import arcade, arcade.gui, random, math, json from game.sprites import Shape from utils.constants import SHAPES, CELL_SIZE, ROWS, COLS, menu_background_color, OUTLINE_WIDTH, COLORS, button_style from utils.preload import button_texture, button_hovered_texture, click_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(list(COLORS.values())) self.next_shape_to_place = random.choice(list(SHAPES.keys())) self.next_shape_color = random.choice(list(COLORS.values())) 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.score = 0 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) from menus.main import Main self.window.show_view(Main()) def on_mouse_motion(self, x, y, dx, dy): super().on_mouse_motion(x, y, dx, dy) self.mouse_shape.update(self.shape_to_place, self.shape_color, x, y) 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 * 4), self.window.height - (CELL_SIZE * 4), self.next_shape_to_place, self.next_shape_color, self.shape_list) self.score_label = self.anchor.add(arcade.gui.UILabel(text="Score: 0", font_name="Protest Strike", font_size=24), anchor_x="center", anchor_y="top") 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 setup_grid(self): for row in range(ROWS): self.occupied[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) self.shape_list.append(arcade.SpriteSolidColor( width=CELL_SIZE, height=CELL_SIZE, color=arcade.color.GRAY, center_x=center_x, center_y=center_y )) def check_occupation(self, grid_col, grid_row): can_place = True center_x, center_y = 0, 0 if 0 <= grid_row < ROWS and 0 <= grid_col < COLS: 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 break center_x = self.start_x + grid_col * (CELL_SIZE + OUTLINE_WIDTH) center_y = self.start_y + grid_row * (CELL_SIZE + OUTLINE_WIDTH) else: can_place = False return can_place, center_x, center_y 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 self.score += 25 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 self.score += 25 def update_game(self): self.check_collisions() self.score_label.text = f"Score: {self.score}" self.check_game_over() def check_game_over(self): for grid_row in range(ROWS): for grid_col in range(COLS): can_place, *_ = self.check_occupation(grid_col, grid_row) if can_place: return self.game_over_label = self.anchor.add(arcade.gui.UILabel(text="GAME OVER", font_name="Protest Strike", font_size=64), anchor_x="center", anchor_y="center") self.shape_list.clear() 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) if self.settings_dict.get("sfx", True): click_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100) grid_col = math.ceil((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH)) grid_row = math.ceil((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH)) can_place, center_x, center_y = self.check_occupation(grid_col, grid_row) if can_place: shape = Shape(center_x, 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] n += 1 self.score += 5 self.shape_to_place = self.next_shape_to_place self.shape_color = self.next_shape_color self.update_game() self.next_shape_to_place = random.choice(list(SHAPES.keys())) self.next_shape_color = random.choice(list(COLORS.values())) self.next_shape_ui.update(self.next_shape_to_place, self.next_shape_color) def on_draw(self): super().on_draw() self.shape_list.draw() self.mouse_shape_list.draw()