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, VAR_OPTIONS, DO_RULES, IF_RULES, SHAPES, ALLOWED_INPUT from game.rules import generate_ruleset from game.sprites import BaseShape, Rectangle, Circle, Triangle 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 = 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.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.x_gravity = self.settings.get("default_x_gravity", 0) self.y_gravity = self.settings.get("default_y_gravity", 5) self.current_ruleset_num = 0 self.current_ruleset_page = 0 self.rulesets_per_page = 1 self.rulesets = {} self.rule_values = {} self.triggered_events = [] self.rule_labels = {} self.rule_var_changers = {} self.rule_boxes = {} self.shapes = [] self.shape_batch = pyglet.graphics.Batch() self.rules_content_box = None self.nav_buttons_box = None def move_x(self, a, shape): if isinstance(shape, Triangle): shape.x += a shape.x2 += a shape.x3 += a else: shape.x += a def move_y(self, a, shape): if isinstance(shape, Triangle): shape.y += a shape.y2 += a shape.y3 += a else: shape.y += a def change_x(self, a, shape): 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): 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): 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): 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): self.x_gravity = a self.triggered_events.append(["x_gravity_change", {}]) def change_y_gravity(self, 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): 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)) 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 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 self.destroy(shape) if a == "circle": self.shapes.append(Circle(old_shape_x, old_shape_y, old_shape_size, color=getattr(arcade.color, old_shape_color), batch=self.shape_batch)) elif a == "rectangle": self.shapes.append(Rectangle(old_shape_x, old_shape_y, width=old_shape_size, height=old_shape_size, color=getattr(arcade.color, old_shape_color), batch=self.shape_batch)) 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)) 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.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 / 85)) self.rules_box.add(arcade.gui.UIFlatButton(text="Load from file\ncomming soon!", multiline=True, width=self.window.width * 0.225, height=self.window.height / 22.5, style=dropdown_style)) self.rules_box.add(arcade.gui.UISpace(height=self.window.height / 85)) self.rules_box.add(arcade.gui.UIFlatButton(text="Save to file\ncomming soon!", multiline=True, width=self.window.width * 0.225, height=self.window.height / 22.5, style=dropdown_style)) self.rules_box.add(arcade.gui.UISpace(height=self.window.height / 70)) self.nav_buttons_box = self.rules_box.add(arcade.gui.UIBoxLayout(vertical=False, space_between=10)) prev_button = self.nav_buttons_box.add(arcade.gui.UIFlatButton(text="Previous", width=self.window.width * 0.1, height=self.window.height / 25, style=dropdown_style)) prev_button.on_click = self.prev_page next_button = self.nav_buttons_box.add(arcade.gui.UIFlatButton(text="Next", width=self.window.width * 0.1, height=self.window.height / 25, style=dropdown_style)) next_button.on_click = self.next_page self.rules_box.add(arcade.gui.UISpace(height=self.window.height / 70)) self.rules_content_box = self.rules_box.add(arcade.gui.UIBoxLayout(align="center")) self.add_rule(None, ["on_left_click", "spawn"]) self.refresh_rules_display() self.sprites_box.add(arcade.gui.UILabel(text="Sprites", font_size=24, text_color=arcade.color.BLACK)) self.sprites_box.add(arcade.gui.UISpace(height=self.window.height / 50)) for shape in SHAPES: self.sprites_box.add(arcade.gui.UILabel(text=shape, font_size=16, text_color=arcade.color.BLACK)) self.sprites_box.add(arcade.gui.UIImage(texture=SPRITE_TEXTURES[shape], width=self.window.width / 15, height=self.window.width / 15)) self.sprites_box.add(arcade.gui.UISpace(height=self.window.height / 50)) self.sprites_box.add(arcade.gui.UIFlatButton(text="Load sprite\ncomming soon!", multiline=True, style=dropdown_style, width=self.window.width * 0.125, height=self.window.height / 10)) self.triggered_events.append(["game_launch", {}]) 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"])] 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 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, "morph": self.morph } } 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 on_update(self, delta_time): 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.shape_color}) 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) 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.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) 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 change_rule_value(self, ruleset_num, rule_num, rule, rule_type, variable_type, n, value): rule_dict = IF_RULES[rule] if rule_type == "if" else DO_RULES[rule] key = f"{ruleset_num}_{rule_num}_{variable_type}_{n}" self.rule_values[key] = value values = {} for i, variable in enumerate(rule_dict["user_vars"]): lookup_key = f"{ruleset_num}_{rule_num}_{variable}_{i}" values[VAR_NAMES[i]] = self.rule_values.get(lookup_key, VAR_DEFAULT[variable]) description = rule_dict["description"].format_map(values) self.rule_labels[f"{ruleset_num}_{rule_num}_desc"].text = description self.rule_labels[key].text = f'{VAR_NAMES[n]}: {value}' def on_key_press(self, symbol, modifiers): if symbol == arcade.key.ESCAPE: self.main_exit() elif 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 button == arcade.MOUSE_BUTTON_LEFT: self.triggered_events.append(["on_left_click", {}]) elif button == arcade.MOUSE_BUTTON_RIGHT: self.triggered_events.append(["on_right_click", {}]) def on_mouse_motion(self, x, y, button, modifiers): self.triggered_events.append(["on_mouse_move", {}]) 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() self.ui.draw()