mirror of
https://github.com/csd4ni3l/game-of-life.git
synced 2026-01-01 04:23:42 +01:00
186 lines
8.2 KiB
Python
186 lines
8.2 KiB
Python
import arcade, arcade.gui, random, math, copy, time, json
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from utils.constants import COLS, ROWS, CELL_SIZE, SPACING, NEIGHBORS, button_style
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from utils.preload import create_sound, destroy_sound, button_texture, button_hovered_texture
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class Game(arcade.gui.UIView):
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def __init__(self, pypresence_client=None):
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super().__init__()
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self.generation = 0
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self.population = 0
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self.running = True
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self.generation_fps = 10
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self.pypresence_generation_count = 0
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self.pypresence_client = pypresence_client
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self.spritelist = arcade.SpriteList()
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self.last_create_sound = time.perf_counter()
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self.start_x = self.window.width / 2 - ((COLS * (CELL_SIZE + SPACING)) / 2)
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self.start_y = self.window.height / 2 - ((ROWS * (CELL_SIZE + SPACING)) / 2)
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with open("settings.json", "r") as file:
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self.settings_dict = json.load(file)
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def on_show_view(self):
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super().on_show_view()
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self.setup_grid()
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self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
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self.info_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=5, vertical=False), anchor_x="center", anchor_y="top")
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self.population_label = arcade.gui.UILabel(text="Population: 0", font_name="Protest Strike", font_size=16)
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self.info_box.add(self.population_label)
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self.generation_label = arcade.gui.UILabel(text="Generation: 0", font_name="Protest Strike", font_size=16)
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self.info_box.add(self.generation_label)
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self.fps_label = arcade.gui.UILabel(text="FPS: 10", font_name="Protest Strike", font_size=16)
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self.info_box.add(self.fps_label)
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self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50)
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self.back_button.on_click = lambda e: self.main_exit()
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self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=5, align_y=-5)
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arcade.schedule(self.update_generation, 1 / self.generation_fps)
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def main_exit(self):
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from menus.main import Main
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self.window.show_view(Main(self.pypresence_client))
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def setup_grid(self, randomized=False):
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self.spritelist.clear()
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self.cell_grid = {}
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self.sprite_grid = {}
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for row in range(ROWS):
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self.cell_grid[row] = {}
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self.sprite_grid[row] = {}
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for col in range(COLS):
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if randomized and random.randint(0, 1) == 1:
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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)
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self.cell_grid[row][col] = 1
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self.sprite_grid[row][col] = cell
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self.spritelist.append(cell)
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self.population += 1
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continue
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self.cell_grid[row][col] = 0
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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)
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cell.visible = False
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self.sprite_grid[row][col] = cell
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self.spritelist.append(cell)
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def update_generation(self, _):
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if self.running:
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self.generation += 1
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self.pypresence_generation_count += 1
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if self.pypresence_generation_count == self.generation_fps * 3:
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self.pypresence_generation_count = 0
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self.pypresence_client.update(state='In Game', details=f'Generation: {self.generation} Population: {self.population}', start=self.pypresence_client.start_time)
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next_grid = copy.deepcopy(self.cell_grid) # create a copy of the old grid so we dont modify it in-place
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grid = self.cell_grid
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for x in range(0, COLS):
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for y in range(0, ROWS):
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cell_neighbors = 0
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for neighbor_y, neighbor_x in NEIGHBORS:
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if neighbor_x == 0 and neighbor_y == 0:
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continue
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if grid.get(y + neighbor_y, {}).get(x + neighbor_x) == 1:
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cell_neighbors += 1
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if grid[y][x] == 1:
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if (cell_neighbors == 2 or cell_neighbors == 3):
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pass # survives
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else: # dies
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self.population -= 1
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self.sprite_grid[y][x].visible = False
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next_grid[y][x] = 0
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elif cell_neighbors == 3: # newborn
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self.population += 1
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self.sprite_grid[y][x].visible = True
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next_grid[y][x] = 1
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self.cell_grid = next_grid
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self.population_label.text = f"Population: {self.population}"
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self.generation_label.text = f"Generation: {self.generation}"
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def on_key_press(self, symbol: int, modifiers: int) -> bool | None:
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super().on_key_press(symbol, modifiers)
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if symbol == arcade.key.SPACE:
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self.running = not self.running
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elif symbol == arcade.key.C:
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self.population = 0
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self.generation = 0
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self.population_label.text = f"Population: {self.population}"
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self.generation_label.text = f"Generation: {self.generation}"
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arcade.unschedule(self.update_generation)
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self.setup_grid()
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arcade.schedule(self.update_generation, 1 / self.generation_fps)
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def on_update(self, delta_time: float) -> bool | None:
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super().on_update(delta_time)
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if self.window.keyboard[arcade.key.UP] or self.window.keyboard[arcade.key.DOWN]: # type: ignore
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self.generation_fps += 1 if self.window.keyboard[arcade.key.UP] else -1 # type: ignore
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if self.generation_fps < 1:
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self.generation_fps = 1
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self.fps_label.text = f"FPS: {self.generation_fps}"
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arcade.unschedule(self.update_generation)
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arcade.schedule(self.update_generation, 1 / self.generation_fps)
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if self.window.mouse[arcade.MOUSE_BUTTON_LEFT]: # type: ignore
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grid_col = math.ceil((self.window.mouse.data["x"] - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
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grid_row = math.ceil((self.window.mouse.data["y"] - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
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if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS:
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return
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if self.cell_grid[grid_row][grid_col] == 0:
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self.population += 1
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if time.perf_counter() - self.last_create_sound >= 0.05:
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self.last_create_sound = time.perf_counter()
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if self.settings_dict.get("sfx", True):
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create_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100, loop=True)
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self.sprite_grid[grid_row][grid_col].visible = True
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self.cell_grid[grid_row][grid_col] = 1
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elif self.window.mouse[arcade.MOUSE_BUTTON_RIGHT]: # type: ignore
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grid_col = math.ceil((self.window.mouse.data["x"] - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
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grid_row = math.ceil((self.window.mouse.data["y"] - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
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if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS:
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return
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if self.cell_grid[grid_row][grid_col] == 1:
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self.population -= 1
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if self.settings_dict.get("sfx", True):
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destroy_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100, loop=True)
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self.sprite_grid[grid_row][grid_col].visible = False
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self.cell_grid[grid_row][grid_col] = 0
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def on_draw(self):
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super().on_draw()
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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)
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self.spritelist.draw()
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