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10 Commits

Author SHA1 Message Date
csd4ni3l
fe7b42ec40 fix dragging out from block children not working 2025-12-07 12:11:35 +01:00
csd4ni3l
f51260d94f Create a whole new system, with Scratch-like drag and drop mechanism, remove bezier, connections, and use pyglet shapes which are even faster. Nothing works yet. Add trigger, for loops and move most IFs to triggers. 2025-12-06 23:35:40 +01:00
csd4ni3l
15bb259a4f Fix connected component giving a single edge, add backtracking for rulesets, add previous property, add a better default ruleset, fix trash only working on hover and not intersection, fix dragging, update play.py a bit to be more compatible 2025-12-06 13:40:08 +01:00
csd4ni3l
9df46b2ab6 fix rule ui not being removed, remove background from trash bin 2025-12-05 22:29:42 +01:00
csd4ni3l
937c8b332c 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 2025-12-05 22:22:50 +01:00
csd4ni3l
741f81b198 Improve filemanager layout and positioning, dont check mouse events unless in simulation, work more in rules, not working fully yet, of course. but convert it to a space where rules have pairs, and move the logic from straight rulesets 2025-12-04 16:32:28 +01:00
csd4ni3l
44f2f3bf51 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 2025-12-02 20:24:01 +01:00
csd4ni3l
b2caf219d6 add demo video to README 2025-11-24 19:18:56 +01:00
csd4ni3l
46956bf247 make rulesets per page 1 to avoid dropdowns overflowing 2025-11-24 19:07:02 +01:00
csd4ni3l
5982b1326a Add settings for default values instead of constants, remove sfx from settings, add music, add missing collision event, remove 1366x768 as an allowed resolution 2025-11-24 18:58:25 +01:00
14 changed files with 987 additions and 426 deletions

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@@ -1,5 +1,10 @@
Trash Can icon by Icons8
https://icons8.com/icon/rdRR1tq1xIo1/trash-can
The Roboto Black font used in this project is licensed under the Open Font License. Read assets/fonts/OFL.txt for more information.
Thanks to OpenGameArt and pixelsphere.org / The Cynic Project for the music! (https://opengameart.org/content/crystal-cave-mysterious-ambience-seamless-loop)
Huge Thanks to Python for being the programming language used in this game.
https://www.python.org/

View File

@@ -1,4 +1,6 @@
Chaos Protocol is a simulation game where you have a rule engine and objects, which you can apply rules to! By default, the game launches with random rules.
Basically a framework of sorts, which can even be random!
The project is a huge WIP! You can't do much yet, but you have basic rules and simulation.
The project is a huge WIP! You can't do much yet, but you have basic rules and simulation.
[![Demo Video](https://img.youtube.com/vi/iMB4mmjTIB4/hqdefault.jpg)](https://youtu.be/iMB4mmjTIB4)

