Add trash can to remove elements, remove old rule loading code, make generate_rule modular, make connection_between have straight at the start, moveComparisonBox to RuleBox, add extra buttons, add get_connection_pos, add connections and dragging

This commit is contained in:
csd4ni3l
2025-12-05 22:22:50 +01:00
parent 741f81b198
commit 937c8b332c
5 changed files with 259 additions and 143 deletions

View File

@@ -1,7 +1,7 @@
import arcade, arcade.gui, pyglet, random, json
from utils.preload import SPRITE_TEXTURES, button_texture, button_hovered_texture
from utils.constants import button_style, dropdown_style, DO_RULES, IF_RULES, SHAPES, ALLOWED_INPUT, menu_background_color
from utils.constants import button_style, DO_RULES, IF_RULES, SHAPES, ALLOWED_INPUT
from game.rules import RuleUI
from game.sprites import BaseShape, Rectangle, Circle, Triangle
@@ -35,8 +35,7 @@ class Game(arcade.gui.UIView):
self.y_gravity = self.settings.get("default_y_gravity", 5)
self.triggered_events = []
self.rulesets = self.rules_box.rulesets
self.rule_values = self.rules_box.rule_values
self.rulesets = self.rules_box.get_rulesets()
self.sprites_box = arcade.gui.UIAnchorLayout(size_hint=(0.95, 0.9))
@@ -165,8 +164,6 @@ class Game(arcade.gui.UIView):
def on_show_view(self):
super().on_show_view()
# self.rules_box.add_rule(None, ["on_left_click", "spawn"])
self.sprites_box.add(arcade.gui.UILabel(text="Sprites", font_size=24, text_color=arcade.color.WHITE), anchor_x="center", anchor_y="top")
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()
@@ -224,23 +221,8 @@ class Game(arcade.gui.UIView):
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()
# TODO: add rule loading here
if self.mode == "export" and self.file_manager.submitted_content:
with open(self.file_manager.submitted_content, "w") as file:
@@ -386,6 +368,7 @@ class Game(arcade.gui.UIView):
def simulation(self):
self.disable_previous()
self.rulesets = self.rules_box.get_rulesets()
self.mode = "simulation"
def main_exit(self):
@@ -397,5 +380,7 @@ class Game(arcade.gui.UIView):
if self.mode == "simulation":
self.shape_batch.draw()
elif self.mode == "rules":
self.rules_box.draw()
self.ui.draw()

View File

@@ -11,7 +11,8 @@ from utils.constants import (
slider_style,
button_style,
)
from utils.preload import button_texture, button_hovered_texture
from utils.preload import button_texture, button_hovered_texture, trash_bin
from collections import deque, defaultdict
import arcade, arcade.gui, random
IF_KEYS = tuple(IF_RULES.keys())
@@ -20,14 +21,13 @@ DO_KEYS = tuple(DO_RULES.keys())
BAD_WHEN = {tuple(sorted(pair)) for pair in NON_COMPATIBLE_WHEN}
BAD_DO_WHEN = {tuple(pair) for pair in NON_COMPATIBLE_DO_WHEN}
def generate_if_rule():
return random.choice(IF_KEYS)
def generate_do_rule():
return random.choice(DO_KEYS)
def generate_comparison():
return random.choice(LOGICAL_OPERATORS)
def generate_rule(rule_type):
if rule_type == "if":
return random.choice(IF_KEYS)
elif rule_type == "do":
return random.choice(DO_KEYS)
else:
return random.choice(LOGICAL_OPERATORS)
def per_widget_height(height, widget_count):
return height // widget_count
@@ -41,14 +41,31 @@ def cubic_bezier_point(p0, p1, p2, p3, t):
def cubic_bezier_points(p0, p1, p2, p3, segments=40):
return [cubic_bezier_point(p0, p1, p2, p3, i / segments) for i in range(segments + 1)]
def connection_between(p0, p3):
dx = p3[0] - p0[0]
offset = max(60, abs(dx) * 0.45)
c1 = (p0[0] + offset, p0[1])
