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UIElement.py
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608 lines (459 loc) · 27.8 KB
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import math
import random
import numpy as np
import pygame
from App import Window, SpriteLoader, ConditionManager, Condition, EntitySprite
from Entity import MenuAgent, Agent
class UIElement:
def __init__(self, window: Window):
self.window = window
class PauseBox(UIElement):
def __init__(self, window: Window):
super().__init__(window)
self.window = window
self.font = pygame.font.Font('assets/PressStart2P-Regular.ttf', 15)
self.text = self.font.render("PAUSED", True, (255, 255, 255))
self.box = pygame.Rect((self.window.width // 2) - 60, (self.window.height // 2) - 20, 116, 40)
def render(self):
pygame.draw.rect(self.window.screen, (0, 0, 0), self.box.inflate(0, 0), border_radius=3)
self.window.screen.blit(self.text, ((self.window.width // 2) - (self.text.get_width() // 2),
(self.window.height // 2) - (self.text.get_height() // 2)))
class SimulationInformation(UIElement):
def __init__(self, window: Window, menu_callback):
super().__init__(window)
self.font = pygame.font.Font('assets/PressStart2P-Regular.ttf', 14)
self.box = pygame.Rect(15, self.window.height - 50, self.window.width - 30, 40)
self.menu_callback = menu_callback
self.menu_btn = Button(window, self.window.width - 90, self.window.height - 45, 70, 30, 'Menu',
13, (9, 9))
def render(self, events, gen, num_agent, num_food):
for event in events:
if event.type == pygame.MOUSEBUTTONUP:
if self.menu_btn.collidepoint(event.pos):
self.menu_callback()
pygame.draw.rect(self.window.screen, (0, 0, 0), self.box.inflate(0, 0), border_radius=3)
gen_text = self.font.render(f'Generation: {gen + 1} | '
f'Population: {num_agent} | '
f'Food: {num_food}', True, (255, 255, 255))
self.window.screen.blit(gen_text, (30, self.window.height - 36))
self.menu_btn.render()
class Button(UIElement):
def __init__(self, window: Window, x: int, y: int, w: int, h: int, title: str,
font_size: int, text_offset: tuple[int, int],
button_color: tuple[int, int, int] = (255, 255, 255),
text_color: tuple[int, int, int] = (0, 0, 0)):
super().__init__(window)
self.box = pygame.Rect(x, y, w, h)
self.x, self.y = x, y
self.color = button_color
self.text_color = text_color
self.text_offset = text_offset
self.active = True
self.title = title
self.font = pygame.font.Font('assets/PressStart2P-Regular.ttf', font_size)
def render(self):
text = self.font.render(self.title, True, self.text_color if self.active else (0, 0, 0))
pygame.draw.rect(self.window.screen, self.color if self.active else (100, 100, 100),
self.box.inflate(0, 0), border_radius=3)
self.window.screen.blit(text, (self.x + self.text_offset[0], self.y + self.text_offset[1]))
def set_active(self, is_active: bool):
self.active = is_active
def collidepoint(self, pos):
return self.box.collidepoint(pos) and self.active
class AgentCard(UIElement):
def __init__(self, window: Window, sl: SpriteLoader, x: int, y: int):
super().__init__(window)
self.sl = sl
self.font1 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 13)
self.font2 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 11)
self.box = pygame.Rect(x, y, 220, 350)
self.shadow = pygame.Surface((self.box.width, self.box.height), pygame.SRCALPHA)
pygame.draw.rect(self.shadow, (0, 0, 0, 120), self.shadow.get_rect(), border_radius=5)
self.current_frame = -1
def render(self, agent: Agent, is_active: bool):
if self.current_frame == -1:
self.current_frame = random.randint(0, self.sl.get_num_frame_in_entity_sprite(agent.sprite) - 1)
# Measures
current_sprite = self.sl.get_entity_sprite_at_frame(agent.sprite, self.current_frame)
sprite_width, sprite_height = current_sprite.get_size()
sprite_pos = (self.box.x + 75, self.box.y + 40)
title_size = self.font1.size(agent.sprite.value)
