Make INPUTs have no value by default, center tools box, fix INPUT placement range, add camera panning, fix crash if a gate input value is None

This commit is contained in:
csd4ni3l
2025-10-17 20:59:29 +02:00
parent a280500e06
commit 37a481aeab
4 changed files with 75 additions and 109 deletions

View File

@@ -7,16 +7,12 @@ from utils.constants import button_style, dropdown_style, LOGICAL_GATES, LEVELS,
from utils.preload import button_texture, button_hovered_texture, logic_gate_textures
class LogicalGate(arcade.Sprite):
def __init__(self, id, x, y, gate_type, value):
super().__init__(center_x=x, center_y=y, img=logic_gate_textures[gate_type][value if value is not None else 0])
def __init__(self, id, x, y, gate_type):
super().__init__(center_x=x, center_y=y, img=logic_gate_textures[gate_type][0])
self.id = id
self.gate_type = gate_type
if gate_type == "INPUT":
self.value = value
else:
self.value = 0
self.value = None
self.input: list[LogicalGate] = []
self.output: LogicalGate | None = None
@@ -34,7 +30,8 @@ class LogicalGate(arcade.Sprite):
self.value = None
elif len(self.input) > 1:
if len(self.input) == 2:
self.value = int(LOGICAL_GATES[self.gate_type](self.input[0].calculate_value(), self.input[1].calculate_value())) # have to convert to int cause it might return boolean
value = LOGICAL_GATES[self.gate_type](self.input[0].calculate_value(), self.input[1].calculate_value())
self.value = int(value) if value is not None else value # have to convert to int cause it might return boolean
else:
self.value = multi_gate([input.calculate_value() for input in self.input], LOGICAL_GATES[self.gate_type])
else:
@@ -71,28 +68,28 @@ class Game(arcade.gui.UIView):
self.selected_output = None
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.tools_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=5), anchor_x="right", anchor_y="bottom", align_x=-5, align_y=20)
self.tools_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=5), anchor_x="right", anchor_y="center", align_x=-5)
if not level_num == -1:
self.task_label = self.anchor.add(arcade.gui.UILabel(text=generate_task_text(LEVELS[level_num]), font_size=20, multiline=True), anchor_x="center", anchor_y="top", align_y=-15)
for requirement in LEVELS[level_num]:
if requirement[1] == "INPUT":
for _ in range(requirement[0]):
self.add_gate(random.randint(0, 200), random.randint(200, self.window.height - 100), "INPUT", requirement[2])
self.add_gate(random.randint(50, 200), random.randint(200, self.window.height - 100), "INPUT")
elif requirement[1] == "OUTPUT":
for _ in range(requirement[0]):
self.add_gate(random.randint(self.window.width - 500, self.window.width - 350), random.randint(200, self.window.height - 100), "OUTPUT", requirement[2])
self.add_gate(random.randint(self.window.width - 500, self.window.width - 350), random.randint(200, self.window.height - 100), "OUTPUT")
else:
for _ in range(requirement[0]):
self.add_gate(random.randint(300, self.window.width - 600), random.randint(200, self.window.height - 100), requirement[1])
else:
self.task_label = self.anchor.add(arcade.gui.UILabel(text="Task: Have fun! Do whatever you want!", font_size=20), anchor_x="center", anchor_y="top", align_y=-15)
for gate in list(LOGICAL_GATES.keys()) + ["INPUT 0", "INPUT 1", "OUTPUT"]:
button = self.tools_box.add(arcade.gui.UIFlatButton(width=self.window.width * 0.1, height=self.window.height * 0.075, text=f"Create {gate} gate", style=dropdown_style))
for gate in list(LOGICAL_GATES.keys()) + ["INPUT", "OUTPUT"]:
button = self.tools_box.add(arcade.gui.UIFlatButton(width=self.window.width * 0.125, height=self.window.height * 0.075, text=f"Create {gate} gate", style=dropdown_style))
if "INPUT" in gate:
func = lambda: (random.randint(0, 200), random.randint(200, self.window.height - 100))
