Files
chaos-protocol/game/play.py

504 lines
24 KiB
Python

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 = 3
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()