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demos.py
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demos.py
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from os import environ
environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide" # Hide the annoying pygame thing
from threading import Thread
# TODO: update everything that needs to be updated
# I think that the things need to be by themselves
# What I mean by that is, let's take BlazeSudio.graphics as an example;
# With things like the dropdown and the input boxes, they are
# Implemented in the main BlazeSudio.graphics class, but the demos should test
# Their individual code, not how they work in a class
CATEGORYNAMES = {
'N': 'Nodes',
'G': 'BlazeSudio.graphics',
'T': 'Terrain',
'A': 'AI',
'O': 'Other'
}
# NODE STUFF
def NNodeEditorDemo():
from BlazeSudio.elementGen import NodeSelector
print(NodeSelector(2))
def NNodeParserDemo():
from BlazeSudio.elementGen import allCategories, allNodes, Parse
alls = allCategories()
print('All categories and nodes:', {i: allNodes(i) for i in alls})
tests = Parse('math')
print('Test results of function Add with inputs 3 & 4:', tests('Add', 3, 4))
# BlazeSudio.graphics STUFF
def GGraphicsDemo():
import pygame
import BlazeSudio.graphics.options as GO
from BlazeSudio.graphics import Graphic
from time import sleep
G = Graphic()
@G.Loading
def test_loading(self):
for self.i in range(10):
sleep(1)
@G.Graphic
def test(event, txt, element=None, aborted=False): # You do not need args and kwargs if you KNOW that your function will not take them in. Include what you need.
if event == GO.ELOADUI: # Load the graphics in!
CTOP = GO.PNEW((1, 0), GO.PCTOP.func) # Bcos usually the Center Top makes the elements stack down, so I make a new thing that stacks sideways
LBOT = GO.PNEW((0, -1), GO.PLBOTTOM.func)
# Attempt to load previous values
try:
prevs = [i.get() for i in (G.Container.switches+[G.Container.numinp,G.Container.inp])] + [G.Container.colour.picker.p]
prevTG = [G.Container.otherswitch.get(), G.Container.scrollable.scroll]
except:
prevs = [False, False, 0, '', (0, 0.5)]
prevTG = [False, 0]
G.Clear()
G.add_text('HI', GO.CGREEN, GO.PRBOTTOM, GO.FTITLE)
G.add_text(':) ', GO.CBLACK, GO.PRBOTTOM, GO.FTITLE)
G.add_empty_space(GO.PCCENTER, 0, -150) # Yes, you can have negative space. This makes the next things shifted the other direction.
G.add_text('This is a cool thing', GO.CBLUE, GO.PCCENTER)
G.add_text('Sorry, I meant a cool TEST', GO.CRED, GO.PCCENTER)
G.Container.txt = G.add_text(txt, GO.CGREEN, GO.PCCENTER)
G.add_empty_space(LBOT, 0, 20)
G.add_button('Button 1 :D', GO.CYELLOW, LBOT)
G.add_text('Buttons above [^] and below [v]', GO.CBLUE, LBOT)
G.Container.TextboxBtn = G.add_button('Textbox test', GO.CBLUE, LBOT)
G.Container.LoadingBtn = G.add_button('Loading test', GO.CGREEN, LBOT)
G.Container.exitbtn = G.add_button('EXIT', GO.CRED, GO.PLCENTER)
G.add_empty_space(CTOP, -150, 0) # Center it a little more
G.add_text('Are you ', GO.CBLACK, CTOP)
G.add_text('happy? ', GO.CGREEN, CTOP)
G.add_text('Or sad?', GO.CRED, CTOP)
G.Container.inp = G.add_input(GO.PCCENTER, GO.FFONT, maximum=16, start=prevs[3])
G.add_empty_space(GO.PCCENTER, 0, 50)
G.Container.numinp = G.add_num_input(GO.PCCENTER, GO.FFONT, 4, start=prevs[2], bounds=(-255, 255))
G.Container.switches = [
G.add_switch(GO.PRTOP, 40, speed=1, default=prevs[0]),
G.add_switch(GO.PRTOP, default=prevs[1])
]
G.Container.colour = G.add_colour_pick(GO.PRTOP)
G.Container.colour.picker.p = prevs[4]
TOPLEFT = GO.PSTATIC(10, 10) # Set a custom coordinate that never changes
S, G.Container.scrollable = G.add_Scrollable(TOPLEFT, (250, 200), (250, 350))
G.Container.scrollable.scroll = prevTG[1]
S.add_empty_space(GO.PCTOP, 10, 20)
S.add_button('Scroll me!', GO.CBLUE, GO.PCTOP)
G.Container.otherinp = S.add_input(GO.PCTOP, placeholder='I reset!!')
