import arcade, random from game.boid_simulator.boid import Boid from game.base import BaseGame class Game(BaseGame): def __init__(self, pypresence_client): super().__init__(pypresence_client, "Boid Simulator", "boid_simulator", { "w_separation": 1.0, "w_alignment": 1.0, "w_cohesion": 1.0, "small_radius": 100, "large_radius": 250 }) self.current_boid_num = 1 self.boid_sprites = arcade.SpriteList() self.add_setting("Separation Weight: {value}", 0.1, 5, 0.1, "w_separation") self.add_setting("Alignment Weight: {value}", 0.1, 5, 0.1, "w_alignment") self.add_setting("Cohesion Weight: {value}", 0.1, 5, 0.1, "w_cohesion") self.add_setting("Small Radius: {value}", 25, 250, 25, "small_radius") self.add_setting("Large Radius: {value}", 50, 500, 50, "large_radius") def change_value(self, label, text, boid_variable, value): super().change_value(label, text, boid_variable, value) for boid in self.boid_sprites: setattr(boid, boid_variable, value) def create_boid(self, x, y): boid = Boid(self.current_boid_num, x, y) boid.w_alignment = self.settings["boid_simulator"]["w_alignment"] boid.w_separation = self.settings["boid_simulator"]["w_separation"] boid.w_cohesion = self.settings["boid_simulator"]["w_cohesion"] boid.large_radius = self.settings["boid_simulator"]["large_radius"] boid.small_radius = self.settings["boid_simulator"]["small_radius"] self.boid_sprites.append(boid) self.current_boid_num += 1 def setup_boids(self): for i in range(25): self.create_boid(random.randint(self.window.width / 2 - 150, self.window.width / 2), random.randint(self.window.height / 2 - 150, self.window.height / 2)) def on_show_view(self): super().on_show_view() self.setup_boids() def on_update(self, delta_time): boid_directions = [(boid.boid_num, boid.direction, arcade.math.Vec2(*boid.position)) for boid in self.boid_sprites] for boid in self.boid_sprites: boid.update(self.window.width, self.window.height, boid_directions) if self.window.mouse[arcade.MOUSE_BUTTON_LEFT]: self.create_boid(self.window.mouse.data["x"], self.window.mouse.data["y"]) def on_draw(self): super().on_draw() self.boid_sprites.draw()