_ruleset from game.rules import RuleUIBox
from game.sprites import BaseShape, Rectangle, Circle, Triangle from game.sprites import BaseShape, Rectangle, Circle, Triangle
from game.file_manager import FileManager
class Game(arcade.gui.UIView): class Game(arcade.gui.UIView):
def __init__(self, pypresence_client): def __init__(self, pypresence_client):
@@ -18,31 +19,35 @@ class Game(arcade.gui.UIView):
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1))) self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.rules_box = arcade.gui.UIBoxLayout(align="center", size_hint=(0.25, 0.95)).with_background(color=arcade.color.DARK_GRAY) self.rules_box = RuleUIBox(self.window)
self.anchor.add(self.rules_box, anchor_x="right", anchor_y="center", align_x=-self.window.height * 0.025)
self.sprites_box = self.anchor.add(arcade.gui.UIBoxLayout(size_hint=(0.15, 0.95), align="center", space_between=10).with_background(color=arcade.color.DARK_GRAY), anchor_x="left", anchor_y="center", align_x=self.window.height * 0.025) self.file_manager = FileManager(self.window.width * 0.95, [".json"]).with_border()
self.ui_selector_box = self.anchor.add(arcade.gui.UIBoxLayout(vertical=False, space_between=self.window.width / 100), anchor_x="left", anchor_y="bottom", align_y=5, align_x=self.window.width / 100)
self.add_ui_selector("Simulation", lambda event: self.simulation())
self.add_ui_selector("Rules", lambda event: self.rules())
self.add_ui_selector("Sprites", lambda event: self.sprites())
self.add_ui_selector("Import", lambda event: self.import_file())
self.add_ui_selector("Export", lambda event: self.export_file())
self.mode = "simulation"
self.x_gravity = self.settings.get("default_x_gravity", 0) self.x_gravity = self.settings.get("default_x_gravity", 0)
self.y_gravity = self.settings.get("default_y_gravity", 5) self.y_gravity = self.settings.get("default_y_gravity", 5)
self.current_ruleset_num = 0
self.current_ruleset_page = 0
self.rulesets_per_page = 1
self.rulesets = {}
self.rule_values = {}
self.triggered_events = [] self.triggered_events = []
self.rule_labels = {} self.rulesets = self.rules_box.rulesets
self.rule_var_changers = {} self.rule_values = self.rules_box.rule_values
self.rule_boxes = {}
self.sprites_box = arcade.gui.UIAnchorLayout(size_hint=(0.95, 0.9))
self.shapes = [] self.shapes = []
self.shape_batch = pyglet.graphics.Batch() self.shape_batch = pyglet.graphics.Batch()
self.rules_content_box = None self.simulation()
self.nav_buttons_box = None
def add_ui_selector(self, button_text, on_click):
button = self.ui_selector_box.add(arcade.gui.UITextureButton(text=button_text, width=self.window.width / 5.5, height=self.window.height / 15, style=button_style, texture=button_texture, texture_hovered=button_hovered_texture))
button.on_click = on_click
def move_x(self, a, shape): def move_x(self, a, shape):
if isinstance(shape, Triangle): if isinstance(shape, Triangle):
@@ -157,207 +162,24 @@ class Game(arcade.gui.UIView):
elif a == "triangle": elif a == "triangle":
self.shapes.append(Triangle(old_shape_x, old_shape_y, old_shape_x + old_shape_size, old_shape_y, old_shape_x + int(old_shape_size / 2), old_shape_y + old_shape_size, color=getattr(arcade.color, old_shape_color), batch=self.shape_batch)) self.shapes.append(Triangle(old_shape_x, old_shape_y, old_shape_x + old_shape_size, old_shape_y, old_shape_x + int(old_shape_size / 2), old_shape_y + old_shape_size, color=getattr(arcade.color, old_shape_color), batch=self.shape_batch))
def get_rule_defaults(self, rule_type):
if rule_type == "if":
return {
rule_key: (
rule_dict["description"].format_map({VAR_NAMES[n]: VAR_NAMES[n] for n, variable in enumerate(rule_dict["user_vars"])}),
{VAR_NAMES[n]: VAR_DEFAULT[variable] for n, variable in enumerate(rule_dict["user_vars"])}