S.add_button('Bye!', GO.CGREEN, GO.PCTOP)
def pressed(elm):
G.Container.txt.set('You pressed the button in the Scrollable :)')
S.add_button('Press me!', GO.CRED, GO.PCTOP, callback=pressed)
G.Container.otherswitch = S.add_switch(GO.PCTOP, default=prevTG[0])
elif event == GO.ETICK: # This runs every 1/60 secs (each tick)
pass # Return False if you want to quit the screen. This is not needed if you never want to do this.
elif event == GO.EELEMENTCLICK: # Some UI element got clicked!
if element.type == GO.TBUTTON:
# This gets passed 'element': the element that got clicked. TODO: make an Element class
# The == means element's uid == __
# UID gets generated based off order: so UID of 2 means second thing created that makes a UID.
# When you create a thing that makes a UID it returns it. e.g. button1 = G.add_button(etc.)
# So in that example button1 is the UID. Maybe try saving it to the container tho! Example shown by the exit button.
if element == G.Container.LoadingBtn:
succeeded, ret = test_loading()
G.Container.txt.set('Ran for %i seconds%s' % (ret.i+1, (' Successfully! :)' if succeeded else ' And failed :(')))
elif element == G.Container.exitbtn:
G.Abort()
elif element == G.Container.TextboxBtn:
bot = GO.PNEW((0, 0), GO.PCBOTTOM.func, 1)
G.add_TextBox('HALLOOOO! :)', bot)
G.Container.idx = 0
else:
G.Container.txt.set(element.txt) # put name of button in middle
elif element.type == GO.TTEXTBOX:
if G.Container.idx == 0:
element.set("Happy coding!")
G.Container.idx = 1
else:
element.remove()
elif element.type == GO.TINPUTBOX:
G.Container.txt.set(element.get().strip())
elif event == GO.EEVENT: # When something like a mouse or keyboard button is pressed. Is passed 'element' too, but this time it is an event
if element.type == pygame.KEYDOWN:
if element.key == pygame.K_s and element.mod & pygame.KMOD_CTRL:
G.Toast('Saved! (Don\'t worry - this does nothing)')
elif element.type == pygame.MOUSEBUTTONDOWN and element.button == pygame.BUTTON_RIGHT:
opts = ['HI', 'BYE', 'HI AGAIN']
resp = G.Dropdown(opts)
if isinstance(resp, int):
G.Container.txt.set(opts[resp])
elif event == GO.ELAST:
# This also gets passed 'aborted': Whether you aborted or exited the screen
return {
'Aborted?': aborted,
'Text in textbox': G.Container.inp.get(),
'Num in num textbox': G.Container.numinp.get(),
'Big switch state': G.Container.switches[0].get(),
'Small switch state': G.Container.switches[1].get(),
'Switch in scrollable area state': G.Container.otherswitch.get(),
'Text in textbox in scrollable area': G.Container.otherinp.get()
} # Whatever you return here will be returned by the function
print(test('Right click or press anything or press ctrl+s!'))
pygame.quit() # this here for very fast quitting
def GDropdownDemo():
import pygame
from BlazeSudio.utils import dropdown
pygame.init()
win = pygame.display.set_mode()
run = True
while run:
win.fill((255, 255, 255))
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
run = False
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == pygame.BUTTON_RIGHT:
dropdown(win, ['HI', 'BYE', 'HI AGAIN'])
pygame.display.update()
pygame.quit()
def GLoadingDemo():
import random, asyncio, pygame
from BlazeSudio.graphics import Graphic
from time import sleep
G = Graphic()
async def wait_random():
seconds = random.randint(200, 2000) / 100
#print(f"Waiting for {seconds} seconds...")
await asyncio.sleep(seconds)
#print(f"Done waiting for {seconds} seconds!")
return seconds
tasks = [wait_random() for _ in range(500)]
print(G.PBLoading(tasks)[1]() or 'You quit the loading! Why?')
