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https://github.com/csd4ni3l/simulator-games.git
synced 2026-01-01 04:13:44 +01:00
Make a modular BaseGame class that all Games are based on to decrease bloat, add Diaunay simulation and fix some stuff in README
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87
game/delaunay_simulator/game.py
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87
game/delaunay_simulator/game.py
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import arcade, arcade.gui, numpy as np, random, math
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from scipy.spatial import Delaunay
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from game.base import BaseGame
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from utils.constants import button_style
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from utils.preload import button_texture, button_hovered_texture
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class Game(BaseGame):
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def __init__(self, pypresence_client):
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super().__init__(pypresence_client, "Delaunay Triangulation", "delaunay_simulator", {})
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self.points = []
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[self.add_point() for _ in range(4)]
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self.fixed_points = [(0, 0), (0, self.window.height), (self.window.width * 0.8, 0), (self.window.width * 0.8, self.window.height)]
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self.triangles = None
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self.dragged_point = None
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self.needs_recalc = True
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def fract(self, x):
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return x - math.floor(x)
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def hash3(self, p: float) -> arcade.math.Vec3:
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p3 = arcade.math.Vec3(p * 127.1, p * 311.7, p * 74.7)
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return arcade.math.Vec3(
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int(self.fract(math.sin(p3.x) * 43758.5453123) * 255),
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int(self.fract(math.sin(p3.y) * 43758.5453123) * 255),
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int(self.fract(math.sin(p3.z) * 43758.5453123) * 255)
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)
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def on_show_view(self):
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super().on_show_view()
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self.add_point_button = self.settings_box.add(arcade.gui.UITextureButton(width=self.window.width * 0.2, text="Add Point", texture=button_texture, texture_hovered=button_hovered_texture, style=button_style))
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self.add_point_button.on_click = lambda event: self.add_point()
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def change_value(self, label, text, settings_key, value):
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super().change_value(label, text, settings_key, value)
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self.needs_recalc = True
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def add_point(self):
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self.points.append((random.randint(0, (self.window.width * 0.8)), random.randint(0, self.window.height - 0)))
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self.needs_recalc = True
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def on_mouse_press(self, x, y, button, modifiers):
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if not self.dragged_point:
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for i, point in enumerate(self.points):
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if arcade.math.Vec2(x, y).distance(arcade.math.Vec2(*point)) <= 10:
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self.dragged_point = i
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break
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def on_mouse_drag(self, x, y, dx, dy, _buttons, _modifiers):
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if self.dragged_point is not None:
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self.points[self.dragged_point] = [x, y]
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self.needs_recalc = True
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def on_mouse_release(self, x, y, button, modifiers):
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self.dragged_point = None
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self.needs_recalc = True
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def on_draw(self):
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super().on_draw()
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if self.triangles is not None:
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for n, simplex in enumerate(self.triangles):
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points = self.points + self.fixed_points
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p1 = points[simplex[0]]
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p2 = points[simplex[1]]
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p3 = points[simplex[2]]
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arcade.draw_triangle_filled(p1[0], p1[1], p2[0], p2[1], p3[0], p3[1], self.hash3(n))
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for point in self.points + self.fixed_points:
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arcade.draw_circle_filled(point[0] + 5, point[1] + 5, 10, arcade.color.GRAY)
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def on_update(self, delta_time):
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if self.needs_recalc:
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self.needs_recalc = False
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self.triangles = Delaunay(np.array(self.points + self.fixed_points)).simplices
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