Команда Python for Devs подготовила перевод статьи Элa Свейгарта о неудачных экспериментах с vibe coding. Все говорят, что ИИ уже умеет писать приложения, но стоит чуть отклониться от привычных сценариев — и всё идёт наперекосяк. Картофельная Африка вместо карты, пинбол, превращающийся в пинг-понг, и счёты с отрицательными числами — автор собрал коллекцию своих провалов с vibe coding.


Последнюю неделю я экспериментировал с vibe coding: просил LLM-модели вроде ChatGPT, Claude и Gemini написать полноценные приложения так, будто у меня нет вообще никаких навыков программирования. LLM легко решают задачи на кодинг или собеседовательные вопросы. Но мне хотелось проверить, насколько далеко они способны зайти, если попросить их создать готовые приложения, и какие типичные сбои при этом проявляются. В роли «непрограммиста» я мог бы исправлять баги только описывая их LLM. Для простоты я выбрал небольшие приложения на Python, использующие только стандартную библиотеку и пакет tkinter для GUI. В этом посте я рассказываю об этих провалах — о тех случаях, где ИИ просто не справляется.

Меня не волнует изысканный или красивый интерфейс (в конце концов, тут всё ограничено tkinter). Важно понять, запускается ли приложение без серьёзных ошибок. Для этих экспериментов я использовал ChatGPT 5, Gemini 2.5 Pro и Claude Sonnet 4.

В тексте я привожу исходный код некоторых программ, сгенерированных LLM. Если вам удастся довести до рабочего состояния любую из этих идей, мне будет интересно узнать о результатах: al@inventwithpython.com.

Паттерны неудач в приложениях от LLM

Обычно LLM не удавалось создать софт со следующими характеристиками:

  • Немного необычные задачи. Любое приложение, которое не реализовывалось сотни раз (Тетрис, секундомер, список дел и т. п.).

  • Требующие пространственных или визуальных характеристик. LLM генерируют текст, но работа с координатами или отрисовкой у них быстро разваливается.

  • Похожие, но не идентичные типовые приложения. Если попросить сделать пинбол — получается пинг-понг. Если нужны аморфные пятна, как в лавовой лампе, LLM рисуют идеальные круги. Модели скатываются к знакомым, но неточным примерам, иногда даже несмотря на прямые указания не делать этого.

Список провалившихся экспериментов с vibe coding:

  • Викторина по географии стран Африки

  • Игра «Пинбол»

  • Генератор круговых лабиринтов

  • Интерактивные китайские счеты

  • Симулятор кодового замка

  • Редактор генеалогических деревьев

  • Симулятор лавовой лампы

  • Симулятор снежного шара

Викторина по географии стран Африки

Промпт:

Создай программу на Python с использованием tkinter для GUI и только пакетов из стандартной библиотеки. Приложение показывает простую карту Африки без границ между странами, только контур Африки. Оно выводит название случайной африканской страны, затем пользователь должен кликнуть по карте. Приложение показывает контур этой страны на карте на несколько секунд, после чего выводит название следующей случайной страны. Для простоты в приложении нет очков или баллов. Приложение не сообщает, попал ли пользователь в границы страны, или нет (он и так увидит это, когда появится контур страны). Чтобы упростить, точки остановки нет: викторина продолжается, пока пользователь не закроет окно приложения.

Результат: LLM постоянно «забывают», что Мадагаскар — часть Африки, если им об этом не напоминать. Еще кажется, что LLM считают, будто Африка по форме как картошка.

Я рассчитывал на нечто похожее на эту викторину по географии: показывается Африка без границ стран, а затем пользователю предлагают кликнуть по заданной стране.

Одна из LLM выдала что-то отдаленно похожее на Африку и даже нарисовала Мадагаскар (после того как я напомнил, что он — часть Африки). Но формы стран были... мягко говоря, неточными. Я просил их найти в интернете SVG-файлы карт Африки. Они отвечали, что нашли, а затем снова рисовали картошку.

fail_africa_1.py
import tkinter as tk
from tkinter import ttk
import random
import math

class AfricaGeographyQuiz:
    def __init__(self):
        self.root = tk.Tk()
        self.root.title("African Geography Quiz")
        self.root.geometry("800x700")
        self.root.configure(bg='lightblue')
        
        # African countries and their approximate center coordinates (normalized 0-1)
        self.countries = {
            'Algeria': (0.5, 0.25),
            'Angola': (0.35, 0.75),
            'Benin': (0.45, 0.55),
            'Botswana': (0.55, 0.8),
            'Burkina Faso': (0.4, 0.5),
            'Burundi': (0.65, 0.7),
            'Cameroon': (0.5, 0.6),
            'Cape Verde': (0.15, 0.45),
            'Central African Republic': (0.55, 0.6),
            'Chad': (0.55, 0.5),
            'Comoros': (0.8, 0.75),
            'Democratic Republic of the Congo': (0.55, 0.7),
            'Republic of the Congo': (0.5, 0.65),
            'Djibouti': (0.8, 0.5),
            'Egypt': (0.65, 0.25),
            'Equatorial Guinea': (0.48, 0.6),
            'Eritrea': (0.75, 0.45),
            'Eswatini': (0.65, 0.85),
            'Ethiopia': (0.75, 0.55),
            'Gabon': (0.48, 0.65),
            'Gambia': (0.25, 0.5),
            'Ghana': (0.4, 0.55),
            'Guinea': (0.3, 0.5),
            'Guinea-Bissau': (0.25, 0.5),
            'Ivory Coast': (0.35, 0.55),
            'Kenya': (0.75, 0.65),
            'Lesotho': (0.6, 0.85),
            'Liberia': (0.3, 0.55),
            'Libya': (0.55, 0.3),
            'Madagascar': (0.85, 0.8),
            'Malawi': (0.7, 0.75),
            'Mali': (0.4, 0.45),
            'Mauritania': (0.3, 0.4),
            'Mauritius': (0.9, 0.8),
            'Morocco': (0.35, 0.2),
            'Mozambique': (0.7, 0.8),
            'Namibia': (0.5, 0.8),
            'Niger': (0.5, 0.45),
            'Nigeria': (0.5, 0.55),
            'Rwanda': (0.65, 0.7),
            'Sao Tome and Principe': (0.45, 0.6),
            'Senegal': (0.25, 0.45),
            'Seychelles': (0.9, 0.7),
            'Sierra Leone': (0.28, 0.55),
            'Somalia': (0.85, 0.6),
            'South Africa': (0.6, 0.85),
            'South Sudan': (0.65, 0.55),
            'Sudan': (0.65, 0.45),
            'Tanzania': (0.7, 0.7),
            'Togo': (0.43, 0.55),
            'Tunisia': (0.5, 0.2),
            'Uganda': (0.7, 0.65),
            'Zambia': (0.6, 0.75),
            'Zimbabwe': (0.65, 0.8)
        }
        
        self.current_country = None
        self.showing_answer = False
        
        self.setup_ui()
        self.next_question()
        
    def setup_ui(self):
        # Title
        title_label = tk.Label(self.root, text="African Geography Quiz", 
                              font=('Arial', 20, 'bold'), bg='lightblue', fg='darkblue')
        title_label.pack(pady=10)
        
        # Instructions
        instructions = tk.Label(self.root, 
                               text="Click on the map where you think the country is located!", 
                               font=('Arial', 12), bg='lightblue', fg='darkgreen')
        instructions.pack(pady=5)
        
        # Country prompt
        self.country_label = tk.Label(self.root, text="", 
                                     font=('Arial', 16, 'bold'), bg='lightblue', fg='red')
        self.country_label.pack(pady=10)
        
        # Canvas for the map
        self.canvas = tk.Canvas(self.root, width=600, height=500, bg='lightcyan')
        self.canvas.pack(pady=10)
        self.canvas.bind("<Button-1>", self.on_map_click)
        
        # Draw Africa outline
        self.draw_africa_outline()
        
    def draw_africa_outline(self):
        """Draw a simplified outline of Africa"""
        # Simplified Africa outline coordinates (scaled to canvas)
        africa_points = [
            # Starting from northwest, going clockwise
            100, 150,  # Morocco area
            120, 140,  # North Morocco
            140, 130,  # Algeria
            200, 120,  # Tunisia
            250, 130,  # Libya
            350, 140,  # Egypt
            370, 160,  # Egypt east
            380, 200,  # Red Sea
            390, 250,  # Sudan/Eritrea
            400, 300,  # Ethiopia
            420, 350,  # Somalia
            430, 400,  # Kenya
            440, 450,  # Tanzania
            450, 480,  # Mozambique north
            460, 500,  # Mozambique
            450, 520,  # South Africa east
            400, 530,  # South Africa
            350, 525,  # Lesotho area
            300, 520,  # South Africa west
            250, 510,  # Namibia
            200, 500,  # Angola
            150, 480,  # Angola north
            120, 450,  # DRC
            100, 400,  # Cameroon
            90, 350,   # Nigeria
            85, 300,   # Niger
            80, 250,   # Mali
            75, 200,   # Mauritania
            80, 180,   # Morocco west
            100, 150   # Back to start
        ]
        
        self.canvas.create_polygon(africa_points, outline='black', fill='tan', width=2)
        
    def next_question(self):
        """Select a random country for the next question"""
        if self.showing_answer:
            return
            
        self.current_country = random.choice(list(self.countries.keys()))
        self.country_label.config(text=f"Find: {self.current_country}")
        
