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

@@ -1,7 +1,8 @@
import arcade, arcade.gui, random, datetime import arcade, arcade.gui, random, datetime
from utils.utils import cubic_bezier_points, get_gate_port_position, generate_task_text from utils.utils import cubic_bezier_points, get_gate_port_position, generate_task_text
from utils.constants import dropdown_style, LOGICAL_GATES, LEVELS from utils.constants import button_style, dropdown_style, LOGICAL_GATES, LEVELS
from utils.preload import button_texture, button_hovered_texture
from datetime import datetime from datetime import datetime
@@ -66,24 +67,32 @@ class Game(arcade.gui.UIView):
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1))) 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="bottom", align_x=-5, align_y=20)
gate_names = list(LOGICAL_GATES.keys())
if not level_num == -1: 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") 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")
for requirement in LEVELS[level_num]: for requirement in LEVELS[level_num]:
if requirement[1] == "INPUT": if requirement[1] == "INPUT":
for _ in range(requirement[0]): for _ in range(requirement[0]):
self.add_gate(random.randint(0, self.window.width - 300), random.randint(200, self.window.height - 100), "INPUT", requirement[2]) self.add_gate(random.randint(0, 200), random.randint(200, self.window.height - 100), "INPUT", requirement[2])
elif requirement[1] == "OUTPUT": elif requirement[1] == "OUTPUT":
for _ in range(requirement[0]): for _ in range(requirement[0]):
self.add_gate(random.randint(0, self.window.width - 300), random.randint(200, self.window.height - 100), "OUTPUT") self.add_gate(random.randint(self.window.width - 500, self.window.width - 200), random.randint(200, self.window.height - 100), "OUTPUT", requirement[2])
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: 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") 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")
gate_names.extend(["INPUT 0", "INPUT 1", "OUTPUT"])
for gate in gate_names: 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)) 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))
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)
if "INPUT" in gate:
func = lambda: (random.randint(0, 200), random.randint(200, self.window.height - 100))
elif gate == "OUTPUT":
func = lambda: (random.randint(self.window.width - 500, self.window.width - 200), random.randint(200, self.window.height - 100))
else:
func = lambda: (random.randint(300, self.window.width - 600), random.randint(200, self.window.height - 100))
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 * 0.1, height=self.window.height * 0.075, text="Screenshot", style=dropdown_style))
screenshot_button.on_click = lambda event: self.screenshot() screenshot_button.on_click = lambda event: self.screenshot()
@@ -91,6 +100,10 @@ class Game(arcade.gui.UIView):
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 * 0.1, height=self.window.height * 0.075, text="Hide", style=dropdown_style))
hide_button.on_click = lambda event: self.hide_show_panel() 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)
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 screenshot(self): def screenshot(self):
self.tools_box.visible = False self.tools_box.visible = False
self.tools_box._requires_render = True self.tools_box._requires_render = True
@@ -127,10 +140,36 @@ class Game(arcade.gui.UIView):
hide_button.text = "Show" hide_button.text = "Show"
def evaluate(self): def evaluate(self):
process_nodes = []
outputs = []
for gate in self.gates: for gate in self.gates:
if not gate.output: if not gate.output:
gate.calculate_value() gate.calculate_value()
if gate.gate_type == "OUTPUT" and gate.input:
outputs.append(gate.value)
if not gate.gate_type in ["INPUT", "OUTPUT"] and gate.input and gate.output:
process_nodes.append(gate.gate_type)
for requirement in LEVELS[self.level_num]:
if requirement[1] == "INPUT":
continue
if requirement[1] == "OUTPUT":
for _ in range(requirement[0]):
if not requirement[2] in outputs:
return
else:
outputs.remove(requirement[2])
else:
for _ in range(requirement[0]):
if not requirement[1] in process_nodes:
return
else:
process_nodes.remove(requirement[1])
def select_output(self, gate_id): def select_output(self, gate_id):
if self.gates[gate_id].output: if self.gates[gate_id].output:
return return
@@ -190,11 +229,14 @@ class Game(arcade.gui.UIView):
def on_mouse_release(self, x, y, button, modifiers): def on_mouse_release(self, x, y, button, modifiers):
self.dragged_gate = None self.dragged_gate = None
def on_key_press(self, symbol, modifiers): def main_exit(self):
if symbol == arcade.key.ESCAPE:
from menus.main import Main from menus.main import Main
self.window.show_view(Main(self.pypresence_client)) self.window.show_view(Main(self.pypresence_client))
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
self.main_exit()
def on_draw(self): def on_draw(self):
super().on_draw() super().on_draw()

View File

@@ -41,7 +41,7 @@ class LevelSelector(arcade.gui.UIView):
row, col = (n + 1) // 5, (n + 1) % 5 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) diy_button.on_click = lambda event: self.play(-1)
self.grid._trigger_size_hint_update() self.grid._trigger_size_hint_update()

View File

@@ -1,4 +1,5 @@
import arcade, arcade.gui, asyncio, pypresence, time, copy, json import arcade, arcade.gui, asyncio, pypresence, time, copy, json
from utils.preload import button_texture, button_hovered_texture from utils.preload import button_texture, button_hovered_texture
from utils.constants import big_button_style, discord_presence_id from utils.constants import big_button_style, discord_presence_id
from utils.utils import FakePyPresence 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 = 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.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 = 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() 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): def play(self):
from menus.level_selector import LevelSelector from menus.level_selector import LevelSelector
self.window.show_view(LevelSelector(self.pypresence_client)) 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()

View File

@@ -28,7 +28,7 @@ LEVELS = [
[1, "INPUT", 1], [1, "INPUT", 1],
[1, "INPUT", 0], [1, "INPUT", 0],
[1, "OR"], [1, "OR"],
[1, "OUTPUT", 0] [1, "OUTPUT", 1]
], ],
[ [
[2, "INPUT", 1], [2, "INPUT", 1],