)
for rule_key, rule_dict in IF_RULES.items()
}
elif rule_type == "do":
return {
rule_key: (
rule_dict["description"].format_map({VAR_NAMES[n]: VAR_NAMES[n] for n, variable in enumerate(rule_dict["user_vars"])}),
{VAR_NAMES[n]: VAR_DEFAULT[variable] for n, variable in enumerate(rule_dict["user_vars"])}
)
for rule_key, rule_dict in DO_RULES.items()
}
def create_rule_ui(self, rule_box: arcade.gui.UIBoxLayout, rule, rule_type, rule_num=1):
defaults = self.get_rule_defaults(rule_type)
rule_dict = IF_RULES[rule] if rule_type == "if" else DO_RULES[rule]
ruleset_num = self.current_ruleset_num
default_values = defaults[rule][1]
dropdown_options = [desc for desc, _ in defaults.values()]
desc_label = rule_box.add(arcade.gui.UIDropdown(default=defaults[rule][0], options=dropdown_options, font_size=13, width=self.window.width * 0.225, active_style=dropdown_style, primary_style=dropdown_style, dropdown_style=dropdown_style))
desc_label.on_change = lambda event, rule_type=rule_type, ruleset_num=ruleset_num, rule_num=rule_num: self.change_rule_type(ruleset_num, rule_num, rule_type, event.new_value)
self.rule_labels[f"{self.current_ruleset_num}_{rule_num}_desc"] = desc_label
for n, variable_type in enumerate(rule_dict["user_vars"]):
key = f"{self.current_ruleset_num}_{rule_num}_{variable_type}_{n}"
self.rule_values[key] = default_values[VAR_NAMES[n]]
label = rule_box.add(arcade.gui.UILabel(f'{VAR_NAMES[n]}: {default_values[VAR_NAMES[n]]}', font_size=11, width=self.window.width * 0.225, height=self.window.height / 30))
self.rule_labels[key] = label
if variable_type in ["variable", "size"]:
slider = rule_box.add(arcade.gui.UISlider(value=default_values[VAR_NAMES[n]], min_value=VAR_OPTIONS[variable_type][0], max_value=VAR_OPTIONS[variable_type][1], step=1, style=slider_style, width=self.window.width * 0.225, height=self.window.height / 30))
slider._render_steps = lambda surface: None
slider.on_change = lambda event, variable_type=variable_type, rule=rule, rule_type=rule_type, ruleset_num=ruleset_num, rule_num=rule_num, n=n: self.change_rule_value(ruleset_num, rule_num, rule, rule_type, variable_type, n, event.new_value)
self.rule_var_changers[key] = slider
else:
dropdown = rule_box.add(arcade.gui.UIDropdown(default=default_values[VAR_NAMES[n]], options=VAR_OPTIONS[variable_type], active_style=dropdown_style, primary_style=dropdown_style, dropdown_style=dropdown_style, width=self.window.width * 0.225, height=self.window.height / 30))
dropdown.on_change = lambda event, variable_type=variable_type, rule=rule, rule_type=rule_type, ruleset_num=ruleset_num, rule_num=rule_num, n=n: self.change_rule_value(ruleset_num, rule_num, rule, rule_type, variable_type, n, event.new_value)
self.rule_var_changers[key] = dropdown
def change_rule_type(self, ruleset_num, rule_num, rule_type, new_rule_text):
defaults = self.get_rule_defaults(rule_type)
new_rule_name = next(key for key, default_list in defaults.items() if default_list[0] == new_rule_text)
ruleset = self.rulesets[ruleset_num]
if len(ruleset) == 2:
if rule_type == "if":
ruleset[0] = new_rule_name
else:
ruleset[1] = new_rule_name
else:
if rule_type == "if":
if rule_num == 1:
ruleset[0] = new_rule_name
else:
ruleset[2] = new_rule_name
else:
ruleset[3] = new_rule_name
self.rebuild_ruleset_ui(ruleset_num)
def rebuild_ruleset_ui(self, ruleset_num):
rule_box = self.rule_boxes[ruleset_num]
keys_to_remove = [k for k in self.rule_labels.keys() if k.startswith(f"{ruleset_num}_")]
for key in keys_to_remove:
del self.rule_labels[key]
keys_to_remove = [k for k in self.rule_var_changers.keys() if k.startswith(f"{ruleset_num}_")]
for key in keys_to_remove:
del self.rule_var_changers[key]
keys_to_remove = [k for k in self.rule_values.keys() if k.startswith(f"{ruleset_num}_")]