        # Clear any previous answer markers
        self.canvas.delete("answer_marker")
        
    def on_map_click(self, event):
        """Handle clicks on the map"""
        if self.showing_answer:
            return
            
        # Show where the user clicked
        self.canvas.create_oval(event.x-5, event.y-5, event.x+5, event.y+5, 
                               fill='blue', outline='darkblue', width=2, tags="click_marker")
        
        # Show the correct location
        self.show_answer()
        
    def show_answer(self):
        """Show the correct location of the country"""
        self.showing_answer = True
        
        # Get the country's coordinates and convert to canvas coordinates
        country_coords = self.countries[self.current_country]
        canvas_x = country_coords[0] * 600  # Scale to canvas width
        canvas_y = country_coords[1] * 500  # Scale to canvas height
        
        # Adjust coordinates to fit within Africa outline
        canvas_x = max(75, min(525, canvas_x))
        canvas_y = max(120, min(480, canvas_y))
        
        # Draw the correct location marker
        self.canvas.create_oval(canvas_x-8, canvas_y-8, canvas_x+8, canvas_y+8,
                               fill='red', outline='darkred', width=3, tags="answer_marker")
        
        # Draw country name near the marker
        self.canvas.create_text(canvas_x, canvas_y-20, text=self.current_country,
                               font=('Arial', 10, 'bold'), fill='darkred', tags="answer_marker")
        
        # Schedule next question
        self.root.after(3000, self.prepare_next_question)
        
    def prepare_next_question(self):
        """Prepare for the next question"""
        self.showing_answer = False
        # Clear click markers
        self.canvas.delete("click_marker")
        # Answer markers will be cleared in next_question
        self.next_question()
        
    def run(self):
        """Start the application"""
        self.root.mainloop()

if __name__ == "__main__":
    app = AfricaGeographyQuiz()
    app.run()
fail_africa_2.py
import tkinter as tk
import random

# --- High-Resolution Coordinate Data ---
# This data provides more detailed outlines for the continent and countries.
# Coordinates are in (longitude, latitude) format.
AFRICA_DATA = {
    "Algeria": [[(8.68, 28.97), (8.68, 36.8), (3.28, 36.8), (-1.9, 35.9), (-8.67, 30.9), (-8.67, 21.5), (-4.2, 25.0), (2.4, 23.4), (5.5, 19.3), (11.9, 23.9), (9.5, 28.0), (8.68, 28.97)]],
    "Angola": [[(13.2, -4.8), (11.7, -17.9), (24.0, -17.9), (24.0, -10.7), (22.0, -11.2), (21.8, -4.8), (16.5, -5.9), (13.2, -4.8)]],
    "Botswana": [[(20.0, -17.7), (20.0, -26.9), (25.3, -25.8), (29.4, -22.1), (26.7, -20.2), (20.0, -17.7)]],
    "Cameroon": [[(8.4, 2.2), (16.2, 2.2), (16.2, 13.1), (12.5, 10.5), (10.5, 11.5), (9.3, 9.5), (8.4, 4.5), (8.4, 2.2)]],
    "Chad": [[(13.4, 7.4), (24.0, 7.4), (24.0, 19.5), (20.0, 23.4), (15.0, 23.4), (14.3, 12.8), (13.4, 7.4)]],
    "Democratic Republic of the Congo": [[(12.2, -5.8), (12.2, -13.4), (29.4, -13.4), (31.2, -8.7), (29.5, -2.5), (30.8, 1.2), (30.0, 4.2), (18.5, 5.4), (16.7, 2.0), (12.2, -5.8)]],
    "Egypt": [[(25.0, 22.0), (25.0, 31.6), (34.0, 31.6), (36.9, 27.8), (34.8, 22.0), (25.0, 22.0)]],
    "Ethiopia": [[(33.0, 3.4), (44.0, 3.4), (48.0, 8.0), (43.0, 11.0), (42.2, 14.8), (36.3, 14.8), (35.0, 12.5), (33.0, 6.0), (33.0, 3.4)]],
    "Kenya": [[(33.9, -4.7), (40.9, -4.7), (41.9, -1.8), (41.0, 4.6), (34.5, 4.6), (34.0, 0.0), (33.9, -4.7)]],
    "Libya": [[(9.4, 19.5), (25.0, 19.5), (25.0, 31.6), (11.5, 33.0), (9.4, 29.0), (9.4, 19.5)]],
    "Madagascar": [[(43.2, -12.0), (50.5, -15.4), (49.5, -25.6), (43.7, -25.1), (43.2, -12.0)]],
    "Mali": [[(-12.2, 10.1), (4.2, 10.1), (4.2, 25.0), (-5.0, 25.0), (-11.5, 14.8), (-12.2, 10.1)]],
    "Morocco": [[(-13.1, 27.6), (-8.6, 27.6), (-8.6, 29.0), (-1.0, 32.0), (-1.0, 35.9), (-5.9, 35.9), (-8.8, 33.5), (-13.1, 27.6)]],
    "Mozambique": [[(30.2, -26.8), (40.8, -10.4), (35.0, -10.4), (32.5, -16.0), (30.2, -22.0), (30.2, -26.8)]],
    "Namibia": [[(11.7, -16.9), (11.7, -28.9), (20.0, -28.9), (20.0, -22.0), (25.2, -17.9), (23.0, -16.9), (11.7, -16.9)]],
    "Niger": [[(0.1, 11.9), (16.0, 11.9), (16.0, 20.2), (12.0, 23.5), (5.0, 23.5), (3.0, 16.0), (0.1, 11.9)]],
    "Nigeria": [[(2.6, 4.2), (14.6, 4.2), (14.6, 13.8), (4.0, 13.8), (2.6, 6.4), (2.6, 4.2)]],
    "Somalia": [[(41.0, -1.7), (51.4, 10.0), (51.0, 12.0), (49.0, 11.8), (41.5, 1.8), (41.0, -1.7)]],
    "South Africa": [[(16.4, -28.5), (16.4, -34.8), (28.0, -34.8), (32.9, -26.8), (31.0, -22.1), (22.0, -22.1), (20.0, -24.7), (16.4, -28.5)]],
    "Sudan": [[(21.8, 9.7), (38.6, 9.7), (38.6, 18.0), (35.0, 22.0), (25.0, 22.0), (21.8, 12.0), (21.8, 9.7)]],
    "Tanzania": [[(29.6, -11.7), (40.4, -4.5), (39.0, -1.0), (30.5, -1.0), (29.6, -8.3), (29.6, -11.7)]],
    "Zambia": [[(22.0, -18.0), (33.7, -8.2), (28.7, -8.2), (25.0, -12.0), (22.0, -16.0), (22.0, -18.0)]],
    "Zimbabwe": [[(25.2, -22.4), (33.0, -22.4), (33.0, -15.6), (27.0, -15.6), (25.2, -18.0), (25.2, -22.4)]],
}

# Outline of the African continent, including Madagascar
AFRICA_OUTLINE = [
    # Mainland
    [(-17.5, 14.8), (-16.5, 12.0), (-13.0, 7.5), (-8.0, 4.5), (1.0, 4.5), (8.5, 4.5), (9.5, 1.5), (10.0, -1.0), (12.0, -6.0), (13.0, -10.0), (15.0, -18.0), (18.4, -28.7), (20.0, -34.8), (25.0, -34.8), (32.8, -28.0), (40.8, -10.4), (44.0, -1.0), (51.4, 11.8), (45.0, 15.0), (39.6, 15.8), (34.0, 22.0), (35.8, 30.0), (25.0, 31.5), (10.0, 33.0), (10.2, 37.3), (-5.4, 34.6), (-5.9, 35.9), (-8.8, 33.5), (-13.1, 27.6), (-17.5, 20.9), (-17.5, 14.8)],
    # Madagascar
    [(43.2, -12.0), (50.5, -15.4), (49.5, -25.6), (43.7, -25.1), (43.2, -12.0)]
]

class AfricaQuizApp:
    """A simple geography quiz application for Africa."""

    def __init__(self, root):
        """Initialize the application."""
        self.root = root
        self.root.title("Africa Geography Quiz")
        self.root.configure(bg="#f0f0f0")

        # --- Configuration ---
        self.canvas_width = 600
        self.canvas_height = 650
        self.map_padding = 20
        self.country_fill_color = "#3498db" # A nice blue
        self.africa_outline_color = "#555555"
        self.africa_fill_color = "#e0e0e0"
        self.reveal_duration_ms = 2000 # 2 seconds