id_size = self.font1.size(f'#{agent.id}')
# Texts
title = self.font1.render(f'{agent.sprite.value}', True, (255, 255, 255))
agent_id = self.font1.render(f'#{agent.id}', True, (255, 255, 255))
speed = self.font2.render(f'Speed: {agent.speed:.2G}', True, (255, 255, 255))
awareness = self.font2.render(f'Size: {agent.size:.2G}', True, (255, 255, 255))
fitness = self.font2.render(f'Gathered: {agent.eaten}', True, (255, 255, 255))
# Render
self.window.screen.blit(self.shadow, (self.box.x + 8, self.box.y + 8))
pygame.draw.rect(self.window.screen, (0, 0, 0), self.box.inflate(0, 0), border_radius=5)
self.window.screen.blit(pygame.transform.scale(
current_sprite, (current_sprite.get_width() * 4.5,
current_sprite.get_height() * 4.5)), sprite_pos)
self.window.screen.blit(title,
(sprite_pos[0] + (sprite_width * 4.5 // 2) - (title_size[0] // 2), sprite_pos[1] + 90))
self.window.screen.blit(agent_id,
(sprite_pos[0] + (sprite_width * 4.5 // 2) - (id_size[0] // 2), sprite_pos[1] + 110))
self.window.screen.blit(speed, (self.box.x + 22, self.box.y + 210))
self.window.screen.blit(awareness, (self.box.x + 22, self.box.y + 235))
self.window.screen.blit(fitness, (self.box.x + 22, self.box.y + 260))
if is_active:
pygame.draw.rect(self.window.screen, (180, 0, 0), self.box, 5, border_radius=5)
if pygame.time.get_ticks() % 10 == 0:
self.current_frame = pygame.time.get_ticks() % self.sl.get_num_frame_in_entity_sprite(agent.sprite)
def collidepoint(self, pos):
return self.box.collidepoint(pos)
class AgentChildCard(AgentCard):
def __init__(self, window: Window, sl: SpriteLoader, x: int, y: int):
super().__init__(window, sl, x, y)
self.font3 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 16)
def render(self, agent: Agent, is_mutate: bool, speed_mutation: float = 0.0, size_mutation: float = 0.0):
if self.current_frame == -1:
self.current_frame = random.randint(0, self.sl.get_num_frame_in_entity_sprite(agent.sprite) - 1)
# Measures
current_sprite = self.sl.get_entity_sprite_at_frame(agent.sprite, self.current_frame)
sprite_width, sprite_height = current_sprite.get_size()
sprite_pos = (self.box.x + 75, self.box.y + 40)
title_size = self.font1.size(agent.sprite.value)
id_size = self.font1.size(f'#{agent.id}')
title = self.font1.render(f'{agent.sprite.value}', True, (255, 255, 255))
agent_id = self.font1.render(f'#{agent.id}', True, (255, 255, 255))
if is_mutate:
speed = self.font2.render(f'Speed: {(agent.speed - speed_mutation):.2G} ({speed_mutation:+.1G})',
True, (255, 255, 255))
awareness = self.font2.render(f'Size: {(agent.size - size_mutation):.2G} ({size_mutation:+.1G})',
True, (255, 255, 255))
else:
speed = self.font2.render(f'Speed: {agent.speed:.2G}', True, (255, 255, 255))
awareness = self.font2.render(f'Size: {agent.size:.2G}', True, (255, 255, 255))
mutated = pygame.transform.rotate(self.font3.render('Mutated', True, (255, 255, 0)), 348)
# Render
current_sprite = self.sl.get_entity_sprite_at_frame(agent.sprite, self.current_frame)
self.window.screen.blit(self.shadow, (self.box.x + 8, self.box.y + 8))
pygame.draw.rect(self.window.screen, (0, 0, 0), self.box.inflate(0, 0), border_radius=5)
self.window.screen.blit(pygame.transform.scale(
current_sprite, (current_sprite.get_width() * 4.5,
current_sprite.get_height() * 4.5)), (self.box.x + 75, self.box.y + 40))
self.window.screen.blit(title,
(sprite_pos[0] + (sprite_width * 4.5 // 2) - (title_size[0] // 2), sprite_pos[1] + 90))
self.window.screen.blit(agent_id,
(sprite_pos[0] + (sprite_width * 4.5 // 2) - (id_size[0] // 2), sprite_pos[1] + 110))
self.window.screen.blit(speed, (self.box.x + 22, self.box.y + 210))
self.window.screen.blit(awareness, (self.box.x + 22, self.box.y + 235))
if is_mutate:
pygame.draw.rect(self.window.screen, (255, 255, 0), self.box, 5, border_radius=5)
self.window.screen.blit(mutated, (self.box.x + 55, self.box.y + 280))
if pygame.time.get_ticks() % 10 == 0:
