Files
game-of-life/game/play.py
2025-11-01 13:55:27 -04:00

281 lines
12 KiB
Python

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()