c2 = (p3[0] - offset, p3[1])
def connection_between(p0, p3, start_dir_y, end_dir_y):
offset = max(abs(p3[1] - p0[1]) * 0.5, 20)
c1 = (p0[0], p0[1] + start_dir_y * offset)
c2 = (p3[0], p3[1] + end_dir_y * offset)
return cubic_bezier_points(p0, c1, c2, p3, segments=100)
def connected_component(edges, start):
graph = defaultdict(set)
for u, v in edges:
graph[u].add(v)
graph[v].add(u)
seen = set([start])
queue = deque([start])
while queue:
node = queue.popleft()
for neighbor in graph[node]:
if neighbor not in seen:
seen.add(neighbor)
queue.append(neighbor)
return list(seen)
def get_rule_defaults(rule_type):
if rule_type == "if":
return {
@@ -84,58 +101,65 @@ def get_rule_defaults(rule_type):
for rule_key, rule_dict in DO_RULES.items()
}
class ComparisonBox(arcade.gui.UITextureButton):
def __init__(self, x, y, comparison, rule_num):
super().__init__(
x=x,
y=y,
text=comparison,
style=button_style,
texture=button_texture,
texture_hovered=button_hovered_texture,
)
self.rule_num = rule_num
class RuleBox(arcade.gui.UIBoxLayout):
def __init__(self, x, y, width, height, rule_num, rule_type, rule):
super().__init__(space_between=10, x=x, y=y, width=width, height=height)
super().__init__(space_between=5, x=x, y=y, width=width, height=height)
self.rule = rule
self.rule_num = rule_num
self.rule_type = rule_type
self.rule_dict = (
IF_RULES[self.rule] if self.rule_type == "if" else DO_RULES[self.rule]
)
self.defaults = get_rule_defaults(self.rule_type)
self.rule_values = {}
self.var_labels = {}
self.var_changers = {}
self.initialize_rule()
self.per_widget_height = per_widget_height(
self.height, 2 + 2 * len(self.rule_dict["user_vars"])
)
def initialize_rule(self):
if not self.rule_type == "comparison":
self.rule_dict = (
IF_RULES[self.rule] if self.rule_type == "if" else DO_RULES[self.rule]
)
self.defaults = get_rule_defaults(self.rule_type)
self.rule_values = {}
self.var_labels = {}
self.var_changers = {}
widget_count = 2 + len(self.rule_dict["user_vars"])
self.per_widget_height = per_widget_height(
self.height,
widget_count
)
else:
self.per_widget_height = per_widget_height(
self.height,
2
)
self.init_ui()
def init_ui(self):
dropdown_options = [desc for desc, _ in self.defaults.values()]
if self.rule_type == "do":
self.previous_button, self.drag_button = self.add_extra_buttons(["IF/Comparison", "Drag"])
elif self.rule_type == "if":
self.drag_button = self.add_extra_buttons("Drag")[0]
elif self.rule_type == "comparison":
self.previous_button_1, self.previous_button_2, self.drag_button = self.add_extra_buttons(["IF 1", "IF 2", "Drag"])
dropdown_options = [desc for desc, _ in self.defaults.values()] if not self.rule_type == "comparison" else LOGICAL_OPERATORS
self.desc_label = self.add(
arcade.gui.UIDropdown(
default=self.defaults[self.rule][0],
default=self.defaults[self.rule][0] if not self.rule_type == "comparison" else dropdown_options[0],
options=dropdown_options,
font_size=13,
active_style=dropdown_style,
primary_style=dropdown_style,
dropdown_style=dropdown_style,
width=self.width,
height=self.per_widget_height
)
)
# self.desc_label.on_change = lambda event, rule_type=self.rule_type, rule_num=self.rule_num: self.change_rule_type(rule_num, rule_type, event.new_value)
if self.rule_type == "do":
self.add_connection_button()
self.desc_label.on_change = lambda event: self.change_rule_type(event.new_value)
if self.rule_type == "comparison":
self.next_button = self.add_extra_buttons("Do / Comparison")[0]
return