self.current_frame = pygame.time.get_ticks() % self.sl.get_num_frame_in_entity_sprite(agent.sprite)
class ParentsSelection(UIElement):
def __init__(self, window: Window, sl: SpriteLoader):
super().__init__(window)
self.font = pygame.font.Font('assets/PressStart2P-Regular.ttf', 25)
self.title = self.font.render('Choose 2 Parents', True, (0, 0, 0))
self.random_btn = Button(window, 375, 520, 115, 40, 'Random', 15, (13, 13),
button_color=(0, 0, 0), text_color=(255, 255, 255))
self.confirm_btn = Button(window, 505, 520, 115, 40, 'Confirm', 15, (13, 13),
button_color=(0, 0, 0), text_color=(255, 255, 255))
self.card = [AgentCard(window, sl, 28 + c * 240, 130) for c in range(4)]
self.active = [False for _ in range(4)]
def reset(self):
self.active = [False for _ in range(4)]
def render(self, parents: list[Agent], events, callback):
for event in events:
if event.type == pygame.MOUSEBUTTONUP:
if self.confirm_btn.collidepoint(event.pos):
parents_idx = np.where(self.active)[0]
prs = np.array(parents)[parents_idx].tolist()
callback(prs[0], prs[1], False)
# Prevent clicking on button underneath
setattr(event, 'handled', True)
if self.random_btn.collidepoint(event.pos):
prs = np.random.choice(parents, 2, replace=False)
callback(prs[0], prs[1], True)
for i in range(len(self.card)):
if self.card[i].collidepoint(event.pos):
if self.active[i]:
self.active[i] = False
elif sum(self.active) < 2:
self.active[i] = True
self.window.screen.blit(self.title, (305, 50))
for i in range(len(parents)):
self.card[i].render(parents[i], self.active[i])
self.confirm_btn.set_active(sum(self.active) == 2)
self.confirm_btn.render()
self.random_btn.render()
class Offspring(UIElement):
def __init__(self, window: Window, sl: SpriteLoader):
super().__init__(window)
self.font = pygame.font.Font('assets/PressStart2P-Regular.ttf', 25)
self.title = self.font.render('Result Offspring', True, (0, 0, 0))
self.confirm_btn = Button(window, 455, 520, 85, 40, 'Okay', 15, (13, 13),
button_color=(0, 0, 0), text_color=(255, 255, 255))
self.card = [AgentChildCard(window, sl, 28 + c * 240, 130) for c in range(4)]
def render(self, offsprings: list[(Agent, bool, int, int)], events, callback):
for event in events:
if event.type == pygame.MOUSEBUTTONUP:
# Prevent clicking on button underneath
if self.confirm_btn.collidepoint(event.pos) and not getattr(event, 'handled', False):
callback()
self.window.screen.blit(self.title, (290, 50))
for i in range(len(offsprings)):
agent, is_mutate, speed_mutate, size_mutate = offsprings[i]
self.card[i].render(agent, is_mutate, speed_mutate, size_mutate)
self.confirm_btn.render()
class SeekBar(UIElement):
def __init__(self, window: Window, x, y, w, h, min_lim, max_lim, init_value, callback):
super().__init__(window)
self.x, self.y, self.w, self.h = x, y, w, h
self.min, self.max = min_lim, max_lim
self.callback = callback
self.bar = pygame.Rect(x, y, w, h)
self.init_value = init_value
self.slider_x = x + ((init_value - min_lim) * w // (max_lim - min_lim))
self.value = init_value
self.x_min = self.x + (self.h // 2)
self.x_max = (self.x + self.w) - (self.h // 2)
def render(self, events):
for event in events:
if (event.type == pygame.MOUSEBUTTONUP
and self.x <= event.pos[0] <= self.x + self.w
and self.y <= event.pos[1] <= self.y + self.h):
self.slider_x = max(self.x_min, min(event.pos[0], self.x_max))
self.value = ((self.slider_x - self.x_min) * (self.max - self.min) / (
self.x_max - self.x_min)) + self.min
self.callback(self.value)
pygame.draw.rect(self.window.screen, (255, 255, 255), self.bar.inflate(0, 0), border_radius=10)
pygame.draw.circle(self.window.screen,
(0, 0, 0),
(self.slider_x, self.y + 7.5), (self.h // 2) + 0.75)
class MainMenu(UIElement):
def __init__(self, window: Window, sl: SpriteLoader, cm: ConditionManager, population_callback, food_count_callback,
sprite_callback, game_start_callback, mutation_chance_callback, mutation_strength_callback):
