import arcade, arcade.gui, pyglet, random, json from dataclasses import asdict from utils.preload import SPRITE_TEXTURES, button_texture, button_hovered_texture from utils.constants import button_style, DO_RULES, IF_RULES, SPRITES, ALLOWED_INPUT from game.rules import RuleUI, Block, VarBlock from game.sprites import BaseShape, Rectangle, Circle, Triangle, TexturedRectangle from game.file_manager import FileManager class Game(arcade.gui.UIView): def __init__(self, pypresence_client): super().__init__() 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 = RuleUI(self.window) self.file_manager = FileManager(self.window.width * 0.95, self.window.height * 0.875, (0.95, 0.875), [".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.y_gravity = self.settings.get("default_y_gravity", 5) self.triggered_events = [] self.rulesets = self.rules_box.rulesets self.sprite_add_filemanager = FileManager(self.window.width * 0.9, self.window.height * 0.75, (0.9, 0.75), [".png", ".jpg", ".jpeg", ".bmp", ".gif"]) self.sprite_add_ui = arcade.gui.UIBoxLayout(size_hint=(0.95, 0.9), space_between=10) self.sprite_add_ui.add(arcade.gui.UILabel(text="Add Sprite", font_size=24, text_color=arcade.color.WHITE)) self.sprite_add_ui.add(arcade.gui.UILabel(text="Sprite Name:", font_size=18, text_color=arcade.color.WHITE)) self.sprite_name_input = self.sprite_add_ui.add(arcade.gui.UIInputText(width=self.window.width * 0.4, height=self.window.height * 0.05).with_border(color=arcade.color.WHITE)) self.sprite_add_ui.add(arcade.gui.UILabel(text="Select a texture for the sprite:", font_size=18, text_color=arcade.color.WHITE)) self.sprite_add_ui.add(self.sprite_add_filemanager, anchor_x="center", anchor_y="bottom", align_y=25) self.sprites_ui = arcade.gui.UIAnchorLayout(size_hint=(0.95, 0.9)) self.sprite_types = SPRITES self.shapes = [] self.shape_batch = pyglet.graphics.Batch() 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): a = float(a) if isinstance(shape, Triangle): shape.x += a shape.x2 += a shape.x3 += a else: shape.x += a def move_y(self, a, shape): a = float(a) if isinstance(shape, Triangle): shape.y += a shape.y2 += a shape.y3 += a else: shape.y += a def change_x(self, a, shape): a = float(a) if isinstance(shape, Triangle): offset_x2 = shape.x2 - shape.x offset_x3 = shape.x3 - shape.x shape.x = a shape.x2 = a + offset_x2 shape.x3 = a + offset_x3 else: shape.x = a def change_y(self, a, shape): a = float(a) if isinstance(shape, Triangle): offset_y2 = shape.y2 - shape.y offset_y3 = shape.y3 - shape.y shape.y = a shape.y2 = a + offset_y2 shape.y3 = a + offset_y3 else: shape.y = a def change_x_velocity(self, a, shape): a = float(a) 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.shape_color}]) def change_y_velocity(self, a, shape): a = float(a) 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.shape_color}]) def change_x_gravity(self, a): a = float(a) self.x_gravity = a self.triggered_events.append(["x_gravity_change", {}]) def change_y_gravity(self, a): a = float(a) self.y_gravity = a self.triggered_events.append(["y_gravity_change", {}]) def change_color(self, a, shape): 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}]) if shape in self.shapes: self.shapes.remove(shape) shape.delete() def change_size(self, a, shape): a = float(a) if isinstance(shape, Circle): shape.radius = a elif isinstance(shape, Rectangle): shape.width = a shape.height = a elif isinstance(shape, Triangle): size = a - shape.shape_size shape.x += size shape.y += size shape.x2 += size shape.y2 += size 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.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) if shape_type == "circle": self.shapes.append(Circle(x, y, 10, color=arcade.color.WHITE, batch=self.shape_batch)) elif shape_type == "rectangle": self.shapes.append(Rectangle(x, y, width=10, height=10, color=arcade.color.WHITE, batch=self.shape_batch)) elif shape_type == "triangle": self.shapes.append(Triangle(x, y, x + 10, y, x + 5, y + 10, color=arcade.color.WHITE, batch=self.shape_batch)) else: self.shapes.append(TexturedRectangle(shape_type, img=SPRITE_TEXTURES.get(shape_type, SPRITE_TEXTURES["rectangle"]), x=x, y=y, batch=self.shape_batch)) shape = self.shapes[-1] 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 add_sprite(self): self.disable_previous() self.mode = "sprite_add" self.anchor.add(self.sprite_add_ui, anchor_x="center", anchor_y="center") def check_selection(delta_time): if self.sprite_add_filemanager.submitted_content: texture = arcade.load_texture(self.sprite_add_filemanager.submitted_content) SPRITE_TEXTURES[self.sprite_name_input.text] = texture SPRITES[self.sprite_name_input.text] = self.sprite_add_filemanager.submitted_content self.sprites_grid.clear() for n, shape in enumerate(SPRITES): 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.anchor.remove(self.sprite_add_ui) arcade.unschedule(check_selection) arcade.schedule(check_selection, 0.1) def on_show_view(self): super().on_show_view() self.sprites_ui.