        # --- State Variables ---
        self.current_country = None
        self.country_polygon_ids = [] # Store multiple polygon IDs
        self.country_list = list(AFRICA_DATA.keys())

        # --- UI Elements ---
        self.info_label = tk.Label(
            self.root,
            text="Find this country:",
            font=("Helvetica", 14),
            bg="#f0f0f0"
        )
        self.info_label.pack(pady=(10, 0))

        self.country_label = tk.Label(
            self.root,
            text="",
            font=("Helvetica", 20, "bold"),
            bg="#f0f0f0",
            fg="#2c3e50"
        )
        self.country_label.pack(pady=(0, 10))

        self.canvas = tk.Canvas(
            self.root,
            width=self.canvas_width,
            height=self.canvas_height,
            bg="white",
            highlightthickness=0
        )
        self.canvas.pack(padx=20, pady=(0, 20))
        self.canvas.bind("<Button-1>", self.on_map_click)

        # --- Setup ---
        self.calculate_map_bounds()
        self.draw_africa()
        self.next_country()

    def calculate_map_bounds(self):
        """Calculate the bounding box of all coordinates to scale the map."""
        all_points = []
        for part in AFRICA_OUTLINE:
            all_points.extend(part)

        for country_polygons in AFRICA_DATA.values():
            for polygon in country_polygons:
                all_points.extend(polygon)

        longitudes = [p[0] for p in all_points]
        latitudes = [p[1] for p in all_points]

        self.min_lon = min(longitudes)
        self.max_lon = max(longitudes)
        self.min_lat = min(latitudes)
        self.max_lat = max(latitudes)

        # Calculate scale and offset to fit map in canvas
        lon_range = self.max_lon - self.min_lon
        lat_range = self.max_lat - self.min_lat

        scale_x = (self.canvas_width - 2 * self.map_padding) / lon_range
        scale_y = (self.canvas_height - 2 * self.map_padding) / lat_range
        self.scale = min(scale_x, scale_y) * 0.98 # Add a small margin

        # Calculate offsets to center the map
        map_width = lon_range * self.scale
        map_height = lat_range * self.scale
        self.x_offset = (self.canvas_width - map_width) / 2
        self.y_offset = (self.canvas_height - map_height) / 2


    def transform_coords(self, lon, lat):
        """Convert longitude and latitude to canvas coordinates."""
        x = (lon - self.min_lon) * self.scale + self.x_offset
        # Invert Y because canvas (0,0) is top-left
        y = self.canvas_height - ((lat - self.min_lat) * self.scale + self.y_offset)
        return x, y

    def draw_africa(self):
        """Draw the main outline of Africa on the canvas."""
        for part in AFRICA_OUTLINE:
            transformed_points = [self.transform_coords(lon, lat) for lon, lat in part]
            self.canvas.create_polygon(
                transformed_points,
                outline=self.africa_outline_color,
                fill=self.africa_fill_color,
                width=2
            )

    def next_country(self):
        """Selects and displays the next random country."""
        # Clear the previously shown country polygon(s) if they exist
        for polygon_id in self.country_polygon_ids:
            self.canvas.delete(polygon_id)
        self.country_polygon_ids = []

        # Pick a new random country
        self.current_country = random.choice(self.country_list)
        self.country_label.config(text=self.current_country)

    def on_map_click(self, event):
        """Handles the user clicking on the map."""
        # Prevent multiple clicks while a country is being shown
        if self.country_polygon_ids:
            return

        self.show_country_outline()
        # Schedule the next country prompt after a delay
        self.root.after(self.reveal_duration_ms, self.next_country)

    def show_country_outline(self):
        """Draws the outline of the current country."""
        if self.current_country:
            country_polygons = AFRICA_DATA[self.current_country]

            for polygon in country_polygons:
                transformed_points = [self.transform_coords(lon, lat) for lon, lat in polygon]

                # Draw each polygon part of the country and store its ID
                polygon_id = self.canvas.create_polygon(
                    transformed_points,
                    fill=self.country_fill_color,
                    outline="white",
                    width=1
                )
                self.country_polygon_ids.append(polygon_id)


if __name__ == "__main__":
    root = tk.Tk()
    app = AfricaQuizApp(root)
    root.mainloop()
fail_africa_3.py
import tkinter as tk
import random
import time
import threading

# Very simplified Africa outline coordinates (replace with better outline if desired):
AFRICA_OUTLINE = [
    (50, 20), (100, 10), (160, 15), (200, 40), (240, 80),
    (250, 130), (230, 180), (210, 220), (170, 260), (120, 280),
    (80, 300), (60, 260), (50, 200), (40, 150), (40, 80)
]

# Dictionary mapping country names to rough polygon coordinates.
# (These are approximate positions and sizes – refine or expand as needed.)
COUNTRY_COORDS = {
    "Egypt": [(160, 40), (200, 45), (200, 75), (160, 70)],
    "Nigeria": [(110, 145), (140, 145), (140, 175), (110, 175)],
    "South Africa": [(90, 230), (130, 230), (130, 260), (90, 260)],
    "Kenya": [(165, 130), (190, 130), (190, 160), (165, 160)],
    "Morocco": [(75, 50), (100, 50), (100, 80), (75, 80)],
    "Madagascar": [(245, 200), (265, 200), (265, 250), (245, 250)]
}

COUNTRY_LIST = list(COUNTRY_COORDS.keys())


class AfricaQuizApp:
    def __init__(self, root):
        self.root = root
        self.root.title("Africa Geography Quiz")

        self.canvas = tk.Canvas(root, width=300, height=320)
        self.canvas.pack()

        # Draw Africa outline
        self.canvas.create_polygon(AFRICA_OUTLINE, outline="black", fill="white")

        self.label = tk.Label(root, text="", font=("Arial", 14))
        self.label.pack(pady=8)

        self.current_country = None
        self.country_outline = None

        self.canvas.bind("<Button-1>", self.on_click)

        self.next_country()

    def on_click(self, event):
        # Draw country outline regardless of whether click was "correct"
        if self.country_outline is not None:
            self.canvas.delete(self.country_outline)

        coords = COUNTRY_COORDS[self.current_country]
        self.country_outline = self.canvas.create_polygon(
            coords, outline="red", fill="", width=2
        )
        # Start a thread so the UI does not freeze
        threading.Thread(target=self.show_then_next).start()

    def show_then_next(self):
        time.sleep(2.0)  # show the outline for two seconds
        self.canvas.delete(self.country_outline)
        self.country_outline = None
        self.next_country()

    def next_country(self):
        self.current_country = random.choice(COUNTRY_LIST)
        self.label.config(text=f"Click: {self.current_country}")


if __name__ == "__main__":
    root = tk.Tk()
    app = AfricaQuizApp(root)
    root.mainloop()

Игра «Пинбол»

Промпт:

Создай простую игру в пинбол на Python с использованием tkinter или turtle и только стандартной библиотеки.

Результат: Без исключений LLM предлагали мне вариант пинг-понга с шариком, двигающимся с постоянной скоростью. Пришлось добавлять уточнения: не делать пинг-понг, добавить две лапки-флипперы, реализовать правдоподобную гравитацию и воронкообразные борта, направляющие шар к флипперам. LLM так и не сделали обработку столкновений и оставляли поле пинбола пустым. Я не ожидал «Space Cadet Pinball», но сколько ни переписывай промпт — ничего отдалённо приемлемого не получалось. Я также пробовал примеры на Pygame — на случай, если tkinter слишком ограничивает.