for key in keys_to_remove:
del self.rule_values[key]
rule_box.clear()
ruleset = self.rulesets[ruleset_num]
old_ruleset_num = self.current_ruleset_num
self.current_ruleset_num = ruleset_num
if len(ruleset) == 2:
self.create_rule_ui(rule_box, ruleset[0], "if")
self.create_rule_ui(rule_box, ruleset[1], "do", 2)
else:
self.create_rule_ui(rule_box, ruleset[0], "if")
rule_box.add(arcade.gui.UILabel(ruleset[1].upper(), font_size=14, width=self.window.width * 0.25))
self.create_rule_ui(rule_box, ruleset[2], "if", 2)
self.create_rule_ui(rule_box, ruleset[3], "do", 3)
self.current_ruleset_num = old_ruleset_num
def add_ruleset(self, ruleset):
rule_box = arcade.gui.UIBoxLayout(space_between=5, align="left").with_background(color=arcade.color.DARK_SLATE_GRAY)
self.rule_boxes[self.current_ruleset_num] = rule_box
if len(ruleset) == 2:
self.rulesets[self.current_ruleset_num] = ruleset
self.create_rule_ui(rule_box, ruleset[0], "if")
self.create_rule_ui(rule_box, ruleset[1], "do", 2)
else:
self.rulesets[self.current_ruleset_num] = ruleset
self.create_rule_ui(rule_box, ruleset[0], "if")
rule_box.add(arcade.gui.UILabel(ruleset[1].upper(), font_size=14, width=self.window.width * 0.25))
self.create_rule_ui(rule_box, ruleset[2], "if", 2)
self.create_rule_ui(rule_box, ruleset[3], "do", 3)
def refresh_rules_display(self):
self.rules_content_box.clear()
sorted_keys = sorted(self.rule_boxes.keys())
start_idx = self.current_ruleset_page * self.rulesets_per_page
end_idx = start_idx + self.rulesets_per_page
visible_keys = sorted_keys[start_idx:end_idx]
for key in visible_keys:
self.rules_content_box.add(self.rule_boxes[key])
self.rules_content_box.add(arcade.gui.UISpace(height=self.window.height / 50))
def next_page(self, event):
sorted_keys = sorted(self.rule_boxes.keys())
max_page = (len(sorted_keys) - 1) // self.rulesets_per_page
if self.current_ruleset_page < max_page:
self.current_ruleset_page += 1
self.refresh_rules_display()
def prev_page(self, event):
if self.current_ruleset_page > 0:
self.current_ruleset_page -= 1
self.refresh_rules_display()
def on_show_view(self): def on_show_view(self):
super().on_show_view() super().on_show_view()
self.rules_box.add(arcade.gui.UILabel(text="Rules", font_size=20, text_color=arcade.color.BLACK)) self.rules_box.add_rule(None, ["on_left_click", "spawn"])
self.rules_box.add(arcade.gui.UISpace(height=self.window.height / 70, width=self.window.width * 0.25)) self.rules_box.refresh_rules_display()
add_simple_rule_button = self.rules_box.add(arcade.gui.UIFlatButton(text="Add Simple rule", width=self.window.width * 0.225, height=self.window.height / 25, style=dropdown_style)) self.sprites_box.add(arcade.gui.UILabel(text="Sprites", font_size=24, text_color=arcade.color.WHITE), anchor_x="center", anchor_y="top")
add_simple_rule_button.on_click = lambda event: self.add_rule("simple")
self.rules_box.add(arcade.gui.UISpace(height=self.window.height / 85)) self.sprites_grid = self.sprites_box.add(arcade.gui.UIGridLayout(columns=8, row_count=8, align="left", vertical_spacing=10, horizontal_spacing=10, size_hint=(0.95, 0.85)), anchor_x="center", anchor_y="center").with_border()
add_advanced_rule_button = self.rules_box.add(arcade.gui.UIFlatButton(text="Add Advanced rule", width=self.window.width * 0.225, height=self.window.height / 25, style=dropdown_style)) for n, shape in enumerate(SHAPES):
add_advanced_rule_button.on_click = lambda event: self.add_rule("advanced") row, col = n % 8, n // 8
box = self.sprites_grid.add(arcade.gui.UIBoxLayout(), row=row, column=col)
self.rules_box.add(arcade.gui.UISpace(height=self.window.height / 85)) box.add(arcade.gui.UILabel(text=shape, font_size=16, text_color=arcade.color.WHITE))
