Use Roboto instead of Protest Strike, fix display mode crash, add file

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This commit is contained in:
csd4ni3l
2025-06-22 18:37:17 +02:00
parent 81e65daae8
commit f109d8d268
10 changed files with 284 additions and 36 deletions

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@@ -1,5 +1,7 @@
Thanks to Pixabay for the sound effects and the music! Thanks to Pixabay for the sound effects and the music!
The Roboto Black font used in this project is licensed under the Open Font License. Read assets/fonts/OFL.txt for more information.
Huge Thanks to Python for being the programming language used in this game. Huge Thanks to Python for being the programming language used in this game.
https://www.python.org/ https://www.python.org/

93
assets/fonts/OFL.txt Normal file
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@@ -0,0 +1,93 @@
Copyright 2011 The Roboto Project Authors (https://github.com/googlefonts/roboto-classic)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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122
game/file_manager.py Normal file
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import arcade, arcade.gui, os, time
from utils.constants import button_style
from utils.preload import button_texture, button_hovered_texture
from arcade.gui.experimental.scroll_area import UIScrollArea, UIScrollBar
class FileManager(arcade.gui.UIView):
def __init__(self, start_directory, allowed_extensions, *args):
super().__init__()
self.current_directory = start_directory
self.allowed_extensions = allowed_extensions
self.file_buttons = []
self.submitted_content = ""
self.done = False
self.args = args
self.anchor = self.ui.add(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.box = self.anchor.add(arcade.gui.UIBoxLayout(size_hint=(0.7, 0.7)), anchor_x="center", anchor_y="center")
self.content_cache = {}
self.pre_cache_contents()
def on_show_view(self):
super().on_show_view()
self.current_directory_label = self.anchor.add(arcade.gui.UILabel(text=self.current_directory, font_name="Roboto", font_size=24), anchor_x="center", anchor_y="top", align_y=-15)
self.scroll_area = UIScrollArea(size_hint=(0.95, 1)) # center on screen
self.scroll_area.scroll_speed = -50
self.box.add(self.scroll_area)
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.files_box = arcade.gui.UIBoxLayout(space_between=5)
self.scroll_area.add(self.files_box)
self.back_button = self.anchor.add(arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50), anchor_x="left", anchor_y="top", align_x=5, align_y=-5)
self.back_button.on_click = lambda event: self.change_directory(os.path.dirname(self.current_directory))
self.show_directory()
def submit(self, content):
self.submitted_content = content
self.done = True
if os.path.isfile(content):
from game.play import Game
self.window.show_view(Game(*self.args, load_from=self.submitted_content))
def get_content(self, directory):
if not directory in self.content_cache or time.perf_counter() - self.content_cache[directory][-1] >= 30:
try:
entries = os.listdir(directory)
except PermissionError:
return None
filtered = [
entry for entry in entries
if (os.path.isdir(os.path.join(directory, entry)) and not "." in entry) or
os.path.splitext(entry)[1].lower() in self.allowed_extensions
]
sorted_entries = sorted(
filtered,
key=lambda x: (0 if os.path.isdir(os.path.join(directory, x)) else 1, x.lower())
)
self.content_cache[directory] = sorted_entries
self.content_cache[directory].append(time.perf_counter())
return self.content_cache[directory][:-1]
def pre_cache_contents(self):
for directory in self.walk_limited_depth(self.current_directory):
self.get_content(directory)
def walk_limited_depth(self, start_dir, max_depth=2):
start_dir = os.path.abspath(start_dir)
def _walk(current_dir, current_depth):
if current_depth > max_depth:
return
yield current_dir
try:
with os.scandir(current_dir) as it:
for entry in it:
if entry.is_dir(follow_symlinks=False):
yield from _walk(entry.path, current_depth + 1)
except PermissionError:
pass # skip directories you can't access
return _walk(start_dir, 0)
def show_directory(self):
self.files_box.clear()
self.file_buttons.clear()
self.current_directory_label.text = self.current_directory
for file in self.get_content(self.current_directory):
self.file_buttons.append(self.files_box.add(arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text=file, style=button_style, width=self.window.width / 1.5)))
if os.path.isdir(f"{self.current_directory}/{file}"):
self.file_buttons[-1].on_click = lambda event, directory=f"{self.current_directory}/{file}": self.change_directory(directory)
else:
self.file_buttons[-1].on_click = lambda event, file=f"{self.current_directory}/{file}": self.submit(file)
def change_directory(self, directory):
if directory.startswith("//"): # Fix / paths
directory = directory[1:]
self.current_directory = directory
self.show_directory()
def on_mouse_press(self, x, y, button, modifiers):
if button == arcade.MOUSE_BUTTON_RIGHT:
self.change_directory(os.path.dirname(self.current_directory))

