mirror of
https://github.com/csd4ni3l/logical-signals.git
synced 2026-01-01 12:33:46 +01:00
I forgot to commit, but i have added all the basics: nodes, and connections, and evaluation. Took a long time due to bugs
This commit is contained in:
145
game/play.py
145
game/play.py
@@ -1,11 +1,146 @@
|
||||
import arcade, arcade.gui
|
||||
import arcade, arcade.gui, random
|
||||
|
||||
from utils.constants import menu_background_color, button_style
|
||||
from utils.preload import button_texture, button_hovered_texture
|
||||
from utils.utils import cubic_bezier_points, get_gate_port_position
|
||||
from utils.constants import dropdown_style, LOGICAL_GATES
|
||||
|
||||
class LogicalGate(arcade.gui.UIBoxLayout):
|
||||
def __init__(self, id, x, y, gate_type):
|
||||
super().__init__(x=x, y=y, space_between=2, vertical=False)
|
||||
|
||||
self.id = id
|
||||
self.gate_type = gate_type
|
||||
|
||||
if gate_type == "INPUT":
|
||||
self.value = 1
|
||||
else:
|
||||
self.value = 0
|
||||
|
||||
self.input_add_button = self.add(arcade.gui.UIFlatButton(text="+", style=dropdown_style, height=30, width=30))
|
||||
self.input_add_button.visible = not self.gate_type == "INPUT"
|
||||
|
||||
self.gate_button = self.add(arcade.gui.UIFlatButton(text=f"{gate_type} ({self.value})", style=dropdown_style, height=30, width=100))
|
||||
|
||||
self.output_add_button = self.add(arcade.gui.UIFlatButton(text="+", style=dropdown_style, height=30, width=30))
|
||||
self.output_add_button.visible = not self.gate_type == "OUTPUT"
|
||||
|
||||
self.input: list[LogicalGate] = []
|
||||
self.output: LogicalGate | None = None
|
||||
|
||||
def calculate_value(self):
|
||||
if self.gate_type == "OUTPUT":
|
||||
self.value = self.input[0].calculate_value()
|
||||
elif len(self.input) == 2:
|
||||
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
|
||||
|
||||
self.gate_button.text = f"{self.gate_type} ({self.value})"
|
||||
return self.value
|
||||
|
||||
def __repr__(self):
|
||||
return f"{self.gate_type}: {self.value}"
|
||||
|
||||
class Game(arcade.gui.UIView):
|
||||
def __init__(self, pypresence_client):
|
||||
super().__init__()
|
||||
|
||||
def on_show_view(self):
|
||||
super().on_show_view()
|
||||
self.pypresence_client = pypresence_client
|
||||
self.pypresence_client.update(state="In game")
|
||||
|
||||
self.gates: list[LogicalGate] = []
|
||||
self.connections = []
|
||||
self.default_gate_type = "AND"
|
||||
self.dragged_gate = None
|
||||
|
||||
self.selected_input = None
|
||||
self.selected_output = None
|
||||
|
||||
self.ui.on_event = self.on_event
|
||||
|
||||
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
|
||||
self.tools_box = self.anchor.add(arcade.gui.UIBoxLayout(vertical=False, space_between=5), anchor_x="center", anchor_y="bottom", align_y=5)
|
||||
|
||||
for gate in LOGICAL_GATES.keys():
|
||||
button = self.tools_box.add(arcade.gui.UIFlatButton(width=self.window.width * 0.1, height=self.window.height * 0.1, text=f"Create {gate} gate", style=dropdown_style))
|
||||
button.on_click = lambda event, gate=gate: self.add_gate(random.randint(0, self.window.width - 100), random.randint(0, self.window.height - 100), gate)
|
||||
|
||||
evaluate_button = self.tools_box.add(arcade.gui.UIFlatButton(width=self.window.width * 0.1, height=self.window.height * 0.1, text="Evaluate", style=dropdown_style))
|
||||
evaluate_button.on_click = lambda event: self.run_logic()
|
||||
|
||||
def run_logic(self):
|
||||
for gate in self.gates:
|
||||
if not gate.output:
|
||||
gate.calculate_value()
|
||||
|
||||
def select_output(self, gate_id):
|
||||
if self.gates[gate_id].output:
|
||||
return
|
||||
|
||||
self.selected_output = gate_id
|
||||
self.selected_input = None
|
||||
|
||||
def select_input(self, gate_id):
|
||||
if len(self.gates[gate_id].input) == 2:
|
||||
return
|
||||
|
||||
if self.selected_output is not None:
|
||||
self.selected_input = gate_id
|
||||
|
||||
output_gate = self.gates[self.selected_output]
|
||||
input_gate = self.gates[self.selected_input]
|
||||
|
||||
output_gate.output = input_gate
|
||||
input_gate.input.append(output_gate)
|
||||
|
||||
self.connections.append([self.selected_output, self.selected_input])
|
||||
|
||||
self.selected_output = None
|
||||
self.selected_input = None
|
||||
|
||||
def add_gate(self, x, y, gate_type):
|
||||
if len(self.gates) < 2:
|
||||
gate_type = "INPUT"
|
||||
|
||||
self.gates.append(self.add_widget(LogicalGate(len(self.gates), x, y, gate_type)))
|
||||
|
||||
self.gates[-1].input_add_button.on_click = lambda e, gate_id=len(self.gates) - 1: self.select_input(gate_id)
|
||||
self.gates[-1].output_add_button.on_click = lambda e, gate_id=len(self.gates) - 1: self.select_output(gate_id)
|
||||
|
||||
def on_event(self, event):
|
||||
arcade.gui.UIManager.on_event(self.ui, event)
|
||||
|
||||
if isinstance(event, arcade.gui.UIMousePressEvent):
|
||||
if not self.dragged_gate:
|
||||
for gate in self.gates:
|
||||
if gate.gate_button.rect.point_in_rect((event.x, event.y)):
|
||||
self.dragged_gate = gate
|
||||
break
|
||||
|
||||
def on_mouse_drag(self, x, y, dx, dy, _buttons, _modifiers):
|
||||
if self.dragged_gate is not None:
|
||||
self.dragged_gate.rect = self.dragged_gate.rect.move(dx, dy)
|
||||
|
||||
def on_mouse_release(self, x, y, button, modifiers):
|
||||
self.dragged_gate = None
|
||||
|
||||
def on_key_press(self, symbol, modifiers):
|
||||
if symbol == arcade.key.ESCAPE:
|
||||
from menus.main import Main
|
||||
self.window.show_view(Main(self.pypresence_client))
|
||||
|
||||
def on_draw(self):
|
||||
super().on_draw()
|
||||
|
||||
for conn in self.connections:
|
||||
start_id, end_id = conn
|
||||
start_gate = self.gates[start_id]
|
||||
end_gate = self.gates[end_id]
|
||||
|
||||
p0 = get_gate_port_position(start_gate, "output")
|
||||
p3 = get_gate_port_position(end_gate, "input")
|
||||
|
||||
dx = p3[0] - p0[0]
|
||||
offset = max(60, abs(dx) * 0.45)
|
||||
c1 = (p0[0] + offset, p0[1])
|
||||
c2 = (p3[0] - offset, p3[1])
|
||||
|
||||
points = cubic_bezier_points(p0, c1, c2, p3, segments=40)
|
||||
arcade.draw_line_strip(points, arcade.color.WHITE, 3)
|
||||
Reference in New Issue
Block a user