@G.Loading
def test_loading(self):
for self.i in range(10):
sleep(1)
succeeded, ret = test_loading()
pygame.quit()
print('Ran for %i seconds%s' % (ret.i, (' Successfully! :)' if succeeded else ' And failed :(')))
def GToastDemo():
import pygame
from BlazeSudio.graphics import Graphic
from BlazeSudio.graphics import options as GO
G = Graphic()
@G.Graphic
def func(event, *args, element=None, **kwargs):
if event == GO.ELOADUI:
G.Clear()
G.add_text('Press the arrow keys!', GO.CBLACK, GO.PCCENTER)
elif event == GO.EEVENT: # Passed 'element' (but is event)
if element.type == pygame.KEYDOWN:
if element.key == pygame.K_LEFT:
G.Toast('LEFT!', pos=GO.PLCENTER, col=GO.CBLUE)
elif element.key == pygame.K_RIGHT:
G.Toast('RIGHT!', pos=GO.PRCENTER, col=GO.CYELLOW)
elif element.key == pygame.K_UP:
G.Toast('UP!', pos=GO.PCTOP, col=GO.CGREEN)
elif element.key == pygame.K_DOWN:
G.Toast('DOWN!', col=GO.CRED)
func()
pygame.quit()
def GInputBoxDemo():
import pygame as pg
from BlazeSudio.graphics.GUI import InputBox
screen = pg.display.set_mode((640, 480))
input_box = InputBox(100, 100, 140, 32, 'type here!')
print('output:', input_box.interrupt(screen))
pg.quit()
def GColourPickDemo():
import pygame
from BlazeSudio.graphics.GUI import ColourPickerBTN
from BlazeSudio.graphics import Thing, CustomGraphic, handle_events
pygame.init()
window = pygame.display.set_mode((500, 500))
G = CustomGraphic(window)
clock = pygame.time.Clock()
cp = Thing(ColourPickerBTN(window, 50, 50))
run = True
while run:
clock.tick(100)
evs, run = handle_events()
mouse_buttons = pygame.mouse.get_pressed()
if mouse_buttons[2]:
mp = pygame.mouse.get_pos()
cp.pos = (mp[0]-cp.size//2, mp[1]-cp.size//2)
window.fill(0)
cp.update_obj(evs, G)
pygame.display.flip()
pygame.quit()
def GSwitchDemo():
import pygame
from BlazeSudio.graphics.GUI import Switch
from BlazeSudio.graphics import Stuff, CustomGraphic, handle_events
pygame.init()
win = pygame.display.set_mode()
stuff = Stuff()
stuff.add('switches')
curpos = (10, 10)
for _ in range(19):
s = Switch(win, *curpos, size=10+2*_)
stuff['switches'].append(s)
sze = s.rect.size
curpos = (curpos[0] + sze[0] + 10, curpos[1] + sze[1] + 10)
G = CustomGraphic(win)
run = True
while run:
evs, run = handle_events()
win.fill((255, 255, 255))
stuff.update_all(evs, G)
pygame.display.update()
pygame.quit()
def GOtherGraphicsDemo(): # TODO: Evaluate whether the stuff in this is worth keeping
import pygame
from pygame import locals
from BlazeSudio.graphics.GUI import InputBox, TextBoxFrame
from BlazeSudio.graphics.GUI.pyguix import gui as ui
from BlazeSudio.graphics.GUI.textboxify.borders import LIGHT, BARBER_POLE
class SnapHUDPartInfoExample(ui.SnapHUDPartInfo):
# NOTE: Example bound function called by reflection OR by in game logic to update 'listening' SnapHUDPart:
# This example simply allows for setting of value or getting current value when calling .part_one()
# You can easily add other logic in part_one() that then updates the value when called.
# Yet still important is to return the part value.
def part_one(self,v=None):
return self.partinfo("part_one",v)
def __init__(self) -> None:
super().__init__()
def textboxify_test(screen):
# Customize and initialize a new dialog box.
dialog_box = TextBoxFrame(
text="Hello! This is a simple example of how TextBoxify can be implemented in Pygame games.",
text_width=320,
lines=2,
pos=(80, 180),
padding=(150, 100),
font_color=(92, 53, 102),
font_size=26,
bg_color=(173, 127, 168),
border=LIGHT,
)
# Optionally: add an animated or static image to indicate that the box is
# waiting for user input before it continue to do anything else.
# This uses the default indicator, but custom sprites can be used too.
dialog_box.set_indicator()
