Remove debug logs

This commit is contained in:
Matei Adriel 2023-10-29 06:41:50 +01:00
parent bfcad7a7c7
commit 9089fee899
No known key found for this signature in database
6 changed files with 92 additions and 101 deletions

View file

@ -4,13 +4,13 @@ import { sassPlugin } from 'esbuild-sass-plugin'
import * as fs from 'fs'
const serve = process.env.ESBUILD_SERVE === '1'
const baseurl = process.env.ESBUILD_BASEURL
const baseurl = process.env.ESBUILD_BASEURL || '/'
console.log(`Building with baseurl ${baseurl}`)
const ctx = await esbuild.context({
entryPoints: ['src/index.ts'],
minify: !serve,
minify: true,
bundle: true,
metafile: true,
splitting: true,

View file

@ -1,23 +1,22 @@
/**
* In case the guys who look at my projet open the console -_-
* In case the people who look at my projet open the console -_-
*/
export const logWelcome = () => {
const commonStyles = 'padding: 3px'
const titleStyles = `font-size: 3em;`
const commonStyles = 'padding: 3px'
const titleStyles = `font-size: 3em;`
// console.log('%c Hello!',` `${titleStyles})
console.log(
`%c Hello
console.log(
`%c Hello
%c I don't know if you see this,
but if you do than you are probably wondering...
Why did I include this? The answer is - I don't know.
At first, it seemed like a good idea to include a welcome message in the console
(in case someone randomly openes it), but now i don't even know what i'm doing :)
Anyways, I hope you are having a good time in my simulator!!!`
.split('\n')
.map(s => s.trim())
.join(' '),
`${titleStyles}`,
`${commonStyles}`
)
.split('\n')
.map((s) => s.trim())
.join(' '),
`${titleStyles}`,
`${commonStyles}`
)
}

View file

@ -10,31 +10,29 @@ import LogicGate from './LogicGate'
* The component containing the info / actions about all logic gates
*/
const LogicGatePage = () => {
const gates = useObservable(() => LogicGateList, [])
const renderer = getRendererSafely()
console.log('got this far')
const gates = useObservable(() => LogicGateList, [])
const renderer = getRendererSafely()
return (
<main>
<div className="page" id="gates-page">
<div className="gate-grid">
{gates
.map(getTemplateSafely)
.sort((a, b) => a.category - b.category)
.filter((template) => {
return (
renderer.simulation.mode === 'project' ||
template.metadata.name !==
renderer.simulation.name
)
})
.map((template, index) => {
return <LogicGate key={index} template={template} />
})}
</div>
</div>
</main>
)
return (
<main>
<div className="page" id="gates-page">
<div className="gate-grid">
{gates
.map(getTemplateSafely)
.sort((a, b) => a.category - b.category)
.filter((template) => {
return (
renderer.simulation.mode === 'project' ||
template.metadata.name !== renderer.simulation.name
)
})
.map((template, index) => {
return <LogicGate key={index} template={template} />
})}
</div>
</div>
</main>
)
}
export default LogicGatePage

View file

@ -3,35 +3,30 @@ import { PinWrapper } from './Gate'
import { SimulationError } from '../../errors/classes/SimulationError'
export class Wire {
public id: number
public active = true
public id: number
public active = true
public constructor(
public start: PinWrapper,
public end: PinWrapper,
ic: boolean = false,
id?: number
) {
if (!ic && end.value.pairs.size !== 0) {
throw new SimulationError('An input pin can only have 1 pair')
}
end.value.addPair(start.value, true, !ic)
start.value.addPair(end.value, false, !ic)
// if (ic) {
// start.value.state.subscribe(console.log)
// end.value.state.subscribe(console.log)
// }
this.id = id !== undefined ? id : idStore.generate()
public constructor(
public start: PinWrapper,
public end: PinWrapper,
ic: boolean = false,
id?: number
) {
if (!ic && end.value.pairs.size !== 0) {
throw new SimulationError('An input pin can only have 1 pair')
}
public dispose() {
this.end.value.removePair(this.start.value)
this.start.value.removePair(this.end.value)
this.end.value.state.next("0")
end.value.addPair(start.value, true, !ic)
start.value.addPair(end.value, false, !ic)
this.active = false
}
this.id = id !== undefined ? id : idStore.generate()
}
public dispose() {
this.end.value.removePair(this.start.value)
this.start.value.removePair(this.end.value)
this.end.value.state.next('0')
this.active = false
}
}

View file

@ -3,28 +3,26 @@ import { SimulationRenderer } from '../classes/SimulationRenderer'
import { fromHexColorString, fromChunks } from '../../colors/helpers/fromHex'
export const pinFill = (renderer: SimulationRenderer, pin: Pin) => {
let color = 'rgba(0,0,0,0)'
let color = 'rgba(0,0,0,0)'
if (pin.pairs.size) {
const { open, closed } = renderer.options.gates.pinFill
const digits = Array.from(pin.state.value).map(Number)
if (pin.pairs.size) {
const { open, closed } = renderer.options.gates.pinFill
const digits = Array.from(pin.state.value).map(Number)
const colors = digits.map(digit => (digit ? open : closed))
const chunked = colors.map(fromHexColorString)
const colors = digits.map((digit) => (digit ? open : closed))
const chunked = colors.map(fromHexColorString)
const summed = [0, 1, 2]
.map(key =>
chunked
.flat()
.filter((v, index) => index % 3 === key)
.reduce((acc, curr) => acc + curr, 0)
)
.map(value => Math.floor(value / digits.length))
const summed = [0, 1, 2]
.map((key) =>
chunked
.flat()
.filter((v, index) => index % 3 === key)
.reduce((acc, curr) => acc + curr, 0)
)
.map((value) => Math.floor(value / digits.length))
color = fromChunks(summed)
color = fromChunks(summed)
}
// console.log(color)
}
return color
return color
}

View file

@ -20,28 +20,29 @@ b * (a - x0) = a - x1
x1 = a - b * (a - x0)
*/
export const handleScroll = (e: WheelEvent, camera: Camera) => {
const sign = -e.deltaY / Math.abs(e.deltaY)
const zoom = scrollStep ** sign
console.log('got here')
const sign = -e.deltaY / Math.abs(e.deltaY)
const zoom = scrollStep ** sign
if (!e.deltaY) {
return
}
if (!e.deltaY) {
return
}
const { position, scale } = camera.transform
const { position, scale } = camera.transform
const mousePosition = [e.clientX, e.clientY]
const oldPosition = [...mousePosition] as vector2
const mousePosition = [e.clientX, e.clientY]
const oldPosition = [...mousePosition] as vector2
const oldScale = scale[0]
const newScale = clamp(zoomLimits[0], zoomLimits[1], oldScale * zoom)
const oldScale = scale[0]
const newScale = clamp(zoomLimits[0], zoomLimits[1], oldScale * zoom)
camera.transform.scale = repeat(newScale, 2) as vector2
camera.transform.scale = repeat(newScale, 2) as vector2
const scaleFraction = newScale / oldScale
const newPosition = substract(
oldPosition,
multiply(substract(oldPosition, position), scaleFraction)
)
const scaleFraction = newScale / oldScale
const newPosition = substract(
oldPosition,
multiply(substract(oldPosition, position), scaleFraction)
)
camera.transform.position = newPosition
camera.transform.position = newPosition
}