mirror of
https://github.com/csd4ni3l/logical-signals.git
synced 2026-01-01 04:23:46 +01:00
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:
69
game/play.py
69
game/play.py
@@ -7,16 +7,12 @@ from utils.constants import button_style, dropdown_style, LOGICAL_GATES, LEVELS,
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from utils.preload import button_texture, button_hovered_texture, logic_gate_textures
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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__(center_x=x, center_y=y, img=logic_gate_textures[gate_type][value if value is not None else 0])
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def __init__(self, id, x, y, gate_type):
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super().__init__(center_x=x, center_y=y, img=logic_gate_textures[gate_type][0])
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self.id = id
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self.gate_type = gate_type
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if gate_type == "INPUT":
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self.value = value
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else:
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self.value = 0
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self.value = None
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self.input: list[LogicalGate] = []
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self.output: LogicalGate | None = None
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@@ -34,7 +30,8 @@ class LogicalGate(arcade.Sprite):
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self.value = None
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elif len(self.input) > 1:
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if len(self.input) == 2:
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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
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value = LOGICAL_GATES[self.gate_type](self.input[0].calculate_value(), self.input[1].calculate_value())
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self.value = int(value) if value is not None else value # have to convert to int cause it might return boolean
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else:
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self.value = multi_gate([input.calculate_value() for input in self.input], LOGICAL_GATES[self.gate_type])
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else:
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@@ -71,28 +68,28 @@ class Game(arcade.gui.UIView):
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self.selected_output = None
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self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
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self.tools_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=5), anchor_x="right", anchor_y="bottom", align_x=-5, align_y=20)
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self.tools_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=5), anchor_x="right", anchor_y="center", align_x=-5)
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if not level_num == -1:
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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)
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for requirement in LEVELS[level_num]:
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if requirement[1] == "INPUT":
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for _ in range(requirement[0]):
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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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self.add_gate(random.randint(50, 200), random.randint(200, self.window.height - 100), "INPUT")
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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 - 350), 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")
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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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else:
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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)
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for gate in list(LOGICAL_GATES.keys()) + ["INPUT 0", "INPUT 1", "OUTPUT"]:
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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))
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for gate in list(LOGICAL_GATES.keys()) + ["INPUT", "OUTPUT"]:
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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))
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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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func = lambda: (random.randint(50, 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 - 350), random.randint(200, self.window.height - 100))
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else:
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@@ -100,10 +97,10 @@ class Game(arcade.gui.UIView):
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button.on_click = lambda event, func=func, gate=gate: self.add_gate(*func(), gate)
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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))
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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))
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screenshot_button.on_click = lambda event: self.screenshot()
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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))
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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))
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hide_button.on_click = lambda event: self.hide_show_panel()
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self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50)
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@@ -238,20 +235,21 @@ class Game(arcade.gui.UIView):
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if self.selected_output is not None:
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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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gate_type = "INPUT"
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value = 0
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elif gate_type == "INPUT 1":
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gate_type = "INPUT"
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value = 1
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sprite = LogicalGate(len(self.gates), x, y, gate_type, value)
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def add_gate(self, x, y, gate_type):
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sprite = LogicalGate(len(self.gates), x, y, gate_type)
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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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def connection_between(self, p0, p3):
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dx = p3[0] - p0[0]
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offset = max(60, abs(dx) * 0.45)
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c1 = (p0[0] + offset, p0[1])
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c2 = (p3[0] - offset, p3[1])
