Files
simulator-games/game/water_simulator/game.py

134 lines
5.5 KiB
Python

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
class Game(arcade.gui.UIView):
def __init__(self, pypresence_client):
super().__init__()
self.pypresence_client = pypresence_client
self.pypresence_client.update(state="Playing a simulator", details="Water Simulator")
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
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")
self.settings_label = self.settings_box.add(arcade.gui.UILabel(text="Settings", font_size=24))
if os.path.exists("data.json"):
with open("data.json", "r") as file:
self.settings = json.load(file)
else:
self.settings = {}
if not "water_simulator" in self.settings:
self.settings["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.settings_box.add(arcade.gui.UISpace(height=self.window.height / 75))
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 add_setting(self, text, min_value, max_value, step, local_variable, on_change=None):
label = self.settings_box.add(arcade.gui.UILabel(text.format(value=getattr(self, local_variable))))
slider = self.settings_box.add(arcade.gui.UISlider(value=getattr(self, local_variable), min_value=min_value, max_value=max_value, step=step))
slider._render_steps = lambda surface: None
if on_change:
slider.on_change = lambda event, label=label: on_change(label, event.new_value)
else:
slider.on_change = lambda event, label=label: self.change_value(label, text, local_variable, event.new_value)
def change_value(self, label, text, local_variable, value):
label.text = text.format(value=value)
self.settings["water_simulator"][local_variable] = value
def main_exit(self):
self.shader_program.delete()
self.previous_heights_ssbo.delete()
self.current_heights_ssbo.delete()
from menus.main import Main
self.window.show_view(Main(self.pypresence_client))
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
with open("data.json", "w") as file:
file.write(json.dumps(self.settings, indent=4))
self.main_exit()
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()