# ⚡ Logic Gates — Circuit Simulator RPG A logic gate circuit simulator combined with a Pokemon-style tile-based world. Players explore **Neon Town**, interact with NPCs, and craft logic circuits in a **Workshop** to solve puzzle doors and progress through the game. **Live:** [logic.montlab.dev](https://logic.montlab.dev) ## 🎮 Game Modes ### World Mode (exploration) - Walk around pixel-art maps rendered from PNG backgrounds - Talk to NPCs, read signs, enter buildings through doors - Find puzzle doors that require specific circuit outputs to unlock - Open your **backpack** to manage saved gadgets ### Workshop Mode (circuit editor) - Full-featured logic gate simulator with drag-and-drop - Gates: AND, OR, NOT, NAND, NOR, XOR, INPUT, OUTPUT, CLOCK - Wire gates together by dragging between ports - Real-time simulation with GTKWave-style waveform viewer - Save circuits as **custom components** for reuse - Save circuits as **gadgets** to your backpack for use on puzzles ## đŸ•šī¸ Controls ### World | Key | Action | |-----|--------| | WASD / Arrows | Move | | E / Enter / Space | Interact with NPCs, signs, doors | | I | Open Backpack | | TAB | Open Workshop | | F3 | Toggle debug collision overlay | ### Workshop | Key | Action | |-----|--------| | Click + Drag | Place and connect gates | | Shift + Drag | Cut wires / create bus connectors | | Mouse wheel | Zoom | | Arrows / +/- | Pan and zoom | | 0 | Reset camera | ### Backpack | Key | Action | |-----|--------| | ↑↓ / WS | Navigate gadget list | | E / Enter | Select → Use / Toss | | I / ESC / B | Close | ## 🎒 Gadget System Circuits become portable items: 1. **Build** a circuit in the Workshop with INPUT and OUTPUT gates 2. **Save as Gadget** (pink button, top-right) — names it and stores in your backpack 3. **Use on puzzle doors** — the game runs your circuit's truth table against the puzzle's required outputs 4. If outputs match → puzzle solved, door unlocks! ## đŸ—ēī¸ Maps | Map | Size | Description | |-----|------|-------------| | Neon Town | 20×18 | Hub town with buildings, NPCs, signs | | Circuit Lab | 10×12 | Professor's lab with workshop tables | | House Interior | 8×8 | Generic house (WIP) | | Route 1 | 20×36 | Path to next area (WIP) | ### Bidirectional Door System Every door is a two-way link with explicit coordinates — entering a building through a specific door returns you to that exact door when you exit. `spawn` only exists on the starting map (Neon Town). ## đŸ› ī¸ Level Editor Standalone editor at `/editor.html` for visually editing maps: - **Wall painting** — click/drag to paint collision masks - **Entity placement** — NPCs, exits, interactions, spawn points - **🔗 Bi-Link tool** — create bidirectional door links between maps in one click - **Properties panel** — edit entity properties (dialog, facing, target map/coords) - **Zoom/pan** — mouse wheel, +/-, arrows, right-click drag - **Server save/load** — saves directly to `maps.js` via API - **Keyboard shortcuts** — 1-7 for tools, Ctrl+S to save, Delete to remove ## 📁 Project Structure ``` ├── index.html # Main game page ├── editor.html # Standalone level editor ├── server.js # Node.js server (static + API) ├── Dockerfile # Docker build (node:20-alpine) ├── assets/ │ ├── map/ # PNG map backgrounds (lab, pallet-town, house, route-1) │ └── character/ # Player sprites (32×32, 4 directions × 3 frames) │ └── npcs/ # NPC sprites (16×16) ├── css/ │ └── style.css # Workshop UI styles ├── js/ │ ├── app.js # Entry point, wires everything together │ ├── state.js # Circuit editor state │ ├── gates.js # Gate creation and evaluation │ ├── connections.js # Wire/connection logic │ ├── renderer.js # Circuit editor canvas rendering │ ├── events.js # Circuit editor mouse/keyboard events │ ├── components.js # Custom component system (save/eval/edit) │ ├── saveLoad.js # Circuit serialization │ ├── levels.js # Puzzle level definitions │ ├── constants.js # Shared constants │ └── world/ │ ├── gameMode.js # Mode coordinator (world ↔ workshop) │ ├── maps.js # Map definitions (walls, exits, NPCs, interactions) │ ├── sprites.js # PNG asset loading and drawing │ ├── worldRenderer.js# World canvas rendering (map, NPCs, player, HUD, debug) │ ├── worldInput.js # World keyboard input (movement, interaction) │ ├── worldState.js # World game state (player, dialog, puzzles, gadgets) │ └── inventory.js # Gadget backpack (data model + full-screen UI) ``` ## 🚀 Development ### Run locally ```bash npm start # or: node server.js # Open http://localhost:3000 ``` ### Deploy (Docker via Coolify) ```bash docker build -t logic-gates . docker run -p 3000:3000 logic-gates ``` Deployed automatically via Coolify on Hetzner at `logic.montlab.dev`. ### API Endpoints | Method | Endpoint | Description | |--------|----------|-------------| | GET | `/api/maps` | Get current maps.js content | | PUT | `/api/maps` | Update maps.js (creates .bak backup) | ## 🔧 Technical Details - **Rendering**: Vanilla Canvas 2D, no frameworks - **Modules**: ES6 modules (`type="module"`) - **Tile system**: 16px native tiles, 3× scale = 48px on screen - **Collision**: `Set<"x,y">` for O(1) wall lookups - **Player sprite**: 32×32 native, drawn at 48×48 (same visual size as 16×16 NPC sprites at 48×48) - **Camera**: Follows player, centered on screen - **Movement**: Interpolated tile-based (0.15s per tile) - **Circuit evaluation**: Fixed-point iteration (max 20 passes) — supports latches/flip-flops