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return cubic_bezier_points(p0, c1, c2, p3, segments=100)
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def on_mouse_press(self, x, y, button, modifiers):
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unprojected_vec = self.camera.unproject((x, y))
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world_vec = arcade.math.Vec2(unprojected_vec.x, unprojected_vec.y)
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@@ -274,15 +272,22 @@ class Game(arcade.gui.UIView):
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width_x = gate.center_x - world_vec.x
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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
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self.dragged_gate = gate
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if gate.gate_type == "INPUT":
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gate.value = not gate.value
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self.evaluate()
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break
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else:
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if width_x > 0:
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if not gate.gate_type == "INPUT":
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self.select_input(gate.id)
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else:
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elif not gate.gate_type == "OUTPUT":
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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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def on_mouse_drag(self, x, y, dx, dy, button, _modifiers):
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if button == arcade.MOUSE_BUTTON_MIDDLE:
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self.camera.position = self.camera.position - arcade.math.Vec2(dx / self.camera.zoom, dy / self.camera.zoom)
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elif self.dragged_gate is not None:
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self.dragged_gate.center_x += dx / self.camera.zoom
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self.dragged_gate.center_y += dy / self.camera.zoom
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@@ -297,14 +302,6 @@ class Game(arcade.gui.UIView):
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if symbol == arcade.key.ESCAPE:
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self.main_exit()
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def connection_between(self, p0, p3):
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dx = p3[0] - p0[0]
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offset = max(60, abs(dx) * 0.45)
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c1 = (p0[0] + offset, p0[1])
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c2 = (p3[0] - offset, p3[1])
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return cubic_bezier_points(p0, c1, c2, p3, segments=100)
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def on_draw(self):
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super().on_draw()
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@@ -47,7 +47,7 @@ class LevelSelector(arcade.gui.UIView):
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completed_notice = '\n(Completed)' if n in self.data['completed_levels'] else ''
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level_button = self.grid.add(arcade.gui.UITextureButton(width=self.window.width / 8, height=self.window.height / 12, text=f"{difficulty} Level {n + 1}{completed_notice}", texture=button_texture, texture_hovered=button_hovered_texture, style=button_style, multiline=True), row=row, column=col)
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level_button = self.grid.add(arcade.gui.UITextureButton(width=self.window.width / 8, height=self.window.height / 13, text=f"{difficulty} Level {n + 1}{completed_notice}", texture=button_texture, texture_hovered=button_hovered_texture, style=button_style, multiline=True), row=row, column=col)
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level_button.on_click = lambda event, n=n: self.play(n)
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row, col = (n + 1) // 5, (n + 1) % 5
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@@ -18,6 +18,7 @@ class Tutorial(arcade.gui.UIView):
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- To create connections, click on the + buttons, left is the input, right is the output
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- On levels, a node has to have 2 inputs(Except the OUTPUT and NOT node), but only 1 output
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- On DIY mode, a node can have more than 2 inputs, except for OUTPUT and NOT
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- You can change an INPUT's gate value by clicking on it
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- You have to connect the nodes in a way to meet the required result
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Logical Gates explanation:
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@@ -22,145 +22,129 @@ LOGICAL_GATES = {
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LEVELS = [
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# EASY
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[
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[2, "INPUT", 1],
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[2, "INPUT"],
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[1, "AND"],
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[1, "OUTPUT", 1]
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],
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[
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[1, "INPUT", 1],
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[1, "INPUT", 0],
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[2, "INPUT"],
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[1, "OR"],
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[1, "OUTPUT", 1]
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],
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[
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[1, "INPUT", 1],
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[1, "INPUT"],
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[1, "NOT"],
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[1, "OUTPUT", 0]
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],
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[
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[2, "INPUT", 1],
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[2, "INPUT"],
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[1, "NAND"],
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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, "INPUT", 0],
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[2, "INPUT"],
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[1, "XOR"],
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[1, "OUTPUT", 1]
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],
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[
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[1, "INPUT", 0],
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[1, "INPUT", 1],
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[2, "INPUT"],
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[1, "NOT"],