for n, variable_type in enumerate(self.rule_dict["user_vars"]):
key = f"{variable_type}_{n}"
@@ -144,9 +168,17 @@ class RuleBox(arcade.gui.UIBoxLayout):
default_values = defaults[self.rule][1]
self.rule_values[key] = default_values[VAR_NAMES[n]]
self.var_labels[key] = self.add(
box = self.add(
arcade.gui.UIBoxLayout(
vertical=False,
width=self.width,
height=self.per_widget_height * 2
)
)
self.var_labels[key] = box.add(
arcade.gui.UILabel(
f"{VAR_NAMES[n]}: {self.rule_values[key]}",
f"{VAR_NAMES[n]}: " if not variable_type in ["variable", "size"] else f"{VAR_NAMES[n]}: {self.rule_values[key]}",
font_size=11,
text_color=arcade.color.WHITE,
width=self.width,
@@ -155,7 +187,7 @@ class RuleBox(arcade.gui.UIBoxLayout):
)
if variable_type in ["variable", "size"]:
slider = self.add(
slider = box.add(
arcade.gui.UISlider(
value=self.rule_values[key],
min_value=VAR_OPTIONS[variable_type][0],
@@ -176,7 +208,7 @@ class RuleBox(arcade.gui.UIBoxLayout):
self.var_changers[key] = slider
else:
dropdown = self.add(
dropdown = box.add(
arcade.gui.UIDropdown(
default=self.rule_values[key],
options=VAR_OPTIONS[variable_type],
@@ -196,18 +228,34 @@ class RuleBox(arcade.gui.UIBoxLayout):
self.var_changers[key] = dropdown
if self.rule_type == "if":
self.add_connection_button()
self.next_button = self.add_extra_buttons("Do / Comparison")[0]
def add_connection_button(self):
self.connection_button = self.add(
arcade.gui.UITextureButton(
text="+",
width=self.width,
style=button_style,
texture=button_texture,
texture_hovered=button_hovered_texture,
def add_extra_buttons(self, texts: list[str] | str):
if not isinstance(texts, list):
texts = [texts]
box = self
else:
box = self.add(
arcade.gui.UIBoxLayout(
vertical=False,
width=self.width,
height=self.per_widget_height
)
)
)
return [
box.add(
arcade.gui.UITextureButton(
text=text,
width=self.width / len(texts),
height=self.per_widget_height,
style=button_style,
texture=button_texture,
texture_hovered=button_hovered_texture,
)
)
for text in texts
]
def change_var_value(self, variable_type, n, value):
key = f"{variable_type}_{n}"
@@ -224,28 +272,62 @@ class RuleBox(arcade.gui.UIBoxLayout):
description = self.rule_dict["description"].format_map(values)
self.desc_label.text = description
self.var_labels[key].text = f"{VAR_NAMES[n]}: {value}"
if variable_type in ["variable", "size"]:
self.var_labels[key].text = f"{VAR_NAMES[n]}: {value}"
def change_rule_type(self, new_rule_desc):
self.rule = next(key for key, default_list in self.defaults.items() if default_list[0] == new_rule_desc) if self.rule_type != "comparison" else new_rule_desc
self.clear()
self.initialize_rule()
def get_connection_pos(rule_ui: RuleBox, idx):
if rule_ui.rule_type == "comparison":
if idx == 1:
button = rule_ui.previous_button_1
y = button.top
direction = 1
elif idx == 2:
button = rule_ui.previous_button_2
y = button.top
direction = 1
else:
button = rule_ui.next_button
y = button.bottom
direction = -1
elif rule_ui.rule_type == "if":
button = rule_ui.next_button
y = button.bottom
direction = -1
elif rule_ui.rule_type == "do":
button = rule_ui.previous_button
y = button.top
direction = 1
return (button.center_x, y), direction
class RuleUI(arcade.gui.UIAnchorLayout):
def __init__(self, window):
def __init__(self, window: arcade.Window):
super().__init__(size_hint=(0.95, 0.875))
self.window = window
self.current_rule_num = 0
self.rule_values = {}
self.dragged_rule_ui = None
self.rule_ui: dict[str, RuleBox | ComparisonBox] = {}
