Files
chaos-protocol/game/play.py

401 lines
17 KiB
Python

import arcade, arcade.gui, pyglet, random, json
from utils.preload import SPRITE_TEXTURES, button_texture, button_hovered_texture
from utils.constants import button_style, dropdown_style, DO_RULES, IF_RULES, SHAPES, ALLOWED_INPUT, menu_background_color
from game.rules import RuleUI
from game.sprites import BaseShape, Rectangle, Circle, Triangle
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, [".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.rule_values = self.rules_box.rule_values
self.sprites_box = arcade.gui.UIAnchorLayout(size_hint=(0.95, 0.9))
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):
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 on_show_view(self):
super().on_show_view()
# self.rules_box.add_rule(None, ["on_left_click", "spawn"])
self.sprites_box.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_box.add(arcade.gui.UIGridLayout(columns=8, row_count=8, align="left", vertical_spacing=10, horizontal_spacing=10, size_hint=(0.95, 0.85)), anchor_x="center", anchor_y="center").with_border()
for n, shape in enumerate(SHAPES):
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.triggered_events.append(["game_launch", {}])
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):
if self.mode == "import" and self.file_manager.submitted_content:
with open(self.file_manager.submitted_content, "r") as file:
data = json.load(file)
if not data or not "rulesets" in data or not "rule_values" in 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
self.rule_values = data["rule_values"]
self.triggered_events = []
self.current_ruleset_num = 0
self.current_ruleset_page = 0
self.rules_content_box.clear()
for rule_box in self.rule_boxes.values():
rule_box.clear()
del rule_box
self.rule_labels = {}
self.rule_var_changers = {}
self.rule_boxes = {}
for ruleset in data["rulesets"].values():
self.add_ruleset(ruleset)
self.refresh_rules_display()
if self.mode == "export" and self.file_manager.submitted_content:
with open(self.file_manager.submitted_content, "w") as file:
file.write(json.dumps({
"rulesets": self.rulesets,
"rule_values": self.rule_values
}, indent=4))
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 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" or "shape_type" in if_rule_dict["user_vars"]:
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 on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
self.main_exit()
elif self.mode == "simulation" and 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 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 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_box)
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_box, anchor_x="center", anchor_y="top")
def simulation(self):
self.disable_previous()
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()
self.ui.draw()