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[1, "AND"],
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[1, "OUTPUT", 1]
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],
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[
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[2, "INPUT", 1],
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[1, "INPUT", 0],
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[3, "INPUT"],
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[1, "AND"],
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[1, "OR"],
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[1, "OUTPUT", 1]
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],
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[
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[2, "INPUT", 1],
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[2, "INPUT"],
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[1, "NOT"],
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[1, "NAND"],
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[1, "OUTPUT", 1]
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],
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# INTERMEDIATE
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[
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[2, "INPUT", 0],
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[1, "INPUT", 1],
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[3, "INPUT"],
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[1, "NOR"],
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[1, "AND"],
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[1, "OUTPUT", 1]
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],
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[
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[2, "INPUT", 1],
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[1, "INPUT", 0],
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[3, "INPUT"],
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[1, "XNOR"],
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[1, "OR"],
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[1, "OUTPUT", 1]
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],
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[
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[1, "INPUT", 1],
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[1, "INPUT", 0],
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[2, "INPUT"],
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[1, "NOT"],
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[1, "XOR"],
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[1, "OUTPUT", 0]
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],
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[
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[2, "INPUT", 1],
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[2, "INPUT", 0],
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[4, "INPUT"],
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[1, "OR"],
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[1, "AND"],
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[1, "XOR"],
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[1, "OUTPUT", 0]
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],
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[
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[2, "INPUT", 0],
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[1, "INPUT", 1],
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[3, "INPUT"],
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[1, "NOT"],
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[1, "NOR"],
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[1, "OR"],
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[1, "OUTPUT", 1]
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],
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[
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[3, "INPUT", 1],
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[1, "INPUT", 0],
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[4, "INPUT"],
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[2, "NAND"],
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[1, "OR"],
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[1, "OUTPUT", 1]
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],
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[
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[4, "INPUT", 0],
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[4, "INPUT"],
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[2, "NOR"],
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[1, "AND"],
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[1, "OUTPUT", 1]
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],
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[
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[2, "INPUT", 1],
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[1, "INPUT", 0],
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[3, "INPUT"],
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[1, "NOT"],
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[1, "AND"],
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[1, "NAND"],
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[1, "OUTPUT", 0]
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],
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[
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[2, "INPUT", 1],
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[2, "INPUT", 0],
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[4, "INPUT"],
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[2, "XOR"],
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[1, "XNOR"],
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[1, "OUTPUT", 1]
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],
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[
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[3, "INPUT", 1],
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[1, "INPUT", 0],
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[4, "INPUT"],
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[1, "AND"],
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[1, "NAND"],
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[1, "OR"],
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[1, "OUTPUT", 1]
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],
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[
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[2, "INPUT", 0],
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[2, "INPUT", 1],
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[4, "INPUT"],
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[1, "NOR"],
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[1, "AND"],
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[1, "XOR"],
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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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[3, "INPUT", 0],
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[4, "INPUT"],
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[1, "NOT"],
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[2, "OR"],
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[1, "NAND"],
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[1, "OUTPUT", 0]
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],