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game/file_manager.py Normal file
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@@ -0,0 +1,131 @@
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, 0.875), 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=22), anchor_x="center", anchor_y="top", align_y=-10)
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 * 0.025)
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=5), anchor_x="center", anchor_y="bottom", align_y=5)
self.filename_label = self.bottom_box.add(arcade.gui.UILabel(text="Filename:", font_name="Roboto", font_size=17))
self.filename_input = self.bottom_box.add(arcade.gui.UIInputText(width=self.filemanager_width * 0.35, height=self.filemanager_width * 0.02).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 * 0.5, height=self.filemanager_width * 0.025))
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.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 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
import arcade, arcade.gui, pyglet, random, json
from utils.preload import SPRITE_TEXTURES
from utils.constants import slider_style, dropdown_style, VAR_NAMES, VAR_DEFAULT, DEFAULT_X_GRAVITY, DEFAULT_Y_GRAVITY, VAR_OPTIONS, DO_RULES, IF_RULES, SHAPES, ALLOWED_INPUT
from utils.preload import SPRITE_TEXTURES, button_texture, button_hovered_texture
from utils.constants import button_style, DO_RULES, IF_RULES, SHAPES, ALLOWED_INPUT
from game.rules import generate_ruleset
from game.rules import RuleUI
from game.sprites import BaseShape, Rectangle, Circle, Triangle
from game.file_manager import FileManager
class Game(arcade.gui.UIView):
def __init__(self, pypresence_client):
@@ -13,32 +14,39 @@ class Game(arcade.gui.UIView):
self.pypresence_client = pypresence_client
self.pypresence_client.update(state="Causing Chaos")
with open("settings.json", "r") as file:
self.settings = json.load(file)
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.anchor.add(self.rules_box, anchor_x="right", anchor_y="center", align_x=-self.window.height * 0.025)
self.rules_box = RuleUI(self.window)
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.x_gravity = DEFAULT_X_GRAVITY
self.y_gravity = DEFAULT_Y_GRAVITY
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.current_ruleset_num = 0
self.current_ruleset_page = 0
self.rulesets_per_page = 3
self.rulesets = {}
self.rule_values = {}
self.x_gravity = self.settings.get("default_x_gravity", 0)
self.y_gravity = self.settings.get("default_y_gravity", 5)
self.triggered_events = []
self.rule_labels = {}
self.rule_var_changers = {}
self.rule_boxes = {}
self.rulesets, self.if_rules = self.rules_box.get_rulesets()
self.sprites_box = arcade.gui.UIAnchorLayout(size_hint=(0.95, 0.9))
self.shapes = []
self.shape_batch = pyglet.graphics.Batch()
self.rules_content_box = None
self.nav_buttons_box = None
self.simulation()
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):
if isinstance(shape, Triangle):
@@ -80,11 +88,11 @@ class Game(arcade.gui.UIView):
def change_x_velocity(self, a, shape):
shape.x_velocity = a
self.triggered_events.append(["x_velocity_change", {"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.color}])
self.triggered_events.append(["x_velocity_change", {"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.shape_color}])
def change_y_velocity(self, a, shape):
shape.y_velocity = a
self.triggered_events.append(["y_velocity_change", {"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.color}])
self.triggered_events.append(["y_velocity_change", {"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.shape_color}])
def change_x_gravity(self, a):
self.x_gravity = a
@@ -95,8 +103,8 @@ class Game(arcade.gui.UIView):
self.triggered_events.append(["y_gravity_change", {}])
def change_color(self, a, shape):
shape.color = getattr(arcade.color, a)
self.triggered_events.append(["color_change", {"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.color}])
shape.shape_color = getattr(arcade.color, a)
self.triggered_events.append(["color_change", {"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.shape_color}])
def destroy(self, shape: BaseShape):
self.triggered_events.append(["destroyed", {"event_shape_type": shape.shape_type}])
@@ -122,7 +130,7 @@ class Game(arcade.gui.UIView):
shape.x3 += size
shape.y3 += size
self.triggered_events.append(["size_change", {"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.color}])
self.triggered_events.append(["size_change", {"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.shape_color}])
def spawn(self, shape_type):
x, y = random.randint(int(self.window.width * 0.15) + 50, int(self.window.width * 0.75) - 50), random.randint(100, self.window.height - 100)
@@ -138,7 +146,7 @@ class Game(arcade.gui.UIView):
shape = self.shapes[-1]
self.triggered_events.append(["spawns", {"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.color}])
self.triggered_events.append(["spawn", {"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.shape_color}])
def morph(self, a, shape):
old_shape_x, old_shape_y, old_shape_size, old_shape_color = shape.x, shape.y, shape.shape_size, shape.shape_color
@@ -153,202 +161,28 @@ class Game(arcade.gui.UIView):
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))
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):
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(arcade.gui.UISpace(height=self.window.height / 70, width=self.window.width * 0.25))
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 = 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))
add_simple_rule_button.on_click = lambda event: self.add_rule("simple")
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()
self.rules_box.add(arcade.gui.UISpace(height=self.window.height / 85))
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))
add_advanced_rule_button.on_click = lambda event: self.add_rule("advanced")
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))
for n, shape in enumerate(SHAPES):
row, col = n % 8, n // 8
box = self.sprites_grid.add(arcade.gui.UIBoxLayout(), row=row, column=col)
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.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):