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@@ -1,16 +1,18 @@
import arcade, arcade.gui, random, math, copy, time, json import arcade, arcade.gui, random, math, copy, time, json, os
from utils.constants import COLS, ROWS, CELL_SIZE, SPACING, NEIGHBORS, button_style from utils.constants import COLS, ROWS, CELL_SIZE, SPACING, NEIGHBORS, button_style
from utils.preload import create_sound, destroy_sound, button_texture, button_hovered_texture from utils.preload import create_sound, destroy_sound, button_texture, button_hovered_texture
class Game(arcade.gui.UIView): class Game(arcade.gui.UIView):
def __init__(self, pypresence_client=None): def __init__(self, pypresence_client=None, generation=None, running=False, cell_grid=None, load_from=None):
super().__init__() super().__init__()
self.generation = 0 self.generation = generation or 0
self.population = 0 self.population = 0
self.running = True self.running = running or False
self.generation_fps = 10 self.generation_fps = 10
self.cell_grid = cell_grid or {}
self.sprite_grid = {}
self.load_from = load_from
self.pypresence_generation_count = 0 self.pypresence_generation_count = 0
self.pypresence_client = pypresence_client self.pypresence_client = pypresence_client
@@ -30,48 +32,63 @@ class Game(arcade.gui.UIView):
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1))) self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.info_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=5, vertical=False), anchor_x="center", anchor_y="top") self.info_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=5, vertical=False), anchor_x="center", anchor_y="top")
self.population_label = arcade.gui.UILabel(text="Population: 0", font_name="Protest Strike", font_size=16) self.population_label = arcade.gui.UILabel(text="Population: 0", font_name="Roboto", font_size=16)
self.info_box.add(self.population_label) self.info_box.add(self.population_label)
self.generation_label = arcade.gui.UILabel(text="Generation: 0", font_name="Protest Strike", font_size=16) self.generation_label = arcade.gui.UILabel(text="Generation: 0", font_name="Roboto", font_size=16)
self.info_box.add(self.generation_label) self.info_box.add(self.generation_label)
self.fps_label = arcade.gui.UILabel(text="FPS: 10", font_name="Protest Strike", font_size=16) self.fps_label = arcade.gui.UILabel(text="FPS: 10", font_name="Roboto", font_size=16)
self.info_box.add(self.fps_label) self.info_box.add(self.fps_label)
self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50) self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50)
self.back_button.on_click = lambda e: self.main_exit() self.back_button.on_click = lambda event: self.main_exit()
self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=5, align_y=-5) self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=5, align_y=-5)
self.load_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text="Load", style=button_style, width=200, height=100)
self.load_button.on_click = lambda event: self.load()
self.anchor.add(self.load_button, anchor_x="left", anchor_y="bottom", align_x=5, align_y=5)
arcade.schedule(self.update_generation, 1 / self.generation_fps) arcade.schedule(self.update_generation, 1 / self.generation_fps)
def main_exit(self): def main_exit(self):
from menus.main import Main from menus.main import Main
self.window.show_view(Main(self.pypresence_client)) self.window.show_view(Main(self.pypresence_client))
def setup_grid(self, randomized=False): def setup_grid(self, load_existing=False, randomized=False):
self.spritelist.clear() self.spritelist.clear()
self.cell_grid = {}
self.sprite_grid = {}
for row in range(ROWS): for row in range(ROWS):
