mirror of
https://github.com/csd4ni3l/shatterstack.git
synced 2026-01-01 04:23:48 +01:00
384 lines
15 KiB
Python
384 lines
15 KiB
Python
import os, arcade, arcade.gui, random, json, time, copy
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from game.sprites import Shape
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from utils.constants import SHAPES, CELL_SIZE, ROWS, COLS, OUTLINE_WIDTH, COLORS, COMBO_MOVES, button_style, POWER_UPS
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from utils.preload import button_texture, button_hovered_texture, click_sound, break_sound
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class Game(arcade.gui.UIView):
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def __init__(self, pypresence_client):
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super().__init__()
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self.shape_list = arcade.SpriteList()
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self.mouse_shape_list = arcade.SpriteList()
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self.pypresence_client = pypresence_client
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self.tile_grid = {}
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self.sprite_grid = {}
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self.state_before = []
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self.shape_to_place = random.choice(list(SHAPES.keys()))
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self.shape_color = random.choice(COLORS)
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self.next_shape_to_place = random.choice(list(SHAPES.keys()))
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self.next_shape_color = random.choice(COLORS)
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self.shape_data = SHAPES[self.shape_to_place]
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self.start_x = self.window.width / 2 - (COLS * (CELL_SIZE + OUTLINE_WIDTH)) / 2
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self.start_y = self.window.height - (ROWS * (CELL_SIZE + OUTLINE_WIDTH)) - (CELL_SIZE / 2)
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self.shape_center_x = 0
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self.shape_center_y = 0
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self.can_place_shape = True
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self.is_game_over = False
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self.combo = 0
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self.combo_moves_left = COMBO_MOVES
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self.combo_booster_active = False
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self.combo_booster_moves_left = 0
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self.score = 0
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self.score_booster_active = False
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self.score_booster_moves_left = 0
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if os.path.exists("data.json"):
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with open("data.json", "r") as file:
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self.high_score = json.load(file)["high_score"]
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else:
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self.high_score = 0
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self.tiles_to_destroy: list[tuple[int, int]] = []
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self.anchor = self.add_widget(arcade.gui.UIAnchorLayout())
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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 undo_move(self):
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if self.score >= POWER_UPS["undo_move"]:
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self.score -= POWER_UPS["undo_move"]
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else:
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return
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if self.state_before:
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self.tile_grid, self.shape_to_place, self.next_shape_to_place, self.shape_color, self.next_shape_color, self.score, self.combo, self.combo_moves_left = self.state_before.pop(-1)
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self.shape_data = SHAPES[self.shape_to_place]
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for row in range(ROWS):
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for col in range(COLS):
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color = self.tile_grid[row][col]
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self.sprite_grid[row][col].color = color if color else arcade.color.GRAY
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self.sprite_grid[row][col].original_color = color if color else arcade.color.GRAY
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def clear_screen(self):
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if self.score >= POWER_UPS["clear_screen"]:
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self.score -= POWER_UPS["clear_screen"]
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else:
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return
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self.state_before = []
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for row in range(ROWS):
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for col in range(COLS):
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if self.tile_grid[row][col]:
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self.tiles_to_destroy.append((row, col))
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break_sound.play()
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def combo_booster(self):
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if self.score >= POWER_UPS["combo_booster"]:
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self.score -= POWER_UPS["combo_booster"]
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else:
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return
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self.combo_booster_active = True
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self.combo_booster_moves_left = 6
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def score_booster(self):
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if self.score >= POWER_UPS["score_booster"]:
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self.score -= POWER_UPS["score_booster"]
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else:
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return
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self.score_booster_active = True
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self.score_booster_moves_left = 6
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def main_exit(self):
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self.window.set_mouse_visible(True)
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with open("data.json", "w") as file:
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file.write(json.dumps({"high_score": self.high_score}))
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from menus.main import Main
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self.window.show_view(Main())
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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.mouse_shape = Shape(0, 0, self.shape_to_place, self.shape_color, self.mouse_shape_list)
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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)
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self.score_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=10, vertical=False), anchor_x="center", anchor_y="top")
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self.score_label = self.score_box.add(arcade.gui.UILabel(text="Score: 0", font_name="Roboto", font_size=24))
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self.high_score_label = self.score_box.add(arcade.gui.UILabel(text=f"High Score: {self.high_score}", font_name="Roboto", font_size=24))
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self.power_up_label = self.anchor.add(arcade.gui.UILabel(text=f'''{POWER_UPS["undo_move"]} Score - Undo Move (1 to activate)
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{POWER_UPS["combo_booster"]} Score - Combo Booster (2 to activate)
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{POWER_UPS["score_booster"]} Score - Score Booster (3 to activate)