args = [self.rule_values[f"{ruleset_num}_{rule_num}_{user_var}_{n}"] for n, user_var in enumerate(rule_dict["user_vars"])]
def get_rule_values(self, rule_dict, rule_values, event_args):
args = [rule_values[f"{user_var}_{n}"] for n, user_var in enumerate(rule_dict["user_vars"])]
return args + [event_args[var] for var in rule_dict.get("vars", []) if not var in rule_dict["user_vars"]]
def check_rule(self, ruleset_num, rule_num, rule_dict, event_args):
return rule_dict["func"](*self.get_rule_values(ruleset_num, rule_num, rule_dict, event_args))
def check_rule(self, rule_dict, rule_values, event_args):
return rule_dict["func"](*self.get_rule_values(rule_dict, rule_values, event_args))
def get_action_function(self, action_dict):
ACTION_FUNCTION_DICT = {
@@ -373,108 +207,166 @@ class Game(arcade.gui.UIView):
return ACTION_FUNCTION_DICT[action_dict["type"]][action_dict["name"]]
def run_do_rule(self, 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 run_do_rule(self, rule_dict, rule_values, event_args):
self.get_action_function(rule_dict["action"])(*self.get_rule_values(rule_dict, rule_values, event_args))
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 = []
# 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:
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", {}])
while len(self.triggered_events) > 0:
trigger, trigger_args = self.triggered_events.pop(0)
for key, ruleset in self.rulesets.items():
if len(ruleset) == 2:
if_rule_dict = IF_RULES[ruleset[0]]
do_rule_dict = DO_RULES[ruleset[1]]
if not if_rule_dict["trigger"] == trigger:
continue
if do_rule_dict["action"]["type"] == "shape_action":
for shape in self.shapes:
event_args = trigger_args.copy()
if not "event_shape_type" in trigger_args:
event_args.update({"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.color})
# In the new version, a DO rule's dependencies are the ruleset itself which trigger it
# Since there could be multiple IFs that depend on each other, we need to get the entrypoint values first and then interpret the tree.
event_args = trigger_args
if_rule_values = {}
for if_rule in self.if_rules:
if_rule_dict = IF_RULES[if_rule[0]]
if "shape_type" in if_rule_dict["user_vars"]:
is_true = False
for shape in self.shapes:
if is_true:
break
if self.check_rule(key, 1, if_rule_dict, event_args):
self.run_do_rule(key, 2, do_rule_dict, event_args)
else:
event_args = trigger_args.copy()
if self.check_rule(key, 1, if_rule_dict, event_args):
self.run_do_rule(key, 2, do_rule_dict, event_args)
if not "event_shape_type" in trigger_args:
event_args.update({"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.shape_color})
is_true = self.check_rule(if_rule_dict, if_rule[1], trigger_args)
if_rule_values[if_rule[2]] = is_true
else:
if_rule_dicts = IF_RULES[ruleset[0]], IF_RULES[ruleset[2]]
do_rule_dict = DO_RULES[ruleset[3]]
if not (if_rule_dicts[0]["trigger"] == trigger and if_rule_dicts[0]["trigger"] == trigger):
continue
if do_rule_dict["action"]["type"] == "shape_action":
for shape in self.shapes:
event_args = trigger_args
if not "event_shape_type" in trigger_args:
event_args.update({"event_shape_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.color})
if ruleset[1] == "and":
if self.check_rule(key, 1, if_rule_dicts[0], event_args) and self.check_rule(key, 2, if_rule_dicts[1], event_args):
self.run_do_rule(key, 3, do_rule_dict, event_args)
elif ruleset[1] == "or":
if self.check_rule(key, 1, if_rule_dicts[0], event_args) or self.check_rule(key, 2, if_rule_dicts[1], event_args):
self.run_do_rule(key, 3, do_rule_dict, event_args)
else:
event_args = trigger_args
if ruleset[1] == "and":
if self.check_rule(key, 1, if_rule_dicts[0], event_args) and self.check_rule(key, 2, if_rule_dicts[1], event_args):
self.run_do_rule(key, 3, do_rule_dict, event_args)
elif ruleset[1] == "or":
if self.check_rule(key, 1, if_rule_dicts[0], event_args) or self.check_rule(key, 2, if_rule_dicts[1], event_args):
self.run_do_rule(key, 3, do_rule_dict, event_args)
event_args = trigger_args.copy()
if_rule_values[if_rule[2]] = self.check_rule(if_rule_dict, if_rule[1], trigger_args)
for shape in self.shapes:
for shape_b in self.shapes:
if shape.check_collision(shape_b):
self.triggered_events.append(["collision", {"event_a_type": shape.shape_type, "event_b_type": shape.shape_type, "shape_size": shape.shape_size, "shape_x": shape.x, "shape_y": shape.y, "shape": shape, "shape_color": shape.color}])
shape.update(self.x_gravity, self.y_gravity)
if shape.x < 0 or shape.x > self.window.width or shape.y < 0 or shape.y > self.window.height:
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}'
if len(self.shapes) > self.settings.get("max_shapes", 120):
for shape in self.shapes[:-self.settings.get("max_shapes", 120)]:
self.destroy(shape)
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
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)}])
def on_mouse_press(self, x, y, button, modifiers):
if not self.mode == "simulation":
return
if button == arcade.MOUSE_BUTTON_LEFT:
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", {}])
def on_mouse_motion(self, x, y, button, modifiers):
if not self.mode == "simulation":
return
self.triggered_events.append(["on_mouse_move", {}])
def on_mouse_drag(self, x, y, dx, dy, _buttons, _modifiers):
if self.mode == "rules" and arcade.MOUSE_BUTTON_MIDDLE == _buttons:
self.rules_box.camera.position -= (dx, dy)
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
if self.mode == "rules":
self.rules_box.camera.zoom *= 1 + scroll_y * 0.1
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", align_y=-self.window.height * 0.025)
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", align_y=-self.window.height * 0.025)
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.rulesets, self.if_rules = self.rules_box.get_rulesets()
self.mode = "simulation"
def main_exit(self):
from menus.main import Main
self.window.show_view(Main(self.pypresence_client))
def on_draw(self):
self.window.clear()
self.shape_batch.draw()
if self.mode == "simulation":
self.shape_batch.draw()
elif self.mode == "rules":
with self.rules_box.camera.activate():
self.rules_box.draw()
self.rules_box.draw_unproject()
self.ui.draw()