box.add(arcade.gui.UIImage(texture=SPRITE_TEXTURES[shape], width=self.window.width / 15, height=self.window.width / 15))
self.rules_box.add(arcade.gui.UIFlatButton(text="Load from file\ncomming soon!", multiline=True, width=self.window.width * 0.225, height=self.window.height / 22.5, style=dropdown_style))
self.rules_box.add(arcade.gui.UISpace(height=self.window.height / 85))
self.rules_box.add(arcade.gui.UIFlatButton(text="Save to file\ncomming soon!", multiline=True, width=self.window.width * 0.225, height=self.window.height / 22.5, style=dropdown_style))
self.rules_box.add(arcade.gui.UISpace(height=self.window.height / 70))
self.nav_buttons_box = self.rules_box.add(arcade.gui.UIBoxLayout(vertical=False, space_between=10))
prev_button = self.nav_buttons_box.add(arcade.gui.UIFlatButton(text="Previous", width=self.window.width * 0.1, height=self.window.height / 25, style=dropdown_style))
prev_button.on_click = self.prev_page
next_button = self.nav_buttons_box.add(arcade.gui.UIFlatButton(text="Next", width=self.window.width * 0.1, height=self.window.height / 25, style=dropdown_style))
next_button.on_click = self.next_page
self.rules_box.add(arcade.gui.UISpace(height=self.window.height / 70))
self.rules_content_box = self.rules_box.add(arcade.gui.UIBoxLayout(align="center"))
self.add_rule(None, ["on_left_click", "spawn"])
self.refresh_rules_display()
self.sprites_box.add(arcade.gui.UILabel(text="Sprites", font_size=24, text_color=arcade.color.BLACK))
self.sprites_box.add(arcade.gui.UISpace(height=self.window.height / 50))
for shape in SHAPES:
self.sprites_box.add(arcade.gui.UILabel(text=shape, font_size=16, text_color=arcade.color.BLACK))
self.sprites_box.add(arcade.gui.UIImage(texture=SPRITE_TEXTURES[shape], width=self.window.width / 15, height=self.window.width / 15))
self.sprites_box.add(arcade.gui.UISpace(height=self.window.height / 50))
self.sprites_box.add(arcade.gui.UIFlatButton(text="Load sprite\ncomming soon!", multiline=True, style=dropdown_style, width=self.window.width * 0.125, height=self.window.height / 10))
self.triggered_events.append(["game_launch", {}]) self.triggered_events.append(["game_launch", {}])
def add_rule(self, ruleset_type=None, force=None):
self.rulesets[self.current_ruleset_num] = generate_ruleset(ruleset_type) if not force else force
self.add_ruleset(self.rulesets[self.current_ruleset_num])
self.current_ruleset_num += 1
if self.rules_content_box:
self.refresh_rules_display()
def get_rule_values(self, ruleset_num, rule_num, rule_dict, event_args): def get_rule_values(self, ruleset_num, rule_num, rule_dict, event_args):
args = [self.rule_values[f"{ruleset_num}_{rule_num}_{user_var}_{n}"] for n, user_var in enumerate(rule_dict["user_vars"])] args = [self.rule_values[f"{ruleset_num}_{rule_num}_{user_var}_{n}"] for n, user_var in enumerate(rule_dict["user_vars"])]
@@ -393,6 +215,44 @@ class Game(arcade.gui.UIView):
self.get_action_function(rule_dict["action"])(*self.get_rule_values(ruleset_num, rule_num, rule_dict, event_args)) self.get_action_function(rule_dict["action"])(*self.get_rule_values(ruleset_num, rule_num, rule_dict, event_args))
def on_update(self, delta_time): def on_update(self, delta_time):
if self.mode == "import" and self.file_manager.submitted_content:
with open(self.file_manager.submitted_content, "r") as file:
data = json.load(file)
if not data or not "rulesets" in data or not "rule_values" in data:
self.add_widget(arcade.gui.UIMessageBox(message_text="Invalid file. Could not import rules.", width=self.window.width * 0.5, height=self.window.height * 0.25))
return
self.rule_values = data["rule_values"]
self.triggered_events = []
self.current_ruleset_num = 0
self.current_ruleset_page = 0
self.rules_content_box.clear()
for rule_box in self.rule_boxes.values():
