mirror of
https://github.com/csd4ni3l/logical-signals.git
synced 2025-11-05 05:58:09 +01:00
Allow connecting from both directions, use textured logic gates instead of UI to get a huge speedup, make output single output(should have been), add connection removal with right click
This commit is contained in:
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assets/graphics/logic_gate_false.png
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assets/graphics/logic_gate_false.png
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assets/graphics/logic_gate_input_false.png
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assets/graphics/logic_gate_input_false.png
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assets/graphics/logic_gate_input_true.png
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assets/graphics/logic_gate_input_true.png
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assets/graphics/logic_gate_output_false.png
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assets/graphics/logic_gate_output_false.png
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assets/graphics/logic_gate_output_true.png
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assets/graphics/logic_gate_output_true.png
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assets/graphics/logic_gate_true.png
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assets/graphics/logic_gate_true.png
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117
game/play.py
117
game/play.py
@@ -4,11 +4,11 @@ from datetime import datetime
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from utils.utils import cubic_bezier_points, get_gate_port_position, generate_task_text
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from utils.constants import button_style, dropdown_style, LOGICAL_GATES, LEVELS, SINGLE_INPUT_LOGICAL_GATES
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from utils.preload import button_texture, button_hovered_texture
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from utils.preload import button_texture, button_hovered_texture, logic_gate_textures
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class LogicalGate(arcade.gui.UIBoxLayout):
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class LogicalGate(arcade.Sprite):
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def __init__(self, id, x, y, gate_type, value):
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super().__init__(x=x, y=y, space_between=2, vertical=False)
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super().__init__(center_x=x, center_y=y, img=logic_gate_textures[gate_type][value if value is not None else 0])
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self.id = id
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self.gate_type = gate_type
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@@ -18,20 +18,13 @@ class LogicalGate(arcade.gui.UIBoxLayout):
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else:
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self.value = 0
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self.input_add_button = self.add(arcade.gui.UIFlatButton(text="+", style=dropdown_style, height=30, width=30))
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self.input_add_button.visible = not self.gate_type == "INPUT"
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self.gate_button = self.add(arcade.gui.UIFlatButton(text=f"{gate_type} ({self.value})", style=dropdown_style, height=30, width=120))
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self.output_add_button = self.add(arcade.gui.UIFlatButton(text="+", style=dropdown_style, height=30, width=30))
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self.output_add_button.visible = not self.gate_type == "OUTPUT"
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self.input: list[LogicalGate] = []
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self.output: LogicalGate | None = None
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def calculate_value(self):
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if self.gate_type == "OUTPUT" and self.input:
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self.value = self.input[0].calculate_value()
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elif self.gate_type == "INPUT": # dont set INPUT to None
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pass
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elif self.gate_type in SINGLE_INPUT_LOGICAL_GATES and len(self.input) == 1:
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@@ -41,7 +34,7 @@ class LogicalGate(arcade.gui.UIBoxLayout):
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else:
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self.value = None
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self.gate_button.text = f"{self.gate_type} ({self.value})"
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self.texture = logic_gate_textures[self.gate_type][self.value if self.value is not None else 0]
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return self.value
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def __repr__(self):
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@@ -51,6 +44,11 @@ class Game(arcade.gui.UIView):
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def __init__(self, pypresence_client, level_num):
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super().__init__()
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self.camera = arcade.Camera2D()
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self.camera.match_window()
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self.spritelist = arcade.SpriteList()
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self.pypresence_client = pypresence_client
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self.pypresence_client.update(state="In game")
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@@ -58,6 +56,8 @@ class Game(arcade.gui.UIView):
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self.gates: list[LogicalGate] = []
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self.connections = []
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self.bezier_points = []
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self.default_gate_type = "AND"
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self.dragged_gate = None
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@@ -77,7 +77,7 @@ class Game(arcade.gui.UIView):
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self.add_gate(random.randint(0, 200), random.randint(200, self.window.height - 100), "INPUT", requirement[2])
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elif requirement[1] == "OUTPUT":
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for _ in range(requirement[0]):
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self.add_gate(random.randint(self.window.width - 500, self.window.width - 200), random.randint(200, self.window.height - 100), "OUTPUT", requirement[2])
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self.add_gate(random.randint(self.window.width - 500, self.window.width - 350), random.randint(200, self.window.height - 100), "OUTPUT", requirement[2])
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else:
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for _ in range(requirement[0]):
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self.add_gate(random.randint(300, self.window.width - 600), random.randint(200, self.window.height - 100), requirement[1])
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@@ -90,7 +90,7 @@ class Game(arcade.gui.UIView):
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if "INPUT" in gate:
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func = lambda: (random.randint(0, 200), random.randint(200, self.window.height - 100))
