import arcade, arcade.gui, random, time, json, os, numpy as np from utils.constants import COLS, ROWS, CELL_SIZE, SPACING, button_style from utils.preload import create_sound, destroy_sound, button_texture, button_hovered_texture, cursor_texture from game.game_of_life import create_numpy_grid, update_generation from game.file_support import load_file class Game(arcade.gui.UIView): def __init__(self, pypresence_client=None, generation=None, running=False, cell_grid=None, gps=10, load_from=None): super().__init__() self.generation = generation or 0 self.population = 0 self.running = running or False self.cell_grid = cell_grid self.sprite_grid = {} self.load_from = load_from self.pypresence_generation_count = 0 self.gps = gps self.generation_time = 1 / self.gps self.generation_delta_time = 1 / self.gps self.last_generation_update = time.perf_counter() self.last_info_update = time.perf_counter() self.has_controller = False self.controller_a_press = False self.controller_b_press = False self.pypresence_client = pypresence_client self.spritelist = arcade.SpriteList() self.last_create_sound = time.perf_counter() self.start_x = self.window.width / 2 - ((COLS * (CELL_SIZE + SPACING)) / 2) self.start_y = self.window.height / 2 - ((ROWS * (CELL_SIZE + SPACING)) / 2) with open("settings.json", "r") as file: self.settings_dict = json.load(file) arcade.schedule(self.update_generation, 1 / self.gps) def on_show_view(self): super().on_show_view() self.setup_grid(load_existing=self.cell_grid is not None) 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.population_label = arcade.gui.UILabel(text="Population: 0", font_name="Roboto", font_size=16) self.info_box.add(self.population_label) self.generation_label = arcade.gui.UILabel(text=f"Generation: {self.generation}", font_name="Roboto", font_size=16) self.info_box.add(self.generation_label) self.fps_label = arcade.gui.UILabel(text=f"Generations/second: {self.gps}", font_name="Roboto", font_size=16) self.info_box.add(self.fps_label) self.actual_fps_label = arcade.gui.UILabel(text=f"Actual generations/second: 0", font_name="Roboto", font_size=16) self.info_box.add(self.actual_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.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.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) self.save_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text="Save", style=button_style, width=200, height=100) self.save_button.on_click = lambda event: self.save() self.anchor.add(self.save_button, anchor_x="right", anchor_y="bottom", align_x=-5, align_y=5) if self.window.get_controllers(): self.cursor_sprite = arcade.Sprite(cursor_texture) self.spritelist.append(self.cursor_sprite) self.has_controller = True def main_exit(self): from menus.main import Main self.window.show_view(Main(self.pypresence_client)) def on_trigger_motion(self, controller, name, value): if not value >= 0.9: return if name == "lefttrigger": self.load() elif name == "righttrigger": self.save() def on_stick_motion(self, controller, name, value): if name == "leftstick": value *= 3 self.cursor_sprite.center_x += value.x self.cursor_sprite.center_y += value.y def on_button_press(self, controller, name): if name == "a": self.controller_a_press = True elif name == "b": self.controller_b_press = True elif name == "start": self.main_exit() def on_button_release(self, controller, name): if name == "a": self.controller_a_press = False elif name == "b": self.controller_b_press = False def setup_grid(self, load_existing=False, randomized=False): self.spritelist.clear() if self.load_from: loaded_data = load_file(COLS / 2, ROWS / 2, self.load_from) self.cell_grid = create_numpy_grid() for row in range(ROWS): self.sprite_grid[row] = {} for col in range(COLS): if self.load_from: if (row, col) in loaded_data: self.cell_grid[row, col] = 1 elif not load_existing: if randomized and random.randint(0, 1): self.cell_grid[row, col] = 1 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) if not bool(self.cell_grid[row, col]): cell.visible = False self.sprite_grid[row][col] = cell self.spritelist.append(cell) def update_generation(self, delta_time): self.generation_delta_time = delta_time if self.running: self.generation += 1 self.pypresence_generation_count += 1 if self.pypresence_generation_count == self.gps * 3: self.pypresence_generation_count = 0 self.pypresence_client.update(state='In