rule_box.clear()
del rule_box
self.rule_labels = {}
self.rule_var_changers = {}
self.rule_boxes = {}
for ruleset in data["rulesets"].values():
self.add_ruleset(ruleset)
self.refresh_rules_display()
if self.mode == "export" and self.file_manager.submitted_content:
with open(self.file_manager.submitted_content, "w") as file:
file.write(json.dumps({
"rulesets": self.rulesets,
"rule_values": self.rule_values
}, indent=4))
if not self.mode == "simulation":
return
self.triggered_events.append(["every_update", {}]) self.triggered_events.append(["every_update", {}])
while len(self.triggered_events) > 0: while len(self.triggered_events) > 0:
@@ -405,7 +265,7 @@ class Game(arcade.gui.UIView):
if not if_rule_dict["trigger"] == trigger: if not if_rule_dict["trigger"] == trigger:
continue continue
if do_rule_dict["action"]["type"] == "shape_action": if do_rule_dict["action"]["type"] == "shape_action" or "shape_type" in if_rule_dict["user_vars"]:
for shape in self.shapes: for shape in self.shapes:
event_args = trigger_args.copy() event_args = trigger_args.copy()
if not "event_shape_type" in trigger_args: if not "event_shape_type" in trigger_args:
@@ -463,42 +323,74 @@ class Game(arcade.gui.UIView):
for shape in self.shapes[:-self.settings.get("max_shapes", 120)]: for shape in self.shapes[:-self.settings.get("max_shapes", 120)]:
self.destroy(shape) self.destroy(shape)
def change_rule_value(self, ruleset_num, rule_num, rule, rule_type, variable_type, n, value):
rule_dict = IF_RULES[rule] if rule_type == "if" else DO_RULES[rule]
key = f"{ruleset_num}_{rule_num}_{variable_type}_{n}"
self.rule_values[key] = value
values = {}
for i, variable in enumerate(rule_dict["user_vars"]):
lookup_key = f"{ruleset_num}_{rule_num}_{variable}_{i}"
values[VAR_NAMES[i]] = self.rule_values.get(lookup_key, VAR_DEFAULT[variable])
description = rule_dict["description"].format_map(values)
self.rule_labels[f"{ruleset_num}_{rule_num}_desc"].text = description
self.rule_labels[key].text = f'{VAR_NAMES[n]}: {value}'
def on_key_press(self, symbol, modifiers): def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE: if symbol == arcade.key.ESCAPE:
self.main_exit() self.main_exit()
elif symbol in [ord(key) for key in ALLOWED_INPUT]: elif self.mode == "simulation" and symbol in [ord(key) for key in ALLOWED_INPUT]:
self.triggered_events.append(["on_input", {"event_key": chr(symbol)}]) self.triggered_events.append(["on_input", {"event_key": chr(symbol)}])
def on_mouse_press(self, x, y, button, modifiers): def on_mouse_press(self, x, y, button, modifiers):
if button == arcade.MOUSE_BUTTON_LEFT: if button == arcade.MOUSE_BUTTON_LEFT:
self.triggered_events.append(["on_left_click", {}]) self.triggered_events.append(["on_left_click", {}])
elif button == arcade.MOUSE_BUTTON_RIGHT: elif self.mode == "simulation" and button == arcade.MOUSE_BUTTON_RIGHT:
self.triggered_events.append(["on_right_click", {}]) self.triggered_events.append(["on_right_click", {}])
def on_mouse_motion(self, x, y, button, modifiers): def on_mouse_motion(self, x, y, button, modifiers):
self.triggered_events.append(["on_mouse_move", {}]) self.triggered_events.append(["on_mouse_move", {}])
def disable_previous(self):
if self.mode in ["import", "export"]:
self.anchor.remove(self.file_manager)
elif self.mode == "rules":
self.anchor.remove(self.rules_box)
elif self.mode == "sprites":
self.anchor.remove(self.sprites_box)
self.anchor.trigger_full_render()
def rules(self):
self.disable_previous()
self.mode = "rules"
self.anchor.add(self.rules_box, anchor_x="center", anchor_y="top")
def export_file(self):
self.disable_previous()
self.mode = "export"
self.file_manager.change_mode("export")
self.anchor.add(self.file_manager, anchor_x="center", anchor_y="top")
def import_file(self):