View File

@@ -1,6 +1,23 @@
from utils.constants import DO_RULES, IF_RULES, LOGICAL_OPERATORS, NON_COMPATIBLE_WHEN, NON_COMPATIBLE_DO_WHEN
import random
from utils.constants import (
DO_RULES,
IF_RULES,
NON_COMPATIBLE_WHEN,
NON_COMPATIBLE_DO_WHEN,
VAR_NAMES,
VAR_DEFAULT,
TRIGGER_RULES,
FOR_RULES,
button_style,
DO_COLOR,
IF_COLOR,
FOR_COLOR,
TRIGGER_COLOR
)
from typing import List
from utils.preload import button_texture, button_hovered_texture, trash_bin
from arcade.gui.experimental.scroll_area import UIScrollArea, UIScrollBar
from dataclasses import dataclass, field
import arcade, arcade.gui, pyglet, random
IF_KEYS = tuple(IF_RULES.keys())
DO_KEYS = tuple(DO_RULES.keys())
@@ -8,42 +25,372 @@ 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_ruleset(ruleset_type):
when_a = random.choice(IF_KEYS)
def generate_rule(rule_type):
if rule_type == "if":
return random.choice(IF_KEYS)
elif rule_type == "do":
return random.choice(DO_KEYS)
def get_rule_description(rule_type, rule):
if rule_type == "if":
return IF_RULES[rule]["description"]
if rule_type == "for":
return FOR_RULES[rule]["description"]
if rule_type == "trigger":
return TRIGGER_RULES[rule]["description"]
if rule_type == "do":
return DO_RULES[rule]["description"]
def per_widget_height(height, widget_count):
return height // widget_count
if ruleset_type == "advanced":
valid_b = [
b for b in IF_KEYS
if b != when_a and tuple(sorted((when_a, b))) not in BAD_WHEN
]
def get_rule_defaults(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()
}
if not valid_b:
return [when_a, random.choice(DO_KEYS)]
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()
}
when_b = random.choice(valid_b)
logical = random.choice(LOGICAL_OPERATORS)
else:
when_b = None
logical = None
@dataclass
class Block:
x: float
y: float
label: str
rule_type: str
rule: str
rule_num: int
rule_values: dict[str, int | str]
children: List["Block"] = field(default_factory=list)
if when_b:
valid_do = [
d for d in DO_KEYS
if (when_a, d) not in BAD_DO_WHEN
and (when_b, d) not in BAD_DO_WHEN
and (d, when_a) not in BAD_DO_WHEN
and (d, when_b) not in BAD_DO_WHEN
]
else:
valid_do = [
d for d in DO_KEYS
if (when_a, d) not in BAD_DO_WHEN
and (d, when_a) not in BAD_DO_WHEN
]
class BlockRenderer:
def __init__(self, blocks: List[Block], indent: int = 10):
self.blocks = blocks
self.indent = indent
self.shapes = pyglet.graphics.Batch()
self.shapes_by_rule_num = {}
self.text_objects = []
self.text_by_rule_num = {}
self.refresh()
do = random.choice(valid_do)
def refresh(self):
for shapes_list in self.shapes_by_rule_num.values():
for shape in shapes_list:
shape.delete()
for text_list in self.text_by_rule_num.values():
for text in text_list:
text.delete()
if logical:
return [when_a, logical, when_b, do]
else:
return [when_a, do]
self.shapes = pyglet.graphics.Batch()
self.shapes_by_rule_num = {}
self.text_objects = []
self.text_by_rule_num = {}
for b in self.blocks.values():
self._build_block(b, b.x, b.y)
def _build_block(self, b: Block, x: int, y: int) -> int:
is_wrap = b.rule_type != "do"
h, w = 42, 280
if b.rule_type == "if":
color = IF_COLOR
elif b.rule_type == "trigger":
color = TRIGGER_COLOR
elif b.rule_type == "do":
color = DO_COLOR
elif b.rule_type == "for":
color = FOR_COLOR
lx, ly = x, y - h
if b.rule_num not in self.shapes_by_rule_num:
self.shapes_by_rule_num[b.rule_num] = []
if b.rule_num not in self.text_by_rule_num:
self.text_by_rule_num[b.rule_num] = []
rect = pyglet.shapes.BorderedRectangle(lx, ly, w, h, 2, color, arcade.color.BLACK, batch=self.shapes)
self.shapes_by_rule_num[b.rule_num].append(rect)
text_obj = pyglet.text.Label(text=b.label, x=lx + 10, y=ly + 20, color=arcade.color.BLACK, font_size=12, weight="bold")
self.text_objects.append(text_obj)
self.text_by_rule_num[b.rule_num].append(text_obj)
ny = ly
if is_wrap:
iy = ny
for child in b.children:
child.x = lx + self.indent + 5
child.y = iy - 2
iy = self._build_block(child, lx + self.indent + 5, iy - 2)
bar_h = ny - iy
bar_filled = pyglet.shapes.Rectangle(lx + 2, iy + 2, self.indent, bar_h, color, batch=self.shapes)
line1 = pyglet.shapes.Line(lx, ny, lx, iy, 2, arcade.color.BLACK, batch=self.shapes)
bottom = pyglet.shapes.BorderedRectangle(lx, iy - 8, w, 24, 2, color, arcade.color.BLACK, batch=self.shapes)
self.shapes_by_rule_num[b.rule_num].extend([bar_filled, line1, bottom])
return iy - 24
else:
for child in b.children:
ny = self._build_block(child, lx, ny)
return ny
def move_block(self, x, y, rule_num):
for element in self.shapes_by_rule_num[rule_num] + self.text_by_rule_num[rule_num]:
element.x += x
element.y += y
block = self._find_block(rule_num)
for child in block.children:
self.move_block(x, y, child.rule_num)
def _find_block(self, rule_num):
if rule_num in self.blocks:
return self.blocks[rule_num]
for block in self.blocks.values():
found = self._find_block_recursive(block, rule_num)
if found:
return found
return None
def _find_block_recursive(self, block, rule_num):
for child in block.children:
if child.rule_num == rule_num:
return child
found = self._find_block_recursive(child, rule_num)
if found:
return found
return None
def draw(self):
self.shapes.draw()
for t in self.text_objects:
t.draw()
class RuleUI(arcade.gui.UIAnchorLayout):
def __init__(self, window: arcade.Window):
super().__init__(size_hint=(1, 0.875))
self.window = window
self.current_rule_num = 0
self.rule_values = {}
self.rulesets: dict[int, Block] = {}
self.block_renderer = BlockRenderer(self.rulesets)
self.camera = arcade.Camera2D()
self.dragged_rule_ui: Block | None = None
self.rules_label = self.add(
arcade.gui.UILabel(
text="Rules", font_size=20, text_color=arcade.color.WHITE
),
anchor_x="center",
anchor_y="top"
)
self.add(
arcade.gui.UISpace(
height=self.window.height / 70, width=self.window.width * 0.25
)
)
self.create_sidebar = self.add(arcade.gui.UIBoxLayout(size_hint=(0.15, 1), vertical=False, space_between=5), anchor_x="left", anchor_y="bottom")
self.scroll_area = UIScrollArea(size_hint=(0.95, 1)) # center on screen
self.scroll_area.scroll_speed = -50
self.create_sidebar.add(self.scroll_area)
self.scrollbar = UIScrollBar(self.scroll_area)
self.scrollbar.size_hint = (0.075, 1)
