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Rename app.py to v3_app.py
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"""
================================================================================
INTERACTIVE FACTORIZATION v1.4 EN
================================================================================
Main Developer: Marcos Autuori | Author: Autuori
================================================================================
"""
import gradio as gr
import time
import wave
import struct
import math
import os
# --- CONFIGURATION & DATA ---
GRID_NUMBERS = [
10, 12, 14, 15, 16, 18, 20, 21,
24, 25, 27, 28, 30, 32, 35, 36,
40, 42, 45, 48, 50, 54, 56, 60,
63, 64, 70, 72, 80, 81, 90, 100
]
KEYBOARD_KEYS = [2, 3, 4, 5, 6, 7, 8, 9, 10]
MAX_TIME = 150
# --- AUDIO GENERATION ENGINE ---
def ensure_sounds():
if not os.path.exists("sounds"):
os.makedirs("sounds")
# Frequency mapping (Hz)
sound_map = {
"sounds/click.wav": 440, # A4
"sounds/correct.wav": 880, # A5
"sounds/wrong.wav": 220 # A3
}
for filename, freq in sound_map.items():
if not os.path.exists(filename):
sample_rate = 44100
duration = 0.15 if "click" not in filename else 0.05
volume = 0.3
n_samples = int(sample_rate * duration)
with wave.open(filename, 'w') as f:
f.setnchannels(1)
f.setsampwidth(2)
f.setframerate(sample_rate)
for i in range(n_samples):
val = int(volume * 32767.0 * math.sin(2.0 * math.pi * freq * i / sample_rate))
f.writeframesraw(struct.pack('<h', val))
ensure_sounds()
# --- GAME LOGIC ---
def get_empty_state():
return {
"solved": [False] * 32,
"selected_idx": None,
"current_factors": [],
"start_time": time.time(),
"game_over": False,
"score": MAX_TIME
}
def format_grid_button(idx, solved_list, selected_idx):
label = str(GRID_NUMBERS[idx])
if solved_list[idx]:
return gr.update(value=f"✅ {label}", variant="success", interactive=False)
if selected_idx == idx:
return gr.update(variant="primary", interactive=True)
return gr.update(value=label, variant="secondary", interactive=True)
def handle_game_logic(state, action_type, value=None):
if state["game_over"]:
return state, "Game Over! Please restart.", None
feedback = "Select a target number..."
sound_to_play = "sounds/click.wav"
if action_type == "select_target":
state["selected_idx"] = value
state["current_factors"] = []
feedback = f"Factoring: {GRID_NUMBERS[value]}"
elif action_type == "select_factor":
if state["selected_idx"] is None:
feedback = "⚠️ Select a grid number first!"
sound_to_play = "sounds/wrong.wav"
else:
state["current_factors"].append(int(value))
if len(state["current_factors"]) == 2:
a, b = state["current_factors"]
target = GRID_NUMBERS[state["selected_idx"]]
if a * b == target:
state["solved"][state["selected_idx"]] = True
feedback = f"✔️ {a} x {b} = {target}! Correct!"
sound_to_play = "sounds/correct.wav"
state["selected_idx"] = None
else:
feedback = f"❌ {a} x {b} = {a*b} (Incorrect)."
sound_to_play = "sounds/wrong.wav"
state["current_factors"] = []
else:
feedback = f"First factor: {value}. Pick the second one!"
# Score calculation
elapsed = int(time.time() - state["start_time"])
state["score"] = max(0, MAX_TIME - elapsed)
if all(state["solved"]):
state["game_over"] = True
feedback = f"🏆 VICTORY! Final Score: {state['score']}"
return state, feedback, sound_to_play
# --- INTERFACE DESIGN ---
custom_css = """
.grid-btn {
min-width: 80px !important;
height: 80px !important;
font-size: 20px !important;
margin: 2px !important;
}
.kb-btn {
min-width: 60px !important;
height: 50px !important;
}
"""
with gr.Blocks(title="Autuori - Factorization Game", css=custom_css) as demo:
state = gr.State(get_empty_state())
# Hidden audio component (The core of the sound system)
audio_player = gr.Audio(interactive=False, visible=False, autoplay=True)
gr.Markdown(f"""
# 🎮 Interactive Factorization v1.4 EN
**Developer:** Marcos Autuori
*Instructions: Select a blue number from the grid, then pick two factors from the keyboard.*
""")
with gr.Row():
with gr.Column(scale=4):
# 4x8 Grid Layout
grid_buttons = []
for r in range(4):
with gr.Row():
for c in range(8):
idx = r * 8 + c
btn = gr.Button(str(GRID_NUMBERS[idx]), elem_classes="grid-btn")
grid_buttons.append(btn)
with gr.Column(scale=1):
# Status & Score Panel
status_box = gr.Textbox(label="Status", value="Select a blue target", interactive=False)
score_display = gr.Number(label="Score (Time)", value=MAX_TIME, interactive=False)
gr.Markdown("### Factors (2-10)")
keyboard_btns = []
# Keyboard arranged in rows
for r_kb in range(3):
with gr.Row():
for c_kb in range(3):
val = KEYBOARD_KEYS[r_kb * 3 + c_kb]
kb_btn = gr.Button(str(val), variant="secondary", elem_classes="kb-btn")
keyboard_btns.append(kb_btn)
reset_btn = gr.Button("Restart Game", variant="stop")
# Helper function to sync UI
def update_ui(s):
updates = [format_grid_button(i, s["solved"], s["selected_idx"]) for i in range(32)]
return updates + [s["score"]]
# --- EVENT MAPPING ---
# Grid Clicks
for i, btn in enumerate(grid_buttons):
btn.click(
fn=lambda s, idx=i: handle_game_logic(s, "select_target", idx),
inputs=[state],
outputs=[state, status_box, audio_player]
).then(fn=update_ui, inputs=[state], outputs=grid_buttons + [score_display])
# Keyboard Clicks
for kb_btn in keyboard_btns:
kb_btn.click(
fn=lambda s, v=kb_btn.value: handle_game_logic(s, "select_factor", v),
inputs=[state],
outputs=[state, status_box, audio_player]
).then(fn=update_ui, inputs=[state], outputs=grid_buttons + [score_display])
# Reset Action
def reset_all():
new_state = get_empty_state()
updates = [gr.update(value=str(num), variant="secondary", interactive=True) for num in GRID_NUMBERS]
return [new_state, "New Game Started!", None] + updates + [MAX_TIME]
reset_btn.click(
fn=reset_all,
outputs=[state, status_box, audio_player] + grid_buttons + [score_display]
)
if __name__ == "__main__":
demo.launch()