mirror of
https://github.com/csd4ni3l/logical-signals.git
synced 2026-01-01 04:23:46 +01:00
Add tutorial, back buttons, different placement for inputs, outputs and others, level evaluations(no gui yet), small fixes
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@@ -41,7 +41,7 @@ class LevelSelector(arcade.gui.UIView):
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row, col = (n + 1) // 5, (n + 1) % 5
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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)
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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)
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diy_button.on_click = lambda event: self.play(-1)
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self.grid._trigger_size_hint_update()
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@@ -1,4 +1,5 @@
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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.utils import FakePyPresence
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@@ -55,9 +56,16 @@ class Main(arcade.gui.UIView):
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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))
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self.play_button.on_click = lambda event: self.play()
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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))
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self.tutorial_button.on_click = lambda event: self.tutorial()
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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))
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self.settings_button.on_click = lambda event: self.settings()
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def tutorial(self):
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from menus.tutorial import Tutorial
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self.window.show_view(Tutorial(self.pypresence_client))
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def play(self):
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from menus.level_selector import LevelSelector
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self.window.show_view(LevelSelector(self.pypresence_client))
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41
menus/tutorial.py
Normal file
41
menus/tutorial.py
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@@ -0,0 +1,41 @@
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import arcade, arcade.gui
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from utils.constants import button_style
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from utils.preload import button_texture, button_hovered_texture
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class Tutorial(arcade.gui.UIView):
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def __init__(self, pypresence_client):
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super().__init__()
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self.pypresence_client = pypresence_client
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self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
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self.title_label = self.anchor.add(arcade.gui.UILabel(text="Tutorial", font_size=40), anchor_x="center", anchor_y="top")
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self.instructions_label = self.anchor.add(arcade.gui.UILabel(text="""How to play:
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- You can move gates by dragging their buttons (not the plus ones)
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- To create connections, click on the + buttons, left is the input, right is the output
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- A node has to have 2 inputs(Except the OUTPUT node), but only 1 output
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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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- AND: Returns 1 if both inputs are 1, otherwise 0
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- OR: Returns 1 if any inputs are 1, otherwise 0
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- NAND: Returns 1 if any inputs are 0, otherwise 0
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- NOR: Returns 1 if both inputs are 0, otherwise 0
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- XOR: Returns 1 if inputs are different, otherwise 0
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- XNOR: Returns 1 if inputs are the same, otherwise 0
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""", multiline=True, font_size=24), anchor_x="center", anchor_y="center")
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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 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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self.main_exit()
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