import arcade, arcade.gui, random, math, copy from utils.constants import COLS, ROWS, CELL_SIZE, SPACING, NEIGHBORS class Game(arcade.gui.UIView): def __init__(self, pypresence_client=None): super().__init__() self.generation = 0 self.population = 0 self.running = True self.generation_fps = 10 self.pypresence_generation_count = 0 self.pypresence_client = pypresence_client self.spritelist = arcade.SpriteList() self.start_x = self.window.width / 2 - ((COLS * (CELL_SIZE + SPACING)) / 2) self.start_y = self.window.height / 2 - ((ROWS * (CELL_SIZE + SPACING)) / 2) def on_show_view(self): super().on_show_view() self.setup_grid() 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="Protest Strike", font_size=16) self.info_box.add(self.population_label) self.generation_label = arcade.gui.UILabel(text="Generation: 0", font_name="Protest Strike", font_size=16) self.info_box.add(self.generation_label) self.fps_label = arcade.gui.UILabel(text="FPS: 10", font_name="Protest Strike", font_size=16) self.info_box.add(self.fps_label) arcade.schedule(self.update_generation, 1 / self.generation_fps) def setup_grid(self, randomized=False): self.spritelist.clear() self.cell_grid = {} self.sprite_grid = {} for row in range(ROWS): self.cell_grid[row] = {} self.sprite_grid[row] = {} for col in range(COLS): if randomized and random.randint(0, 1) == 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) self.cell_grid[row][col] = 1 self.sprite_grid[row][col] = cell self.spritelist.append(cell) self.population += 1 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.visible = False self.sprite_grid[row][col] = cell self.spritelist.append(cell) def update_generation(self, _): if self.running: self.generation += 1 self.pypresence_generation_count += 1 if self.pypresence_generation_count == self.generation_fps * 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) next_grid = {y: {x: cell for x, cell in row.items()} for y, row in self.cell_grid.items()} grid = self.cell_grid for x in range(0, COLS): for y in range(0, ROWS): cell_neighbors = 0 for neighbor_y, neighbor_x in NEIGHBORS: if neighbor_x == 0 and neighbor_y == 0: continue if grid.get(y + neighbor_y, {}).get(x + neighbor_x) == 1: cell_neighbors += 1 if grid[y][x] == 1: if (cell_neighbors == 2 or cell_neighbors == 3): pass # survives else: # dies self.population -= 1 self.sprite_grid[y][x].visible = False next_grid[y][x] = 0 elif cell_neighbors == 3: # newborn self.population += 1 self.sprite_grid[y][x].visible = True next_grid[y][x] = 1 self.cell_grid = next_grid self.population_label.text = f"Population: {self.population}" self.generation_label.text = f"Generation: {self.generation}" 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 arcade.unschedule(self.update_generation) self.setup_grid() arcade.schedule(self.update_generation, 1 / self.generation_fps) def on_update(self, delta_time: float) -> bool | None: super().on_update(delta_time) if self.window.keyboard[arcade.key.UP] or self.window.keyboard[arcade.key.DOWN]: # type: ignore self.generation_fps += 1 if self.window.keyboard[arcade.key.UP] else -1 # type: ignore if self.generation_fps < 1: self.generation_fps = 1 self.fps_label.text = f"FPS: {self.generation_fps}" arcade.unschedule(self.update_generation) arcade.schedule(self.update_generation, 1 / self.generation_fps) if self.window.mouse[arcade.MOUSE_BUTTON_LEFT]: # type: ignore grid_col = math.ceil((self.window.mouse.data["x"] - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore grid_row = math.ceil((self.window.mouse.data["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] == 0: self.population += 1 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]: # type: ignore grid_col = math.ceil((self.window.mouse.data["x"] - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore grid_row = math.ceil((self.window.mouse.data["y"] - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore if self.cell_grid[grid_row][grid_col] == 1: self.population -= 1 self.sprite_grid[grid_row][grid_col].visible = False self.cell_grid[grid_row][grid_col] = 0 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()