self.create_sidebar.add(self.scrollbar)
self.create_box = self.scroll_area.add(arcade.gui.UIBoxLayout(space_between=10))
self.create_box.add(arcade.gui.UISpace(height=self.window.height / 100))
self.create_box.add(arcade.gui.UILabel(text="Trigger Rules", font_size=18))
self.create_box.add(arcade.gui.UISpace(height=self.window.height / 200))
for trigger_rule, trigger_rule_data in TRIGGER_RULES.items():
create_button = self.create_box.add(arcade.gui.UITextureButton(text=trigger_rule_data["description"].format_map({
"a": "a",
"b": "b",
"c": "c"
}), width=self.window.width * 0.125, multiline=True, height=self.window.height * 0.05, style=button_style, texture=button_texture, texture_hovered=button_hovered_texture))
create_button.on_click = lambda event, trigger_rule=trigger_rule: self.add_rule("trigger", trigger_rule)
self.create_box.add(arcade.gui.UISpace(height=self.window.height / 100))
self.create_box.add(arcade.gui.UILabel(text="IF Rules", font_size=18))
self.create_box.add(arcade.gui.UISpace(height=self.window.height / 200))
for if_rule, if_rule_data in IF_RULES.items():
create_button = self.create_box.add(arcade.gui.UITextureButton(text=if_rule_data["description"].format_map({
"a": "a",
"b": "b",
"c": "c"
}), width=self.window.width * 0.135, multiline=True, height=self.window.height * 0.05, style=button_style, texture=button_texture, texture_hovered=button_hovered_texture))
create_button.on_click = lambda event, if_rule=if_rule: self.add_rule("if", if_rule)
self.create_box.add(arcade.gui.UISpace(height=self.window.height / 100))
self.create_box.add(arcade.gui.UILabel(text="DO Rules", font_size=18))
self.create_box.add(arcade.gui.UISpace(height=self.window.height / 200))
for do_rule, do_rule_data in DO_RULES.items():
create_button = self.create_box.add(arcade.gui.UITextureButton(text=do_rule_data["description"].format_map({
"a": "a",
"b": "b",
"c": "c"
}), width=self.window.width * 0.135, multiline=True, height=self.window.height * 0.05, style=button_style, texture=button_texture, texture_hovered=button_hovered_texture))
create_button.on_click = lambda event, do_rule=do_rule: self.add_rule("do", do_rule)
self.create_box.add(arcade.gui.UISpace(height=self.window.height / 100))
self.create_box.add(arcade.gui.UILabel(text="For Rules", font_size=18))
self.create_box.add(arcade.gui.UISpace(height=self.window.height / 200))
for for_rule, for_rule_data in FOR_RULES.items():
create_button = self.create_box.add(arcade.gui.UITextureButton(text=for_rule_data["description"].format_map({
"a": "a",
"b": "b",
"c": "c"
}), width=self.window.width * 0.135, multiline=True, height=self.window.height * 0.05, style=button_style, texture=button_texture, texture_hovered=button_hovered_texture))
create_button.on_click = lambda event, for_rule=for_rule: self.add_rule("for", for_rule)
self.trash_spritelist = arcade.SpriteList()
self.trash_sprite = trash_bin
self.trash_sprite.scale = 0.5
self.trash_sprite.position = (self.window.width * 0.9, self.window.height * 0.2)
self.trash_spritelist.append(self.trash_sprite)
def get_rulesets(self):
# TODO: remove this
return [], []
def generate_pos(self):
return random.randint(
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_rule(self, rule_type, force=None):
rule = force or generate_rule(rule_type)
rule_box = Block(
*self.generate_pos(),
get_rule_description(rule_type, rule),
rule_type,
rule,
self.current_rule_num,
{},
[]
)
self.rulesets[self.current_rule_num] = rule_box
self.current_rule_num += 1
self.block_renderer.refresh()
return rule_box
def draw(self):
self.block_renderer.draw()
def draw_unproject(self):
self.trash_spritelist.draw()
def drag_n_drop_check(self, blocks):
for block in blocks:
if block == self.dragged_rule_ui:
continue
if arcade.LBWH(block.x, block.y - 44, 280, 44).intersection(arcade.LBWH(self.dragged_rule_ui.x, self.dragged_rule_ui.y - 44, 280, 44)):
block.children.append(self.dragged_rule_ui)
del self.rulesets[self.dragged_rule_ui.rule_num]
self.block_renderer.refresh()
break
else:
self.drag_n_drop_check(block.children)
def remove_from_parent(self, block_to_remove, parents):
for parent in parents:
if block_to_remove in parent.children:
self.rulesets[block_to_remove.rule_num] = block_to_remove
parent.children.remove(block_to_remove)
return True
if self.remove_from_parent(block_to_remove, parent.children):
return True
return False
def press_check(self, event, blocks):
for block in blocks:
if block == self.dragged_rule_ui:
continue
projected_vec = self.camera.unproject((event.x, event.y))
if arcade.LBWH(block.x, block.y - 44, 280, 44).point_in_rect((projected_vec.x, projected_vec.y)):
if block not in list(self.rulesets.values()): # its children
self.remove_from_parent(block, list(self.rulesets.values()))
self.block_renderer.refresh()
self.dragged_rule_ui = block
break
else:
self.press_check(event, block.children)
def on_event(self, event):
super().on_event(event)
if isinstance(event, arcade.gui.UIMouseDragEvent):
if event.buttons == arcade.MOUSE_BUTTON_LEFT:
if self.dragged_rule_ui is not None:
self.dragged_rule_ui.x += event.dx
self.dragged_rule_ui.y += event.dy
self.block_renderer.move_block(event.dx, event.dy, self.dragged_rule_ui.rule_num)
elif isinstance(event, arcade.gui.UIMousePressEvent):
self.press_check(event, list(self.rulesets.values()))
elif isinstance(event, arcade.gui.UIMouseReleaseEvent):
if self.dragged_rule_ui:
block_vec = self.camera.unproject((self.dragged_rule_ui.x, self.dragged_rule_ui.y))
if self.trash_sprite.rect.intersection(arcade.LBWH(block_vec.x, block_vec.y, 280, 44)) and not self.trash_sprite._current_keyframe_index == self.trash_sprite.animation.num_frames - 1:
del self.rulesets[self.dragged_rule_ui.rule_num]
self.dragged_rule_ui = None
self.block_renderer.refresh()
return
self.drag_n_drop_check(list(self.rulesets.values()))
self.dragged_rule_ui = None
def on_update(self, dt):
if self.dragged_rule_ui:
block_vec = self.camera.unproject((self.dragged_rule_ui.x, self.dragged_rule_ui.y))
if self.trash_sprite.rect.intersection(arcade.LBWH(block_vec.x, block_vec.y, 280, 44)) and 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()