self.cell_grid[row] = {} self.cell_grid[row] = {}
self.sprite_grid[row] = {} self.sprite_grid[row] = {}
if self.load_from:
loaded_data = []
with open(self.load_from, "r") as file:
data = file.read().splitlines()
for line in data:
if line == "#Life 1.06":
continue
x, y = line.split(" ")
x = int(COLS / 2 + int(x))
y = int(ROWS / 2 + int(y))
loaded_data.append((y, x))
for row in range(ROWS):
for col in range(COLS): for col in range(COLS):
if randomized and random.randint(0, 1) == 1: if self.load_from:
cell = arcade.SpriteSolidColor(CELL_SIZE, CELL_SIZE, center_x=self.start_x + col * (CELL_SIZE + SPACING), center_y=self.start_y + row * (CELL_SIZE + SPACING), color=arcade.color.WHITE) self.cell_grid[row][col] = 1 if (row, col) in loaded_data else 0
self.cell_grid[row][col] = 1 elif not load_existing:
self.sprite_grid[row][col] = cell if randomized and random.randint(0, 1):
self.spritelist.append(cell) self.cell_grid[row][col] = 1
self.population += 1
continue
self.population += 1 self.cell_grid[row][col] = 0
continue
self.cell_grid[row][col] = 0
cell = arcade.SpriteSolidColor(CELL_SIZE, CELL_SIZE, center_x=self.start_x + col * (CELL_SIZE + SPACING), center_y=self.start_y + row * (CELL_SIZE + SPACING), color=arcade.color.WHITE) cell = arcade.SpriteSolidColor(CELL_SIZE, CELL_SIZE, center_x=self.start_x + col * (CELL_SIZE + SPACING), center_y=self.start_y + row * (CELL_SIZE + SPACING), color=arcade.color.WHITE)
cell.visible = False cell.visible = self.cell_grid[row][col]
self.sprite_grid[row][col] = cell self.sprite_grid[row][col] = cell
self.spritelist.append(cell) self.spritelist.append(cell)
@@ -96,10 +113,10 @@ class Game(arcade.gui.UIView):
if neighbor_x == 0 and neighbor_y == 0: if neighbor_x == 0 and neighbor_y == 0:
continue continue
if grid.get(y + neighbor_y, {}).get(x + neighbor_x) == 1: if grid.get(y + neighbor_y, {}).get(x + neighbor_x):
cell_neighbors += 1 cell_neighbors += 1
if grid[y][x] == 1: if grid[y][x]:
if (cell_neighbors == 2 or cell_neighbors == 3): if (cell_neighbors == 2 or cell_neighbors == 3):
pass # survives pass # survives
else: # dies else: # dies
@@ -129,6 +146,10 @@ class Game(arcade.gui.UIView):
self.population_label.text = f"Population: {self.population}" self.population_label.text = f"Population: {self.population}"
self.generation_label.text = f"Generation: {self.generation}" self.generation_label.text = f"Generation: {self.generation}"
self.cell_grid.clear()
self.spritelist.clear()
self.sprite_grid.clear()
arcade.unschedule(self.update_generation) arcade.unschedule(self.update_generation)
self.setup_grid() self.setup_grid()
arcade.schedule(self.update_generation, 1 / self.generation_fps) arcade.schedule(self.update_generation, 1 / self.generation_fps)
@@ -170,13 +191,17 @@ class Game(arcade.gui.UIView):
if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS: if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS:
return return
if self.cell_grid[grid_row][grid_col] == 1: if self.cell_grid[grid_row][grid_col]:
self.population -= 1 self.population -= 1
if self.settings_dict.get("sfx", True): if self.settings_dict.get("sfx", True):
destroy_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100) destroy_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
self.sprite_grid[grid_row][grid_col].visible = False self.sprite_grid[grid_row][grid_col].visible = False
self.cell_grid[grid_row][grid_col] = 0 self.cell_grid[grid_row][grid_col] = 0
def load(self):
from game.file_manager import FileManager
self.window.show_view(FileManager(os.path.expanduser("~"), [".txt"], self.pypresence_client, self.generation, self.running, self.cell_grid))
def on_draw(self): def on_draw(self):
super().on_draw() super().on_draw()