В одном случае левый флиппер был неправильно размещён, но вращался в правильную сторону, а правый — стоял правильно, но вращался в неправильную.

fail_pinball_1.py (использует Pygame)
import pygame
import sys
import math

# Simple pinball game skeleton using Pygame
def main():
    pygame.init()
    WIDTH, HEIGHT = 600, 800
    screen = pygame.display.set_mode((WIDTH, HEIGHT))
    clock = pygame.time.Clock()

    # Ball properties
    ball_pos = [WIDTH // 2, HEIGHT // 4]
    ball_vel = [0, 0]
    gravity = 0.5
    radius = 10

    # Flipper properties
    left_flipper_angle = -30
    right_flipper_angle = 30
    flipper_length = 80
    flipper_speed = 8

    def draw_flipper(center, angle):
        x1, y1 = center
        x2 = x1 + flipper_length * math.cos(math.radians(angle))
        y2 = y1 + flipper_length * math.sin(math.radians(angle))
        pygame.draw.line(screen, (255, 255, 255), (x1, y1), (x2, y2), 8)

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            left_flipper_angle = max(-60, left_flipper_angle - flipper_speed)
        else:
            left_flipper_angle = min(-30, left_flipper_angle + flipper_speed)
        if keys[pygame.K_RIGHT]:
            right_flipper_angle = min(60, right_flipper_angle + flipper_speed)
        else:
            right_flipper_angle = max(30, right_flipper_angle - flipper_speed)

        # Update ball physics
        ball_vel[1] += gravity
        ball_pos[0] += ball_vel[0]
        ball_pos[1] += ball_vel[1]

        # Funnel walls
        if ball_pos[1] > HEIGHT - 200:
            if ball_pos[0] < WIDTH // 2:
                ball_vel[0] += 0.2
            else:
                ball_vel[0] -= 0.2

        # Boundary collision
        if ball_pos[0] < radius or ball_pos[0] > WIDTH - radius:
            ball_vel[0] *= -1
        if ball_pos[1] < radius:
            ball_vel[1] *= -1

        screen.fill((0, 0, 0))
        # Draw funnel walls
        pygame.draw.line(screen, (255, 255, 255), (0, HEIGHT - 200), (WIDTH//2, HEIGHT), 4)
        pygame.draw.line(screen, (255, 255, 255), (WIDTH, HEIGHT - 200), (WIDTH//2, HEIGHT), 4)

        # Draw flippers
        draw_flipper((WIDTH//2 - 100, HEIGHT - 100), left_flipper_angle)
        draw_flipper((WIDTH//2 + 100, HEIGHT - 100), 180-right_flipper_angle)

        # Draw ball
        pygame.draw.circle(screen, (255, 255, 255), (int(ball_pos[0]), int(ball_pos[1])), radius)

        pygame.display.flip()
        clock.tick(60)

if __name__ == "__main__":
    main()

Генератор круговых лабиринтов

Промпт:

Напиши программу на Python, которая использует только tkinter и стандартную библиотеку, чтобы сгенерировать картинку круглого лабиринта. Стены и границы лабиринта не должны быть прямыми линиями или прямоугольниками. Игрок начинает в центре и должен добраться до выхода сверху. Управление стрелками на клавиатуре; игрок не должен проходить сквозь стены.

Результат: LLM без труда генерируют программы для прямоугольных лабиринтов. Но круговые лабиринты получались жалкими подобиями: стены рассыпаны случайно, с недостижимыми участками и очевидными почти прямыми маршрутами. Порой LLM писала программу, которая при всем объёме кода просто показывала пустое окно. А управление с клавиатуры было полностью сломано и неисправимо.

fail_circlemaze_1.py
import tkinter as tk
import math
import random

# --- Configuration ---
CANVAS_SIZE = 800
MAZE_LEVELS = 15  # Number of concentric rings in the maze
BACKGROUND_COLOR = '#F0F0F0'
WALL_COLOR = '#333333'
WALL_WIDTH = 2
SOLUTION_COLOR = '#E74C3C' # Color for the solution path (optional)

class CircularMaze:
    """
    A class to generate and hold the data for a circular maze.
    The maze is represented as a grid of cells, where each cell is a sector
    of a concentric ring.
    """

    def __init__(self, levels, sectors_in_first_level=8):
        """
        Initializes the circular maze structure.

        Args:
            levels (int): The number of concentric rings (levels).
            sectors_in_first_level (int): The number of cells in the innermost ring.
                                          Each subsequent ring will have more sectors.
        """
        self.levels = levels
        self.grid = []
        self.solution = {}

        # --- FIX ---
        # The original maze generation had a flaw where the number of sectors in
        # one ring was not always an integer multiple of the sectors in the
        # previous ring. This broke the neighbor-finding logic and resulted in
        # unreachable areas.
        #
        # This corrected logic ensures that the ratio of sectors between
        # adjacent rings is always an integer (1 or 2), allowing the DFS
        # algorithm to create a perfect, fully connected maze. We now double
        # the number of sectors every few rings.

        sectors_list = []
        current_sectors = sectors_in_first_level
        # This value controls how often the maze complexity increases.
        doubling_frequency = 3

        for r in range(levels):
            # Double the number of sectors every `doubling_frequency` rings.
            if r > 0 and r % doubling_frequency == 0:
                current_sectors *= 2
            sectors_list.append(current_sectors)

        # Create the grid using the pre-calculated sector counts.
        for sectors in sectors_list:
            # Each cell has two walls: 'cw' (clockwise) and 'out' (outward).
            # A 'True' value means the wall exists.
            self.grid.append([{'cw': True, 'out': True} for _ in range(sectors)])


    def get_neighbors(self, r, c):
        """
        Finds all valid neighbors for a given cell (r, c).
        This handles the complexity of connecting cells between rings of
        different sector counts.
        """
        neighbors = []
        sectors_curr = len(self.grid[r])
        
        # Clockwise neighbor
        neighbors.append(((r, (c + 1) % sectors_curr), 'cw'))
        # Counter-clockwise neighbor
        neighbors.append(((r, (c - 1 + sectors_curr) % sectors_curr), 'ccw'))

        # Outward neighbors
        if r + 1 < self.levels:
            sectors_next = len(self.grid[r+1])
            ratio = sectors_next / sectors_curr
            for i in range(int(ratio)):
                neighbors.append(((r + 1, int(c * ratio) + i), 'out'))

        # Inward neighbors
        if r > 0:
            sectors_prev = len(self.grid[r-1])
            ratio = sectors_curr / sectors_prev
            neighbors.append(((r - 1, int(c / ratio)), 'in'))
            
        return neighbors

    def generate(self):
        """
        Generates the maze using a randomized depth-first search (DFS) algorithm.
        It carves paths by removing walls between cells.
        """
        start_r, start_c = random.randint(0, self.levels - 1), 0
        stack = [(start_r, start_c)]
        visited = set([(start_r, start_c)])

        while stack:
            current_r, current_c = stack[-1]
            
            # Find unvisited neighbors
            unvisited_neighbors = []
            for (nr, nc), direction in self.get_neighbors(current_r, current_c):
                if 0 <= nr < self.levels and 0 <= nc < len(self.grid[nr]):
                    if (nr, nc) not in visited:
                        unvisited_neighbors.append(((nr, nc), direction))

            if unvisited_neighbors:
                # Choose a random unvisited neighbor
                (next_r, next_c), direction = random.choice(unvisited_neighbors)
                
                # Remove the wall between the current cell and the chosen neighbor
                if direction == 'cw':
                    self.grid[current_r][current_c]['cw'] = False
                elif direction == 'ccw':
                    self.grid[next_r][next_c]['cw'] = False
                elif direction == 'out':
                    self.grid[current_r][current_c]['out'] = False
                elif direction == 'in':
                    self.grid[next_r][next_c]['out'] = False

                self.solution[(next_r, next_c)] = (current_r, current_c)
                visited.add((next_r, next_c))
                stack.append((next_r, next_c))
            else:
                # Backtrack if there are no unvisited neighbors
                stack.pop()

        # Create an entrance and an exit
        self.grid[0][0]['cw'] = False # Entrance at the center
        self.grid[self.levels-1][0]['out'] = False # Exit at the outer edge


    def draw(self, canvas):
        """
        Draws the entire maze on the provided tkinter canvas.
        """
        canvas.delete("all")
        width = int(canvas.cget("width"))
        height = int(canvas.cget("height"))
        center_x, center_y = width / 2, height / 2
        
        # The first ring is a gap, so we start drawing from an offset
        ring_thickness = (min(width, height) / 2) / (self.levels + 1)
        
        # Iterate through each cell to draw its walls
        for r, level in enumerate(self.grid):
            sectors = len(level)
            angle_step = 360 / sectors
            
            for c, cell in enumerate(level):
                radius_inner = (r + 1) * ring_thickness
                radius_outer = (r + 2) * ring_thickness
                
                angle_start = c * angle_step
                angle_end = (c + 1) * angle_step
                
                # Draw the outward wall (an arc)
                if cell['out']:
                    canvas.create_arc(
                        center_x - radius_outer, center_y - radius_outer,
                        center_x + radius_outer, center_y + radius_outer,
                        start=angle_start, extent=angle_step,
                        style=tk.ARC, outline=WALL_COLOR, width=WALL_WIDTH
                    )

                # Draw the clockwise wall (a radial line)
                if cell['cw']:
                    x1 = center_x + radius_inner * math.cos(math.radians(angle_end))
                    y1 = center_y + radius_inner * math.sin(math.radians(angle_end))
                    x2 = center_x + radius_outer * math.cos(math.radians(angle_end))
                    y2 = center_y + radius_outer * math.sin(math.radians(angle_end))
                    canvas.create_line(x1, y1, x2, y2, fill=WALL_COLOR, width=WALL_WIDTH)


def generate_and_draw_maze():
    """
    Function to be called by the button to generate and draw a new maze.
    """
    maze = CircularMaze(MAZE_LEVELS)
    maze.generate()
    maze.draw(canvas)

# --- Main Application Setup ---
if __name__ == "__main__":
    root = tk.Tk()
    root.title("Circular Maze Generator")
    root.configure(bg=BACKGROUND_COLOR)

