Add tutorial, back buttons, different placement for inputs, outputs and others, level evaluations(no gui yet), small fixes

This commit is contained in:
csd4ni3l
2025-10-14 13:30:40 +02:00
parent 2915d36763
commit 9064278ab8
5 changed files with 104 additions and 13 deletions

View File

@@ -41,7 +41,7 @@ class LevelSelector(arcade.gui.UIView):
row, col = (n + 1) // 5, (n + 1) % 5
diy_button = self.grid.add(arcade.gui.UITextureButton(width=self.window.width / 8, height=self.window.height / 8, text=f"DIY", texture=button_texture, texture_hovered=button_hovered_texture, style=button_style), row=row, column=col)
diy_button = self.anchor.add(arcade.gui.UITextureButton(width=self.window.width / 2, height=self.window.height / 8, text=f"DIY", texture=button_texture, texture_hovered=button_hovered_texture, style=button_style), anchor_x="center", anchor_y="bottom", align_y=20)
diy_button.on_click = lambda event: self.play(-1)
self.grid._trigger_size_hint_update()

View File

@@ -1,4 +1,5 @@
import arcade, arcade.gui, asyncio, pypresence, time, copy, json
from utils.preload import button_texture, button_hovered_texture
from utils.constants import big_button_style, discord_presence_id
from utils.utils import FakePyPresence
@@ -55,9 +56,16 @@ class Main(arcade.gui.UIView):
self.play_button = self.box.add(arcade.gui.UITextureButton(text="Play", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 8, style=big_button_style))
self.play_button.on_click = lambda event: self.play()
self.tutorial_button = self.box.add(arcade.gui.UITextureButton(text="Tutorial", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 8, style=big_button_style))
self.tutorial_button.on_click = lambda event: self.tutorial()
self.settings_button = self.box.add(arcade.gui.UITextureButton(text="Settings", texture=button_texture, texture_hovered=button_hovered_texture, width=self.window.width / 2, height=self.window.height / 8, style=big_button_style))
self.settings_button.on_click = lambda event: self.settings()
def tutorial(self):
from menus.tutorial import Tutorial
self.window.show_view(Tutorial(self.pypresence_client))
def play(self):
from menus.level_selector import LevelSelector
self.window.show_view(LevelSelector(self.pypresence_client))

41
menus/tutorial.py Normal file
View File

@@ -0,0 +1,41 @@
import arcade, arcade.gui
from utils.constants import button_style
from utils.preload import button_texture, button_hovered_texture
class Tutorial(arcade.gui.UIView):
def __init__(self, pypresence_client):
super().__init__()
self.pypresence_client = pypresence_client
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.title_label = self.anchor.add(arcade.gui.UILabel(text="Tutorial", font_size=40), anchor_x="center", anchor_y="top")
self.instructions_label = self.anchor.add(arcade.gui.UILabel(text="""How to play:
- You can move gates by dragging their buttons (not the plus ones)
- To create connections, click on the + buttons, left is the input, right is the output
- A node has to have 2 inputs(Except the OUTPUT node), but only 1 output
- You have to connect the nodes in a way to meet the required result
Logical Gates explanation:
- AND: Returns 1 if both inputs are 1, otherwise 0
- OR: Returns 1 if any inputs are 1, otherwise 0
- NAND: Returns 1 if any inputs are 0, otherwise 0
- NOR: Returns 1 if both inputs are 0, otherwise 0
- XOR: Returns 1 if inputs are different, otherwise 0
- XNOR: Returns 1 if inputs are the same, otherwise 0
""", multiline=True, font_size=24), anchor_x="center", anchor_y="center")
self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50)
self.back_button.on_click = lambda event: self.main_exit()
self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=5, align_y=-5)
def main_exit(self):
from menus.main import Main
self.window.show_view(Main(self.pypresence_client))
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
self.main_exit()