View File

@@ -1,20 +1,24 @@
import pyglet, arcade.color
import pyglet, arcade.color, math, json
from utils.constants import DEFAULT_X_VELOCITY, DEFAULT_Y_VELOCITY
# I am so sorry but this file has AI code cause i didn't have enough time to implement collision :C
with open("settings.json", "r") as file:
settings = json.load(file)
class BaseShape():
def __init__(self):
self.shape_type = ""
self.x_velocity = DEFAULT_X_VELOCITY
self.y_velocity = DEFAULT_Y_VELOCITY
self._shape_color = "WHITE"
self.x_velocity = settings.get("default_x_velocity", 0)
self.y_velocity = settings.get("default_y_velocity", 0)
self._shape_color = "WHITE"
def update(self, x_gravity, y_gravity):
self.x += self.x_velocity
self.y += self.y_velocity
self.x -= x_gravity
self.y -= y_gravity
@property
def shape_color(self):
return self._shape_color
@@ -23,33 +27,222 @@ class BaseShape():
def shape_color(self, color):
self._shape_color = color
self.color = getattr(arcade.color, color)
def check_collision(self, other):
if isinstance(other, Circle):
return self._collides_with_circle(other)
elif isinstance(other, Rectangle):
return self._collides_with_rectangle(other)
elif isinstance(other, Triangle):
return self._collides_with_triangle(other)
return False
class Circle(pyglet.shapes.Circle, BaseShape):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
BaseShape.__init__(self)
self.shape_type = "circle"
@property
def shape_size(self):
return self.radius
def _collides_with_circle(self, other):
dx = self.x - other.x
dy = self.y - other.y
distance = math.sqrt(dx * dx + dy * dy)
return distance < (self.radius + other.radius)
def _collides_with_rectangle(self, rect):
closest_x = max(rect.x, min(self.x, rect.x + rect.width))
closest_y = max(rect.y, min(self.y, rect.y + rect.height))
dx = self.x - closest_x
dy = self.y - closest_y
distance = math.sqrt(dx * dx + dy * dy)
return distance < self.radius
def _collides_with_triangle(self, tri):
if self._point_in_triangle(self.x, self.y, tri):
return True
edges = [
(tri.x, tri.y, tri.x2, tri.y2),
(tri.x2, tri.y2, tri.x3, tri.y3),
(tri.x3, tri.y3, tri.x, tri.y)
]
for x1, y1, x2, y2 in edges:
if self._distance_to_segment(x1, y1, x2, y2) < self.radius:
return True
return False
def _distance_to_segment(self, x1, y1, x2, y2):
dx = x2 - x1
dy = y2 - y1
if dx == 0 and dy == 0:
return math.sqrt((self.x - x1)**2 + (self.y - y1)**2)
t = max(0, min(1, ((self.x - x1) * dx + (self.y - y1) * dy) / (dx * dx + dy * dy)))
closest_x = x1 + t * dx
closest_y = y1 + t * dy
return math.sqrt((self.x - closest_x)**2 + (self.y - closest_y)**2)
def _point_in_triangle(self, px, py, tri):
def sign(x1, y1, x2, y2, x3, y3):
return (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3)
d1 = sign(px, py, tri.x, tri.y, tri.x2, tri.y2)
d2 = sign(px, py, tri.x2, tri.y2, tri.x3, tri.y3)
d3 = sign(px, py, tri.x3, tri.y3, tri.x, tri.y)
has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0)
has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0)
return not (has_neg and has_pos)
class Rectangle(pyglet.shapes.Rectangle, BaseShape):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
BaseShape.__init__(self)
self.shape_type = "rectangle"
@property
def shape_size(self):
return self.width
def _collides_with_circle(self, circle):
return circle._collides_with_rectangle(self)
def _collides_with_rectangle(self, other):
return (self.x < other.x + other.width and
self.x + self.width > other.x and
self.y < other.y + other.height and
self.y + self.height > other.y)
def _collides_with_triangle(self, tri):
vertices = [(tri.x, tri.y), (tri.x2, tri.y2), (tri.x3, tri.y3)]
for vx, vy in vertices:
if (self.x <= vx <= self.x + self.width and
self.y <= vy <= self.y + self.height):
return True
rect_vertices = [
(self.x, self.y),
(self.x + self.width, self.y),
(self.x + self.width, self.y + self.height),
(self.x, self.y + self.height)
]
for rx, ry in rect_vertices:
if self._point_in_triangle(rx, ry, tri):
return True
tri_edges = [
(tri.x, tri.y, tri.x2, tri.y2),
(tri.x2, tri.y2, tri.x3, tri.y3),
(tri.x3, tri.y3, tri.x, tri.y)
]
rect_edges = [
(self.x, self.y, self.x + self.width, self.y),
(self.x + self.width, self.y, self.x + self.width, self.y + self.height),
(self.x + self.width, self.y + self.height, self.x, self.y + self.height),
(self.x, self.y + self.height, self.x, self.y)
]
for t_edge in tri_edges:
for r_edge in rect_edges:
if self._segments_intersect(*t_edge, *r_edge):
return True
return False
def _point_in_triangle(self, px, py, tri):
def sign(x1, y1, x2, y2, x3, y3):
return (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3)
d1 = sign(px, py, tri.x, tri.y, tri.x2, tri.y2)
d2 = sign(px, py, tri.x2, tri.y2, tri.x3, tri.y3)
d3 = sign(px, py, tri.x3, tri.y3, tri.x, tri.y)
has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0)
has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0)
return not (has_neg and has_pos)
def _segments_intersect(self, x1, y1, x2, y2, x3, y3, x4, y4):
def ccw(ax, ay, bx, by, cx, cy):
return (cy - ay) * (bx - ax) > (by - ay) * (cx - ax)
return (ccw(x1, y1, x3, y3, x4, y4) != ccw(x2, y2, x3, y3, x4, y4) and
ccw(x1, y1, x2, y2, x3, y3) != ccw(x1, y1, x2, y2, x4, y4))
class Triangle(pyglet.shapes.Triangle, BaseShape):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
BaseShape.__init__(self)
self.shape_type = "triangle"
@property
def shape_size(self):
return max(self.x, self.x2, self.x3) - min(self.x, self.x2, self.x3)
return max(self.x, self.x2, self.x3) - min(self.x, self.x2, self.x3)
def _collides_with_circle(self, circle):
return circle._collides_with_triangle(self)
def _collides_with_rectangle(self, rect):
return rect._collides_with_triangle(self)
def _collides_with_triangle(self, other):
vertices_self = [(self.x, self.y), (self.x2, self.y2), (self.x3, self.y3)]
vertices_other = [(other.x, other.y), (other.x2, other.y2), (other.x3, other.y3)]
for vx, vy in vertices_self:
if self._point_in_triangle(vx, vy, other):
return True
for vx, vy in vertices_other:
if self._point_in_triangle(vx, vy, self):
return True
edges_self = [
(self.x, self.y, self.x2, self.y2),
(self.x2, self.y2, self.x3, self.y3),
(self.x3, self.y3, self.x, self.y)
]
edges_other = [
(other.x, other.y, other.x2, other.y2),
(other.x2, other.y2, other.x3, other.y3),
(other.x3, other.y3, other.x, other.y)
]
for e1 in edges_self:
for e2 in edges_other:
if self._segments_intersect(*e1, *e2):
return True
return False
def _point_in_triangle(self, px, py, tri):
def sign(x1, y1, x2, y2, x3, y3):
return (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3)
d1 = sign(px, py, tri.x, tri.y, tri.x2, tri.y2)
d2 = sign(px, py, tri.x2, tri.y2, tri.x3, tri.y3)
d3 = sign(px, py, tri.x3, tri.y3, tri.x, tri.y)
has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0)
has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0)
return not (has_neg and has_pos)
def _segments_intersect(self, x1, y1, x2, y2, x3, y3, x4, y4):
def ccw(ax, ay, bx, by, cx, cy):
return (cy - ay) * (bx - ax) > (by - ay) * (cx - ax)
return (ccw(x1, y1, x3, y3, x4, y4) != ccw(x2, y2, x3, y3, x4, y4) and
ccw(x1, y1, x2, y2, x3, y3) != ccw(x1, y1, x2, y2, x4, y4))

View File

@@ -52,10 +52,10 @@ class Main(arcade.gui.UIView):
self.title_label = self.box.add(arcade.gui.UILabel(text="Chaos Protocol", font_name="Roboto", font_size=48))
self.play_button = self.box.add(arcade.gui.UITextureButton(text="Play", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=150, style=big_button_style))
self.play_button = self.box.add(arcade.gui.UITextureButton(text="Play", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 10, style=big_button_style))
self.play_button.on_click = lambda event: self.play()
self.settings_button = self.box.add(arcade.gui.UITextureButton(text="Settings", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=150, style=big_button_style))
self.settings_button = self.box.add(arcade.gui.UITextureButton(text="Settings", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 10, style=big_button_style))
self.settings_button.on_click = lambda event: self.settings()
def play(self):

View File

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

7
run.py
View File

@@ -10,11 +10,10 @@ script_dir = os.path.dirname(os.path.abspath(__file__))
pyglet.resource.path.append(script_dir)
pyglet.font.add_directory(os.path.join(script_dir, 'assets', 'fonts'))
from utils.utils import get_closest_resolution, print_debug_info, on_exception
from utils.constants import log_dir, menu_background_color
from menus.main import Main
# from utils.preload import theme_sound # needed for preload
from utils.preload import theme_sound # needed for preload
from arcade.experimental.controller_window import ControllerWindow
sys.excepthook = on_exception
@@ -87,8 +86,8 @@ else:
with open("settings.json", "w") as file:
file.write(json.dumps(settings))
# if settings.get("music", True):
# theme_sound.play(volume=settings.get("music_volume", 50) / 100, loop=True)
if settings.get("music", True):
theme_sound.play(volume=settings.get("music_volume", 50) / 100, loop=True)
try:
window = ControllerWindow(width=resolution[0], height=resolution[1], title='Chaos Protocol', samples=antialiasing, antialiasing=antialiasing > 0, fullscreen=fullscreen, vsync=vsync, resizable=False, style=style, visible=False)