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{POWER_UPS["clear_screen"]} Score - Clear Screen (4 to activate)
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''', font_size=14, multiline=True), anchor_x="right", anchor_y="bottom")
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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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self.pypresence_client.update(state='In Game', details='Shattering Stacks', start=self.pypresence_client.start_time)
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self.window.set_mouse_visible(False)
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def on_stick_motion(self, controller, name, value):
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if name == "leftstick":
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value *= 10
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self.on_mouse_motion(self.mouse_shape.x + value.x, self.mouse_shape.y + value.y, value.x, value.y)
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def on_button_press(self, controller, name):
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if name == "a":
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self.on_mouse_press(self.mouse_shape.x, self.mouse_shape.y, arcade.MOUSE_BUTTON_LEFT, 0)
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elif name == "start":
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self.main_exit()
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def on_mouse_motion(self, x, y, dx, dy):
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if self.is_game_over:
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return
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grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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grid_row = int((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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self.can_place_shape = True
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tile_positions = []
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for offset_col, offset_row in self.shape_data:
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tile_col = grid_col + offset_col
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tile_row = grid_row + offset_row
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if not (0 <= tile_row < ROWS and 0 <= tile_col < COLS) or self.tile_grid[tile_row][tile_col] or (tile_row, tile_col) in self.tiles_to_destroy:
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self.can_place_shape = False
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break
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tile_positions.append((tile_row, tile_col))
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self.shape_center_x = self.start_x + grid_col * (CELL_SIZE + OUTLINE_WIDTH)
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self.shape_center_y = self.start_y + grid_row * (CELL_SIZE + OUTLINE_WIDTH)
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if self.can_place_shape:
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self.collided_tile_positions = self.check_collisions(grid_col, grid_row)
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else:
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self.collided_tile_positions = []
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for row in range(ROWS):
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for col in range(COLS):
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if not self.tile_grid[row][col]:
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self.sprite_grid[row][col].color = (*self.shape_color[:-1], 170) if self.can_place_shape and (row, col) in tile_positions else arcade.color.GRAY
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else:
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self.sprite_grid[row][col].color = (*self.shape_color[:-1], 170) if (row, col) in self.collided_tile_positions else self.sprite_grid[row][col].original_color
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self.mouse_shape.update(self.shape_to_place, self.shape_color, x, y)
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def setup_grid(self):
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for row in range(ROWS):
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self.tile_grid[row] = {}
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self.sprite_grid[row] = {}
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for col in range(COLS):
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self.create_empty_tile(row, col)
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def create_empty_tile(self, row, col):
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self.tile_grid[row][col] = 0
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center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH)
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center_y = self.start_y + row * (CELL_SIZE + OUTLINE_WIDTH)
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tile = arcade.SpriteSolidColor(
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width=CELL_SIZE,
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height=CELL_SIZE,
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color=arcade.color.GRAY,
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center_x=center_x,
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center_y=center_y
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)
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self.shape_list.append(tile)
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self.sprite_grid[row][col] = tile
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def check_collisions(self, grid_col, grid_row):
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modified_grid = copy.deepcopy(self.tile_grid)
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for offset_col, offset_row in self.shape_data:
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tile_col = grid_col + offset_col
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tile_row = grid_row + offset_row
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modified_grid[tile_row][tile_col] = 1
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collided_tiles = []
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for row_idx, row in modified_grid.items():
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if all(row.values()):
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for col in range(COLS):
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collided_tiles.append((row_idx, col))
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for col in range(COLS):
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column = [row[col] for row in modified_grid.values()]
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if all(column):
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for row in range(ROWS):
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collided_tiles.append((row, col))
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return collided_tiles
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def on_update(self, _):
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self.score_label.text = f"Score: {self.score}" + (f" Combo: X{self.combo}" if self.combo else "")
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if self.score > self.high_score:
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self.high_score = self.score
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self.high_score_label.text = f"High Score: {self.high_score}"
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for row, col in self.tiles_to_destroy[:]:
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tile = self.sprite_grid[row][col]
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if not tile:
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self.tiles_to_destroy.remove((row, col))
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continue
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tile.scale = (tile.scale_x - 0.05, tile.scale_y - 0.05)
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if tile.scale_x <= 0.05:
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tile.color = arcade.color.GRAY
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tile.original_color = arcade.color.GRAY
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tile.scale = (1, 1)
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self.tile_grid[row][col] = 0
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self.tiles_to_destroy.remove((row, col))
