Files
shatterstack/game/play.py

280 lines
11 KiB
Python

import os, arcade, arcade.gui, random, json, time, copy
from game.sprites import Shape
from utils.constants import SHAPES, CELL_SIZE, ROWS, COLS, OUTLINE_WIDTH, COLORS, COMBO_MOVES, 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.tile_grid = {}
self.sprite_grid = {}
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.shape_data = SHAPES[self.shape_to_place]
self.start_x = self.window.width / 2 - (COLS * (CELL_SIZE + OUTLINE_WIDTH)) / 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.is_game_over = False
self.combo_moves_left = COMBO_MOVES
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.tiles_to_destroy: list[tuple[int, int]] = []
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 * 4), self.window.height - (CELL_SIZE * 4), 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 self.shape_data:
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.tile_grid[tile_row][tile_col] or (tile_row, tile_col) in self.tiles_to_destroy:
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)
if self.can_place_shape:
self.collided_tile_positions = self.check_collisions(grid_col, grid_row)
else:
self.collided_tile_positions = []
for row in range(ROWS):
for col in range(COLS):
if not self.tile_grid[row][col]:
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
else:
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
self.mouse_shape.update(self.shape_to_place, self.shape_color, x, y)
def setup_grid(self):
for row in range(ROWS):
self.tile_grid[row] = {}
self.sprite_grid[row] = {}
for col in range(COLS):
self.create_empty_tile(row, col)
def create_empty_tile(self, row, col):
self.tile_grid[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.sprite_grid[row][col] = tile
def check_collisions(self, grid_col, grid_row):
modified_grid = copy.deepcopy(self.tile_grid)
for offset_col, offset_row in self.shape_data:
tile_col = grid_col + offset_col
tile_row = grid_row + offset_row
modified_grid[tile_row][tile_col] = 1
collided_tiles = []
for row_idx, row in modified_grid.items():
if all(row.values()):
for col in range(COLS):
collided_tiles.append((row_idx, col))
for col in range(COLS):
column = [row[col] for row in modified_grid.values()]
if all(column):
for row in range(ROWS):
collided_tiles.append((row, col))
return collided_tiles
def on_update(self, _):
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}"
for row, col in self.tiles_to_destroy[:]:
tile = self.sprite_grid[row][col]
if not tile:
self.tiles_to_destroy.remove((row, col))
continue
tile.scale = (tile.scale_x - 0.05, tile.scale_y - 0.05)
if tile.scale_x <= 0.05:
tile.color = arcade.color.GRAY
tile.original_color = arcade.color.GRAY
tile.scale = (1, 1)
self.tile_grid[row][col] = 0
self.tiles_to_destroy.remove((row, col))
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 self.shape_data:
tile_col = grid_col + offset_col
tile_row = grid_row + offset_row
if not (0 <= tile_row < ROWS and 0 <= tile_col < COLS):
can_place = False
break
if (tile_row, tile_col) in self.tiles_to_destroy:
continue
if self.tile_grid[tile_row][tile_col]:
can_place = False
break
if can_place:
return
self.is_game_over = True
self.game_over_box = self.anchor.add(arcade.gui.UIBoxLayout(), anchor_x="center", anchor_y="center")
self.game_over_box._bg_color = arcade.color.BLACK
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))
self.mouse_shape_list.clear()
self.window.set_mouse_visible(True)
def on_key_press(self, symbol: int, modifiers: int) -> bool | None:
if symbol == arcade.key.ESCAPE:
self.main_exit()
def on_mouse_press(self, x: int, y: int, button: int, modifiers: int) -> bool | None:
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)
for offset_col, offset_row in self.shape_data:
tile_col = grid_col + offset_col
tile_row = grid_row + offset_row
self.tile_grid[tile_row][tile_col] = 1
self.sprite_grid[tile_row][tile_col].color = self.shape_color
self.sprite_grid[tile_row][tile_col].original_color = self.shape_color
self.score += 5
for row, col in self.collided_tile_positions:
self.tiles_to_destroy.append((row, col))
self.score += 25 + (10 * self.combo)
break_sound.play()
if self.collided_tile_positions:
self.combo += 1
self.combo_moves_left = COMBO_MOVES
self.last_combo = time.perf_counter()
else:
self.combo_moves_left -= 1
if self.combo_moves_left == 0:
self.combo = 0
self.shape_to_place = self.next_shape_to_place
self.shape_color = self.next_shape_color
self.shape_data = SHAPES[self.shape_to_place]
if not self.is_game_over:
self.check_game_over()
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.
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()