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elif gate == "OUTPUT":
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func = lambda: (random.randint(self.window.width - 500, self.window.width - 200), random.randint(200, self.window.height - 100))
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func = lambda: (random.randint(self.window.width - 500, self.window.width - 350), random.randint(200, self.window.height - 100))
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else:
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func = lambda: (random.randint(300, self.window.width - 600), random.randint(200, self.window.height - 100))
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@@ -189,34 +189,45 @@ class Game(arcade.gui.UIView):
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with open("data.json", "w") as file:
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file.write(json.dumps(self.data, indent=4))
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def add_connection(self):
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output_gate = self.gates[self.selected_output]
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input_gate = self.gates[self.selected_input]
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output_gate.output = input_gate
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input_gate.input.append(output_gate)
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self.connections.append([self.selected_output, self.selected_input])
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self.selected_output = None
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self.selected_input = None
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self.evaluate()
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def select_output(self, gate_id):
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if gate_id == self.selected_input:
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return
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if self.gates[gate_id].output:
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return
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self.selected_output = gate_id
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self.selected_input = None
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if self.selected_input is not None:
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self.add_connection()
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def select_input(self, gate_id):
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if gate_id == self.selected_output:
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return
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if self.gates[gate_id].gate_type not in SINGLE_INPUT_LOGICAL_GATES and len(self.gates[gate_id].input) == 2:
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return
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elif self.gates[gate_id].gate_type in SINGLE_INPUT_LOGICAL_GATES and len(self.gates[gate_id].input) == 1:
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return
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self.selected_input = gate_id
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if self.selected_output is not None:
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self.selected_input = gate_id
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output_gate = self.gates[self.selected_output]
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input_gate = self.gates[self.selected_input]
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output_gate.output = input_gate
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input_gate.input.append(output_gate)
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self.connections.append([self.selected_output, self.selected_input])
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self.selected_output = None
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self.selected_input = None
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self.evaluate()
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self.add_connection()
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def add_gate(self, x, y, gate_type, value=None):
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if gate_type == "INPUT 0":
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@@ -226,10 +237,9 @@ class Game(arcade.gui.UIView):
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gate_type = "INPUT"
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value = 1
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self.gates.append(self.add_widget(LogicalGate(len(self.gates), x, y, gate_type, value)))
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self.gates[-1].input_add_button.on_click = lambda e, gate_id=len(self.gates) - 1: self.select_input(gate_id)
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self.gates[-1].output_add_button.on_click = lambda e, gate_id=len(self.gates) - 1: self.select_output(gate_id)
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sprite = LogicalGate(len(self.gates), x, y, gate_type, value)
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self.gates.append(sprite)
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self.spritelist.append(sprite)
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self.evaluate()
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@@ -237,15 +247,35 @@ class Game(arcade.gui.UIView):
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arcade.gui.UIManager.on_event(self.ui, event)
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if isinstance(event, arcade.gui.UIMousePressEvent):
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if not self.dragged_gate:
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if event.button == arcade.MOUSE_BUTTON_RIGHT:
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for i in range(len(self.bezier_points) - 1, -1, -1):
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for point in self.bezier_points[i]:
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if event.pos.distance(point) < 5:
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self.gates[self.connections[i][0]].output = None
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self.gates[self.connections[i][1]].input.remove(self.gates[self.connections[i][0]])
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self.gates[self.connections[i][1]].calculate_value()
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self.connections.pop(i)
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self.bezier_points.pop(i)
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break
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elif event.button == arcade.MOUSE_BUTTON_LEFT:
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for gate in self.gates:
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if gate.gate_button.rect.point_in_rect((event.x, event.y)):
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self.dragged_gate = gate
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break
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if gate.rect.point_in_rect((event.x, event.y)):
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x = gate.center_x - event.x
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if abs(x) < 58:
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self.dragged_gate = gate
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break
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else:
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if x > 0:
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self.select_input(gate.id)
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else:
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self.select_output(gate.id)
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def on_mouse_drag(self, x, y, dx, dy, _buttons, _modifiers):