# Optionally: add a animated portrait or a static image to represent who is
# talking. The portrait is adjusted to be the same height as the total line
# height in the box.
# This uses the default portrait, but custom sprites can be used too.
dialog_box.set_portrait()
# Create sprite group for the dialog boxes.
dialog_group = pygame.sprite.LayeredDirty()
#dialog_group.clear(screen, background)
dialog_group.add(dialog_box)
run = True
next_quit = False
while run:
pygame.time.Clock().tick(60)
screen.fill((92, 53, 102))
all.draw(screen)
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == pygame.BUTTON_LEFT:
shud.clicked()
if event.type == locals.QUIT:
run = False
if event.type == locals.KEYDOWN:
if event.key == locals.K_ESCAPE:
run = False
# Event that let the user tell the box to print next lines of
# text or close when finished printing the whole message.
if event.key == locals.K_RETURN:
if not dialog_box.alive():
dialog_group.add(dialog_box)
else:
# Cleans the text box to be able to go on printing text
# that didn't fit, as long as there are text to print out.
if dialog_box.words:
dialog_box.reset()
# Whole message has been printed and the box can now reset
# to default values, set a new text to print out and close
# down itself.
else:
dialog_box.reset(hard=True)
dialog_box.set_text("Happy coding!")
dialog_box.__border = BARBER_POLE
dialog_box.kill()
if next_quit:
del dialog_box
return
else:
next_quit = True
# Update the changes so the user sees the text.
dialog_group.update()
shud.update() # NOTE: update() called to check for 'hover'
rects = dialog_group.draw(screen)
pygame.display.update(rects)
pygame.display.update()
pygame.init()
screen = pygame.display.set_mode((640, 360))
all = pygame.sprite.RenderUpdates()
shudpie = SnapHUDPartInfoExample()
# NOTE: SnapHUD instance created AFTER the Info class instance.
shud = ui.SnapHUD(window=screen, rg=all, set_num_of_groups=0)
run = True
shudpie.part_one("None")
while run:
screen.fill((92, 53, 102))
all.draw(screen)
shud.update()
pygame.display.update()
mb = ui.MessageBox(
window=screen,
event_list=pygame.event.get(),
buttons=['textboxify', 'input box'],
)
# NOTE: Act upoon if the MessageBox was canceled, if not can act upon the .clicked() value.:
if not mb.canceled():
if mb.clicked() == 'textboxify':
textboxify_test(screen)
else:
input_box = InputBox(100, 100, 140, 32, 'Type here!')
def _(screen):
all.draw(screen)
shud.update()
def __(event):
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == pygame.BUTTON_LEFT:
shud.clicked()
out = input_box.interrupt(screen, run_too=_, event_callback=__)
shudpie.part_one(out)
else:
print("You canceled the MessageBox instance.")
run = False
def OOverlaysDemo():
from BlazeSudio.overlay import Overlay, tk
from time import sleep
o = Overlay((200, 200), (10, 10))
def hideAndSeek():
o.hide()
sleep(1)
o.show()
tk.Button(o(), text='destroy!', command=o.destroy).pack()
tk.Button(o(), text='Hide for 1 second!!', command=hideAndSeek).pack()
o2 = Overlay((200, 50), (200, 200), on_destroy=lambda: print('HA nice try but you ain\'t destroying THIS window'))
tk.Label(o2(), text='I WILL NEVER BE DESTROYED').pack()
while o.running(): pass
def GScrollableDemo():
import pygame
from BlazeSudio.graphics.GUI import Scrollable
pygame.init()
w = pygame.display.set_mode()
from tkinter.filedialog import askopenfilename
im = pygame.image.load(askopenfilename(defaultextension='.png', filetypes=[('.png', '.png'), ('.jpg', '.jpg')]))
S = Scrollable(im, (20, 20), (500, 500), (0, im.get_height()-500))
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
break
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
run = False
break
elif event.type == pygame.MOUSEWHEEL:
S.event_handle(event)
w.fill((0, 0, 0))
S(w)
pygame.display.update()
# GENERATION STUFF
def TWorldsDemo():
from BlazeSudio.utils import World
World('test', 'Test World', 'A world for testing random stuff', 5, 100, override=True, callback=print)
def TTerrainGenDemo():
from random import randint
from BlazeSudio.utils import MapGen
size = 500 # 1500
n = 256
inp = input('Input nothing to use random seed, input "." to use a preset good seed, or input your own INTEGER seed > ')
if inp == '':
map_seed = randint(0, 999999)
elif inp == '.':
map_seed = 762345
else:
map_seed = int(inp)
useall = input('Type anything here to show all steps in terrain generation, or leave this blank and press enter to just show the finished product. > ') != ''
m = MapGen()
for txt in m.generate(size, map_seed, n, useall=useall, showAtEnd=True): print(txt)
outs, trees = m.outs
print(outs[0])
pass
# AI STUFF
def ATinyLLMDemo():
import asyncio
from BlazeSudio.bot import TinyLLM, lm
tllm = TinyLLM()
prompt = f"System: Reply as a helpful assistant. Currently {lm.get_date()}."