    # --- UI Frame ---
    ui_frame = tk.Frame(root, bg=BACKGROUND_COLOR)
    ui_frame.pack(pady=10)

    title_label = tk.Label(ui_frame, text="Circular Maze Generator", font=("Helvetica", 16), bg=BACKGROUND_COLOR)
    title_label.pack(pady=(0, 10))

    generate_button = tk.Button(
        ui_frame, 
        text="Generate New Maze", 
        font=("Helvetica", 12),
        command=generate_and_draw_maze
    )
    generate_button.pack()

    # --- Canvas for Maze ---
    canvas_frame = tk.Frame(root)
    canvas_frame.pack(expand=True, fill=tk.BOTH, padx=20, pady=20)
    
    canvas = tk.Canvas(
        canvas_frame, 
        width=CANVAS_SIZE, 
        height=CANVAS_SIZE, 
        bg='white', 
        highlightthickness=0
    )
    canvas.pack(expand=True)

    # Generate the first maze on startup
    generate_and_draw_maze()

    root.mainloop()
fail_circlemaze_2.py
import tkinter as tk
import math
import random

# --- Configuration ---
CANVAS_SIZE = 800
MAZE_LEVELS = 15  # Number of concentric rings in the maze
BACKGROUND_COLOR = '#F0F0F0'
WALL_COLOR = '#333333'
WALL_WIDTH = 2
SOLUTION_COLOR = '#E74C3C' # Color for the solution path (optional)

class CircularMaze:
    """
    A class to generate and hold the data for a circular maze.
    The maze is represented as a grid of cells, where each cell is a sector
    of a concentric ring.
    """

    def __init__(self, levels, sectors_in_first_level=8):
        """
        Initializes the circular maze structure.

        Args:
            levels (int): The number of concentric rings (levels).
            sectors_in_first_level (int): The number of cells in the innermost ring.
                                          Each subsequent ring will have more sectors.
        """
        self.levels = levels
        self.grid = []
        self.solution = {}

        # Create a grid where outer rings have more cells to keep cell sizes more uniform.
        # The number of sectors in a ring is proportional to its radius.
        for r in range(levels):
            sectors = sectors_in_first_level * (r + 1)
            # Each cell has two walls: 'cw' (clockwise) and 'out' (outward).
            # A 'True' value means the wall exists.
            self.grid.append([{'cw': True, 'out': True} for _ in range(sectors)])

    def get_neighbors(self, r, c):
        """
        Finds all valid neighbors for a given cell (r, c).
        This handles the complexity of connecting cells between rings of
        different sector counts.
        """
        neighbors = []
        sectors_curr = len(self.grid[r])
        
        # Clockwise neighbor
        neighbors.append(((r, (c + 1) % sectors_curr), 'cw'))
        # Counter-clockwise neighbor
        neighbors.append(((r, (c - 1 + sectors_curr) % sectors_curr), 'ccw'))

        # Outward neighbors
        if r + 1 < self.levels:
            sectors_next = len(self.grid[r+1])
            ratio = sectors_next / sectors_curr
            for i in range(int(ratio)):
                neighbors.append(((r + 1, int(c * ratio) + i), 'out'))

        # Inward neighbors
        if r > 0:
            sectors_prev = len(self.grid[r-1])
            ratio = sectors_curr / sectors_prev
            neighbors.append(((r - 1, int(c / ratio)), 'in'))
            
        return neighbors

    def generate(self):
        """
        Generates the maze using a randomized depth-first search (DFS) algorithm.
        It carves paths by removing walls between cells.
        """
        start_r, start_c = random.randint(0, self.levels - 1), 0
        stack = [(start_r, start_c)]
        visited = set([(start_r, start_c)])

        while stack:
            current_r, current_c = stack[-1]
            
            # Find unvisited neighbors
            unvisited_neighbors = []
            for (nr, nc), direction in self.get_neighbors(current_r, current_c):
                if 0 <= nr < self.levels and 0 <= nc < len(self.grid[nr]):
                    if (nr, nc) not in visited:
                        unvisited_neighbors.append(((nr, nc), direction))

            if unvisited_neighbors:
                # Choose a random unvisited neighbor
                (next_r, next_c), direction = random.choice(unvisited_neighbors)
                
                # Remove the wall between the current cell and the chosen neighbor
                if direction == 'cw':
                    self.grid[current_r][current_c]['cw'] = False
                elif direction == 'ccw':
                    self.grid[next_r][next_c]['cw'] = False
                elif direction == 'out':
                    self.grid[current_r][current_c]['out'] = False
                elif direction == 'in':
                    self.grid[next_r][next_c]['out'] = False

                self.solution[(next_r, next_c)] = (current_r, current_c)
                visited.add((next_r, next_c))
                stack.append((next_r, next_c))
            else:
                # Backtrack if there are no unvisited neighbors
                stack.pop()

        # Create an entrance and an exit
        self.grid[0][0]['cw'] = False # Entrance at the center
        self.grid[self.levels-1][0]['out'] = False # Exit at the outer edge


    def draw(self, canvas):
        """
        Draws the entire maze on the provided tkinter canvas.
        """
        canvas.delete("all")
        width = int(canvas.cget("width"))
        height = int(canvas.cget("height"))
        center_x, center_y = width / 2, height / 2
        
        # The first ring is a gap, so we start drawing from an offset
        ring_thickness = (min(width, height) / 2) / (self.levels + 1)
        
        # Iterate through each cell to draw its walls
        for r, level in enumerate(self.grid):
            sectors = len(level)
            angle_step = 360 / sectors
            
            for c, cell in enumerate(level):
                radius_inner = (r + 1) * ring_thickness
                radius_outer = (r + 2) * ring_thickness
                
                angle_start = c * angle_step
                angle_end = (c + 1) * angle_step
                
                # Draw the outward wall (an arc)
                if cell['out']:
                    canvas.create_arc(
                        center_x - radius_outer, center_y - radius_outer,
                        center_x + radius_outer, center_y + radius_outer,
                        start=angle_start, extent=angle_step,
                        style=tk.ARC, outline=WALL_COLOR, width=WALL_WIDTH
                    )

                # Draw the clockwise wall (a radial line)
                if cell['cw']:
                    x1 = center_x + radius_inner * math.cos(math.radians(angle_end))
                    y1 = center_y + radius_inner * math.sin(math.radians(angle_end))
                    x2 = center_x + radius_outer * math.cos(math.radians(angle_end))
                    y2 = center_y + radius_outer * math.sin(math.radians(angle_end))
                    canvas.create_line(x1, y1, x2, y2, fill=WALL_COLOR, width=WALL_WIDTH)


def generate_and_draw_maze():
    """
    Function to be called by the button to generate and draw a new maze.
    """
    maze = CircularMaze(MAZE_LEVELS)
    maze.generate()
    maze.draw(canvas)

# --- Main Application Setup ---
if __name__ == "__main__":
    root = tk.Tk()
    root.title("Circular Maze Generator")
    root.configure(bg=BACKGROUND_COLOR)

    # --- UI Frame ---
    ui_frame = tk.Frame(root, bg=BACKGROUND_COLOR)
    ui_frame.pack(pady=10)

    title_label = tk.Label(ui_frame, text="Circular Maze Generator", font=("Helvetica", 16), bg=BACKGROUND_COLOR)
    title_label.pack(pady=(0, 10))

    generate_button = tk.Button(
        ui_frame, 
        text="Generate New Maze", 
        font=("Helvetica", 12),
        command=generate_and_draw_maze
    )
    generate_button.pack()

    # --- Canvas for Maze ---
    canvas_frame = tk.Frame(root)
    canvas_frame.pack(expand=True, fill=tk.BOTH, padx=20, pady=20)
    
    canvas = tk.Canvas(
        canvas_frame, 
        width=CANVAS_SIZE, 
        height=CANVAS_SIZE, 
        bg='white', 
        highlightthickness=0
    )
    canvas.pack(expand=True)

    # Generate the first maze on startup
    generate_and_draw_maze()

    root.mainloop()
fail_circlemaze_3.py
import tkinter as tk
import math
import random


# Dimensions of the polar maze.
NUM_RINGS = 10           # Number of concentric circles (increasing this creates a deeper maze)
NUM_SECTORS = 24         # Number of angular divisions (must be >= 4 for a meaningful maze)
CANVAS_SIZE = 600        # Width/Height of the drawing canvas in pixels
MARGIN = 20              # Padding around the circular maze

