mirror of
https://github.com/csd4ni3l/simulator-games.git
synced 2026-01-01 12:23:44 +01:00
Added water splash simulator, made settings saving work for all simulators, moved all the simulators into their respective directories, improved the README, fixed too much logging
This commit is contained in:
146
game/water_simulator/game.py
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146
game/water_simulator/game.py
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import arcade, arcade.gui, pyglet.gl, array, random, os, json
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from utils.constants import WATER_ROWS, WATER_COLS
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from game.water_simulator.shader import create_shader
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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.pypresence_client = pypresence_client
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self.pypresence_client.update(state="Playing a simulator", details="Water Simulator")
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self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
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self.settings_box = self.anchor.add(arcade.gui.UIBoxLayout(align="center", size_hint=(0.2, 1)).with_background(color=arcade.color.GRAY), anchor_x="right", anchor_y="bottom")
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self.settings_label = self.settings_box.add(arcade.gui.UILabel(text="Settings", font_size=24))
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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.settings = json.load(file)
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else:
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self.settings = {}
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if not "water_simulator" in self.settings:
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self.settings["water_simulator"] = {
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"splash_strength": 0.1,
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"splash_radius": 3,
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"wave_speed": 1,
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"damping": 0.02
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}
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self.splash_row = 0
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self.splash_col = 0
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self.current_splash_strength = 0
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self.splash_strength = self.settings["water_simulator"].get("splash_strength", 0.1)
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self.splash_radius = self.settings["water_simulator"].get("splash_radius", 3)
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self.wave_speed = self.settings["water_simulator"].get("wave_speed", 1)
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self.damping = self.settings["water_simulator"].get("damping", 0.02)
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def on_show_view(self):
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super().on_show_view()
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self.settings_box.add(arcade.gui.UISpace(height=self.window.height / 75))
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self.add_setting("Splash Strength: {value}", 0.1, 2.0, 0.1, "splash_strength")
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self.add_setting("Splash Radius: {value}", 0.5, 10, 0.5, "splash_radius")
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self.settings_box.add(arcade.gui.UISpace(height=self.window.height / 50))
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self.advanced_label = self.settings_box.add(arcade.gui.UILabel("Advanced Settings", font_size=18, multiline=True))
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self.settings_box.add(arcade.gui.UISpace(height=self.window.height / 75))
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self.add_setting("Wave Speed: {value}", 0.1, 1.25, 0.05, "wave_speed")
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self.add_setting("Damping: {value}", 0.005, 0.05, 0.001, "damping")
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self.setup_game()
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def on_update(self, delta_time):
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with self.shader_program:
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self.shader_program["rows"] = WATER_ROWS
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self.shader_program["cols"] = WATER_COLS
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self.shader_program["splash_row"] = self.splash_row
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self.shader_program["splash_col"] = self.splash_col
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self.shader_program["splash_strength"] = self.current_splash_strength
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self.shader_program["splash_radius"] = self.splash_radius
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self.shader_program["wave_speed"] = self.wave_speed
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self.shader_program["damping"] = self.damping
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self.shader_program.dispatch(self.water_image.width, self.water_image.height, 1, barrier=pyglet.gl.GL_ALL_BARRIER_BITS)
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self.current_splash_strength = 0
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def save_data(self):
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self.settings.update({
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"water_simulator": {
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"splash_strength": self.splash_strength,
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"splash_radius": self.splash_radius,
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"wave_speed": self.wave_speed,
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"damping": self.damping
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}
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})
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with open("data.json", "w") as file:
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file.write(json.dumps(self.settings, indent=4))
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def setup_game(self):
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self.shader_program, self.water_image, self.previous_heights_ssbo, self.current_heights_ssbo = create_shader()
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self.image_sprite = pyglet.sprite.Sprite(img=self.water_image)
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scale_x = (self.window.width * 0.8) / self.image_sprite.width
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scale_y = self.window.height / self.image_sprite.height
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self.image_sprite.scale_x = scale_x
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self.image_sprite.scale_y = scale_y
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grid = array.array('f', [random.uniform(-0.01, 0.01) for _ in range(WATER_ROWS * WATER_COLS)])
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self.previous_heights_ssbo.set_data(grid.tobytes())
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self.current_heights_ssbo.set_data(grid.tobytes())
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def add_setting(self, text, min_value, max_value, step, local_variable, on_change=None):
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label = self.settings_box.add(arcade.gui.UILabel(text.format(value=getattr(self, local_variable))))
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slider = self.settings_box.add(arcade.gui.UISlider(value=getattr(self, local_variable), min_value=min_value, max_value=max_value, step=step))
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slider._render_steps = lambda surface: None
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if on_change:
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slider.on_change = lambda event, label=label: on_change(label, event.new_value)
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else:
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slider.on_change = lambda event, label=label: self.change_value(label, text, local_variable, event.new_value)
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def change_value(self, label, text, local_variable, value):
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label.text = text.format(value=value)
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self.settings["water_simulator"][local_variable] = value
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setattr(self, local_variable, value)
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def main_exit(self):
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self.shader_program.delete()
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self.previous_heights_ssbo.delete()
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self.current_heights_ssbo.delete()
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def on_key_press(self, symbol, modifiers):
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if symbol == arcade.key.ESCAPE:
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self.save_data()
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from menus.main import Main
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self.window.show_view(Main(self.pypresence_client))
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def on_mouse_press(self, x, y, button, modifiers):
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col = int(x / (self.window.width * 0.8) * WATER_COLS)
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row = int(y / self.window.height * WATER_ROWS)
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self.splash_row = row
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self.splash_col = col
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self.current_splash_strength = self.splash_strength
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def on_draw(self):
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super().on_draw()
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self.image_sprite.draw()
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