Files
shatterstack/game/play.py

262 lines
10 KiB
Python

import os, arcade, arcade.gui, random, math, 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_mouse_motion(self, x, y, dx, dy):
super().on_mouse_motion(x, y, dx, dy)
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))
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 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.combo_label = self.anchor.add(arcade.gui.UILabel(text=f"Combo X{self.combo}", font_name="Roboto", font_size=32), anchor_x="center", anchor_y="center")
self.combo_label.visible = False
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] = {}
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_label = self.anchor.add(arcade.gui.UILabel(text="GAME OVER", font_name="Roboto", font_size=64), anchor_x="center", anchor_y="center")
self.shape_list.clear()
self.mouse_shape_list.clear()
self.anchor.remove(self.combo_label)
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 = 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))
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.update_game()
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)
def on_draw(self):
self.window.clear()
self.shape_list.draw()
self.mouse_shape_list.draw()
self.ui.draw()