I work in a simulator, like Minecraft, but in 2d.
So far I have had power supplies and wires. Power supplies supply power to the wire, which will later be used to power other components.
The problem I encountered is when the wire is disconnected from the source, it remains on because all its neighbors are powered.
Here is the problem presented in the images:
A wire not connected to a power source

Connected wire and power

Power removed but wire still active

Here is a wire update loop showing this:
def update(self):
self.powered=False
for b in blocks:
if not b.powered:
continue
adjacent = False
if b.rect.collidepoint(self.rect.left,self.rect.top-5):
adjacent = True
if b.rect.collidepoint(self.rect.left,self.rect.bottom+5):
adjacent = True
if b.rect.collidepoint(self.rect.left-5,self.rect.top):
adjacent = True
if b.rect.collidepoint(self.rect.right+5,self.rect.top):
adjacent = True
if adjacent:
self.powered = True
break
if not self.powered:
pygame.draw.rect(screen, (0,0,0), self.rect, 0)
else:
pygame.draw.rect(screen, (200,0,0), self.rect, 0)
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:
import pygame
from pygame.locals import *
pygame.init()
screen=pygame.display.set_mode((640,480))
blocks=[]
class PowerSource(object):
def __init__(self,pos):
self.posx=pos[0]
self.posy=pos[1]
self.rect=pygame.Rect(self.posx,self.posy,32,32)
self.powered=True
def update(self):
pygame.draw.rect(screen, (255,0,0), self.rect, 0)
def repos(self):
pass
class Circuit(object):
def __init__(self,pos):
self.powered=False
self.posx=pos[0]
self.posy=pos[1]
self.rect=pygame.Rect(self.posx,self.posy,32,32)
def update(self):
self.powered=False
for b in blocks:
if not b.powered:
continue
adjacent = False
if b.rect.collidepoint(self.rect.left,self.rect.top-5):
adjacent = True
if b.rect.collidepoint(self.rect.left,self.rect.bottom+5):
adjacent = True
if b.rect.collidepoint(self.rect.left-5,self.rect.top):
adjacent = True
if b.rect.collidepoint(self.rect.right+5,self.rect.top):
adjacent = True
if adjacent:
self.powered = True
break
if not self.powered:
pygame.draw.rect(screen, (0,0,0), self.rect, 0)
else:
pygame.draw.rect(screen, (200,0,0), self.rect, 0)
while True:
place=1
screen.fill((255,255,255))
mse=pygame.mouse.get_pos()
mse=((mse[0]/32)*32,(mse[1]/32)*32)
pressed=pygame.mouse.get_pressed()
if pressed==(1,0,0):
pressed='L'
elif pressed==(0,0,1):
pressed='R'
for b in blocks:
b.update()
pygame.draw.rect(screen, (255,0,0), (mse[0],mse[1],32,32), 2)
for e in pygame.event.get():
if e.type==QUIT:
exit()
key=pygame.key.get_pressed()
if key[K_SPACE]:
for b in blocks:
if b.rect.collidepoint(mse):
place=0
if place==1:
blocks.append(PowerSource(mse))
if pressed=='L':
for b in blocks:
if b.rect.collidepoint(mse):
place=0
if place==1:
blocks.append(Circuit(mse))
elif pressed=='R':
for b in blocks:
if b.rect.collidepoint(mse):
blocks.remove(b)
pygame.display.flip()