Game', details=f'Generation: {self.generation} Population: {self.population}', start=self.pypresence_client.start_time) old_grid = self.cell_grid self.cell_grid = update_generation(self.cell_grid) for row, col in np.argwhere(old_grid != self.cell_grid): self.sprite_grid[row][col].visible = bool(self.cell_grid[row, col]) def on_key_press(self, symbol: int, modifiers: int) -> bool | None: super().on_key_press(symbol, modifiers) if symbol == arcade.key.SPACE: self.running = not self.running elif symbol == arcade.key.C: self.population = 0 self.generation = 0 self.population_label.text = f"Population: {self.population}" self.generation_label.text = f"Generation: {self.generation}" self.cell_grid = 0 self.spritelist.clear() self.sprite_grid.clear() arcade.unschedule(self.update_generation) self.setup_grid() arcade.schedule(self.update_generation, 1 / self.gps) elif symbol == arcade.key.R: self.population = 0 self.generation = 0 self.population_label.text = f"Population: {self.population}" self.generation_label.text = f"Generation: {self.generation}" self.cell_grid = 0 self.spritelist.clear() self.sprite_grid.clear() arcade.unschedule(self.update_generation) self.setup_grid(randomized=True) arcade.schedule(self.update_generation, 1 / self.gps) def on_update(self, delta_time): super().on_update(delta_time) if time.perf_counter() - self.last_info_update >= 0.5: self.last_info_update = time.perf_counter() self.actual_fps_label.text = f"Actual generations/second: {round(1 / self.generation_delta_time, 2)}" if not self.population < 0: # generation might be faster than 60 FPS, leading to minus population counts. self.population_label.text = f"Population: {self.population}" self.generation_label.text = f"Generation: {self.generation}" if self.window.keyboard[arcade.key.UP] or self.window.keyboard[arcade.key.DOWN]: # type: ignore self.gps += 1 if self.window.keyboard[arcade.key.UP] else -1 # type: ignore if self.gps < 1: self.gps = 1 self.generation_time = 1 / self.gps self.fps_label.text = f"Generations/second: {self.gps}" arcade.unschedule(self.update_generation) arcade.schedule(self.update_generation, self.generation_time) if self.window.mouse[arcade.MOUSE_BUTTON_LEFT] or self.controller_a_press: # type: ignore x = self.window.mouse.data["x"] if not self.controller_a_press else self.cursor_sprite.left y = self.window.mouse.data["y"] if not self.controller_a_press else self.cursor_sprite.top grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore grid_row = int((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS: return if not self.cell_grid[grid_row, grid_col]: self.population += 1 if time.perf_counter() - self.last_create_sound >= 0.05: self.last_create_sound = time.perf_counter() if self.settings_dict.get("sfx", True): create_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100) self.sprite_grid[grid_row][grid_col].visible = True self.cell_grid[grid_row, grid_col] = 1 elif self.window.mouse[arcade.MOUSE_BUTTON_RIGHT] or self.controller_b_press: # type: ignore x = self.window.mouse.data["x"] if not self.controller_b_press else self.cursor_sprite.left y = self.window.mouse.data["y"] if not self.controller_b_press else self.cursor_sprite.top grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore grid_row = int((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS: return if self.cell_grid[grid_row, grid_col]: self.population -= 1 if self.settings_dict.get("sfx", True): destroy_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100) self.sprite_grid[grid_row][grid_col].visible = False self.cell_grid[grid_row, grid_col] = 0 def load(self): arcade.unschedule(self.update_generation) from game.file_manager import FileManager self.window.show_view(FileManager(os.path.expanduser("~"), [".txt", ".rle"], False, self.pypresence_client, self.generation, self.running, self.cell_grid, self.gps)) def save(self): arcade.unschedule(self.update_generation) from game.file_manager import FileManager self.window.show_view(FileManager(os.path.expanduser("~"), [".txt", ".rle"], True, self.pypresence_client, self.generation, self.running, self.cell_grid, self.gps)) def on_draw(self): super().on_draw() arcade.draw_rect_outline(arcade.rect.LBWH(self.start_x - (SPACING * 2), self.start_y - (SPACING * 2), COLS * (CELL_SIZE + SPACING), ROWS * (CELL_SIZE + SPACING)), arcade.color.WHITE) self.spritelist.draw()