import cocos from cocos.actions import ScaleBy, Repeat, Reverse, RotateBy from cocos.director import director from cocos.layer import ScrollableLayer, Layer from cocos.sprite import Sprite from pyglet.window import key as wkey from random import randint from sandbox.life_game.simulation import CellDieEvent, Cell from sandbox.life_game.simulation import CellBornEvent from synergine2.gui import Gui from synergine2.terminals import TerminalPackage from synergine2.terminals import Terminal cell_scale = ScaleBy(1.1, duration=0.25) cell_rotate = RotateBy(360, duration=30) class GridManager(object): def __init__( self, layer: Layer, square_width: int, border: int=0, ): self.layer = layer self.square_width = square_width self.border = border @property def final_width(self): return self.square_width + self.border def scale_sprite(self, sprite: Sprite): sprite.scale_x = self.final_width / sprite.image.width sprite.scale_y = self.final_width / sprite.image.height def position_sprite(self, sprite: Sprite, grid_position): grid_x = grid_position[0] grid_y = grid_position[1] sprite.position = grid_x * self.final_width, grid_y * self.final_width def get_window_position(self, grid_position_x, grid_position_y): grid_x = grid_position_x grid_y = grid_position_y return grid_x * self.final_width, grid_y * self.final_width def get_grid_position(self, window_x, window_y, z=0) -> tuple: window_size = director.get_window_size() window_center_x = window_size[0] // 2 window_center_y = window_size[1] // 2 window_relative_x = window_x - window_center_x window_relative_y = window_y - window_center_y real_width = self.final_width * self.layer.scale return int(window_relative_x // real_width),\ int(window_relative_y // real_width),\ z class Cells(Layer): def __init__(self): super().__init__() self.cells = {} self.grid_manager = GridManager(self, 32, border=2) def born(self, grid_position): if grid_position in self.cells: return # cell can be added by gui cell = Sprite('resources/cells_l.png') cell.rotation = randint(0, 360) self.grid_manager.scale_sprite(cell) self.grid_manager.position_sprite(cell, grid_position) cell.do(Repeat(cell_scale + Reverse(cell_scale))) cell.do(Repeat(cell_rotate + Reverse(cell_rotate))) self.cells[grid_position] = cell self.add(cell) def die(self, grid_position): try: self.remove(self.cells[grid_position]) del self.cells[grid_position] except KeyError: pass # Cell can be removed by gui class MainLayer(ScrollableLayer): is_event_handler = True def __init__(self): super().__init__() self.scroll_step = 100 self.grid_manager = GridManager(self, 32, border=2) self.background = Sprite('resources/banner-1711735_640.jpg') self.background.position = 0, 0 self.background.opacity = 70 self.background.scale = 5 self.add(self.background, z=1) self.cells = Cells() self.add(self.cells) self.cross = Sprite('resources/cross31x31.png') self.cross.position = 0, 0 self.cross.opacity = 50 self.add(self.cross) # Set scene center on center of screen window_size = director.get_window_size() self.position = window_size[0] // 2, window_size[1] // 2 def on_key_press(self, key, modifiers): if key == wkey.LEFT: self.position = (self.position[0] + self.scroll_step, self.position[1]) if key == wkey.RIGHT: self.position = (self.position[0] - self.scroll_step, self.position[1]) if key == wkey.UP: self.position = (self.position[0], self.position[1] - self.scroll_step) if key == wkey.DOWN: self.position = (self.position[0], self.position[1] + self.scroll_step) if key == wkey.A: if self.scale >= 0.3: self.scale -= 0.2 if key == wkey.Z: if self.scale <= 4: self.scale += 0.2 def on_mouse_press(self, x, y, buttons, modifiers): x, y = director.get_virtual_coordinates(x, y) grid_position = self.grid_manager.get_grid_position(x, y) # TODO: Have to inject in simulation ... if self.cells.cells.get(grid_position): self.cells.die(grid_position) else: self.cells.born(grid_position) def on_mouse_motion(self, x, y, dx, dy): x, y = director.get_virtual_coordinates(x, y) grid_position = self.grid_manager.get_grid_position(x, y) window_position = self.grid_manager.get_window_position(grid_position[0], grid_position[1]) self.cross.position = window_position class LifeGameGui(Gui): def __init__( self, terminal: Terminal, read_queue_interval: float = 1 / 60.0, ): super().__init__(terminal, read_queue_interval) self.main_layer = MainLayer() self.main_scene = cocos.scene.Scene(self.main_layer) self.positions = {} self.terminal.register_event_handler(CellDieEvent, self.on_cell_die) self.terminal.register_event_handler(CellBornEvent, self.on_cell_born) def get_main_scene(self): return self.main_scene def before_received(self, package: TerminalPackage): if package.subjects: # It's thirst package for subject in package.subjects: if isinstance(subject, Cell): self.positions[subject.id] = subject.position self.main_layer.cells.born(subject.position) def on_cell_die(self, event: CellDieEvent): self.main_layer.cells.die(self.positions[event.subject_id]) def on_cell_born(self, event: CellBornEvent): # TODO: La position peut evoluer dans un autre programme # resoudre cette problematique de données subjects qui évolue subject = self.terminal.subjects.get(event.subject_id) self.positions[event.subject_id] = subject.position self.main_layer.cells.born(subject.position)