View File

@@ -3,18 +3,16 @@ from arcade.types import Color
from arcade.gui.widgets.buttons import UITextureButtonStyle, UIFlatButtonStyle
from arcade.gui.widgets.slider import UISliderStyle
LOGICAL_OPERATORS = ["and", "or"]
SHAPES = ["rectangle", "circle", "triangle"]
VAR_NAMES = ["a", "b", "c", "d", "e", "f", "g"]
DEFAULT_X_GRAVITY = 0
DEFAULT_Y_GRAVITY = 2
DEFAULT_X_VELOCITY = 0
DEFAULT_Y_VELOCITY = 0
ALLOWED_INPUT = ["a", "b", "c", "d", "e", "q", "w", "s", "t"]
TRIGGER_COLOR = (255, 204, 102)
DO_COLOR = (102, 178, 255)
IF_COLOR = (144, 238, 144)
FOR_COLOR = (255, 182, 193)
COLORS = [
"BLACK", "WHITE", "GRAY", "DARK_GRAY", "CYAN",
"AMBER", "AQUA", "GREEN", "LIGHT_GREEN",
@@ -51,38 +49,43 @@ VAR_OPTIONS = {
"comparison": COMPARISONS
}
IF_RULES = {
TRIGGER_RULES = {
"every_update": {
"key": "every_update",
"description": "Every Update",
},
"start": {
"key": "start",
"description": "On Game Start",
},
"on_input": {
"key": "on_input",
"description": "IF {a} key is pressed",
},
"x_position_compare": {
"key": "x_position_compare",
"description": "IF X for {a} shape is {b} {c}",
"trigger": "every_update",
"user_vars": ["shape_type", "comparison", "variable"],
"vars": ["shape_type", "comparison", "variable", "event_shape_type", "shape_x"],
"func": lambda *v: (v[0] == v[3]) and eval(f"{v[4]} {v[1]} {v[2]}")
},
"y_position_compare": {
"key": "y_position_compare",
"description": "IF Y for {a} shape is {b} {c}",
"trigger": "every_update",
"user_vars": ["shape_type", "comparison", "variable"],
"vars": ["shape_type", "comparison", "variable", "event_shape_type", "shape_y"],
"func": lambda *v: (v[0] == v[3]) and eval(f"{v[4]} {v[1]} {v[2]}")
},
"size_compare": {
"key": "size_compare",
"description": "IF {a} shape size is {b} {c}",
"trigger": "every_update",
"user_vars": ["shape_type", "comparison", "variable"],
"vars": ["shape_type", "comparison", "variable", "event_shape_type", "shape_size"],
"func": lambda *v: (v[0] == v[3]) and eval(f"{v[4]} {v[1]} {v[2]}")
},
"spawns": {
"key": "spawns",
"description": "IF {a} shape spawns",
"trigger": "spawns",
"user_vars": ["shape_type"],
"vars": ["shape_type", "event_shape_type"],
"func": lambda *v: v[0] == v[1]
@@ -90,7 +93,6 @@ IF_RULES = {
"destroyed": {
"key": "destroyed",
"description": "IF {a} shape is destroyed",
"trigger": "destroyed",
"user_vars": ["shape_type"],
"vars": ["shape_type", "event_shape_type"],
"func": lambda *v: v[0] == v[1]
@@ -98,7 +100,6 @@ IF_RULES = {
"x_velocity_changes": {
"key": "x_velocity_changes",
"description": "IF {a} shape X velocity changes",
"trigger": "x_velocity_change",
"user_vars": ["shape_type"],
"vars": ["shape_type", "event_shape_type"],
"func": lambda *v: v[0] == v[1]
@@ -106,23 +107,6 @@ IF_RULES = {
"y_velocity_changes": {
"key": "y_velocity_changes",
"description": "IF {a} shape Y velocity changes",
"trigger": "y_velocity_change",
"user_vars": ["shape_type"],
"vars": ["shape_type", "event_shape_type"],
"func": lambda *v: v[0] == v[1]
},
"x_gravity_changes": {
"key": "x_gravity_changes",
"description": "IF {a} shape X gravity changes",
"trigger": "gravity_x_change",
"user_vars": ["shape_type"],
"vars": ["shape_type", "event_shape_type"],
"func": lambda *v: v[0] == v[1]
},
"y_gravity_changes": {
"key": "y_gravity_changes",
"description": "IF {a} shape Y gravity changes",
"trigger": "gravity_y_change",
"user_vars": ["shape_type"],
"vars": ["shape_type", "event_shape_type"],
"func": lambda *v: v[0] == v[1]
@@ -130,7 +114,6 @@ IF_RULES = {
"color_changes": {
"key": "color_changes",
"description": "IF {a} shape color changes",
"trigger": "color_change",
"user_vars": ["shape_type"],
"vars": ["shape_type", "event_shape_type"],
"func": lambda *v: v[0] == v[1]
@@ -138,7 +121,6 @@ IF_RULES = {
"size_changes": {
"key": "size_changes",
"description": "IF {a} shape size changes",
"trigger": "size_change",
"user_vars": ["shape_type"],
"vars": ["shape_type", "event_shape_type"],
"func": lambda *v: v[0] == v[1]
@@ -146,7 +128,6 @@ IF_RULES = {
"morphs": {
"key": "morphs",
"description": "IF {a} shape morphs into {b}",
"trigger": "morph",
"user_vars": ["shape_type", "target_type"],
"vars": ["shape_type", "target_type", "event_a_type", "event_b_type"],
"func": lambda *v: (v[0] == v[2]) and (v[3] == v[1])
@@ -154,61 +135,64 @@ IF_RULES = {
"collides": {
"key": "collides",
"description": "IF {a} shape collides with {b}",
"trigger": "collision",
"user_vars": ["shape_type", "target_type"],
"vars": ["shape_type", "target_type", "event_a_type", "event_b_type"],
"func": lambda *v: (v[0] == v[2]) and (v[3] == v[1])
},
"on_left_click": {
"key": "on_left_click",
"description": "IF you left click",
"trigger": "on_left_click",
"user_vars": [],
"vars": [],
"func": lambda *v: True
},
"on_right_click": {
"key": "on_right_click",
"description": "IF you right click",
"trigger": "on_right_click",
"user_vars": [],
"vars": [],
"func": lambda *v: True
},
"on_mouse_move": {
"key": "on_mouse_move",
"description": "IF mouse moves",
"trigger": "on_mouse_move",
"user_vars": [],
"vars": [],
"func": lambda *v: True
},
"on_input": {
"key": "on_input",
"description": "IF {a} key is pressed",
"trigger": "on_input",
"user_vars": ["key_input"],
"vars": ["key_input", "event_key"],
"func": lambda *v: v[0] == v[1]
},
"game_launch": {
"key": "game_launch",
"description": "IF game launches",
"trigger": "game_launch",
"user_vars": [],
"vars": [],
"func": lambda *v: True
},
"every_update": {
"key": "every_update",
"description": "Every update",
"trigger": "every_update",
"user_vars": [],
"vars": [],
"func": lambda *v: True
}
FOR_RULES = {
"every_shape": {
"key": "every_shape",
"description": "For every shape",
}
}
IF_RULES = {
"x_position_compare": {
"key": "x_position_compare",
"description": "IF X is {a} {b}",
"user_vars": ["comparison", "variable"],
"vars": ["comparison", "variable", "shape_x"],
"func": lambda *v: eval(f"{v[2]} {v[0]} {v[1]}")
},
"y_position_compare": {
"key": "y_position_compare",
"description": "IF Y is {a} {b}",
"user_vars": ["comparison", "variable"],
"vars": ["comparison", "variable", "shape_y"],
"func": lambda *v: eval(f"{v[2]} {v[0]} {v[1]}")
},
"size_compare": {
"key": "size_compare",
"description": "IF size is {a} {b}",
"user_vars": ["comparison", "variable"],
"vars": ["comparison", "variable", "shape_size"],
"func": lambda *v: eval(f"{v[2]} {v[0]} {v[1]}")
},
"x_velocity_compare": {
"key": "x_velocity_compare",
"description": "IF X velocity is {a} {b}",
"user_vars": ["comparison", "variable"],
"vars": ["comparison", "variable", "shape_x_velocity"],
"func": lambda *v: eval(f"{v[2]} {v[0]} {v[1]}")
},
"y_velocity_compare": {
"key": "y_velocity_compare",
"description": "IF Y velocity is {a} {b}",
"user_vars": ["comparison", "variable"],
"vars": ["comparison", "variable", "shape_y_velocity"],
"func": lambda *v: eval(f"{v[2]} {v[0]} {v[1]}")
},
"color_is": {
"key": "color_is",
"description": "IF color is {a}",
"user_vars": ["color"],
"vars": ["color", "shape_color"],
"func": lambda *v: v[0] == v[1]
},
}
NON_COMPATIBLE_WHEN = [
("spawns", "destroyed"),
("spawns", "morphs"),
@@ -438,16 +422,21 @@ slider_style = {'normal': slider_default_style, 'hover': slider_hover_style, 'pr
settings = {
"Graphics": {
"Window Mode": {"type": "option", "options": ["Windowed", "Fullscreen", "Borderless"], "config_key": "window_mode", "default": "Windowed"},
"Resolution": {"type": "option", "options": ["1366x768", "1440x900", "1600x900", "1920x1080", "2560x1440", "3840x2160"], "config_key": "resolution"},
"Resolution": {"type": "option", "options": ["1440x900", "1600x900", "1920x1080", "2560x1440", "3840x2160"], "config_key": "resolution"},
"Anti-Aliasing": {"type": "option", "options": ["None", "2x MSAA", "4x MSAA", "8x MSAA", "16x MSAA"], "config_key": "anti_aliasing", "default": "4x MSAA"},
"VSync": {"type": "bool", "config_key": "vsync", "default": True},
"FPS Limit": {"type": "slider", "min": 0, "max": 480, "config_key": "fps_limit", "default": 60},
},
"Sound": {
"Music": {"type": "bool", "config_key": "music", "default": True},
"SFX": {"type": "bool", "config_key": "sfx", "default": True},
"Music Volume": {"type": "slider", "min": 0, "max": 100, "config_key": "music_volume", "default": 50},
"SFX Volume": {"type": "slider", "min": 0, "max": 100, "config_key": "sfx_volume", "default": 50},
},
"Game": {
"Default X velocity": {"type": "slider", "min": -999, "max": 999, "config_key": "default_x_velocity", "default": 0},
"Default Y velocity": {"type": "slider", "min": -999, "max": 999, "config_key": "default_y_velocity", "default": 0},
"Default X gravity": {"type": "slider", "min": -999, "max": 999, "config_key": "default_x_gravity", "default": 0},
"Default Y gravity": {"type": "slider", "min": -999, "max": 999, "config_key": "default_y_gravity", "default": 5},
"Max Shapes": {"type": "slider", "min": 0, "max": 999, "config_key": "max_shapes", "default": 120},
},
"Miscellaneous": {
"Discord RPC": {"type": "bool", "config_key": "discord_rpc", "default": True},