while True:
inp = input('> ')
if inp == '': break
prompt += f"\n\nUser: {inp}"
i = asyncio.run(tllm.interrupt(inp))
prompt += "\n\nAssistant:"
end = asyncio.run(tllm(prompt))
print(i)
print(end)
prompt += f" {end}"
def ATestLLMDemo():
from BlazeSudio.bot import test_tinyllm
test_tinyllm()
def ARateAIsDemo():
import asyncio
from BlazeSudio.bot import rate_all
asyncio.run(rate_all())
# OTHER STUFF
def ODemoTest():
from time import sleep
r = True
while r:
print('This is a demo test!')
sleep(2)
print('This tests to make sure that the demo software is working.')
sleep(4)
if input('Understand? (y/n) >').lower() == 'y':
r = False
print('Good. See you soon!')
sleep(3)
def OConversationParserDemo():
from BlazeSudio.conversation_parse import Generator
# If you run this file you can see these next statements at work
# Each you can see is separated, by a like of ~~~~~~~~~~
# You can see the different start params at work, with the same sample prompt
def gen():
g = Generator()
yield g([(1, 2), 2])
yield g([(0, 0), 3])
yield g([(0, 3), 1])
yield g([(3, 1), 2])
yield g([(0, 2), 0])
yield '\nAnd here are some randomly generated ones:\n' + g()
while True:
yield g()
g = gen()
print('Here are some I prepared earlier:\n')
while True:
print(next(g))
if input() != '':
break
def OLDtkAPPDemo():
from BlazeSudio.ldtk import LDtkAPP
app = LDtkAPP()
app.launch()
app.wait_for_win()
winopen = True
while winopen:
winopen = app.is_win_open()
try:
app.make_full()
except:
winopen = False
def OCollisionsDemo(debug=False):
import os
if debug:
os.environ['debug'] = 'True'
from demoFiles import collisionsDemo
if __name__ == '__main__':
opts = {}
def add_opt(name, cmd):
idx = len(opts)
print(f"{idx}: {name}")
opts[str(idx)] = cmd
print('Type one of the numbers to run that command. Type anything but them to quit.\nPlease keep in mind most of these probably won\'t work or will re removed in the future.')
print('Node stuff:') # Nodes
add_opt('Node Editor Demo', NNodeEditorDemo )
add_opt('Node Parser Demo', NNodeParserDemo )
print('Graphics stuff:') # BlazeSudio.graphics
add_opt('Graphics Demo', GGraphicsDemo )
add_opt('Loading Demo', GLoadingDemo )
add_opt('Toast Demo', GToastDemo )
add_opt('Switch Demo', GSwitchDemo )
add_opt('Colour Picker Demo', GColourPickDemo )
add_opt('Input Box Demo', GInputBoxDemo )
add_opt('Scrollable Demo', GScrollableDemo )
add_opt('Dropdown Demo', GDropdownDemo )
add_opt('Other Graphics Demo', GOtherGraphicsDemo )
print('Generation stuff:') # Terrain
add_opt('Generate World Demo', TWorldsDemo )
add_opt('Generate Terrain Demo', TTerrainGenDemo )
print('AI stuff:') # Ai
add_opt('TinyLLM Demo', ATinyLLMDemo )
add_opt('Test LLM Demo', ATestLLMDemo )
add_opt('Rate AIs Demo', ARateAIsDemo )
print('Other stuff:') # Other
add_opt('Overlays Demo', OOverlaysDemo, )
add_opt('LDtk app Demo', OLDtkAPPDemo, )
add_opt('Collisions Demo', OCollisionsDemo, )
add_opt('DEBUG Collisions Demo', lambda: OCollisionsDemo(True) )
add_opt('Conversation Parse Demo', OConversationParserDemo )
i = input("> ")
if i in opts:
print('Loading demo...')
opts[i]()
else:
print('Could not find demo! Quitting...')