super().__init__(window)
self.sl = sl
self.game_start_callback = game_start_callback
self.font1 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 35)
self.font2 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 15)
self.population_seekbar = SeekBar(self.window, 268, 180, 200, 14, 1,
20, 10, population_callback)
self.food_count_seekbar = SeekBar(self.window, 192, 210, 200, 14, 1,
150, 100, food_count_callback)
self.mutation_chance_seekbar = SeekBar(self.window, 360, 240, 200, 14, 0,
10, 1, mutation_chance_callback)
self.mutation_strength_seekbar = SeekBar(self.window, 390, 270, 200, 14, 0,
30, 5, mutation_strength_callback)
self.title = self.font1.render('Genetics Playground', True, (0, 0, 0))
self.start_btn = Button(window, 40, 310, 125, 44, 'Start', 20, (13, 13))
self.menu_agent = MenuAgent(window, sl, cm, EntitySprite.CHICKEN, 3.0, sprite_callback,
bound=((50, self.window.height - 220),
(self.window.width - 50, self.window.height - 50)))
def render(self, events):
for event in events:
if event.type == pygame.MOUSEBUTTONUP:
if self.start_btn.collidepoint(event.pos):
self.game_start_callback()
population = self.font2.render(f'Population: {int(self.population_seekbar.value):02d}', True, (0, 0, 0))
food = self.font2.render(f'Food: {int(self.food_count_seekbar.value):03d}', True, (0, 0, 0))
mutation_chance = self.font2.render(f'Mutation Chance: {int(self.mutation_chance_seekbar.value) * 10}%',
True, (0, 0, 0))
mutation_strength = self.font2.render(f'Mutation Strength: {self.mutation_strength_seekbar.value / 10:.2g}',
True, (0, 0, 0))
self.menu_agent.move()
self.menu_agent.render(events)
self.window.screen.blit(self.title, (40, 100))
self.window.screen.blit(population, (40, 180))
self.window.screen.blit(food, (40, 210))
self.window.screen.blit(mutation_chance, (40, 240))
self.window.screen.blit(mutation_strength, (40, 270))
self.population_seekbar.render(events)
self.food_count_seekbar.render(events)
self.mutation_chance_seekbar.render(events)
self.mutation_strength_seekbar.render(events)
self.start_btn.render()
class GameOver(UIElement):
def __init__(self, window: Window, menu_callback):
super().__init__(window)
self.menu_callback = menu_callback
self.font1 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 35)
self.font2 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 15)
self.title = self.font1.render('Game Over', True, (0, 0, 0))
self.menu_btn = Button(window, 400, 360, 210, 44, 'Back to Menu', 15, (16, 16))
def render(self, events, generation: int):
for event in events:
if event.type == pygame.MOUSEBUTTONUP:
if self.menu_btn.collidepoint(event.pos):
self.menu_callback()
g_text = 'generations' if generation > 1 else 'generation'
gen = self.font2.render(f'Your species was extinct after {generation:02d} {g_text}', True, (0, 0, 0))
self.window.screen.blit(self.title, (350, 240))
self.window.screen.blit(gen, (170, 310))
self.menu_btn.render()
class ConditionCard(UIElement):
def __init__(self, window: Window, sl: SpriteLoader):
super().__init__(window)
self.sl = sl
self.font1 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 21)
self.font2 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 11)
self.font3 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 44)
self.pos = (354, 130)
self.box = pygame.Rect(self.pos[0], self.pos[1], 280, 350)
self.shadow = pygame.Surface((self.box.width, self.box.height), pygame.SRCALPHA)
pygame.draw.rect(self.shadow, (0, 0, 0, 120), self.shadow.get_rect(), border_radius=5)
self.current_frame = 0
def render(self, condition: Condition):
self.window.screen.blit(self.shadow, (self.box.x + 8, self.box.y + 8))
pygame.draw.rect(self.window.screen, (0, 0, 0), self.box.inflate(0, 0), border_radius=5)
if not condition == Condition.NONE:
current_sprite = self.sl.get_condition_sprite_at_frame(condition, self.current_frame)
# Measures
sprite_width, sprite_height = current_sprite.get_size()
