Files
game-of-life/game/play.py
csd4ni3l 6532d18c91 Add file manager quitting with escape, rle and life 1.05 loading support
and saving support for all formats(currently only rle in file manager)
2025-06-22 21:19:17 +02:00

214 lines
9.8 KiB
Python

import arcade, arcade.gui, random, math, copy, time, json, os
from game.file_support import load_file
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
class Game(arcade.gui.UIView):
def __init__(self, pypresence_client=None, generation=None, running=False, cell_grid=None, load_from=None):
super().__init__()
self.generation = generation or 0
self.population = 0
self.running = running or False
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_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)
def on_show_view(self):
super().on_show_view()
self.setup_grid(load_existing=bool(self.cell_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="Roboto", font_size=16)
self.info_box.add(self.population_label)
self.generation_label = arcade.gui.UILabel(text="Generation: 0", font_name="Roboto", font_size=16)
self.info_box.add(self.generation_label)
self.fps_label = arcade.gui.UILabel(text="FPS: 10", font_name="Roboto", font_size=16)
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.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)
arcade.schedule(self.update_generation, 1 / self.generation_fps)
def main_exit(self):
from menus.main import Main
self.window.show_view(Main(self.pypresence_client))
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)
for row in range(ROWS):
if not row in self.cell_grid:
self.cell_grid[row] = {}
if not row in self.sprite_grid:
self.sprite_grid[row] = {}
for col in range(COLS):
if self.load_from:
self.cell_grid[row][col] = 1 if (row, col) in loaded_data else 0
elif not load_existing:
if randomized and random.randint(0, 1):
self.cell_grid[row][col] = 1
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 = self.cell_grid[row][col]
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 = copy.deepcopy(self.cell_grid) # create a copy of the old grid so we dont modify it in-place
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):
cell_neighbors += 1
if grid[y][x]:
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
self.generation = 0
self.population_label.text = f"Population: {self.population}"
self.generation_label.text = f"Generation: {self.generation}"
self.cell_grid.clear()
self.spritelist.clear()
self.sprite_grid.clear()
arcade.unschedule(self.update_generation)
self.setup_grid()
arcade.schedule(self.update_generation, 1 / self.generation_fps)
def on_update(self, delta_time):
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
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]: # 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]:
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))
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))
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()