import arcade, arcade.gui, pyglet, random from utils.constants import slider_style, dropdown_style, VAR_NAMES, VAR_DEFAULT, DEFAULT_GRAVITY, VAR_OPTIONS, DO_RULES, IF_RULES from arcade.gui.experimental.scroll_area import UIScrollArea, UIScrollBar from game.rules import generate_rule from game.sprites import * class Game(arcade.gui.UIView): def __init__(self, pypresence_client): super().__init__() self.pypresence_client = pypresence_client self.pypresence_client.update(state="Causing Chaos") self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1))) self.scroll_area = UIScrollArea(size_hint=(0.25, 1)) # center on screen self.scroll_area.scroll_speed = -75 self.anchor.add(self.scroll_area, anchor_x="right", anchor_y="center", align_x=-self.window.width * 0.02) self.scrollbar = UIScrollBar(self.scroll_area) self.scrollbar.size_hint = (0.02, 1) self.anchor.add(self.scrollbar, anchor_x="right", anchor_y="center") self.rules_box = arcade.gui.UIBoxLayout(align="left", size_hint=(0.25, 1)).with_background(color=arcade.color.DARK_GRAY) self.scroll_area.add(self.rules_box) self.gravity = DEFAULT_GRAVITY self.current_ruleset_num = 0 self.rulesets = {} self.rule_values = {} self.triggered_events = [] self.rule_labels = {} self.rule_var_changers = {} self.shapes = [] self.shape_batch = pyglet.graphics.Batch() def move_x(self, shape, a): shape.x += a def move_y(self, shape, a): shape.y += a def change_x(self, shape, a): shape.x = a def change_y(self, shape, a): shape.y = a def change_x_velocity(self, shape, a): shape.x_velocity = a def change_y_velocity(self, shape, a): shape.y_velocity = a def change_gravity(self, a): self.gravity = a def spawn(self, shape): x, y = random.randint(100, self.window.width - 100), random.randint(100, self.window.height - 100) if shape == "circle": self.shapes.append(Circle(x, y, 10, color=arcade.color.WHITE, batch=self.shape_batch)) elif shape == "rectangle": self.shapes.append(Rectangle(x, y, width=10, height=10, color=arcade.color.WHITE, batch=self.shape_batch)) elif shape == "triangle": self.shapes.append(Triangle(x, y, x + 10, y, x + 5, y + 10, color=arcade.color.WHITE, batch=self.shape_batch)) def create_rule_ui(self, rule_box: arcade.gui.UIBoxLayout, rule, rule_type, rule_num=1): rule_dict = IF_RULES[rule] if rule_type == "if" else DO_RULES[rule] ruleset_num = self.current_ruleset_num default_values = {VAR_NAMES[n]: VAR_DEFAULT[variable] for n, variable in enumerate(rule_dict["user_vars"])} description = rule_dict["description"].format_map(default_values) desc_label = rule_box.add(arcade.gui.UILabel(description if rule_type == "if" else f"THEN {description}", font_size=13, width=self.window.width * 0.25)) 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 * 0.25, height=self.window.height / 25)) 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 * 0.25, height=self.window.height / 25)) 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 elif variable_type in ["shape_type", "target_type", "color"]: 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 * 0.25, height=self.window.height / 25)) 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 add_ruleset(self, ruleset): rule_box = self.rules_box.add(arcade.gui.UIBoxLayout(space_between=5, align="left").with_background(color=arcade.color.DARK_SLATE_GRAY)) 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") 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) self.rules_box.add(arcade.gui.UISpace(height=self.window.height / 50)) def on_show_view(self): super().on_show_view() add_rule_button = self.rules_box.add(arcade.gui.UIFlatButton(text="Add rule", width=self.window.width * 0.25, height=self.window.height / 15, style=dropdown_style)) add_rule_button.on_click = lambda event: self.add_rule() self.rules_box.add(arcade.gui.UISpace(height=self.window.height / 50)) for _ in range(8): self.add_rule() self.triggered_events.append(["game_launch", {}]) def add_rule(self): self.rulesets[self.current_ruleset_num] = generate_rule() self.add_ruleset(self.rulesets[self.current_ruleset_num]) self.current_ruleset_num += 1 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 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_gravity": self.change_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 } } 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 if_rule_dict["trigger"] in ["every_update"]: 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.size}) if self.check_rule(key, 0, if_rule_dict, event_args): self.run_do_rule(key, 1, do_rule_dict, event_args) else: event_args = trigger_args if self.check_rule(key, 0, if_rule_dict, event_args): self.run_do_rule(key, 1, 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 for shape in self.shapes if not "event_shape_type" in trigger_args else [shape]: event_args = trigger_args if not "event_shape_type" in trigger_args: event_args.update({"event_shape_type": shape.shape_type, "shape_size": shape.size}) if ruleset[1] == "and": if self.check_rule(key, 0, 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, 0, 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: shape.update(self.gravity) 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 if rule_type == "if" else f"THEN {description}" self.rule_labels[key].text = f'{VAR_NAMES[n]}: {value}' def on_draw(self): super().on_draw() self.shape_batch.draw()