import os, arcade, arcade.gui, random, json, time from game.sprites import Shape from utils.constants import SHAPES, CELL_SIZE, ROWS, COLS, OUTLINE_WIDTH, COLORS, COMBO_TIME, button_style from utils.preload import button_texture, button_hovered_texture, click_sound, break_sound class Game(arcade.gui.UIView): def __init__(self, pypresence_client): super().__init__() self.shape_list = arcade.SpriteList() self.mouse_shape_list = arcade.SpriteList() self.pypresence_client = pypresence_client self.occupied = {} self.shapes = [] self.shape_to_place = random.choice(list(SHAPES.keys())) self.shape_color = random.choice(COLORS) self.next_shape_to_place = random.choice(list(SHAPES.keys())) self.next_shape_color = random.choice(COLORS) self.start_x = self.window.width / 2 - (COLS * (CELL_SIZE + OUTLINE_WIDTH)) / 2 + (CELL_SIZE / 2) self.start_y = self.window.height - (ROWS * (CELL_SIZE + OUTLINE_WIDTH)) - (CELL_SIZE / 2) self.shape_center_x = 0 self.shape_center_y = 0 self.can_place_shape = True self.empty_grid = {} if os.path.exists("data.json"): with open("data.json", "r") as file: self.high_score = json.load(file)["high_score"] else: self.high_score = 0 self.score = 0 self.combo = 0 self.last_combo = time.perf_counter() self.anchor = self.add_widget(arcade.gui.UIAnchorLayout()) with open("settings.json", "r") as file: self.settings_dict = json.load(file) def main_exit(self): self.window.set_mouse_visible(True) with open("data.json", "w") as file: file.write(json.dumps({"high_score": self.high_score})) from menus.main import Main self.window.show_view(Main()) def on_show_view(self): super().on_show_view() self.setup_grid() self.mouse_shape = Shape(0, 0, self.shape_to_place, self.shape_color, self.mouse_shape_list) self.next_shape_ui = Shape(self.window.width - (CELL_SIZE * 3), self.window.height - (CELL_SIZE * 3), self.next_shape_to_place, self.next_shape_color, self.shape_list) self.score_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=10, vertical=False), anchor_x="center", anchor_y="top") self.score_label = self.score_box.add(arcade.gui.UILabel(text="Score: 0", font_name="Roboto", font_size=24)) self.high_score_label = self.score_box.add(arcade.gui.UILabel(text=f"High Score: {self.high_score}", font_name="Roboto", font_size=24)) 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 e: self.main_exit() self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=5, align_y=-5) self.pypresence_client.update(state='In Game', details='Shattering Stacks', start=self.pypresence_client.start_time) self.window.set_mouse_visible(False) def on_stick_motion(self, controller, name, value): if name == "leftstick": value *= 10 self.on_mouse_motion(self.mouse_shape.x + value.x, self.mouse_shape.y + value.y, value.x, value.y) def on_button_press(self, controller, name): if name == "a": self.on_mouse_press(self.mouse_shape.x, self.mouse_shape.y, arcade.MOUSE_BUTTON_LEFT, 0) elif name == "start": self.main_exit() def on_mouse_motion(self, x, y, dx, dy): grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH)) grid_row = int((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH)) self.can_place_shape = True tile_positions = [] for offset_col, offset_row in SHAPES[self.shape_to_place]: tile_col = grid_col + offset_col tile_row = grid_row + offset_row if not (0 <= tile_row < ROWS and 0 <= tile_col < COLS) or self.occupied[tile_row][tile_col]: self.can_place_shape = False break tile_positions.append((tile_row, tile_col)) self.shape_center_x = self.start_x + grid_col * (CELL_SIZE + OUTLINE_WIDTH) self.shape_center_y = self.start_y + grid_row * (CELL_SIZE + OUTLINE_WIDTH) for row in range(ROWS): for col in range(COLS): if self.empty_grid[row][col]: self.empty_grid[row][col].color = (*self.shape_color[:-1], 170) if self.can_place_shape and (row, col) in tile_positions else arcade.color.GRAY self.mouse_shape.update(self.shape_to_place, self.shape_color, x, y) def setup_grid(self): for row in range(ROWS): self.occupied[row] = {} self.empty_grid[row] = {} for col in range(COLS): self.occupied[row][col] = 0 