# Each cell is identified by (ring, sector)
# We'll store whether each of its four "walls" exist:
#   'in'  -> wall between this ring and the ring below (toward center)
#   'out' -> wall between this ring and the ring above (toward outer edge)
#   'left'  / 'right' -> angular boundaries


def generate_polar_maze(rings, sectors):
    # Initialize all walls as present and mark cells as unvisited.
    maze = {}
    for r in range(rings):
        for s in range(sectors):
            maze[(r, s)] = {
                "visited": False,
                "in": True,
                "out": True,
                "left": True,
                "right": True
            }

    def neighbors(cell):
        r, s = cell
        nbs = []
        # inward neighbor
        if r > 0:
            nbs.append(((r - 1), s, "in"))
        # outward neighbor
        if r < rings - 1:
            nbs.append(((r + 1), s, "out"))
        # left/clockwise neighbor
        nbs.append((r, (s - 1) % sectors, "left"))
        # right / counterclockwise neighbor
        nbs.append((r, (s + 1) % sectors, "right"))
        return nbs

    # Carve maze using DFS
    stack = [(0, 0)]
    maze[(0, 0)]["visited"] = True
    while stack:
        cell = stack[-1]
        unvisited = []
        for nb_r, nb_s, direction in neighbors(cell):
            if not maze[(nb_r, nb_s)]["visited"]:
                unvisited.append((nb_r, nb_s, direction))

        if not unvisited:
            stack.pop()
        else:
            nb_r, nb_s, direction = random.choice(unvisited)
            # Knock down wall in the current cell and corresponding wall in neighbor
            if direction == "in":
                maze[(cell[0], cell[1])]["in"] = False
                maze[(nb_r, nb_s)]["out"] = False
            elif direction == "out":
                maze[(cell[0], cell[1])]["out"] = False
                maze[(nb_r, nb_s)]["in"] = False
            elif direction == "left":
                maze[(cell[0], cell[1])]["left"] = False
                maze[(nb_r, nb_s)]["right"] = False
            else:  # right
                maze[(cell[0], cell[1])]["right"] = False
                maze[(nb_r, nb_s)]["left"] = False

            maze[(nb_r, nb_s)]["visited"] = True
            stack.append((nb_r, nb_s))
    return maze


def draw_polar_maze(canvas, maze, rings, sectors):
    center = CANVAS_SIZE // 2
    radius_step = (CANVAS_SIZE // 2 - MARGIN) / rings

    for (r, s), walls in maze.items():
        r_inner = r * radius_step
        r_outer = (r + 1) * radius_step

        start_angle = (360 / sectors) * s
        end_angle = start_angle + (360 / sectors)

        # Inward wall
        if walls["in"]:
            canvas.create_arc(
                center - r_inner,
                center - r_inner,
                center + r_inner,
                center + r_inner,
                start=start_angle,
                extent=(360 / sectors),
                style=tk.ARC,
                width=2
            )

        # Outward wall
        if walls["out"]:
            canvas.create_arc(
                center - r_outer,
                center - r_outer,
                center + r_outer,
                center + r_outer,
                start=start_angle,
                extent=(360 / sectors),
                style=tk.ARC,
                width=2
            )

        # Left (clockwise) wall
        if walls["left"]:
            angle_rad = math.radians(start_angle)
            x0 = center + r_inner * math.cos(angle_rad)
            y0 = center - r_inner * math.sin(angle_rad)
            x1 = center + r_outer * math.cos(angle_rad)
            y1 = center - r_outer * math.sin(angle_rad)
            canvas.create_line(x0, y0, x1, y1, width=2)

        # Right (counterclockwise) wall
        if walls["right"]:
            angle_rad = math.radians(end_angle)
            x0 = center + r_inner * math.cos(angle_rad)
            y0 = center - r_inner * math.sin(angle_rad)
            x1 = center + r_outer * math.cos(angle_rad)
            y1 = center - r_outer * math.sin(angle_rad)
            canvas.create_line(x0, y0, x1, y1, width=2)


def main():
    root = tk.Tk()
    root.title("Circular Maze")

    canvas = tk.Canvas(root, width=CANVAS_SIZE, height=CANVAS_SIZE, bg="white")
    canvas.pack()

    maze = generate_polar_maze(NUM_RINGS, NUM_SECTORS)
    draw_polar_maze(canvas, maze, NUM_RINGS, NUM_SECTORS)

    root.mainloop()


if __name__ == "__main__":
    main()
fail_circlemaze_4.py
import tkinter as tk
import math
import random

# --- Configuration Constants ---
CANVAS_SIZE = 800
RINGS = 15  # Number of concentric rings in the maze
WALL_COLOR = "#1a237e"
PATH_COLOR = "#e8eaf6"
PLAYER_COLOR = "#ff5252"
WIN_COLOR = "#4caf50"
WALL_THICKNESS = 2

class CircularMaze:
    """
    This class handles the generation and drawing of the circular maze structure.
    It uses a recursive backtracking algorithm adapted for a polar grid.
    """
    def __init__(self, rings):
        self.rings = rings
        self.grid = []
        self._setup_grid()
        self._generate_maze()

    def _setup_grid(self):
        """Initializes the grid data structure for the maze."""
        # The center is a single cell, ring 0
        self.grid.append([{'N': True, 'E': True, 'S': True, 'W': True, 'visited': False}])

        for r in range(1, self.rings + 1):
            # The number of cells in a ring increases as it gets larger
            num_cells = self._get_cells_in_ring(r)
            ring_cells = [{'N': True, 'E': True, 'S': True, 'W': True, 'visited': False} for _ in range(num_cells)]
            self.grid.append(ring_cells)

    def _get_cells_in_ring(self, r):
        """Calculates the number of cells for a given ring."""
        # A simple formula to increase cells in outer rings
        return int(r * 4 * 1.5) if r > 0 else 1

    def _generate_maze(self):
        """
        Generates the maze paths using a randomized depth-first search
        (recursive backtracking) algorithm.
        """
        stack = [(0, 0)]  # Start at the center cell (ring 0, cell 0)
        self.grid[0][0]['visited'] = True

        while stack:
            r, c = stack[-1]
            neighbors = self._get_unvisited_neighbors(r, c)

            if neighbors:
                nr, nc, direction = random.choice(neighbors)

                # Carve a path between the current cell and the neighbor
                self._remove_wall((r, c), (nr, nc), direction)

                self.grid[nr][nc]['visited'] = True
                stack.append((nr, nc))
            else:
                # Backtrack
                stack.pop()

        # Create an exit at the top of the outermost ring
        exit_cell_index = len(self.grid[self.rings]) // 4
        self.grid[self.rings][exit_cell_index]['N'] = False


    def _get_unvisited_neighbors(self, r, c):
        """Finds all valid, unvisited neighbors for a given cell."""
        neighbors = []
        num_cells_current = self._get_cells_in_ring(r)

        # Clockwise neighbor (East)
        east_c = (c + 1) % num_cells_current
        if not self.grid[r][east_c]['visited']:
            neighbors.append((r, east_c, 'E'))

        # Counter-clockwise neighbor (West)
        west_c = (c - 1 + num_cells_current) % num_cells_current
        if not self.grid[r][west_c]['visited']:
            neighbors.append((r, west_c, 'W'))

        # Outward neighbor (South)
        if r + 1 <= self.rings:
            num_cells_outer = self._get_cells_in_ring(r + 1)
            # Find the corresponding cell in the outer ring
            ratio = num_cells_outer / num_cells_current
            for i in range(math.floor(ratio * c), math.floor(ratio * (c + 1))):
                 if not self.grid[r + 1][i]['visited']:
                    neighbors.append((r + 1, i, 'S'))

        # Inward neighbor (North)
        if r - 1 >= 0:
            num_cells_inner = self._get_cells_in_ring(r - 1)
            # Find the corresponding cell in the inner ring
            ratio = num_cells_current / num_cells_inner
            north_c = int(c // ratio)
            if not self.grid[r - 1][north_c]['visited']:
                neighbors.append((r - 1, north_c, 'N'))

        return neighbors

    def _remove_wall(self, cell1, cell2, direction):
        """Removes the wall between two adjacent cells."""
        r1, c1 = cell1
        r2, c2 = cell2

        if direction == 'E': # Moving Clockwise
            self.grid[r1][c1]['E'] = False
            self.grid[r2][c2]['W'] = False
        elif direction == 'W': # Moving Counter-Clockwise
            self.grid[r1][c1]['W'] = False
            self.grid[r2][c2]['E'] = False
        elif direction == 'S': # Moving Outward
            self.grid[r1][c1]['S'] = False
            self.grid[r2][c2]['N'] = False
        elif direction == 'N': # Moving Inward
            self.grid[r1][c1]['N'] = False
            self.grid[r2][c2]['S'] = False

    def draw(self, canvas):
        """Draws the entire maze on the tkinter canvas."""
        canvas.delete("all")
        canvas.create_rectangle(0, 0, CANVAS_SIZE, CANVAS_SIZE, fill=PATH_COLOR, outline="")

        center_x, center_y = CANVAS_SIZE / 2, CANVAS_SIZE / 2
        ring_width = (CANVAS_SIZE / 2) / (self.rings + 1)