func = lambda: (random.randint(50, 200), random.randint(200, self.window.height - 100))
elif gate == "OUTPUT":
func = lambda: (random.randint(self.window.width - 500, self.window.width - 350), random.randint(200, self.window.height - 100))
else:
@@ -100,10 +97,10 @@ class Game(arcade.gui.UIView):
button.on_click = lambda event, func=func, gate=gate: self.add_gate(*func(), gate)
screenshot_button = self.tools_box.add(arcade.gui.UIFlatButton(width=self.window.width * 0.1, height=self.window.height * 0.075, text="Screenshot", style=dropdown_style))
screenshot_button = self.tools_box.add(arcade.gui.UIFlatButton(width=self.window.width * 0.125, height=self.window.height * 0.075, text="Screenshot", style=dropdown_style))
screenshot_button.on_click = lambda event: self.screenshot()
hide_button = self.tools_box.add(arcade.gui.UIFlatButton(width=self.window.width * 0.1, height=self.window.height * 0.075, text="Hide", style=dropdown_style))
hide_button = self.tools_box.add(arcade.gui.UIFlatButton(width=self.window.width * 0.125, height=self.window.height * 0.075, text="Hide", style=dropdown_style))
hide_button.on_click = lambda event: self.hide_show_panel()
self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50)
@@ -238,20 +235,21 @@ class Game(arcade.gui.UIView):
if self.selected_output is not None:
self.add_connection()
def add_gate(self, x, y, gate_type, value=None):
if gate_type == "INPUT 0":
gate_type = "INPUT"
value = 0
elif gate_type == "INPUT 1":
gate_type = "INPUT"
value = 1
sprite = LogicalGate(len(self.gates), x, y, gate_type, value)
def add_gate(self, x, y, gate_type):
sprite = LogicalGate(len(self.gates), x, y, gate_type)
self.gates.append(sprite)
self.spritelist.append(sprite)
self.evaluate()
def connection_between(self, p0, p3):
dx = p3[0] - p0[0]
offset = max(60, abs(dx) * 0.45)
c1 = (p0[0] + offset, p0[1])
c2 = (p3[0] - offset, p3[1])
return cubic_bezier_points(p0, c1, c2, p3, segments=100)
def on_mouse_press(self, x, y, button, modifiers):
unprojected_vec = self.camera.unproject((x, y))
world_vec = arcade.math.Vec2(unprojected_vec.x, unprojected_vec.y)
@@ -274,18 +272,25 @@ class Game(arcade.gui.UIView):
width_x = gate.center_x - world_vec.x
if abs(width_x) < (58 if gate.gate_type not in ["INPUT", "OUTPUT"] else 43): # INPUT and OUTPUT buttons are smaller, so they have to be adjusted to 43
self.dragged_gate = gate
if gate.gate_type == "INPUT":
gate.value = not gate.value
self.evaluate()
break
else:
if width_x > 0:
self.select_input(gate.id)
else:
if not gate.gate_type == "INPUT":
self.select_input(gate.id)
elif not gate.gate_type == "OUTPUT":
self.select_output(gate.id)
def on_mouse_drag(self, x, y, dx, dy, _buttons, _modifiers):
if self.dragged_gate is not None:
def on_mouse_drag(self, x, y, dx, dy, button, _modifiers):
if button == arcade.MOUSE_BUTTON_MIDDLE:
self.camera.position = self.camera.position - arcade.math.Vec2(dx / self.camera.zoom, dy / self.camera.zoom)
elif self.dragged_gate is not None:
self.dragged_gate.center_x += dx / self.camera.zoom
self.dragged_gate.center_y += dy / self.camera.zoom
def on_mouse_release(self, x, y, button, modifiers):
self.dragged_gate = None
@@ -297,14 +302,6 @@ class Game(arcade.gui.UIView):
if symbol == arcade.key.ESCAPE:
self.main_exit()
def connection_between(self, p0, p3):
dx = p3[0] - p0[0]
offset = max(60, abs(dx) * 0.45)
c1 = (p0[0] + offset, p0[1])
c2 = (p3[0] - offset, p3[1])
return cubic_bezier_points(p0, c1, c2, p3, segments=100)
def on_draw(self):
super().on_draw()
@@ -331,4 +328,4 @@ class Game(arcade.gui.UIView):
if self.selected_output is not None and self.selected_input is None:
points = self.connection_between(get_gate_port_position(self.gates[self.selected_output], "output"), (mouse_x, mouse_y))
arcade.draw_line_strip(points, arcade.color.WHITE, 6)
arcade.draw_line_strip(points, arcade.color.WHITE, 6)