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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 @@
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import arcade, arcade.gui
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import arcade, arcade.gui, random
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from utils.constants import menu_background_color, button_style
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from utils.utils import cubic_bezier_points, get_gate_port_position
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from utils.preload import button_texture, button_hovered_texture
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from utils.constants import dropdown_style, LOGICAL_GATES
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class LogicalGate(arcade.gui.UIBoxLayout):
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def __init__(self, id, x, y, gate_type):
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super().__init__(x=x, y=y, space_between=2, vertical=False)
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self.id = id
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self.gate_type = gate_type
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if gate_type == "INPUT":
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self.value = 1
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else:
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self.value = 0
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self.input_add_button = self.add(arcade.gui.UIFlatButton(text="+", style=dropdown_style, height=30, width=30))
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self.input_add_button.visible = not self.gate_type == "INPUT"
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self.gate_button = self.add(arcade.gui.UIFlatButton(text=f"{gate_type} ({self.value})", style=dropdown_style, height=30, width=100))
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self.output_add_button = self.add(arcade.gui.UIFlatButton(text="+", style=dropdown_style, height=30, width=30))
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self.output_add_button.visible = not self.gate_type == "OUTPUT"
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self.input: list[LogicalGate] = []
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self.output: LogicalGate | None = None
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def calculate_value(self):
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if self.gate_type == "OUTPUT":
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self.value = self.input[0].calculate_value()
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elif len(self.input) == 2:
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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
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self.gate_button.text = f"{self.gate_type} ({self.value})"
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return self.value
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def __repr__(self):
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return f"{self.gate_type}: {self.value}"
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class Game(arcade.gui.UIView):
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class Game(arcade.gui.UIView):
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def __init__(self, pypresence_client):
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def __init__(self, pypresence_client):
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super().__init__()
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super().__init__()
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def on_show_view(self):
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self.pypresence_client = pypresence_client
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super().on_show_view()
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self.pypresence_client.update(state="In game")
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self.gates: list[LogicalGate] = []
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self.connections = []
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self.default_gate_type = "AND"
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self.dragged_gate = None
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self.selected_input = None
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self.selected_output = None
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self.ui.on_event = self.on_event
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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(vertical=False, space_between=5), anchor_x="center", anchor_y="bottom", align_y=5)
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for gate in LOGICAL_GATES.keys():
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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))
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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)
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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))
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evaluate_button.on_click = lambda event: self.run_logic()
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def run_logic(self):
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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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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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self.selected_output = gate_id
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self.selected_input = None
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def select_input(self, gate_id):
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if len(self.gates[gate_id].input) == 2:
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return
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if self.selected_output is not None:
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self.selected_input = gate_id
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output_gate = self.gates[self.selected_output]
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input_gate = self.gates[self.selected_input]
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output_gate.output = input_gate
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input_gate.input.append(output_gate)
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self.connections.append([self.selected_output, self.selected_input])
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self.selected_output = None
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self.selected_input = None
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def add_gate(self, x, y, gate_type):
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if len(self.gates) < 2:
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gate_type = "INPUT"
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self.gates.append(self.add_widget(LogicalGate(len(self.gates), x, y, gate_type)))
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self.gates[-1].input_add_button.on_click = lambda e, gate_id=len(self.gates) - 1: self.select_input(gate_id)
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self.gates[-1].output_add_button.on_click = lambda e, gate_id=len(self.gates) - 1: self.select_output(gate_id)
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def on_event(self, event):
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arcade.gui.UIManager.on_event(self.ui, event)
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if isinstance(event, arcade.gui.UIMousePressEvent):
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if not self.dragged_gate:
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for gate in self.gates:
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if gate.gate_button.rect.point_in_rect((event.x, event.y)):
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self.dragged_gate = gate
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break
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def on_mouse_drag(self, x, y, dx, dy, _buttons, _modifiers):
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if self.dragged_gate is not None:
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self.dragged_gate.rect = self.dragged_gate.rect.move(dx, dy)
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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 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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def on_draw(self):
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super().on_draw()
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for conn in self.connections:
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start_id, end_id = conn
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start_gate = self.gates[start_id]
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end_gate = self.gates[end_id]
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p0 = get_gate_port_position(start_gate, "output")
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p3 = get_gate_port_position(end_gate, "input")
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dx = p3[0] - p0[0]
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offset = max(60, abs(dx) * 0.45)
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c1 = (p0[0] + offset, p0[1])
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c2 = (p3[0] - offset, p3[1])
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points = cubic_bezier_points(p0, c1, c2, p3, segments=40)
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arcade.draw_line_strip(points, arcade.color.WHITE, 3)
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@@ -52,10 +52,10 @@ class Main(arcade.gui.UIView):
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self.title_label = self.box.add(arcade.gui.UILabel(text="Logical Signals", font_name="Roboto", font_size=48))
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self.title_label = self.box.add(arcade.gui.UILabel(text="Logical Signals", font_name="Roboto", font_size=48))
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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=150, style=big_button_style))
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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.play_button.on_click = lambda event: self.play()
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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=150, style=big_button_style))
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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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self.settings_button.on_click = lambda event: self.settings()
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def play(self):
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def play(self):
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@@ -7,6 +7,17 @@ menu_background_color = (30, 30, 47)
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log_dir = 'logs'
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log_dir = 'logs'
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discord_presence_id = 1427213145667276840
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discord_presence_id = 1427213145667276840
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LOGICAL_GATES = {
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"INPUT": lambda a: a,
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"AND": lambda a, b: a and b,
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"OR": lambda a, b: a or b,
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"NAND": lambda a, b: not (a and b),
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"NOR": lambda a, b: not (a or b),
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"XOR": lambda a, b: a != b,
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"XNOR": lambda a, b: a == b,
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"OUTPUT": lambda a: a
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}
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button_style = {'normal': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK), 'hover': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK),
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button_style = {'normal': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK), 'hover': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK),
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'press': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK), 'disabled': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK)}
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'press': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK), 'disabled': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK)}
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big_button_style = {'normal': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK, font_size=26), 'hover': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK, font_size=26),
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big_button_style = {'normal': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK, font_size=26), 'hover': UITextureButtonStyle(font_name="Roboto", font_color=arcade.color.BLACK, font_size=26),
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@@ -2,7 +2,28 @@ import logging, arcade, arcade.gui, sys, traceback
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from utils.constants import menu_background_color
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from utils.constants import menu_background_color
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import pyglet.info, pyglet.event
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import pyglet.display
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def lerp(a, b, t):
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return a + (b - a) * t
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def cubic_bezier_point(p0, p1, p2, p3, t):
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u = 1 - t
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x = (u ** 3) * p0[0] + 3 * (u ** 2) * t * p1[0] + 3 * u * (t ** 2) * p2[0] + (t ** 3) * p3[0]
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y = (u ** 3) * p0[1] + 3 * (u ** 2) * t * p1[1] + 3 * u * (t ** 2) * p2[1] + (t ** 3) * p3[1]
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return x, y
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def cubic_bezier_points(p0, p1, p2, p3, segments=40):
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return [cubic_bezier_point(p0, p1, p2, p3, i / segments) for i in range(segments + 1)]
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def get_gate_port_position(gate, port: str):
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rect = gate.rect
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center_y = rect.center_y
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if port == "output":
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return (rect.right, center_y)
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else:
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return (rect.left, center_y)
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def dump_platform():
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def dump_platform():
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import platform
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import platform
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