        # Draw walls for each cell
        for r in range(1, self.rings + 1):
            num_cells = self._get_cells_in_ring(r)
            radius_inner = r * ring_width
            radius_outer = (r + 1) * ring_width

            for c in range(num_cells):
                angle_start = (c / num_cells) * 360
                angle_extent = (1 / num_cells) * 360

                # Draw clockwise wall (radial line)
                if self.grid[r][c]['E']:
                    x1 = center_x + radius_inner * math.cos(math.radians(angle_start + angle_extent))
                    y1 = center_y + radius_inner * math.sin(math.radians(angle_start + angle_extent))
                    x2 = center_x + radius_outer * math.cos(math.radians(angle_start + angle_extent))
                    y2 = center_y + radius_outer * math.sin(math.radians(angle_start + angle_extent))
                    canvas.create_line(x1, y1, x2, y2, fill=WALL_COLOR, width=WALL_THICKNESS)

                # Draw outward wall (arc)
                if self.grid[r][c]['S']:
                    # Tkinter's arc bounding box is defined by top-left and bottom-right corners
                    x0 = center_x - radius_outer
                    y0 = center_y - radius_outer
                    x1 = center_x + radius_outer
                    y1 = center_y + radius_outer
                    canvas.create_arc(x0, y0, x1, y1, start=angle_start, extent=angle_extent,
                                      style=tk.ARC, outline=WALL_COLOR, width=WALL_THICKNESS)

        # Draw the outermost boundary
        final_radius = (self.rings + 1) * ring_width
        x0 = center_x - final_radius
        y0 = center_y - final_radius
        x1 = center_x + final_radius
        y1 = center_y + final_radius

        exit_cell_index = len(self.grid[self.rings]) // 4
        num_cells_outer = self._get_cells_in_ring(self.rings)
        angle_start = (exit_cell_index / num_cells_outer) * 360
        angle_extent = (1 / num_cells_outer) * 360

        # Draw the boundary in two parts to leave an opening for the exit
        canvas.create_arc(x0, y0, x1, y1, start=angle_start + angle_extent, extent=360-angle_extent,
                          style=tk.ARC, outline=WALL_COLOR, width=WALL_THICKNESS * 2)


class Player:
    """Represents the player, handling movement, drawing, and win conditions."""
    def __init__(self, canvas, maze):
        self.canvas = canvas
        self.maze = maze
        self.r = 0  # Start at ring 0
        self.c = 0  # Start at cell 0
        self.player_obj = None
        self.has_won = False
        self.draw()

    def get_cell_center(self):
        """Calculates the pixel coordinates for the center of the player's current cell."""
        center_x, center_y = CANVAS_SIZE / 2, CANVAS_SIZE / 2
        ring_width = (CANVAS_SIZE / 2) / (self.maze.rings + 1)

        if self.r == 0:
            return center_x, center_y

        num_cells = self.maze._get_cells_in_ring(self.r)

        # Angle to the middle of the cell
        angle = ((self.c + 0.5) / num_cells) * 2 * math.pi

        # Radius to the middle of the ring
        radius = (self.r + 0.5) * ring_width

        x = center_x + radius * math.cos(angle)
        y = center_y + radius * math.sin(angle)
        return x, y

    def draw(self):
        """Draws or moves the player's icon on the canvas."""
        if self.player_obj:
            self.canvas.delete(self.player_obj)

        x, y = self.get_cell_center()
        ring_width = (CANVAS_SIZE / 2) / (self.maze.rings + 1)
        # Scale player size with the ring width
        player_radius = ring_width / 4

        self.player_obj = self.canvas.create_oval(
            x - player_radius, y - player_radius,
            x + player_radius, y + player_radius,
            fill=PLAYER_COLOR, outline=""
        )

    def move(self, event):
        """Handles key press events for player movement."""
        if self.has_won:
            return

        direction = event.keysym
        current_cell = self.maze.grid[self.r][self.c]

        moved = False
        # --- Movement Logic ---
        if direction == "Up": # Move Inward
            if not current_cell['N']:
                num_cells_current = self.maze._get_cells_in_ring(self.r)
                num_cells_inner = self.maze._get_cells_in_ring(self.r - 1)
                ratio = num_cells_current / num_cells_inner
                self.r -= 1
                self.c = int(self.c // ratio)
                moved = True
        elif direction == "Down": # Move Outward
            if not current_cell['S']:
                num_cells_current = self.maze._get_cells_in_ring(self.r)
                num_cells_outer = self.maze._get_cells_in_ring(self.r + 1)
                ratio = num_cells_outer / num_cells_current
                # This is a simplification; find a cell that shares a border
                # For this generation, any cell within the ratio range is a valid path
                self.r += 1
                self.c = int(self.c * ratio) + random.randint(0, int(ratio-1))
                moved = True
        elif direction == "Left": # Move Counter-Clockwise
            if not current_cell['W']:
                num_cells = self.maze._get_cells_in_ring(self.r)
                self.c = (self.c - 1 + num_cells) % num_cells
                moved = True
        elif direction == "Right": # Move Clockwise
            if not current_cell['E']:
                num_cells = self.maze._get_cells_in_ring(self.r)
                self.c = (self.c + 1) % num_cells
                moved = True

        if moved:
            self.draw()
            self.check_win()

    def check_win(self):
        """Checks if the player has reached the exit and displays a win message."""
        exit_cell_index = len(self.maze.grid[self.maze.rings]) // 4
        if self.r == self.maze.rings and self.c == exit_cell_index:
            self.has_won = True
            self.canvas.create_text(
                CANVAS_SIZE / 2, CANVAS_SIZE / 2,
                text="You Win!",
                font=("Helvetica", 60, "bold"),
                fill=WIN_COLOR
            )

def main():
    """Main function to set up the game window and start the application."""
    root = tk.Tk()
    root.title("Circular Maze")

    canvas = tk.Canvas(root, width=CANVAS_SIZE, height=CANVAS_SIZE, bg=PATH_COLOR)
    canvas.pack()

    # Generate and draw the maze
    maze = CircularMaze(RINGS)
    maze.draw(canvas)

    # Create the player
    player = Player(canvas, maze)

    # Bind arrow keys to player movement
    root.bind("<KeyPress>", player.move)

    # Center the window
    root.update_idletasks()
    width = root.winfo_width()
    height = root.winfo_height()
    x = (root.winfo_screenwidth() // 2) - (width // 2)
    y = (root.winfo_screenheight() // 2) - (height // 2)
    root.geometry('{}x{}+{}+{}'.format(width, height, x, y))

    root.mainloop()

if __name__ == "__main__":
    main()

Интерактивные китайские счёты

Промпт:

Создай программу на Python, которая использует только tkinter и стандартную библиотеку, чтобы сделать интерактивные счёты. Пользователь может кликать по косточкам, чтобы сдвигать их. Должны быть ряды “небесных” и “земных” косточек. Число, которое представляют счёты в текущей конфигурации, должно отображаться внизу окна.

Результат: Программы от LLM рисовали счёты, но поведение сдвига косточек всякий раз оказывалось сломанным. При клике сдвигались не те косточки, а вернуться в исходное положение они не могли. Отображаемое число полностью расходилось с реальным и иногда даже становилось отрицательным.

fail_abacus_1.py
import tkinter as tk
from tkinter import ttk
import math

class Abacus:
    def __init__(self, root):
        self.root = root
        self.root.title("Interactive Abacus")
        self.root.geometry("800x600")
        self.root.configure(bg='#8B4513')
        
        # Abacus configuration
        self.num_columns = 10  # Number of digit columns
        self.heaven_beads_per_column = 2  # Upper beads (worth 5 each)
        self.earth_beads_per_column = 5   # Lower beads (worth 1 each)
        
        # Visual settings
        self.bead_radius = 15
        self.column_width = 70
        self.heaven_section_height = 120
        self.earth_section_height = 180
        self.crossbar_height = 10
        
        # Data structure to track bead positions
        # True = bead is "active" (counting), False = "inactive"
        self.heaven_beads = [[False] * self.heaven_beads_per_column for _ in range(self.num_columns)]
        self.earth_beads = [[False] * self.earth_beads_per_column for _ in range(self.num_columns)]
        
        self.setup_ui()
        self.draw_abacus()
        self.update_display()
    
    def setup_ui(self):
        # Main frame
        self.main_frame = tk.Frame(self.root, bg='#8B4513')
        self.main_frame.pack(expand=True, fill='both', padx=20, pady=20)
        
        # Canvas for abacus
        canvas_width = self.num_columns * self.column_width + 40
        canvas_height = self.heaven_section_height + self.earth_section_height + self.crossbar_height + 60
        
        self.canvas = tk.Canvas(
            self.main_frame,
            width=canvas_width,
            height=canvas_height,
            bg='#D2691E',
            highlightthickness=2,
            highlightbackground='#654321'
        )
        self.canvas.pack(pady=10)
        