self.dragged_rule_ui: RuleBox | None = None
self.rule_ui: dict[str, RuleBox] = {}
self.connections = []
self.to_connect = []
self.to_connect = None
self.to_connect_idx = None
self.allowed_next_connection = []
self.rules_label = self.add(
arcade.gui.UILabel(
text="Rules", font_size=20, text_color=arcade.color.WHITE
),
anchor_x="center",
anchor_y="top",
anchor_y="top"
)
self.add(
@@ -268,7 +350,7 @@ class RuleUI(arcade.gui.UIAnchorLayout):
style=dropdown_style,
)
)
self.add_if_rule_button.on_click = lambda event: self.add_if_rule()
self.add_if_rule_button.on_click = lambda event: self.add_rule("if")
self.add_do_rule_button = self.add_button_box.add(
arcade.gui.UIFlatButton(
@@ -278,7 +360,7 @@ class RuleUI(arcade.gui.UIAnchorLayout):
style=dropdown_style,
)
)
self.add_do_rule_button.on_click = lambda event: self.add_do_rule()
self.add_do_rule_button.on_click = lambda event: self.add_rule("do")
self.add_comparison_button = self.add_button_box.add(
arcade.gui.UIFlatButton(
@@ -288,27 +370,63 @@ class RuleUI(arcade.gui.UIAnchorLayout):
style=dropdown_style,
)
)
self.add_comparison_button.on_click = lambda event: self.add_comparison()
self.add_comparison_button.on_click = lambda event: self.add_rule("comparison")
self.rule_space = self.add(arcade.gui.UIWidget(size_hint=(1, 1)))
# self.trash_image = self.add(arcade.gui.UIImage(texture=trash_texture), anchor_x="right", anchor_y="bottom")
# self.create_connected_ruleset([("if", "x_position_compare"), ("do", "move_x")])
def connection(self, rule_ui):
if len(self.to_connect) == 1:
rule_type = self.to_connect[0].rule_type
self.trash_spritelist = arcade.SpriteList()
self.trash_sprite = trash_bin
self.trash_sprite.position = (self.window.width * 0.9, self.window.height * 0.2)
self.trash_spritelist.append(self.trash_sprite)
def connection(self, rule_ui, allowed_next_connection, idx):
if self.to_connect is not None:
old_rule_type = self.rule_ui[self.to_connect].rule_type
if (
rule_ui.rule_type not in self.allowed_next_connection or
old_rule_type not in allowed_next_connection or
(old_rule_type == "if" and rule_ui.rule_type == "if") or
(old_rule_type == "do" and rule_ui.rule_type in ["do", "comparison"]) or
rule_ui.rule_num == self.to_connect
):
if (rule_type == "if" and rule_ui.rule_type == "if") or (rule_type == "do" and rule_type in ["do", "comparison"]):
return
self.to_connect.append(rule_ui.rule_num)
self.connections.append([self.to_connect, rule_ui.rule_num, self.to_connect_idx, idx])
self.allowed_next_connection = None
self.to_connect = None
self.to_connect_idx = None
else:
self.allowed_next_connection = allowed_next_connection
self.to_connect = rule_ui.rule_num
self.to_connect_idx = idx
if len(self.to_connect) == 2:
self.connections.append(self.to_connect)
self.to_connect = []
def drag(self, rule_ui):
if self.dragged_rule_ui:
if self.dragged_rule_ui.rect.intersection(self.trash_sprite.rect):
self.rule_ui.pop(self.dragged_rule_ui.rule_num)
if self.dragged_rule_ui.rule_num == self.to_connect:
self.to_connect = None
for connection in self.connections:
if self.dragged_rule_ui.rule_num in connection:
self.connections.remove(connection)
self.remove(self.dragged_rule_ui)
del self.dragged_rule_ui
self.dragged_rule_ui = None
else:
self.dragged_rule_ui = rule_ui
def get_rulesets(self):
if self.connections:
components = connected_component(self.connections, 0)
print(components)
@property
def rulesets(self): # dinamically generate them? maybe bad idea?