View File

@@ -8,7 +8,10 @@ button_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4,
button_hovered_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture(os.path.join(_assets_dir, 'graphics', 'button_hovered.png')))
SPRITE_TEXTURES = {
"circle": arcade.load_texture(os.path.join(_assets_dir, 'graphics', 'sprites', 'circle.png')),
"rectangle": arcade.load_texture(os.path.join(_assets_dir, 'graphics', 'sprites', 'rectangle.png')),
"triangle": arcade.load_texture(os.path.join(_assets_dir, 'graphics', 'sprites', 'triangle.png')),
os.path.splitext(file_name)[0]: arcade.load_texture(os.path.join(_assets_dir, 'graphics', 'sprites', file_name))
for file_name in os.listdir(os.path.join(_assets_dir, 'graphics', 'sprites'))
}
theme_sound = arcade.Sound(os.path.join(_assets_dir, 'sound', 'music.ogg'))
trash_bin = arcade.load_animated_gif(os.path.join(_assets_dir, 'graphics', 'trash_bin.gif'))

View File

@@ -41,7 +41,7 @@ def on_exception(*exc_info):
logging.error(f"Unhandled exception:\n{''.join(traceback.format_exception(exc_info[1], limit=None))}")
def get_closest_resolution():
allowed_resolutions = [(1366, 768), (1440, 900), (1600,900), (1920,1080), (2560,1440), (3840,2160)]
allowed_resolutions = [(1440, 900), (1600,900), (1920,1080), (2560,1440), (3840,2160)]
screen_width, screen_height = arcade.get_screens()[0].width, arcade.get_screens()[0].height
if (screen_width, screen_height) in allowed_resolutions:
if not allowed_resolutions.index((screen_width, screen_height)) == 0: