Add basic functionality, inventory(but items dont do anything). No textures or anything yet.

This commit is contained in:
csd4ni3l
2025-10-08 20:54:59 +02:00
parent 37db95e342
commit bca585bc45
6 changed files with 300 additions and 5 deletions

33
game/inventory.py Normal file
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@@ -0,0 +1,33 @@
import arcade, arcade.gui
from utils.constants import button_style
class Inventory(arcade.gui.UIBoxLayout):
def __init__(self, items, window_width):
super().__init__(size_hint=(0.75, 0.1), vertical=False, space_between=5)
self.items = items
self.current_inventory_item = 0
self.inventory_buttons: list[arcade.gui.UITextureButton] = []
for n, item in enumerate(items):
self.inventory_buttons.append(self.add(arcade.gui.UIFlatButton(text=f"{item[0]} ({n + 1})", style=button_style, width=(window_width * 0.75) / len(items) + 1)))
self.pay_tax_button = self.add(arcade.gui.UIFlatButton(text="Pay Tax (1000$)", style=button_style, width=(window_width * 0.75) / len(items) + 1))
self.pay_tax_button.style["normal"]["bg"] = arcade.color.GRAY
self.pay_tax_button.style["normal"]["bg"] = arcade.color.GRAY
self.update_selection()
def update_selection(self):
for n in range(len(self.items)):
if n == self.current_inventory_item:
self.inventory_buttons[n].style["normal"] = arcade.gui.UIFlatButton.UIStyle(bg=arcade.color.WHITE, font_color=arcade.color.BLACK)
else:
self.inventory_buttons[n].style["normal"] = arcade.gui.UIFlatButton.UIStyle(bg=arcade.color.GRAY, font_color=arcade.color.BLACK)
self.inventory_buttons[n]._requires_render = True
def select_item(self, number):
self.current_inventory_item = number
self.update_selection()

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@@ -1,13 +1,231 @@
import arcade, arcade.gui, pyglet, json import arcade, arcade.gui, random, math, time, json, os
from PIL import Image from utils.constants import BULLET_SPEED, TAX_EVASION_LEVELS, INVENTORY_ITEMS, IRS_AGENT_SPEED, TAX_PER_IRS_AGENT, IRS_AGENT_SPAWN_INTERVAL, SPAWN_INTERVAL_DECREASE_PER_LEVEL, SPEED_INCREASE_PER_LEVEL, TAX_EVASION_NAMES, TAX_INCREASE_PER_LEVEL, menu_background_color
from utils.preload import wizard_texture, irs_agent_texture
from utils.constants import menu_background_color, button_style from game.inventory import Inventory
from utils.preload import button_texture, button_hovered_texture
class Bullet(arcade.Sprite):
def __init__(self, x, y, direction, color, **kwargs):
super().__init__(arcade.texture.make_circle_texture(20, color), center_x=x, center_y=y)
self.direction = direction
def move(self):
self.position += self.direction * BULLET_SPEED
class Game(arcade.gui.UIView): class Game(arcade.gui.UIView):
def __init__(self, pypresence_client): def __init__(self, pypresence_client):
super().__init__() super().__init__()
arcade.set_background_color(arcade.color.WHITE)
self.pypresence_client = pypresence_client
self.pypresence_client.update(state="Playing the game")
if os.path.exists("data.json"):
with open("data.json", "r") as file:
self.data = json.load(file)
else:
self.data = {
"high_score": 0
}
self.camera = arcade.Camera2D()
self.camera_shake = arcade.camera.grips.ScreenShake2D(
self.camera.view_data,
max_amplitude=10.0,
acceleration_duration=0.1,
falloff_time=0.5,
shake_frequency=10.0,
)
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.spritelist = arcade.SpriteList()
self.irs_agents = []
self.last_irs_agent_spawn = time.perf_counter()
self.last_mana = time.perf_counter()
self.evaded_tax = 0
self.mana = 0
self.tax_evasion_level = TAX_EVASION_NAMES[0]
self.bullets: list[Bullet] = []
self.highscore_evaded_tax = self.data["high_score"]
self.wizard_sprite = arcade.Sprite(wizard_texture, center_x=self.window.width / 2, center_y=self.window.height / 2)
self.spritelist.append(self.wizard_sprite)
self.info_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=0, align="left"), anchor_x="left", anchor_y="top")
self.evaded_tax_label = self.info_box.add(arcade.gui.UILabel(text="Evaded Tax: 0$", font_size=14, text_color=arcade.color.BLACK))
self.mana_label = self.info_box.add(arcade.gui.UILabel(text="Mana: 0", font_size=14, text_color=arcade.color.BLACK))
self.tax_evasion_label = self.info_box.add(arcade.gui.UILabel(text=f"Tax Evasion Level: {self.tax_evasion_level}", font_size=14, text_color=arcade.color.BLACK))
self.tax_evasion_level_notice = self.anchor.add(arcade.gui.UILabel(text="Tax Evasion Level Increased to example", font_size=28, text_color=arcade.color.BLACK), anchor_x="center", anchor_y="top")
self.tax_evasion_level_notice.visible = False
self.last_tax_evasion_notice = time.perf_counter()
self.progress_bar = self.anchor.add(arcade.gui.UISlider(value=0, max_value=100, size_hint=(0.5, 0.15)), anchor_x="center", anchor_y="top")
self.progress_bar._render_steps = lambda surface: None
self.progress_bar._render_thumb = lambda surface: None
self.progress_bar.on_event = lambda event: None
self.inventory = self.anchor.add(Inventory(INVENTORY_ITEMS, self.window.width), anchor_x="center", anchor_y="bottom")
self.inventory.pay_tax_button.on_click = lambda event: self.pay_tax()
def spawn_bullet(self, direction):
bullet = Bullet(self.window.width / 2, self.window.height / 2, direction, arcade.color.BLUE)
self.bullets.append(bullet)
self.spritelist.append(bullet)
def auto_shoot(self):
closest_dist = 999999
closest_direction = None
for irs_agent in self.irs_agents:
distance = arcade.math.Vec2(self.wizard_sprite.center_x, self.wizard_sprite.center_y).distance((irs_agent.center_x, irs_agent.center_y))
if distance < closest_dist:
closest_dist = distance
closest_direction = (arcade.math.Vec2(irs_agent.center_x, irs_agent.center_y) - (self.wizard_sprite.center_x, self.wizard_sprite.center_y)).normalize()
if not closest_dist or not closest_direction:
return
self.spawn_bullet(closest_direction)
def get_current_level_int(self):
return TAX_EVASION_NAMES.index(self.tax_evasion_level)
def update_evasion_level(self):
before = self.get_current_level_int()
if self.evaded_tax <= 0:
self.tax_evasion_level = TAX_EVASION_NAMES[0]
else:
for tax_evasion_level, tax_evasion_min in TAX_EVASION_LEVELS.items():
if self.evaded_tax >= tax_evasion_min:
self.tax_evasion_level = tax_evasion_level
if before < self.get_current_level_int():
self.tax_evasion_level_notice.text = f"Tax Evasion Level Increased to {self.tax_evasion_level}"
self.tax_evasion_level_notice.visible = True
self.last_tax_evasion_notice = time.perf_counter()
elif before > self.get_current_level_int():
self.tax_evasion_level_notice.text = f"Tax Evasion Level Decreased to {self.tax_evasion_level}"
self.tax_evasion_level_notice.visible = True
self.last_tax_evasion_notice = time.perf_counter()
self.progress_bar.value = ((self.evaded_tax - TAX_EVASION_LEVELS[self.tax_evasion_level]) / (TAX_EVASION_LEVELS[TAX_EVASION_NAMES[self.get_current_level_int() + 1]] - TAX_EVASION_LEVELS[self.tax_evasion_level])) * 100
self.tax_evasion_label.text = f"Tax Evasion Level: {self.tax_evasion_level}"
def pay_tax(self):
if self.evaded_tax >= 1000:
self.evaded_tax -= 1000
self.update_evasion_level()
def spawn_irs_agent(self):
base_x = self.window.width / 2
base_y = self.window.height / 2
amount = self.window.width / 3
angle = random.randint(0, 361)
x = base_x + (math.cos(angle) * amount)
y = base_y + (math.sin(angle) * amount)
irs_agent = arcade.Sprite(irs_agent_texture, center_x=x, center_y=y)
self.irs_agents.append(irs_agent)
self.spritelist.append(irs_agent)
def on_update(self, delta_time):
if self.tax_evasion_level_notice.visible and time.perf_counter() - self.last_tax_evasion_notice >= 2.5:
self.tax_evasion_level_notice.visible = False
if time.perf_counter() - self.last_mana >= 0.1:
self.last_mana = time.perf_counter()
self.mana += 5
self.mana_label.text = f"Mana: {self.mana}"
self.camera_shake.update(delta_time)
for irs_agent in self.irs_agents:
wizard_pos_vec = arcade.math.Vec2(self.wizard_sprite.center_x, self.wizard_sprite.center_y)
direction = (wizard_pos_vec - irs_agent.position).normalize()
irs_agent.position += direction * (IRS_AGENT_SPEED + (SPEED_INCREASE_PER_LEVEL * self.get_current_level_int()))
if wizard_pos_vec.distance(irs_agent.position) <= self.wizard_sprite.width / 2:
self.camera_shake.start()
self.evaded_tax -= TAX_PER_IRS_AGENT + (TAX_INCREASE_PER_LEVEL * self.get_current_level_int())
self.update_evasion_level()
self.spritelist.remove(irs_agent)
self.irs_agents.remove(irs_agent)
for bullet in self.bullets:
bullet.move()
hit = False
for irs_agent in self.irs_agents:
if arcade.math.Vec2(bullet.center_x, bullet.center_y).distance((irs_agent.center_x, irs_agent.center_y)) <= irs_agent.width:
self.spritelist.remove(irs_agent)
self.irs_agents.remove(irs_agent)
hit = True
break
if hit:
self.spritelist.remove(bullet)
self.bullets.remove(bullet)
self.camera_shake.start()
self.evaded_tax += 100
self.update_evasion_level()
if time.perf_counter() - self.last_irs_agent_spawn >= IRS_AGENT_SPAWN_INTERVAL - (SPAWN_INTERVAL_DECREASE_PER_LEVEL * self.get_current_level_int()):
self.last_irs_agent_spawn = time.perf_counter()
self.spawn_irs_agent()
if self.evaded_tax >= 0:
self.evaded_tax_label.text = f"Evaded Tax: {self.evaded_tax}$"
else:
self.evaded_tax_label.text = f"Tax Debt: {abs(self.evaded_tax)}$"
def on_show_view(self): def on_show_view(self):
super().on_show_view() super().on_show_view()
def on_mouse_press(self, x, y, button, modifiers):
direction = ((x, y) - arcade.math.Vec2(self.wizard_sprite.center_x, self.wizard_sprite.center_y)).normalize()
self.spawn_bullet(direction)
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
arcade.set_background_color(menu_background_color)
from menus.main import Main
self.window.show_view(Main(self.pypresence_client))
elif chr(symbol).isnumeric() and int(chr(symbol)) <= len(INVENTORY_ITEMS):
self.inventory.select_item(int(chr(symbol)) - 1)
elif symbol == arcade.key.P:
self.pay_tax()
def on_resize(self, width: int, height: int):
super().on_resize(width, height)
self.camera.match_window()
def on_draw(self):
super().on_draw()
self.camera_shake.update_camera()
self.camera.use()
self.spritelist.draw()
self.camera_shake.readjust_camera()