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[
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[2, "INPUT", 1],
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[2, "INPUT", 0],
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[4, "INPUT"],
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[1, "XNOR"],
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[1, "NOR"],
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[1, "AND"],
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@@ -168,8 +152,7 @@ LEVELS = [
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],
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# HARD
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[
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[3, "INPUT", 1],
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[1, "INPUT", 0],
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[4, "INPUT"],
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[1, "NOT"],
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[1, "AND"],
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[1, "OR"],
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@@ -177,8 +160,7 @@ LEVELS = [
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[1, "OUTPUT", 0]
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],
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[
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[3, "INPUT", 1],
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[2, "INPUT", 0],
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[5, "INPUT"],
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[1, "AND"],
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[1, "OR"],
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[1, "NAND"],
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@@ -186,23 +168,20 @@ LEVELS = [
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[1, "OUTPUT", 1]
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],
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[
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[2, "INPUT", 1],
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[2, "INPUT", 0],
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[4, "INPUT"],
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[2, "NOT"],
|
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[1, "NAND"],
|
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[1, "OR"],
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[1, "OUTPUT", 1]
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],
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[
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[2, "INPUT", 1],
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[2, "INPUT", 0],
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[4, "INPUT"],
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[3, "NAND"],
|
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[1, "OR"],
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[1, "OUTPUT", 0]
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],
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[
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[3, "INPUT", 0],
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[1, "INPUT", 1],
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[4, "INPUT"],
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[1, "NOT"],
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[2, "NOR"],
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[1, "XOR"],
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@@ -210,16 +189,14 @@ LEVELS = [
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[1, "OUTPUT", 1]
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],
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[
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[4, "INPUT", 0],
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[2, "INPUT", 1],
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[6, "INPUT"],
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[2, "NOR"],
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[1, "XOR"],
|
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[1, "XNOR"],
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[1, "OUTPUT", 1]
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],
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[
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[3, "INPUT", 1],
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[3, "INPUT", 0],
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[6, "INPUT"],
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[2, "AND"],
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[1, "OR"],
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[1, "NAND"],
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@@ -227,8 +204,7 @@ LEVELS = [
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[1, "OUTPUT", 0]
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],
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[
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[2, "INPUT", 1],
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[3, "INPUT", 0],
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[5, "INPUT"],
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[1, "NOT"],
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[2, "XOR"],
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[1, "NAND"],
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@@ -236,8 +212,7 @@ LEVELS = [
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[1, "OUTPUT", 0]
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],
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[
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[4, "INPUT", 1],
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[2, "INPUT", 0],
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[6, "INPUT"],
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[2, "XOR"],
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[1, "NAND"],
|
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[1, "NOR"],
|
||||
@@ -246,8 +221,7 @@ LEVELS = [
|
||||
],
|
||||
# EXTRA HARD
|
||||
[
|
||||
[2, "INPUT", 1],
|
||||
[2, "INPUT", 0],
|
||||
[4, "INPUT"],
|
||||
[1, "AND"],
|
||||
[1, "OR"],
|
||||
[1, "NAND"],
|
||||
@@ -256,8 +230,7 @@ LEVELS = [
|
||||
[1, "OUTPUT", 1]
|
||||
],
|
||||
[
|
||||
[2, "INPUT", 1],
|
||||
[1, "INPUT", 0],
|
||||
[3, "INPUT"],
|
||||
[1, "NOT"],
|
||||
[1, "AND"],
|
||||
[1, "OR"],
|
||||
@@ -266,8 +239,7 @@ LEVELS = [
|
||||
[1, "OUTPUT", 1]
|
||||
],
|
||||
[
|
||||
[3, "INPUT", 1],
|
||||
[3, "INPUT", 0],
|
||||
[6, "INPUT"],
|
||||
[2, "XOR"],
|
||||
[1, "AND"],
|
||||
[1, "NAND"],
|
||||
@@ -276,8 +248,7 @@ LEVELS = [
|
||||
[1, "OUTPUT", 0]
|
||||
],
|
||||
[
|
||||
[2, "INPUT", 1],
|
||||
[2, "INPUT", 0],
|
||||
[4, "INPUT"],
|
||||
[2, "NOT"],
|
||||
[1, "NAND"],
|
||||
[1, "NOR"],
|
||||
@@ -286,8 +257,7 @@ LEVELS = [
|
||||
[1, "OUTPUT", 0]
|
||||
],
|
||||
[
|
||||
[4, "INPUT", 1],
|
||||
[2, "INPUT", 0],
|
||||
[6, "INPUT"],
|
||||
[2, "NOR"],
|
||||
[2, "XNOR"],
|
||||
[1, "AND"],
|
||||
@@ -295,8 +265,7 @@ LEVELS = [
|
||||
[2, "OUTPUT", 1]
|
||||
],
|
||||
[
|
||||
[3, "INPUT", 1],
|
||||
[3, "INPUT", 0],
|
||||
[6, "INPUT"],
|
||||
[2, "NAND"],
|
||||
[2, "XOR"],
|
||||
[1, "NOR"],
|
||||
@@ -305,8 +274,7 @@ LEVELS = [
|
||||
[1, "OUTPUT", 1]
|
||||
],
|
||||
[
|
||||
[4, "INPUT", 1],
|
||||
[4, "INPUT", 0],
|
||||
[8, "INPUT"],
|
||||
[2, "AND"],
|
||||
[2, "OR"],
|
||||
[1, "XOR"],
|
||||
|
||||
Reference in New Issue
Block a user