self.disable_previous()
self.mode = "import"
self.file_manager.change_mode("import")
self.anchor.add(self.file_manager, anchor_x="center", anchor_y="top")
def sprites(self):
self.disable_previous()
self.mode = "sprites"
self.anchor.add(self.sprites_box, anchor_x="center", anchor_y="top")
def simulation(self):
self.disable_previous()
self.mode = "simulation"
def main_exit(self): def main_exit(self):
from menus.main import Main from menus.main import Main
self.window.show_view(Main(self.pypresence_client)) self.window.show_view(Main(self.pypresence_client))
def on_draw(self): def on_draw(self):
self.window.clear() self.window.clear()
self.shape_batch.draw()
if self.mode == "simulation":
self.shape_batch.draw()
self.ui.draw() self.ui.draw()

View File

@@ -1,6 +1,5 @@
from utils.constants import DO_RULES, IF_RULES, LOGICAL_OPERATORS, NON_COMPATIBLE_WHEN, NON_COMPATIBLE_DO_WHEN from utils.constants import DO_RULES, IF_RULES, LOGICAL_OPERATORS, NON_COMPATIBLE_WHEN, NON_COMPATIBLE_DO_WHEN, VAR_NAMES, VAR_DEFAULT, VAR_OPTIONS, dropdown_style, slider_style
import arcade, arcade.gui, random
import random
IF_KEYS = tuple(IF_RULES.keys()) IF_KEYS = tuple(IF_RULES.keys())
DO_KEYS = tuple(DO_RULES.keys()) DO_KEYS = tuple(DO_RULES.keys())
@@ -46,4 +45,211 @@ def generate_ruleset(ruleset_type):
if logical: if logical:
return [when_a, logical, when_b, do] return [when_a, logical, when_b, do]
else: else:
return [when_a, do] return [when_a, do]
class RuleUIBox(arcade.gui.UIBoxLayout):
def __init__(self, window):
super().__init__(space_between=10, align="center", size_hint=(0.95, 0.75))
self.window = window
self.current_ruleset_num = 0
self.current_ruleset_page = 0
self.rulesets_per_page = 2
self.rulesets = {}
self.rule_values = {}
self.rule_labels = {}
self.rule_var_changers = {}
self.rule_boxes = {}
self.nav_buttons_box = None
self.rules_label = self.add(arcade.gui.UILabel(text="Rules", font_size=20, text_color=arcade.color.WHITE))
self.add(arcade.gui.UISpace(height=self.window.height / 70, width=self.window.width * 0.25))
self.add_simple_rule_button = self.add(arcade.gui.UIFlatButton(text="Add Simple rule", width=self.window.width * 0.225, height=self.window.height / 25, style=dropdown_style))
self.add_simple_rule_button.on_click = lambda event: self.add_rule("simple")
self.add(arcade.gui.UISpace(height=self.window.height / 85))
self.add_advanced_rule_button = self.add(arcade.gui.UIFlatButton(text="Add Advanced rule", width=self.window.width * 0.225, height=self.window.height / 25, style=dropdown_style))
self.add_advanced_rule_button.on_click = lambda event: self.add_rule("advanced")
self.add(arcade.gui.UISpace(height=self.window.height / 85))
self.nav_buttons_box = self.add(arcade.gui.UIBoxLayout(vertical=False, space_between=10))
self.prev_button = self.nav_buttons_box.add(arcade.gui.UIFlatButton(text="Previous", width=self.window.width * 0.1, height=self.window.height / 25, style=dropdown_style))
self.prev_button.on_click = self.prev_page
self.next_button = self.nav_buttons_box.add(arcade.gui.UIFlatButton(text="Next", width=self.window.width * 0.1, height=self.window.height / 25, style=dropdown_style))
self.next_button.on_click = self.next_page
self.rules_content_box = self.add(arcade.gui.UIBoxLayout(align="center"))
def get_rule_defaults(self, rule_type):
if rule_type == "if":
return {
rule_key: (
rule_dict["description"].format_map({VAR_NAMES[n]: VAR_NAMES[n] for n, variable in enumerate(rule_dict["user_vars"])}),
{VAR_NAMES[n]: VAR_DEFAULT[variable] for n, variable in enumerate(rule_dict["user_vars"])}
)
for rule_key, rule_dict in IF_RULES.items()
}
elif rule_type == "do":
return {
rule_key: (
rule_dict["description"].format_map({VAR_NAMES[n]: VAR_NAMES[n] for n, variable in enumerate(rule_dict["user_vars"])}),