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if self.combo_booster_active:
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combo_score = (25 * self.combo)
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else:
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combo_score = (10 * self.combo)
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if self.score_booster_active:
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base_score = 50
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else:
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base_score = 25
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self.score += (base_score + combo_score)
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def check_game_over(self):
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for grid_row in range(ROWS):
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for grid_col in range(COLS):
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can_place = True
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for offset_col, offset_row in self.shape_data:
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tile_col = grid_col + offset_col
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tile_row = grid_row + offset_row
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if not (0 <= tile_row < ROWS and 0 <= tile_col < COLS):
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can_place = False
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break
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if (tile_row, tile_col) in self.tiles_to_destroy:
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continue
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if self.tile_grid[tile_row][tile_col]:
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can_place = False
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break
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if can_place:
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return
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self.is_game_over = True
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self.game_over_box = self.anchor.add(arcade.gui.UIBoxLayout(), anchor_x="center", anchor_y="center")
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self.game_over_box._bg_color = arcade.color.BLACK
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self.game_over_label = self.game_over_box.add(arcade.gui.UILabel(text="GAME OVER", font_name="Roboto", font_size=80, text_color=arcade.color.WHITE))
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self.mouse_shape_list.clear()
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self.window.set_mouse_visible(True)
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def on_key_press(self, symbol: int, modifiers: int) -> bool | None:
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if symbol == arcade.key.ESCAPE:
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self.main_exit()
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elif symbol == arcade.key.KEY_1:
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self.undo_move()
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elif symbol == arcade.key.KEY_2:
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self.combo_booster()
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elif symbol == arcade.key.KEY_3:
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self.score_booster()
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elif symbol == arcade.key.KEY_4:
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self.clear_screen()
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def on_mouse_press(self, x: int, y: int, button: int, modifiers: int) -> bool | None:
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if self.is_game_over:
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return
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grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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grid_row = int((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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if self.can_place_shape:
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if self.settings_dict.get("sfx", True):
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click_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
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self.state_before.append([copy.deepcopy(self.tile_grid), self.shape_to_place, self.next_shape_to_place, self.shape_color, self.next_shape_color, self.score, self.combo, self.combo_moves_left])
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if len(self.state_before) > 3:
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self.state_before.pop(0)
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for offset_col, offset_row in self.shape_data:
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tile_col = grid_col + offset_col
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tile_row = grid_row + offset_row
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self.tile_grid[tile_row][tile_col] = self.shape_color
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self.sprite_grid[tile_row][tile_col].color = self.shape_color
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self.sprite_grid[tile_row][tile_col].original_color = self.shape_color
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if self.score_booster_active:
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self.score += 10
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else:
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self.score += 5
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for row, col in self.collided_tile_positions:
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self.tiles_to_destroy.append((row, col))
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if self.collided_tile_positions:
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break_sound.play()
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if self.score_booster_active:
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self.score_booster_moves_left -= 1
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if self.score_booster_moves_left <= 0:
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self.score_booster_active = False
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if self.combo_booster_active:
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self.combo_booster_moves_left -= 1
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if self.combo_booster_moves_left <= 0:
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self.combo_booster_active = False
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if self.collided_tile_positions:
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self.combo += 1
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self.combo_moves_left = COMBO_MOVES
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else:
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self.combo_moves_left -= 1
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if self.combo_moves_left == 0:
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self.combo = 0
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self.shape_to_place = self.next_shape_to_place
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self.shape_color = self.next_shape_color
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self.shape_data = SHAPES[self.shape_to_place]
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if not self.is_game_over:
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self.check_game_over()
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if not self.is_game_over: # This check makes sure to not re-create the next shape if its game over. This confused me, cause the shape it showed could have been placed.
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self.next_shape_to_place = random.choice(list(SHAPES.keys()))
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self.next_shape_color = random.choice(COLORS)
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self.next_shape_ui.update(self.next_shape_to_place, self.next_shape_color)
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def on_draw(self):
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self.window.clear()
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self.shape_list.draw()
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self.mouse_shape_list.draw()
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self.ui.draw()
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