return {}
def generate_pos(self):
@@ -316,73 +434,82 @@ class RuleUI(arcade.gui.UIAnchorLayout):
self.window.width * 0.1, int(self.window.width * 0.9)
), random.randint(self.window.height * 0.1, int(self.window.height * 0.7))
def add_if_rule(self):
def add_rule(self, rule_type, force=None):
rule_box = RuleBox(
*self.generate_pos(),
self.window.width * 0.2,
self.window.height * 0.1,
self.window.width * 0.15,
self.window.height * 0.15,
self.current_rule_num,
"if",
generate_if_rule(),
rule_type,
force or generate_rule(rule_type),
)
if rule_type == "if":
rule_box.next_button.on_click = lambda event, rule_box=rule_box: self.connection(rule_box, ["do", "comparison"], 1)
elif rule_type == "comparison":
rule_box.previous_button_1.on_click = lambda event, rule_box=rule_box: self.connection(rule_box, ["if", "comparison"], 1)
rule_box.previous_button_2.on_click = lambda event, rule_box=rule_box: self.connection(rule_box, ["if", "comparison"], 2)
rule_box.next_button.on_click = lambda event, rule_box=rule_box: self.connection(rule_box, ["do", "comparison"], 3)
elif rule_type == "do":
rule_box.previous_button.on_click = lambda event, rule_box=rule_box: self.connection(rule_box, ["if", "comparison"], 1)
rule_box.drag_button.on_click = lambda event, rule_box=rule_box: self.drag(rule_box)
self.rule_space.add(rule_box)
self.rule_ui[self.current_rule_num] = rule_box
self.rule_ui[self.current_rule_num].fit_content()
self.current_rule_num += 1
def add_do_rule(self):
rule_box = RuleBox(
*self.generate_pos(),
self.window.width * 0.2,
self.window.height * 0.1,
self.current_rule_num,
"do",
generate_do_rule(),
)
return rule_box
self.rule_space.add(rule_box)
self.rule_ui[self.current_rule_num] = rule_box
self.current_rule_num += 1
def create_connected_ruleset(self, rules):
previous = None
def add_comparison(self):
comparison_box = ComparisonBox(
*self.generate_pos(), generate_comparison(), self.current_rule_num
)
for rule_type, rule in rules:
rule_box = self.add_rule(rule_type, rule)
self.rule_ui[self.current_rule_num] = comparison_box
self.add(comparison_box)
self.current_rule_num += 1
if previous:
self.connections.append((previous.rule_num, rule_box.rule_num))
previous = rule_box
def draw(self):
self.bezier_points = []
for conn in self.connections:
start_id, end_id = conn
start_id, end_id, start_conn_idx, end_conn_idx = conn
start_rule_ui = self.rule_ui[start_id]
end_rule_ui = self.rule_ui[end_id]
start_pos = start_rule_ui.top if start_rule_ui.rule_type == "do" else start_rule_ui.bottom
end_pos = end_rule_ui.top if end_rule_ui.rule_type == "do" else end_rule_ui.bottom
start_pos, start_dir_y = get_connection_pos(start_rule_ui, start_conn_idx)
end_pos, end_dir_y = get_connection_pos(end_rule_ui, end_conn_idx)
points = self.connection_between(start_pos, end_pos)
points = connection_between(start_pos, end_pos, start_dir_y, end_dir_y)
self.bezier_points.append(points)
arcade.draw_line_strip(points, arcade.color.WHITE, 6)
if self.to_connect is not None:
mouse_x, mouse_y = self.window.mouse.data.get("x", 0), self.window.mouse.data.get("y", 0)
start_pos, start_dir = get_connection_pos(self.rule_ui[self.to_connect], self.to_connect_idx)
end_pos, end_dir = (mouse_x, mouse_y), 1
points = connection_between(start_pos, end_pos, start_dir, end_dir)
arcade.draw_line_strip(points, arcade.color.WHITE, 6)
self.trash_spritelist.draw()
def on_event(self, event):
super().on_event(event)
if isinstance(event, arcade.gui.UIMouseDragEvent):
if isinstance(event, arcade.gui.UIMouseMovementEvent):
if self.dragged_rule_ui is not None:
self.dragged_rule_ui.center_x += event.dx
self.dragged_rule_ui.center_y += event.dy
elif isinstance(event, arcade.gui.UIMouseReleaseEvent):
self.dragged_rule_ui = None
elif isinstance(event, arcade.gui.UIMousePressEvent):
if event.button == arcade.MOUSE_BUTTON_RIGHT:
...
elif event.button == arcade.MOUSE_BUTTON_LEFT:
for rule_ui in self.rule_ui.values():
if rule_ui.rect.point_in_rect((event.x, event.y)):
self.dragged_rule_ui = rule_ui
def on_update(self, dt):
if self.dragged_rule_ui and self.trash_sprite.rect.point_in_rect((self.window.mouse.data["x"], self.window.mouse.data["y"])):
if not self.trash_sprite._current_keyframe_index == self.trash_sprite.animation.num_frames - 1:
self.trash_sprite.update_animation()
else:
self.trash_sprite.time = 0
self.trash_sprite.update_animation()