sprite_pos = (self.box.x + 102, self.box.y + 40)
title_size = self.font1.size(condition.label)
# Texts
title = self.font1.render(condition.label, True, (255, 255, 255))
# Render
self.window.screen.blit(pygame.transform.scale(
current_sprite, (current_sprite.get_width() * 5,
current_sprite.get_height() * 5)), sprite_pos)
self.window.screen.blit(title, (sprite_pos[0] + (sprite_width * 5 // 2) - (title_size[0] // 2), sprite_pos[1] + 120))
desc = self.render_wrapped_text(condition.desc, self.font2, 260)
for line in range(len(desc)):
desc_size = self.font2.size(desc[line])
line_text = self.font2.render(desc[line], True, (255, 255, 255))
self.window.screen.blit(line_text, (sprite_pos[0] + (sprite_width * 5 // 2) - (desc_size[0] // 2) + 3,
sprite_pos[1] + 165 + line * 20))
if pygame.time.get_ticks() % 5 == 0:
self.current_frame = pygame.time.get_ticks() % self.sl.get_num_frame_in_condition_sprite(condition)
return
pygame.draw.circle(self.window.screen, (50, 50, 50),
(self.pos[0] + 144, self.pos[1] + 180), 55, width=4)
title = pygame.transform.rotate(self.font3.render('None', True, (180, 180, 180)), 348)
self.window.screen.blit(title, (self.pos[0] + 56, self.pos[1] + 142))
def render_wrapped_text(self, text, font, max_width):
words = text.split(' ')
lines = []
current_line = ''
for word in words:
test_line = current_line + word + ' '
if font.size(test_line)[0] <= max_width:
current_line = test_line
else:
lines.append(current_line)
current_line = word + ' '
if current_line:
lines.append(current_line)
return lines
class ConditionOverview(UIElement):
def __init__(self, window: Window, sl: SpriteLoader):
super().__init__(window)
self.font = pygame.font.Font('assets/PressStart2P-Regular.ttf', 25)
self.title = self.font.render('Environment Modification', True, (0, 0, 0))
self.confirm_btn = Button(window, 455, 520, 85, 40, 'Okay', 15, (13, 13),
button_color=(0, 0, 0), text_color=(255, 255, 255))
self.card = ConditionCard(window, sl)
def render(self, condition: Condition, events, callback):
for event in events:
if event.type == pygame.MOUSEBUTTONUP:
# Prevent clicking on button underneath
if self.confirm_btn.collidepoint(event.pos) and not getattr(event, 'handled', False):
callback()
self.window.screen.blit(self.title, (210, 50))
self.card.render(condition)
self.confirm_btn.render()
class AgentTreeCard(UIElement):
def __init__(self, window: Window, sl: SpriteLoader, x: int, y: int):
super().__init__(window)
self.sl = sl
self.font1 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 13)
self.font2 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 11)
self.font3 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 22)
self.box = pygame.Rect(x, y, 220, 350)
self.shadow = pygame.Surface((self.box.width, self.box.height), pygame.SRCALPHA)
pygame.draw.rect(self.shadow, (0, 0, 0, 120), self.shadow.get_rect(), border_radius=5)
self.current_frame = -1
def render(self, events, agent: Agent, is_parent: bool, parent_num: int = -1, callback=None):
for event in events:
if event.type == pygame.MOUSEBUTTONUP:
# Prevent clicking on button underneath
if self.box.collidepoint(event.pos) and not getattr(event, 'handled', False):
setattr(event, 'handled', True)
if agent is not None and callback is not None:
callback(agent)
self.window.screen.blit(self.shadow, (self.box.x + 8, self.box.y + 8))
pygame.draw.rect(self.window.screen, (0, 0, 0), self.box.inflate(0, 0), border_radius=5)
if agent is not None:
if self.current_frame == -1:
self.current_frame = random.randint(0, self.sl.get_num_frame_in_entity_sprite(agent.sprite) - 1)
# Measures
current_sprite = self.sl.get_entity_sprite_at_frame(agent.sprite, self.current_frame)
sprite_width, sprite_height = current_sprite.get_size()
sprite_pos = (self.box.x + 75, self.box.y + 40)
title_size = self.font1.size(agent.sprite.value)
id_size = self.font1.size(f'#{agent.id}')