{VAR_NAMES[n]: VAR_DEFAULT[variable] for n, variable in enumerate(rule_dict["user_vars"])}
)
for rule_key, rule_dict in DO_RULES.items()
}
def create_rule_ui(self, rule_box: arcade.gui.UIBoxLayout, rule, rule_type, rule_num=1, is_import=False):
defaults = self.get_rule_defaults(rule_type)
rule_dict = IF_RULES[rule] if rule_type == "if" else DO_RULES[rule]
ruleset_num = self.current_ruleset_num
default_values = defaults[rule][1]
dropdown_options = [desc for desc, _ in defaults.values()]
desc_label = rule_box.add(arcade.gui.UIDropdown(default=defaults[rule][0], options=dropdown_options, font_size=13, width=self.window.width * 0.225, active_style=dropdown_style, primary_style=dropdown_style, dropdown_style=dropdown_style))
desc_label.on_change = lambda event, rule_type=rule_type, ruleset_num=ruleset_num, rule_num=rule_num: self.change_rule_type(ruleset_num, rule_num, rule_type, event.new_value)
self.rule_labels[f"{self.current_ruleset_num}_{rule_num}_desc"] = desc_label
for n, variable_type in enumerate(rule_dict["user_vars"]):
key = f"{self.current_ruleset_num}_{rule_num}_{variable_type}_{n}"
if not is_import:
self.rule_values[key] = default_values[VAR_NAMES[n]]
label = rule_box.add(arcade.gui.UILabel(f'{VAR_NAMES[n]}: {self.rule_values[key]}', font_size=11, width=self.window.width * 0.225, height=self.window.height / 30))
self.rule_labels[key] = label
if variable_type in ["variable", "size"]:
slider = rule_box.add(arcade.gui.UISlider(value=self.rule_values[key], min_value=VAR_OPTIONS[variable_type][0], max_value=VAR_OPTIONS[variable_type][1], step=1, style=slider_style, width=self.window.width * 0.225, height=self.window.height / 30))
slider._render_steps = lambda surface: None
slider.on_change = lambda event, variable_type=variable_type, rule=rule, rule_type=rule_type, ruleset_num=ruleset_num, rule_num=rule_num, n=n: self.change_rule_value(ruleset_num, rule_num, rule, rule_type, variable_type, n, event.new_value)
self.rule_var_changers[key] = slider
else:
dropdown = rule_box.add(arcade.gui.UIDropdown(default=self.rule_values[key], options=VAR_OPTIONS[variable_type], active_style=dropdown_style, primary_style=dropdown_style, dropdown_style=dropdown_style, width=self.window.width * 0.225, height=self.window.height / 30))
dropdown.on_change = lambda event, variable_type=variable_type, rule=rule, rule_type=rule_type, ruleset_num=ruleset_num, rule_num=rule_num, n=n: self.change_rule_value(ruleset_num, rule_num, rule, rule_type, variable_type, n, event.new_value)
self.rule_var_changers[key] = dropdown
def change_rule_type(self, ruleset_num, rule_num, rule_type, new_rule_text):
defaults = self.get_rule_defaults(rule_type)
new_rule_name = next(key for key, default_list in defaults.items() if default_list[0] == new_rule_text)
ruleset = self.rulesets[ruleset_num]
if len(ruleset) == 2:
if rule_type == "if":
ruleset[0] = new_rule_name
else:
ruleset[1] = new_rule_name
else:
if rule_type == "if":
if rule_num == 1:
ruleset[0] = new_rule_name
else:
ruleset[2] = new_rule_name
else:
ruleset[3] = new_rule_name
self.rebuild_ruleset_ui(ruleset_num)
def rebuild_ruleset_ui(self, ruleset_num):
rule_box = self.rule_boxes[ruleset_num]
keys_to_remove = [k for k in self.rule_labels.keys() if k.startswith(f"{ruleset_num}_")]
for key in keys_to_remove:
del self.rule_labels[key]
keys_to_remove = [k for k in self.rule_var_changers.keys() if k.startswith(f"{ruleset_num}_")]
for key in keys_to_remove:
del self.rule_var_changers[key]
keys_to_remove = [k for k in self.rule_values.keys() if k.startswith(f"{ruleset_num}_")]
for key in keys_to_remove:
del self.rule_values[key]
rule_box.clear()
ruleset = self.rulesets[ruleset_num]
old_ruleset_num = self.current_ruleset_num
