import arcade, arcade.gui, pyglet.gl, array, random, os, json from utils.constants import WATER_ROWS, WATER_COLS from game.water_simulator.shader import create_shader from game.base import BaseGame class Game(BaseGame): def __init__(self, pypresence_client): super().__init__(pypresence_client, "Water Simulator", "water_simulator", { "splash_strength": 0.1, "splash_radius": 3, "wave_speed": 1, "damping": 0.02 }) self.splash_row = 0 self.splash_col = 0 self.current_splash_strength = 0 self.splash_strength = self.settings["water_simulator"].get("splash_strength", 0.1) self.splash_radius = self.settings["water_simulator"].get("splash_radius", 3) self.wave_speed = self.settings["water_simulator"].get("wave_speed", 1) self.damping = self.settings["water_simulator"].get("damping", 0.02) def on_show_view(self): super().on_show_view() self.add_setting("Splash Strength: {value}", 0.1, 2.0, 0.1, "splash_strength") self.add_setting("Splash Radius: {value}", 0.5, 10, 0.5, "splash_radius") self.settings_box.add(arcade.gui.UISpace(height=self.window.height / 50)) self.advanced_label = self.settings_box.add(arcade.gui.UILabel("Advanced Settings", font_size=18, multiline=True)) self.settings_box.add(arcade.gui.UISpace(height=self.window.height / 75)) self.add_setting("Wave Speed: {value}", 0.1, 1.25, 0.05, "wave_speed") self.add_setting("Damping: {value}", 0.005, 0.05, 0.001, "damping") self.setup_game() def on_update(self, delta_time): with self.shader_program: self.shader_program["rows"] = WATER_ROWS self.shader_program["cols"] = WATER_COLS self.shader_program["splash_row"] = self.splash_row self.shader_program["splash_col"] = self.splash_col self.shader_program["splash_strength"] = self.current_splash_strength self.shader_program["splash_radius"] = self.splash_radius self.shader_program["wave_speed"] = self.wave_speed self.shader_program["damping"] = self.damping self.shader_program.dispatch(self.water_image.width, self.water_image.height, 1, barrier=pyglet.gl.GL_ALL_BARRIER_BITS) self.current_splash_strength = 0 def setup_game(self): self.shader_program, self.water_image, self.previous_heights_ssbo, self.current_heights_ssbo = create_shader() self.image_sprite = pyglet.sprite.Sprite(img=self.water_image) scale_x = (self.window.width * 0.8) / self.image_sprite.width scale_y = self.window.height / self.image_sprite.height self.image_sprite.scale_x = scale_x self.image_sprite.scale_y = scale_y grid = array.array('f', [random.uniform(-0.1, 0.1) for _ in range(WATER_ROWS * WATER_COLS)]) self.previous_heights_ssbo.set_data(grid.tobytes()) self.current_heights_ssbo.set_data(grid.tobytes()) def on_key_press(self, symbol, modifiers): if symbol == arcade.key.ESCAPE: # overwrite to remove shader program and SSBOs self.shader_program.delete() self.previous_heights_ssbo.delete() self.current_heights_ssbo.delete() with open("data.json", "w") as file: file.write(json.dumps(self.settings, indent=4)) from menus.main import Main self.window.show_view(Main(self.pypresence_client)) def on_mouse_press(self, x, y, button, modifiers): col = int(x / (self.window.width * 0.8) * WATER_COLS) row = int(y / self.window.height * WATER_ROWS) self.splash_row = row self.splash_col = col self.current_splash_strength = self.splash_strength def on_draw(self): super().on_draw() self.image_sprite.draw()