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if self.dragged_gate is not None:
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self.dragged_gate.rect = self.dragged_gate.rect.move(dx, dy)
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self.dragged_gate.center_x += dx
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self.dragged_gate.center_y += dy
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def on_mouse_release(self, x, y, button, modifiers):
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self.dragged_gate = None
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@@ -261,6 +291,11 @@ class Game(arcade.gui.UIView):
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def on_draw(self):
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super().on_draw()
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self.camera.use()
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self.spritelist.draw()
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self.bezier_points = []
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for conn in self.connections:
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start_id, end_id = conn
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start_gate = self.gates[start_id]
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@@ -274,5 +309,7 @@ class Game(arcade.gui.UIView):
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c1 = (p0[0] + offset, p0[1])
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c2 = (p3[0] - offset, p3[1])
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points = cubic_bezier_points(p0, c1, c2, p3, segments=40)
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arcade.draw_line_strip(points, arcade.color.WHITE, 3)
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points = cubic_bezier_points(p0, c1, c2, p3, segments=100)
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self.bezier_points.append(points)
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arcade.draw_line_strip(points, arcade.color.WHITE, 6)
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@@ -1,7 +1,7 @@
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import arcade, arcade.gui, asyncio, pypresence, time, copy, json
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from utils.preload import button_texture, button_hovered_texture
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from utils.constants import big_button_style, discord_presence_id
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from utils.preload import button_texture, button_hovered_texture
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from utils.utils import FakePyPresence
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class Main(arcade.gui.UIView):
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@@ -7,7 +7,7 @@ menu_background_color = (30, 30, 47)
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log_dir = 'logs'
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discord_presence_id = 1427213145667276840
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SINGLE_INPUT_LOGICAL_GATES = ["NOT"]
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SINGLE_INPUT_LOGICAL_GATES = ["NOT", "OUTPUT"]
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LOGICAL_GATES = {
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"AND": lambda a, b: a and b,
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@@ -148,7 +148,7 @@ LEVELS = [
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[1, "NOR"],
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[1, "AND"],
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[1, "XOR"],
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[1, "OUTPUT", 1]
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[1, "OUTPUT", 0]
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],
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[
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[1, "INPUT", 1],
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@@ -1,4 +1,54 @@
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import arcade.gui, arcade
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from utils.constants import LOGICAL_GATES
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from PIL import ImageDraw, ImageFont
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button_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture("assets/graphics/button.png"))
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button_hovered_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture("assets/graphics/button_hovered.png"))
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true_logic_gate = arcade.load_image("assets/graphics/logic_gate_true.png")
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false_logic_gate = arcade.load_image("assets/graphics/logic_gate_false.png")
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true_input_logic_gate = arcade.load_image("assets/graphics/logic_gate_input_true.png")
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false_input_logic_gate = arcade.load_image("assets/graphics/logic_gate_input_false.png")
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true_output_logic_gate = arcade.load_image("assets/graphics/logic_gate_output_true.png")
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false_output_logic_gate = arcade.load_image("assets/graphics/logic_gate_output_false.png")
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logic_gate_textures = {}
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font = ImageFont.truetype("assets/fonts/Roboto-Black.ttf", 14)
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for gate_name in list(LOGICAL_GATES.keys()) + ["INPUT", "OUTPUT"]:
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logic_gate_textures[gate_name] = []
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for i in range(2):
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if not i:
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if gate_name == "INPUT":
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img = false_input_logic_gate.copy()
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elif gate_name == "OUTPUT":
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img = false_output_logic_gate.copy()
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else:
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img = false_logic_gate.copy()
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else:
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if gate_name == "INPUT":
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img = true_input_logic_gate.copy()
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elif gate_name == "OUTPUT":
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img = true_output_logic_gate.copy()
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else:
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img = true_logic_gate.copy()
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draw = ImageDraw.Draw(img)
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bbox = draw.textbbox((0, 0), gate_name, font=font)
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text_w = (bbox[2] - bbox[0]) * 1.25
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text_h = (bbox[3] - bbox[1]) * 1.25
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width, height = img.size
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text_x = (width - text_w) // 2
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text_y = (height - text_h) // 2
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draw.text((text_x, text_y), gate_name, font=font, fill=(0, 0, 0, 255))
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logic_gate_textures[gate_name].append(arcade.Texture(name=gate_name, image=img))
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