self.current_ruleset_num = ruleset_num
if len(ruleset) == 2:
self.create_rule_ui(rule_box, ruleset[0], "if")
self.create_rule_ui(rule_box, ruleset[1], "do", 2)
else:
self.create_rule_ui(rule_box, ruleset[0], "if")
rule_box.add(arcade.gui.UILabel(ruleset[1].upper(), font_size=14, width=self.window.width * 0.25))
self.create_rule_ui(rule_box, ruleset[2], "if", 2)
self.create_rule_ui(rule_box, ruleset[3], "do", 3)
self.current_ruleset_num = old_ruleset_num
def add_ruleset(self, ruleset, is_import=False):
rule_box = arcade.gui.UIBoxLayout(space_between=5, align="left")
self.rule_boxes[self.current_ruleset_num] = rule_box
if len(ruleset) == 2:
self.rulesets[self.current_ruleset_num] = ruleset
self.create_rule_ui(rule_box, ruleset[0], "if", 1, is_import)
self.create_rule_ui(rule_box, ruleset[1], "do", 2, is_import)
else:
self.rulesets[self.current_ruleset_num] = ruleset
self.create_rule_ui(rule_box, ruleset[0], "if", 1, is_import)
rule_box.add(arcade.gui.UILabel(ruleset[1].upper(), font_size=14, width=self.window.width * 0.25))
self.create_rule_ui(rule_box, ruleset[2], "if", 2, is_import)
self.create_rule_ui(rule_box, ruleset[3], "do", 3, is_import)
def refresh_rules_display(self):
self.rules_content_box.clear()
sorted_keys = sorted(self.rule_boxes.keys())
start_idx = self.current_ruleset_page * self.rulesets_per_page
end_idx = start_idx + self.rulesets_per_page
visible_keys = sorted_keys[start_idx:end_idx]
for key in visible_keys:
self.rules_content_box.add(self.rule_boxes[key])
self.rules_content_box.add(arcade.gui.UISpace(height=self.window.height / 50))
def next_page(self, event):
sorted_keys = sorted(self.rule_boxes.keys())
max_page = (len(sorted_keys) - 1) // self.rulesets_per_page
if self.current_ruleset_page < max_page:
self.current_ruleset_page += 1
self.refresh_rules_display()
def prev_page(self, event):
if self.current_ruleset_page > 0:
self.current_ruleset_page -= 1
self.refresh_rules_display()
def change_rule_value(self, ruleset_num, rule_num, rule, rule_type, variable_type, n, value):
rule_dict = IF_RULES[rule] if rule_type == "if" else DO_RULES[rule]
key = f"{ruleset_num}_{rule_num}_{variable_type}_{n}"
self.rule_values[key] = value
values = {}
for i, variable in enumerate(rule_dict["user_vars"]):
lookup_key = f"{ruleset_num}_{rule_num}_{variable}_{i}"
values[VAR_NAMES[i]] = self.rule_values.get(lookup_key, VAR_DEFAULT[variable])
description = rule_dict["description"].format_map(values)
self.rule_labels[f"{ruleset_num}_{rule_num}_desc"].text = description
self.rule_labels[key].text = f'{VAR_NAMES[n]}: {value}'
def add_rule(self, ruleset_type=None, force=None):
self.rulesets[self.current_ruleset_num] = generate_ruleset(ruleset_type) if not force else force
self.add_ruleset(self.rulesets[self.current_ruleset_num])
self.current_ruleset_num += 1
if self.rules_content_box:
self.refresh_rules_display()

View File

@@ -1,12 +1,12 @@
# This file was autogenerated by uv via the following command: # This file was autogenerated by uv via the following command:
# uv pip compile pyproject.toml -o requirements.txt # uv pip compile pyproject.toml -o requirements.txt
arcade==3.2.0 arcade==3.3.3
# via game-name (pyproject.toml) # via chaos-protocol (pyproject.toml)
attrs==25.3.0 attrs==25.3.0
# via pytiled-parser # via pytiled-parser
cffi==1.17.1 cffi==1.17.1
# via pymunk # via pymunk
pillow==11.0.0 pillow==11.3.0
# via arcade # via arcade
pycparser==2.22 pycparser==2.22
# via cffi # via cffi
@@ -15,7 +15,7 @@ pyglet==2.1.6
pymunk==6.9.0 pymunk==6.9.0
# via arcade # via arcade
pypresence==4.3.0 pypresence==4.3.0
# via game-name (pyproject.toml) # via chaos-protocol (pyproject.toml)
pytiled-parser==2.2.9 pytiled-parser==2.2.9
# via arcade # via arcade
typing-extensions==4.14.1 typing-extensions==4.14.1