Files
chaos-protocol/game/play.py

453 lines
19 KiB
Python

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()