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_ui.add(arcade.gui.UIGridLayout(columns=8, row_count=8, align="left", vertical_spacing=10, horizontal_spacing=10, size_hint=(0.95, 0.85), width=self.window.width * 0.95, height=self.window.height * 0.85), anchor_x="center", anchor_y="center") for n, shape in enumerate(SPRITES): 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)) add_sprite_button = self.sprites_ui.add(arcade.gui.UITextureButton(text="Add Sprite", width=self.window.width / 2, height=self.window.height / 10, texture=button_texture, texture_hovered=button_hovered_texture, style=button_style), anchor_x="center", anchor_y="bottom", align_y=10) add_sprite_button.on_click = lambda event: self.add_sprite() self.triggered_events.append(["start", {}]) def get_vars(self, rule_dict, vars, event_args): args = [vars[n].value for n in range(len(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, rule_dict, vars, event_args): return rule_dict["func"](*self.get_vars(rule_dict, vars, event_args)) def get_action_function(self, action_dict): ACTION_FUNCTION_DICT = { "global_action": { "spawn": self.spawn, "change_x_gravity": self.change_x_gravity, "change_y_gravity": self.change_y_gravity }, "shape_action": { "move_x": self.move_x, "move_y": self.move_y, "change_x": self.change_x, "change_y": self.change_y, "change_x_velocity": self.change_x_velocity, "change_y_velocity": self.change_y_velocity, "change_color": self.change_color, "change_size": self.change_size, "destroy": self.destroy } } return ACTION_FUNCTION_DICT[action_dict["type"]][action_dict["name"]] def run_do_rule(self, rule_dict, vars, event_args): self.get_action_function(rule_dict["action"])(*self.get_vars(rule_dict, vars, event_args)) def recursive_execute_rule(self, rule, trigger_args): for child_rule in rule.children: child_rule_type = child_rule.rule_type if child_rule_type == "for": # TODO: Extend this when i add more FOR loop types if child_rule.rule == "every_shape": for shape in self.shapes: event_args = trigger_args.copy() 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}) self.recursive_execute_rule(child_rule, event_args) elif child_rule_type == "if": if self.check_rule(IF_RULES[child_rule.rule], child_rule.vars, trigger_args): self.recursive_execute_rule(child_rule, trigger_args) elif child_rule_type == "do": self.run_do_rule(DO_RULES[child_rule.rule], child_rule.vars, trigger_args) def get_max_rule_num(self): max_num = -1 def recurse(block: Block): nonlocal max_num max_num = max(max_num, block.rule_num) for child in block.children: recurse(child) for block in self.rulesets.values(): recurse(block) return max_num 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) self.triggered_events = [] self.rulesets = {} if not 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 for rule_num, ruleset in data["rulesets"].items(): kwargs = ruleset kwargs["children"] = [Block(**child) for child in ruleset["children"]] kwargs["vars"] = [VarBlock(**var) for var in ruleset["vars"]] block = Block(**kwargs) self.rulesets[rule_num] = block self.sprite_types = data.get("sprites", SPRITES) for sprite_name, sprite_path in self.sprite_types.items(): if not sprite_name in SPRITE_TEXTURES: SPRITE_TEXTURES[sprite_name] = arcade.load_texture(sprite_path) self.rules_box.rulesets = self.rulesets self.rules_box.current_rule_num = self.get_max_rule_num() + 1 self.rules_box.block_renderer.refresh() self.rules() if self.mode == "export" and self.file_manager.submitted_content: with open(self.file_manager.submitted_content, "w") as file: file.write(json.dumps( { "rules": { rule_num: asdict(block) for rule_num, block in self.rulesets.items() }, "sprites": self.sprite_types }, indent=4)) self.add_widget(arcade.gui.UIMessageBox(message_text="Rules and Sprites exported successfully!", width=self.window.width * 0.5, height=self.window.height * 0.25)) 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 rule_num, rule in self.rulesets.items(): if not rule.rule_type == "trigger" or not trigger == rule.rule: continue self.recursive_execute_rule(rule, 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) 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 self.mode == "simulation" and symbol in [ord(key) if len(key) == 1 else getattr(arcade.key, key.upper()) 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 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_ui) elif self.mode == "sprite_add": self.anchor.remove(self.sprite_add_ui) 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_ui, anchor_x="center", anchor_y="top") def simulation(self): self.disable_previous() self.x_gravity = self.settings.get("default_x_gravity", 0) self.y_gravity = self.settings.get("default_y_gravity", 5) self.triggered_events = [] self.rulesets = self.rules_box.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() 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()