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@@ -1,4 +1,4 @@
import copy, pypresence, json, os import copy, pypresence, json
import arcade, arcade.gui import arcade, arcade.gui

21
menus/shop.py Normal file
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import arcade, arcade.gui
from utils.constants import button_style, SHOP_ITEMS
from utils.preload import button_texture, button_hovered_texture
class Shop(arcade.gui.UIView):
def __init__(self, pypresence_client):
super().__init__()
self.pypresence_client = pypresence_client
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.grid = self.anchor.add(arcade.gui.UIGridLayout(size_hint=(0.75, 0.75), column_count=4, row_count=999), anchor_x="center", anchor_y="center")
def on_show_view(self):
super().on_show_view()
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
from menus.main import Main
self.window.show_view(Main(self.pypresence_client))

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@@ -7,6 +7,27 @@ menu_background_color = (30, 30, 47)
log_dir = 'logs' log_dir = 'logs'
discord_presence_id = 1424784736726945915 discord_presence_id = 1424784736726945915
IRS_AGENT_SPAWN_INTERVAL = 1
IRS_AGENT_SPEED = 1
TAX_PER_IRS_AGENT = 200
TAX_EVASION_LEVELS = {"Compliant Citizen": 0, "Suspicious": 1, "Under Review": 1500, "Flagged": 3500, "Audited": 10000, "Criminal Case": 20000, "Most Wanted": 50000, "Legendary": 100000}
TAX_EVASION_NAMES = list(TAX_EVASION_LEVELS.keys())
BULLET_SPEED = 5
SPEED_INCREASE_PER_LEVEL = 0.5
SPAWN_INTERVAL_DECREASE_PER_LEVEL = 0.1
TAX_INCREASE_PER_LEVEL = 50
SHOP_ITEMS = []
INVENTORY_ITEMS = [
["Fireball"],
["Lightning Bolt"],
["Ice Blast"],
["Arcane Beam"],
]
button_style = {'normal': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK), 'hover': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK), button_style = {'normal': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK), 'hover': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK),
'press': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK), 'disabled': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK)} 'press': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK), 'disabled': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK)}
big_button_style = {'normal': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK, font_size=26), 'hover': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK, font_size=26), big_button_style = {'normal': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK, font_size=26), 'hover': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK, font_size=26),

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@@ -2,3 +2,5 @@ import arcade.gui, arcade
button_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture("assets/graphics/button.png")) button_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture("assets/graphics/button.png"))
button_hovered_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture("assets/graphics/button_hovered.png")) button_hovered_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture("assets/graphics/button_hovered.png"))
wizard_texture = arcade.texture.make_soft_square_texture(100, arcade.color.BLACK, outer_alpha=255)
irs_agent_texture = arcade.texture.make_soft_square_texture(30, arcade.color.RED, outer_alpha=255)