import arcade, arcade.gui, pyglet, time, json, os from pyglet.gl import glBindBufferBase, GL_SHADER_STORAGE_BUFFER from array import array from utils.constants import COLS, ROWS, button_style from utils.preload import create_sound, destroy_sound, button_texture, button_hovered_texture, cursor_texture from game.game_of_life import create_shader 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=60, load_from=None): super().__init__() self.generation = generation or 0 self.population = 0 self.running = running or False self.cell_grid = cell_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.last_create_sound = time.perf_counter() self.has_controller = False self.controller_a_press = False self.controller_b_press = False self.mouse_row = 0 self.mouse_col = 0 self.mouse_interaction = -1 self.pypresence_client = pypresence_client 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_game(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) # Check if window has controller support (ControllerWindow has get_controllers, regular Window doesn't) if hasattr(self.window, 'get_controllers') and self.window.get_controllers(): self.spritelist = arcade.SpriteList() self.cursor_sprite = arcade.Sprite(cursor_texture) self.spritelist.append(self.cursor_sprite) self.has_controller = True self.controller = self.window.get_controllers()[0] def main_exit(self): arcade.unschedule(self.update_generation) self.shader_program.delete() self.ssbo_in.delete() self.ssbo_out.delete() 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 == "start": self.main_exit() def on_button_release(self, controller, name): if name == "a" or name == "b": self.mouse_interaction = -1 def setup_game(self, load_existing=False, randomized=False): self.grid = array('i', [0] * ROWS * COLS) if self.load_from: loaded_positions = load_file(COLS / 2, ROWS / 2, self.load_from) for row, col in loaded_positions: index = (row * COLS) + col self.grid[index] = 1 self.shader_program, self.game_of_life_image, self.ssbo_in, self.ssbo_out = create_shader(self.grid) self.ssbo_in.set_data(self.grid.tobytes()) self.image_sprite = pyglet.sprite.Sprite(img=self.game_of_life_image) scale_x = (self.window.width * 0.75) / self.image_sprite.width scale_y = (self.window.height * 0.75) / self.image_sprite.height rendered_width = self.image_sprite.width * scale_x rendered_height = self.image_sprite.height * scale_y self.image_sprite.scale_x = scale_x self.image_sprite.scale_y = scale_y self.image_sprite.x = (self.window.width / 2) - (rendered_width / 2) self.image_sprite.y = (self.window.height / 2) - (rendered_height / 2) self.grid_outline = pyglet.shapes.BorderedRectangle( x=self.image_sprite.x - 3, y=self.image_sprite.y - 3, width=rendered_width + 5, height=rendered_height + 5, color=(47, 79, 79, 255), border_color=(255, 255, 255, 255), border=5 ) def update_generation(self, delta_time): if self.running: self.generation_delta_time = delta_time 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) with self.shader_program: self.shader_program['mouse_row'] = self.mouse_row self.shader_program['mouse_col'] = self.mouse_col self.shader_program['mouse_interaction'] = self.mouse_interaction self.shader_program['rows'] = ROWS self.shader_program['cols'] = COLS self.shader_program['running'] = self.running self.shader_program.dispatch(self.game_of_life_image.width, self.game_of_life_image.height, 1, barrier=pyglet.gl.GL_ALL_BARRIER_BITS) self.ssbo_in, self.ssbo_out = self.ssbo_out, self.ssbo_in glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, self.ssbo_in.id) glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, self.ssbo_out.id) 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.grid = array('i', [0] * ROWS * COLS) arcade.unschedule(self.update_generation) self.setup_game() 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.grid = array('i', [0] * ROWS * COLS) arcade.unschedule(self.update_generation) self.setup_game(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.has_controller and self.controller.a): self.mouse_interaction = 1 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) elif self.window.mouse[arcade.MOUSE_BUTTON_RIGHT] or (self.has_controller and self.controller.b): self.mouse_interaction = 0 self.population -= 1 if self.settings_dict.get("sfx", True): destroy_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100) else: return start_x, start_y = self.image_sprite.x, self.image_sprite.y mouse_x, mouse_y = (self.window.mouse.data.get('x', 0), self.window.mouse.data.get('y', 0)) if not self.has_controller else (self.cursor_sprite.left, self.cursor_sprite.top) grid_row = int((mouse_y - start_y) / (self.image_sprite.height / ROWS)) grid_col = int((mouse_x - start_x) / (self.image_sprite.width / COLS)) if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS: return self.mouse_row = grid_row self.mouse_col = grid_col def on_mouse_release(self, x, y, button, modifiers): if button == arcade.MOUSE_BUTTON_LEFT or button == arcade.MOUSE_BUTTON_RIGHT: self.mouse_interaction = -1 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() self.grid_outline.draw() self.image_sprite.draw() if self.has_controller: self.spritelist.draw()