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theatre.py
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import arcade
from scipy.interpolate import interp1d
from arcade_curtains import Curtains
from arcade_curtains.scene import BaseScene
SCREEN_WIDTH = 620
SCREEN_HEIGHT = 260
SCREEN_TITLE = "Play"
PADDING = 20
WHITE = arcade.color.WHITE
BLACK = arcade.color.BLACK
GREEN = arcade.color.GREEN
RED = arcade.color.RED
class BasicSprite(arcade.Sprite):
texture_maker = None
def __init__(self, *args, **kwargs):
color = kwargs.pop('color', BLACK)
self.size = kwargs.pop('size', 100)
super().__init__(*args, **kwargs)
self.texture = self.get_texture(self.size, color)
self.textures = [
self.texture,
self.get_texture(self.size, GREEN),
self.get_texture(self.size, RED),
]
def get_texture(self, size, color):
raise NotImplementedError()
class SquareSprite(BasicSprite):
def get_texture(self, size, color):
return arcade.make_soft_square_texture(size, color, 255, 255)
class CircleSprite(BasicSprite):
def get_texture(self, size, color):
return arcade.make_soft_circle_texture(size, color, 255, 255)
def green(self, *args):
self.set_texture(1)
def black(self, *args):
self.set_texture(0)
class MoveAnimator:
def __init__(self, sprite, x, y, events):
self.speed = .1
self.sprite = sprite
self.elapsed_time = 0
self.events = events
x_points = [sprite.center_x, x]
y_points = [sprite.center_y, y]
self.x_path = interp1d([0, self.speed], x_points)
self.y_path = interp1d([0, self.speed], y_points)
self.events.frame(self.move)
def move(self, delta):
self.elapsed_time += delta
if self.elapsed_time > self.speed:
self.elapsed_time = self.speed
# The animation has ended, remove it from the event handler
self.events.remove_frame(self.move)
self.sprite.center_x = float(self.x_path(self.elapsed_time))
self.sprite.center_y = float(self.y_path(self.elapsed_time))
class CharacterDevelopment(BaseScene):
next_scene = 'scene2'
primary_color = WHITE
secondary_color = BLACK
def setup(self):
# set up button drawer
self.labels = []
self.buttons = arcade.SpriteList()
self.actors = arcade.SpriteList()
# set up buttons
btn_add_actor = SquareSprite(
center_x=60, center_y=60, color=self.secondary_color)
btn_next_scene = SquareSprite(
center_x=180, center_y=60, color=self.secondary_color)
self.buttons.append(btn_add_actor)
self.buttons.append(btn_next_scene)
# set up button events
self.events.click(btn_next_scene,
lambda *x: self.curtains.set_scene(self.next_scene))
self.events.click(btn_add_actor, self.add_actor)
self.add_label(btn_add_actor, "Add\nActor", self.primary_color)
self.add_label(btn_next_scene, "Next\nScene", self.primary_color)
def add_label(self, attach_to, text, color):
x = attach_to.center_x - (attach_to.width / 2) + 10
y = attach_to.center_y
def draw_label(*args, **kwargs):
arcade.draw_text(text, x, y, color, 14)
self.events.after_draw(draw_label)
def enter_scene(self, previous_scene):
arcade.set_background_color(self.primary_color)
def add_actor(self, sprite, x, y):
actor = CircleSprite(color=self.secondary_color)
x = SCREEN_WIDTH / 2
y = SCREEN_HEIGHT - (actor.height / 2) - PADDING
if len(self.actors):
neighbour = self.actors.sprite_list[-1]
x = neighbour.center_x + actor.width + PADDING
actor.center_x = x
actor.center_y = y
self.actors.append(actor)
self.events.hover(actor, actor.green)
self.events.out(actor, actor.black)
if len(self.actors) == 1:
return
if len(self.actors) == 5:
# We don't want any more actors, the stage is getting too crowded
self.events.remove_click(sprite, self.add_actor)
sprite.set_texture(2)
# Ass some nice animations
offset = (actor.width + PADDING) / 2
for actor in self.actors:
MoveAnimator(actor, actor.center_x - offset, actor.center_y,
self.events)
class PlotTwist(CharacterDevelopment):
next_scene = 'scene3'
previous_scene = 'scene1'
primary_color = BLACK
secondary_color = WHITE
def setup(self):
super().setup()
btn_previous_scene = SquareSprite(
center_x=300, center_y=60, color=self.secondary_color)
self.events.click(
btn_previous_scene,
lambda *x: self.curtains.set_scene(self.previous_scene))
self.buttons.append(btn_previous_scene)
self.add_label(btn_previous_scene, "Previous\nScene",
self.primary_color)
class DeusExMachina(BaseScene):
def setup(self):
self.buttons = arcade.SpriteList()
btn_scene1 = SquareSprite(center_x=60, center_y=60)
btn_scene2 = SquareSprite(center_x=180, center_y=60)
self.events.click(btn_scene1,
lambda *x: self.curtains.set_scene('scene1'))
self.events.click(btn_scene2,
lambda *x: self.curtains.set_scene('scene2'))
self.buttons.append(btn_scene1)
self.buttons.append(btn_scene2)
self.add_label(btn_scene1, "Go To\nScene1", WHITE)
self.add_label(btn_scene2, "Go To\nScene2", WHITE)
def enter_scene(self, previous_scene):
arcade.set_background_color(GREEN)
add_label = CharacterDevelopment.add_label
class Window(arcade.Window):
def __init__(self):
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
self.curtains = Curtains(self)
self.curtains.add_scenes({
'scene1': CharacterDevelopment(),
'scene2': PlotTwist(),
'scene3': DeusExMachina()
})
def setup(self):
self.curtains.set_scene('scene1')
if __name__ == "__main__":
window = Window()
window.setup()
try:
arcade.run()
except KeyboardInterrupt:
pass