hashhub/hashengine.py

364 lines
10 KiB
Python

import tkinter as tk
import string
import random
import threading
import time
import wave
import os
class stdrend:
def __init__(self, size, cam):
self._size = size
self._grid = {}
self._win = tk.Tk()
tkeys = list(string.ascii_letters)
self._keys = {}
for i in tkeys:
self._keys[i] = False
self._win.bind("<KeyPress>", self.keypupd)
self._win.bind("<KeyRelease>", self.keydupd)
for y in range(size[1]):
for x in range(size[0]):
temp = tk.Label(text=" ")
temp.grid(row=y, column=x)
self._win.update()
self._grid[f"{x}:{y}"] = temp
def keypupd(self, event):
event = event.char
if event in self._keys:
self._keys[event] = True
def keydupd(self, event):
event = event.char
if event in self._keys:
self._keys[event] = False
def getkeys(self):
return self._keys
def coltohex(self, target):
colors = []
target = [target.r, target.g, target.b]
for i in target:
colors.append(("0"*(2-len(hex(i)[2:])))+hex(i)[2:])
out = ""
for i in colors:
out = out + i
return "#"+out
def update(self):
self._win.update()
def pix(self, x, y, text, bcolor, fcolor):
if f"{x}:{y}" in self._grid:
self._grid[f"{x}:{y}"].config(text=text, bg=self.coltohex(bcolor), fg=self.coltohex(fcolor))
class color3:
def __init__(self, r=0, g=0, b=0):
self.r = r
self.g = g
self.b = b
self._type = "color3"
def __add__(self, v):
temp = color3(self.r+v.r, self.g+v.g, self.b+v.b)
temp.r = temp.r%255
temp.g = temp.g%255
temp.b = temp.b%255
return temp
def __sub__(self, v):
temp = color3(self.r-v.r, self.g-v.g, self.b-v.b)
temp.r = temp.r%255
temp.g = temp.g%255
temp.b = temp.b%255
return temp
def __mul__(self, v):
temp = color3(self.r*v.r, self.g*v.g, self.b*v.b)
temp.r = temp.r%255
temp.g = temp.g%255
temp.b = temp.b%255
return temp
def __iadd__(self, v):
temp = color3(self.r+v.r, self.g+v.g, self.b+v.b)
temp.r = temp.r%255
temp.g = temp.g%255
temp.b = temp.b%255
return temp
def __isub__(self, v):
temp = color3(self.r-v.r, self.g-v.g, self.b-v.b)
temp.r = temp.r%255
temp.g = temp.g%255
temp.b = temp.b%255
return temp
def __imul__(self, v):
temp = color3(self.r*v.r, self.g*v.g, self.b*v.b)
temp.r = temp.r%255
temp.g = temp.g%255
temp.b = temp.b%255
return temp
class vector2:
def __init__(self, x=0, y=0):
self.x = x
self.y = y
self._type = "vector2"
def _magnitude(self):
return abs(self.x+self.y)
def __add__(self, v):
return vector2(self.x+v.x, self.y+v.y)
def __sub__(self, v):
return vector2(self.x-v.x, self.y-v.y)
def __mul__(self, v):
return vector2(self.x*v.x, self.y*v.y)
def __iadd__(self, v):
return vector2(self.x+v.x, self.y+v.y)
def __isub__(self, v):
return vector2(self.x-v.x, self.y-v.y)
def __imul__(self, v):
return vector2(self.x*v.x, self.y*v.y)
class NULL:
def __init__(self):
return None
class enum:
def __init__(self, sel):
self._sel = dict(sel)
for i in self._sel:
setattr(self, i, self._sel[i])
def getposssel(self):
return list(self._sel.keys())
def loadsound(path):
with wave.open(path) as fd:
frames = fd.readframes(1000000000)
return frames
cammode = enum({"editable": 0, "follow": 1})
class event:
def __init__(self):
self._attached = []
def execute(self):
threads = []
for i in self._attached:
temp = threading.Thread(target=i)
temp.start()
threads.append(temp)
return threads
def attach(self, target):
self._attached.append(target)
class obj:
def __init__(self):
self.position = vector2()
self.char = " "
self.ID = 0
self.gravity = 0
self.acceleration = vector2()
self.velocity = vector2()
self.friction = 0
self.collide = True
self.anchored = False
self.bcolor = color3(255, 255, 255)
self.fcolor = color3()
self._touching = event()
class model:
def __init__(self, objects):
self._objects = objects
self.ID = 0
class camera(obj):
def __init__(self):
super().__init__()
self.mode = cammode.editable
self.subject = None
self.collide = False
self.touch = False
self.char = " "
def update(self):
if self.mode == cammode.follow and self.subject:
self.position = self.subject.position
class game:
def __init__(self, size=[10, 10], renderer=stdrend, sounddir=""):
if renderer == None: raise TypeError("Renderer class needed!")