# Texts
title = self.font1.render(f'{agent.sprite.value}', True, (255, 255, 255))
agent_id = self.font1.render(f'#{agent.id}', True, (255, 255, 255))
gen = self.font2.render(f'Gen {agent.generation + 1}', True, (255, 255, 255))
if agent.mutated:
speed = self.font2.render(f'Speed: {agent.speed - agent.mutation_speed_offset:.2G} '
f'({agent.mutation_speed_offset:+.1G})', True, (255, 255, 255))
awareness = self.font2.render(f'Size: {agent.size - agent.mutation_size_offset:.2G} '
f'({agent.mutation_size_offset:+.1G})', True, (255, 255, 255))
else:
speed = self.font2.render(f'Speed: {agent.speed:.2G}', True, (255, 255, 255))
awareness = self.font2.render(f'Size: {agent.size:.2G}', True, (255, 255, 255))
fitness = self.font2.render(f'Gathered: {agent.eaten}', True, (255, 255, 255))
# Render
self.window.screen.blit(pygame.transform.scale(
current_sprite, (current_sprite.get_width() * 4.5,
current_sprite.get_height() * 4.5)), sprite_pos)
self.window.screen.blit(title, (sprite_pos[0] + (sprite_width * 4.5 // 2) - (title_size[0] // 2), sprite_pos[1] + 90))
self.window.screen.blit(agent_id, (sprite_pos[0] + (sprite_width * 4.5 // 2) - (id_size[0] // 2), sprite_pos[1] + 110))
self.window.screen.blit(gen, (self.box.x + 22, self.box.y + 210))
self.window.screen.blit(speed, (self.box.x + 22, self.box.y + 235))
self.window.screen.blit(awareness, (self.box.x + 22, self.box.y + 260))
self.window.screen.blit(fitness, (self.box.x + 22, self.box.y + 285))
if pygame.time.get_ticks() % 10 == 0:
self.current_frame = pygame.time.get_ticks() % self.sl.get_num_frame_in_entity_sprite(agent.sprite)
else:
pygame.draw.circle(self.window.screen, (50, 50, 50),
(self.box.x + 110, self.box.y + 180), 60, width=4)
title = pygame.transform.rotate(self.font3.render('Unknown', True, (180, 180, 180)), 348)
self.window.screen.blit(title, (self.box.x + 35, self.box.y + 155))
if is_parent:
if parent_num == 1:
pygame.draw.rect(self.window.screen, (180, 0, 0), self.box, 5, border_radius=5)
elif parent_num == 2:
pygame.draw.rect(self.window.screen, (0, 0, 180), self.box, 5, border_radius=5)
class InspectAgent(UIElement):
def __init__(self, window: Window, sl: SpriteLoader, agent: Agent):
super().__init__(window)
self.font = pygame.font.Font('assets/PressStart2P-Regular.ttf', 18)
self.agent = agent
self.confirm_btn = Button(window, 455, 530, 85, 40, 'Okay', 15, (13, 13),
button_color=(0, 0, 0), text_color=(255, 255, 255))
self.agent_card = AgentTreeCard(window, sl, 700, 130)
self.agent_parent1_card = AgentTreeCard(window, sl, 260, 90)
self.agent_parent2_card = AgentTreeCard(window, sl, 50, 150)
def render(self, events, confirm_callback, parent_callback):
for event in events:
if event.type == pygame.MOUSEBUTTONUP:
# Prevent clicking on button underneath
if self.confirm_btn.collidepoint(event.pos) and not getattr(event, 'handled', False):
confirm_callback()
self.agent_card.render(events, self.agent, False)
self.draw_arrow((0, 0, 0), 530, 300, 650, 300)
self.agent_parent1_card.render(events, self.agent.parent1, True, 1, parent_callback)
self.agent_parent2_card.render(events, self.agent.parent2, True, 2, parent_callback)
self.confirm_btn.render()
def draw_arrow(self, color, x1, y1, x2, y2, width=6, arrowhead_length=14, arrowhead_angle=30):
angle = math.atan2(y2 - y1, x2 - x1)
line_x2 = x2 - arrowhead_length * math.cos(angle)
line_y2 = y2 - arrowhead_length * math.sin(angle)
pygame.draw.line(self.window.screen, color, (x1, y1), (line_x2, line_y2), width)
left_x = x2 - arrowhead_length * math.cos(angle - math.radians(arrowhead_angle))
left_y = y2 - arrowhead_length * math.sin(angle - math.radians(arrowhead_angle))
right_x = x2 - arrowhead_length * math.cos(angle + math.radians(arrowhead_angle))
right_y = y2 - arrowhead_length * math.sin(angle + math.radians(arrowhead_angle))
pygame.draw.polygon(self.window.screen, color, [(x2, y2), (left_x, left_y), (right_x, right_y)])