center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH) center_y = self.start_y + row * (CELL_SIZE + OUTLINE_WIDTH) tile = arcade.SpriteSolidColor( width=CELL_SIZE, height=CELL_SIZE, color=arcade.color.GRAY, center_x=center_x, center_y=center_y ) self.shape_list.append(tile) self.empty_grid[row][col] = tile def check_collisions(self): for row_idx, row in self.occupied.items(): if all(row.values()): for tile in row.values(): self.shape_list.remove(tile) for col in range(COLS): self.occupied[row_idx][col] = 0 center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH) center_y = self.start_y + row_idx * (CELL_SIZE + OUTLINE_WIDTH) tile = arcade.SpriteSolidColor( width=CELL_SIZE, height=CELL_SIZE, color=arcade.color.GRAY, center_x=center_x, center_y=center_y ) self.shape_list.append(tile) self.empty_grid[row_idx][col] = tile self.score += 25 + (10 * self.combo) break_sound.play() self.combo += 1 self.last_combo = time.perf_counter() for col in range(COLS): column = [row[col] for row in self.occupied.values()] if all(column): for tile in column: self.shape_list.remove(tile) for row_idx in range(ROWS): self.occupied[row_idx][col] = 0 center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH) center_y = self.start_y + row_idx * (CELL_SIZE + OUTLINE_WIDTH) tile = arcade.SpriteSolidColor( width=CELL_SIZE, height=CELL_SIZE, color=arcade.color.GRAY, center_x=center_x, center_y=center_y ) self.shape_list.append(tile) self.empty_grid[row_idx][col] = tile self.score += 25 + (10 * self.combo) break_sound.play() self.combo += 1 self.last_combo = time.perf_counter() def update_game(self): self.check_collisions() self.score_label.text = f"Score: {self.score}" + (f" Combo: X{self.combo}" if self.combo else "") if self.score > self.high_score: self.high_score = self.score self.high_score_label.text = f"High Score: {self.high_score}" if time.perf_counter() - self.last_combo >= COMBO_TIME: self.combo = 0 self.check_game_over() def check_game_over(self): for grid_row in range(ROWS): for grid_col in range(COLS): can_place = True for offset_col, offset_row in SHAPES[self.shape_to_place]: tile_col = grid_col + offset_col tile_row = grid_row + offset_row if not (0 <= tile_row < ROWS and 0 <= tile_col < COLS) or self.occupied[tile_row][tile_col]: can_place = False if can_place: return self.game_over_window = self.anchor.add(arcade.gui.UIBoxLayout(), anchor_x="center", anchor_y="center") self.game_over_window._bg_color = arcade.color.BLACK self.game_over_label = self.game_over_window.add(arcade.gui.UILabel(text="GAME OVER", font_name="Roboto", font_size=80, text_color=arcade.color.WHITE)) self.mouse_shape_list.clear() self.window.set_mouse_visible(True) def on_key_press(self, symbol: int, modifiers: int) -> bool | None: super().on_key_press(symbol, modifiers) if symbol == arcade.key.ESCAPE: self.main_exit() def on_mouse_press(self, x: int, y: int, button: int, modifiers: int) -> bool | None: super().on_mouse_press(x, y, button, modifiers) grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH)) grid_row = int((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH)) if self.can_place_shape: if self.settings_dict.get("sfx", True): click_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100) shape = Shape(self.shape_center_x, self.shape_center_y, self.shape_to_place, self.shape_color, self.shape_list) self.shapes.append(shape) n = 0 for offset_col, offset_row in SHAPES[self.shape_to_place]: tile_col = grid_col + offset_col tile_row = grid_row + offset_row self.occupied[tile_row][tile_col] = shape.tiles[n] self.shape_list.remove(self.empty_grid[tile_row][tile_col]) self.empty_grid[tile_row][tile_col] = None n += 1 self.score += 5 self.shape_to_place = self.next_shape_to_place self.shape_color = self.next_shape_color self.next_shape_to_place = random.choice(list(SHAPES.keys())) self.next_shape_color = random.choice(COLORS) self.next_shape_ui.update(self.next_shape_to_place, self.next_shape_color) self.update_game() def on_draw(self): self.window.clear() self.shape_list.draw() self.mouse_shape_list.draw() self.ui.draw()