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@@ -1,5 +1,5 @@
import arcade, arcade.gui, asyncio, pypresence, time, json, copy import arcade, arcade.gui, asyncio, pypresence, time, json, copy
from utils.preload import button_texture, button_hovered_texture, theme_sound from utils.preload import button_texture, button_hovered_texture
from utils.constants import button_style, discord_presence_id from utils.constants import button_style, discord_presence_id
from utils.utils import FakePyPresence from utils.utils import FakePyPresence
@@ -51,7 +51,7 @@ class Main(arcade.gui.UIView):
def on_show_view(self): def on_show_view(self):
super().on_show_view() super().on_show_view()
self.title_label = self.box.add(arcade.gui.UILabel(text="Game Of Life", font_name="Protest Strike", font_size=48)) self.title_label = self.box.add(arcade.gui.UILabel(text="Game Of Life", font_name="Roboto", font_size=48))
self.play_button = self.box.add(arcade.gui.UITextureButton(text="Play", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=150, style=button_style)) self.play_button = self.box.add(arcade.gui.UITextureButton(text="Play", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=150, style=button_style))
self.play_button.on_click = lambda event: self.play() self.play_button.on_click = lambda event: self.play()

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@@ -82,7 +82,7 @@ class Settings(arcade.gui.UIView):
self.value_layout.clear() self.value_layout.clear()
for setting in settings[category]: for setting in settings[category]:
label = arcade.gui.UILabel(text=setting, font_name="Protest Strike", font_size=28, text_color=arcade.color.WHITE ) label = arcade.gui.UILabel(text=setting, font_name="Roboto", font_size=28, text_color=arcade.color.WHITE )
self.key_layout.add(label) self.key_layout.add(label)
setting_dict = settings[category][setting] setting_dict = settings[category][setting]
@@ -160,7 +160,10 @@ class Settings(arcade.gui.UIView):
if self.settings_dict['vsync']: if self.settings_dict['vsync']:
self.window.set_vsync(True) self.window.set_vsync(True)
display_mode = self.window.display.get_default_screen().get_mode() display_mode = self.window.display.get_default_screen().get_mode()
refresh_rate = display_mode.rate if display_mode:
refresh_rate = display_mode.rate
else:
refresh_rate = 60
self.window.set_update_rate(1 / refresh_rate) self.window.set_update_rate(1 / refresh_rate)
self.window.set_draw_rate(1 / refresh_rate) self.window.set_draw_rate(1 / refresh_rate)
@@ -273,7 +276,7 @@ class Settings(arcade.gui.UIView):
else: else:
font_size = 12 font_size = 12
self.credits_label = arcade.gui.UILabel(text=text, text_color=arcade.color.WHITE, font_name="Protest Strike", font_size=font_size, align="center", multiline=True) self.credits_label = arcade.gui.UILabel(text=text, text_color=arcade.color.WHITE, font_name="Roboto", font_size=font_size, align="center", multiline=True)
self.key_layout.add(self.credits_label) self.key_layout.add(self.credits_label)

5
run.py
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@@ -77,7 +77,10 @@ window = arcade.Window(width=resolution[0], height=resolution[1], title='Game Of
if vsync: if vsync:
window.set_vsync(True) window.set_vsync(True)
display_mode = window.display.get_default_screen().get_mode() display_mode = window.display.get_default_screen().get_mode()
refresh_rate = display_mode.rate if display_mode:
refresh_rate = display_mode.rate
else:
refresh_rate = 60
window.set_update_rate(1 / refresh_rate) window.set_update_rate(1 / refresh_rate)
window.set_draw_rate(1 / refresh_rate) window.set_draw_rate(1 / refresh_rate)
elif not fps_limit == 0: elif not fps_limit == 0:

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@@ -13,10 +13,10 @@ discord_presence_id = 1363780625928028200
log_dir = 'logs' log_dir = 'logs'
menu_background_color = arcade.color.DARK_SLATE_GRAY menu_background_color = arcade.color.DARK_SLATE_GRAY
button_style = {'normal': UITextureButtonStyle(font_name="Protest Strike", font_color=arcade.color.BLACK), 'hover': UITextureButtonStyle(font_name="Protest Strike", font_color=arcade.color.BLACK), button_style = {'normal': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK), 'hover': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK),
'press': UITextureButtonStyle(font_name="Protest Strike", font_color=arcade.color.BLACK), 'disabled': UITextureButtonStyle(font_name="Protest Strike", font_color=arcade.color.BLACK)} 'press': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK), 'disabled': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK)}
dropdown_style = {'normal': UIFlatButtonStyle(font_name="Protest Strike", font_color=arcade.color.BLACK, bg=Color(128, 128, 128)), 'hover': UIFlatButtonStyle(font_name="Protest Strike", font_color=arcade.color.BLACK, bg=Color(49, 154, 54)), dropdown_style = {'normal': UIFlatButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK, bg=Color(128, 128, 128)), 'hover': UIFlatButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK, bg=Color(49, 154, 54)),
'press': UIFlatButtonStyle(font_name="Protest Strike", font_color=arcade.color.BLACK, bg=Color(128, 128, 128)), 'disabled': UIFlatButtonStyle(font_name="Protest Strike", font_color=arcade.color.BLACK, bg=Color(128, 128, 128))} 'press': UIFlatButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK, bg=Color(128, 128, 128)), 'disabled': UIFlatButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK, bg=Color(128, 128, 128))}
slider_default_style = UISliderStyle(bg=Color(128, 128, 128), unfilled_track=Color(128, 128, 128), filled_track=Color(49, 154, 54)) slider_default_style = UISliderStyle(bg=Color(128, 128, 128), unfilled_track=Color(128, 128, 128), filled_track=Color(49, 154, 54))
slider_hover_style = UISliderStyle(bg=Color(49, 154, 54), unfilled_track=Color(128, 128, 128), filled_track=Color(49, 154, 54)) slider_hover_style = UISliderStyle(bg=Color(49, 154, 54), unfilled_track=Color(128, 128, 128), filled_track=Color(49, 154, 54))