mirror of
https://github.com/csd4ni3l/logical-signals.git
synced 2026-01-01 12:33:46 +01:00
Add tutorial, back buttons, different placement for inputs, outputs and others, level evaluations(no gui yet), small fixes
This commit is contained in:
64
game/play.py
64
game/play.py
@@ -1,7 +1,8 @@
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import arcade, arcade.gui, random, 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 dropdown_style, LOGICAL_GATES, LEVELS
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from utils.constants import button_style, dropdown_style, LOGICAL_GATES, LEVELS
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from utils.preload import button_texture, button_hovered_texture
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from datetime import datetime
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@@ -66,24 +67,32 @@ class Game(arcade.gui.UIView):
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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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gate_names = list(LOGICAL_GATES.keys())
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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")
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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, self.window.width - 300), random.randint(200, self.window.height - 100), "INPUT", requirement[2])
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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(0, self.window.width - 300), random.randint(200, self.window.height - 100), "OUTPUT")
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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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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")
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gate_names.extend(["INPUT 0", "INPUT 1", "OUTPUT"])
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for gate in gate_names:
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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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button.on_click = lambda event, gate=gate: self.add_gate(random.randint(0, self.window.width - 300), random.randint(200, self.window.height - 100), gate)
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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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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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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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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.on_click = lambda event: self.screenshot()
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@@ -91,6 +100,10 @@ class Game(arcade.gui.UIView):
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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.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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self.back_button.on_click = lambda event: self.main_exit()
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self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=5, align_y=-5)
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def screenshot(self):
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self.tools_box.visible = False
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self.tools_box._requires_render = True
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@@ -127,10 +140,36 @@ class Game(arcade.gui.UIView):
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hide_button.text = "Show"
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def evaluate(self):
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process_nodes = []
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outputs = []
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for gate in self.gates:
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if not gate.output:
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gate.calculate_value()
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if gate.gate_type == "OUTPUT" and gate.input:
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outputs.append(gate.value)
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if not gate.gate_type in ["INPUT", "OUTPUT"] and gate.input and gate.output:
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process_nodes.append(gate.gate_type)
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for requirement in LEVELS[self.level_num]:
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if requirement[1] == "INPUT":
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continue
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if requirement[1] == "OUTPUT":
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for _ in range(requirement[0]):
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if not requirement[2] in outputs:
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return
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else:
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outputs.remove(requirement[2])
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else:
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for _ in range(requirement[0]):
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if not requirement[1] in process_nodes:
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return
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else:
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process_nodes.remove(requirement[1])
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def select_output(self, gate_id):
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if self.gates[gate_id].output:
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return
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@@ -190,10 +229,13 @@ class Game(arcade.gui.UIView):
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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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def main_exit(self):
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from menus.main import Main
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self.window.show_view(Main(self.pypresence_client))
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def on_key_press(self, symbol, modifiers):
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if symbol == arcade.key.ESCAPE:
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from menus.main import Main
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self.window.show_view(Main(self.pypresence_client))
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self.main_exit()
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def on_draw(self):
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super().on_draw()
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