self.sounds = {}
self.currentsounds = []
for i in os.listdir(sounddir):
if not "." in i: continue
if i.split(".")[1] != "wav": continue
self.sounds[i.split(".")[0]] = loadsound(sounddir+"/"+i)
self._size = size
self._objects = {}
self._SIDS = {}
self.camera = camera()
self._renderer = renderer(size, self.camera)
self._threads = []
def getobjbySID(self, target):
return self._objects[self._SIDS[target]]
def isdown(self, key):
temp = self._renderer.getkeys()
if key in temp:
return temp[key]
def collidingpos(self, pos, ignore):
out = []
for i in self._objects:
i = self._objects[i]
if i in ignore: continue
if (i.position-pos)._magnitude() < 1 and i.collide == True:
out.append(i)
return out
def colliding(self, target):
out = []
if target.collide == False: return []
out = self.collidingpos(target.position, [target,])
return out
def handlecollision(self, target: obj, target2: obj):
if target2.anchored == True:
target.velocity = vector2()
else:
half = vector2(target.velocity.x/2, target.velocity.y/2)
target.velocity = vector2(half.x, half.y)
target2.velocity = half
self._threads.extend(target._touching.execute())
self._threads.extend(target2._touching.execute())
def calcphysobj(self, target: obj):
opos = vector2(target.position.x, target.position.y)
collide = False
if target.anchored == True: return [opos, collide]
if target.collide == True:
colliding = self.collidingpos(target.position+target.velocity, [target,])
for i in colliding:
target._touching.execute()
i._touching.execute()
self.handlecollision(target, i)
collide = True
target.position += target.velocity
target.velocity += vector2(0, target.gravity)
target.velocity += target.acceleration
temp = 2
if target.friction != 0:
temp = 2 / target.friction
x = target.velocity.x
y = target.velocity.y
if x != 0:
x = x/temp
if y != 0:
y = y/temp
target.velocity = vector2(x, y)
return [opos, collide]
def calcphysmodel(self, target: model):
for i in target._objects:
self.calcphysobj(i)
def addobj(self, obj):
id = ""
for i in range(256):
id = id + random.choice(list(string.ascii_letters))
obj.ID = id
self._objects[id] = obj
def removeobj(self, obj):
self._objects.pop(obj.ID)
obj.ID = NULL()
def removeobjbyid(self, id):
self._objects.pop(id).ID = NULL()
def between(self, min, max, target):
if min < target < max: return True
return False
def getobjbyid(self, id):
return self._objects[id]
def render(self):
tochange = []
for x in range(self._size[0]):
for y in range(self._size[1]):
tochange.append((x, y))
#self._renderer.pix(x, y, " ", color3(255, 255, 255), color3(255, 255, 255))
for i in list(self._objects.values()):
if isinstance(i, obj):
pos = i.position + self.camera.position
if not self.between(-1, self._size[0], pos.x) or not self.between(-1, self._size[1], pos.y): continue#
pos = vector2(round(pos.x), round(pos.y))
self._renderer.pix(pos.x, pos.y, i.char, i.bcolor, i.fcolor)
if (pos.x, pos.y) in tochange: tochange.remove((pos.x, pos.y))
if isinstance(i, model):
for tobj in i._objects:
pos = tobj.position + self.camera.position
if not self.between(-1, self._size[0], pos.x) or not self.between(-1, self._size[1], pos.y): continue#
pos = vector2(round(pos.x), round(pos.y))
self._renderer.pix(pos.x, pos.y, tobj.char, tobj.bcolor, tobj.fcolor)
if (pos.x, pos.y) in tochange: tochange.remove((pos.x, pos.y))
for i in tochange:
self._renderer.pix(i[0], i[1], " ", color3(255, 255, 255), color3(255, 255, 255))
self._renderer.update()
def startscript(self, target):
temp = threading.Thread(target=target)
temp.start()
self._threads.append(temp)
def stopscripts(self):
for i in self._threads:
i.join(.0)
def stopsounds(self):
for i in self.currentsounds:
i.stop()
if __name__ == "__main__":
testgame = game(sounddir="testsound")
object = obj()
object.char = "#"
object.anchored = False
object.position = vector2(5, 5)
object.gravity = 1
floor = obj()
floor.char = "#"
floor.anchored = True
floor.position = vector2(5, 9)
floor.gravity = 0
floor.bcolor = color3(255, 255, 255)
testgame.addobj(object)
testgame.addobj(floor)
testgame.render()
print(object.ID)
while True:
testgame.calcphysobj(object)
testgame.calcphysobj(floor)
testgame.render()
time.sleep(0)