        # Value display
        self.value_label = tk.Label(
            self.main_frame,
            text="Value: 0",
            font=('Arial', 18, 'bold'),
            bg='#8B4513',
            fg='white'
        )
        self.value_label.pack(pady=10)
        
        # Reset button
        self.reset_button = tk.Button(
            self.main_frame,
            text="Reset Abacus",
            command=self.reset_abacus,
            font=('Arial', 12),
            bg='#CD853F',
            fg='black'
        )
        self.reset_button.pack(pady=5)
        
        # Instructions
        instructions = tk.Label(
            self.main_frame,
            text="Click on beads to slide them. Heaven beads (top) = 5, Earth beads (bottom) = 1",
            font=('Arial', 10),
            bg='#8B4513',
            fg='lightgray',
            wraplength=600
        )
        instructions.pack(pady=5)
    
    def draw_abacus(self):
        self.canvas.delete("all")
        
        # Draw frame
        frame_margin = 20
        frame_width = self.num_columns * self.column_width
        frame_height = self.heaven_section_height + self.earth_section_height + self.crossbar_height
        
        self.canvas.create_rectangle(
            frame_margin, frame_margin,
            frame_margin + frame_width, frame_margin + frame_height,
            fill='#8B4513', outline='#654321', width=3
        )
        
        # Draw crossbar (separates heaven and earth beads)
        crossbar_y = frame_margin + self.heaven_section_height
        self.canvas.create_rectangle(
            frame_margin, crossbar_y,
            frame_margin + frame_width, crossbar_y + self.crossbar_height,
            fill='#654321', outline='#654321'
        )
        
        # Draw vertical rods and beads for each column
        for col in range(self.num_columns):
            self.draw_column(col, frame_margin)
        
        # Draw column labels (place values)
        for col in range(self.num_columns):
            x = frame_margin + col * self.column_width + self.column_width // 2
            place_value = 10 ** (self.num_columns - 1 - col)
            if place_value >= 1000000:
                label = f"{place_value // 1000000}M"
            elif place_value >= 1000:
                label = f"{place_value // 1000}K"
            else:
                label = str(place_value)
            
            self.canvas.create_text(
                x, frame_margin - 10,
                text=label, font=('Arial', 8), fill='black'
            )
    
    def draw_column(self, col, frame_margin):
        # Calculate column position
        col_x = frame_margin + col * self.column_width + self.column_width // 2
        
        # Draw vertical rod
        rod_top = frame_margin + 5
        rod_bottom = frame_margin + self.heaven_section_height + self.earth_section_height + self.crossbar_height - 5
        self.canvas.create_line(
            col_x, rod_top, col_x, rod_bottom,
            fill='#2F4F4F', width=4
        )
        
        # Draw heaven beads (upper section)
        heaven_start_y = frame_margin + 10
        for bead_idx in range(self.heaven_beads_per_column):
            if self.heaven_beads[col][bead_idx]:  # Active (counting)
                y = heaven_start_y + self.heaven_section_height - 40 - bead_idx * 35
            else:  # Inactive
                y = heaven_start_y + bead_idx * 35
            
            bead_id = self.draw_bead(col_x, y, 'heaven', col, bead_idx)
        
        # Draw earth beads (lower section)
        earth_start_y = frame_margin + self.heaven_section_height + self.crossbar_height + 10
        for bead_idx in range(self.earth_beads_per_column):
            if self.earth_beads[col][bead_idx]:  # Active (counting)
                y = earth_start_y + bead_idx * 32
            else:  # Inactive
                y = earth_start_y + self.earth_section_height - 50 - bead_idx * 32
            
            bead_id = self.draw_bead(col_x, y, 'earth', col, bead_idx)
    
    def draw_bead(self, x, y, bead_type, col, bead_idx):
        # Choose colors based on type and state
        if bead_type == 'heaven':
            is_active = self.heaven_beads[col][bead_idx]
            color = '#FFD700' if is_active else '#FFA500'  # Gold when active, orange when inactive
        else:  # earth
            is_active = self.earth_beads[col][bead_idx]
            color = '#32CD32' if is_active else '#90EE90'  # Green when active, light green when inactive
        
        # Draw bead
        bead_id = self.canvas.create_oval(
            x - self.bead_radius, y - self.bead_radius,
            x + self.bead_radius, y + self.bead_radius,
            fill=color, outline='#654321', width=2,
            tags=f"{bead_type}_{col}_{bead_idx}"
        )
        
        # Bind click event
        self.canvas.tag_bind(bead_id, "<Button-1>", 
                           lambda e, t=bead_type, c=col, b=bead_idx: self.toggle_bead(t, c, b))
        
        return bead_id
    
    def toggle_bead(self, bead_type, col, bead_idx):
        """Toggle a bead between active and inactive states"""
        if bead_type == 'heaven':
            # For heaven beads, we need to maintain proper order
            current_state = self.heaven_beads[col][bead_idx]
            if current_state:  # Currently active, deactivate this and all above
                for i in range(bead_idx, self.heaven_beads_per_column):
                    self.heaven_beads[col][i] = False
            else:  # Currently inactive, activate this and all below
                for i in range(bead_idx + 1):
                    self.heaven_beads[col][i] = True
        else:  # earth beads
            # For earth beads, maintain proper order
            current_state = self.earth_beads[col][bead_idx]
            if current_state:  # Currently active, deactivate this and all above
                for i in range(bead_idx, self.earth_beads_per_column):
                    self.earth_beads[col][i] = False
            else:  # Currently inactive, activate this and all below
                for i in range(bead_idx + 1):
                    self.earth_beads[col][i] = True
        
        # Redraw and update display
        self.draw_abacus()
        self.update_display()
    
    def calculate_value(self):
        """Calculate the total value represented by the abacus"""
        total = 0
        
        for col in range(self.num_columns):
            place_value = 10 ** (self.num_columns - 1 - col)
            
            # Count active heaven beads (worth 5 each)
            heaven_count = sum(1 for bead in self.heaven_beads[col] if bead)
            
            # Count active earth beads (worth 1 each)
            earth_count = sum(1 for bead in self.earth_beads[col] if bead)
            
            # Add to total
            digit_value = (heaven_count * 5 + earth_count) * place_value
            total += digit_value
        
        return total
    
    def update_display(self):
        """Update the value display"""
        value = self.calculate_value()
        self.value_label.config(text=f"Value: {value:,}")
    
    def reset_abacus(self):
        """Reset all beads to inactive state"""
        for col in range(self.num_columns):
            for bead_idx in range(self.heaven_beads_per_column):
                self.heaven_beads[col][bead_idx] = False
            for bead_idx in range(self.earth_beads_per_column):
                self.earth_beads[col][bead_idx] = False
        
        self.draw_abacus()
        self.update_display()

def main():
    root = tk.Tk()
    abacus = Abacus(root)
    root.mainloop()

if __name__ == "__main__":
    main()
fail_abacus_2.py
import tkinter as tk

# --- Constants ---
# You can adjust these to change the abacus's appearance
NUM_RODS = 13
BEAD_COLOR = "#B22222"  # Firebrick
ROD_COLOR = "#8B4513"   # SaddleBrown
FRAME_COLOR = "#8B4513"
BAR_COLOR = "#A0522D"   # Sienna
BG_COLOR = "#F5DEB3"    # Wheat
BEAD_WIDTH = 50
BEAD_HEIGHT = 25
ROD_SPACING = 60
FRAME_THICKNESS = 20
BAR_THICKNESS = 10

# --- Main Application Class ---
class AbacusApp:
    """
    An interactive abacus application built with tkinter.
    """
    def __init__(self, root):
        """Initializes the abacus application."""
        self.root = root
        self.root.title("Interactive Abacus")
        self.root.resizable(False, False)

        # Calculate canvas dimensions based on abacus size
        self.canvas_width = (NUM_RODS + 1) * ROD_SPACING
        self.canvas_height = 8 * BEAD_HEIGHT + 2 * FRAME_THICKNESS
        
        # --- Data Structure ---
        # Stores the state of the abacus.
        # For each rod, we store a list: [heaven_bead_active, num_earth_beads_active]
        # heaven_bead_active: 1 if down (active), 0 if up (inactive)
        # num_earth_beads_active: 0-4, number of earth beads pushed up (active)
        self.bead_states = [[0, 0] for _ in range(NUM_RODS)]

        # --- UI Elements ---
        self.canvas = tk.Canvas(
            root,
            width=self.canvas_width,
            height=self.canvas_height,
            bg=BG_COLOR
        )
        self.canvas.pack(pady=10)

        self.value_label = tk.Label(
            root,
            text="0",
            font=("Arial", 24, "bold"),
            pady=10
        )
        self.value_label.pack()

        # --- Event Binding ---
        self.canvas.bind("<Button-1>", self.on_canvas_click)

        # --- Initial Draw ---
        self.draw_abacus()
        self.update_value()

    def draw_abacus(self):
        """Clears and redraws the entire abacus based on the current state."""
        self.canvas.delete("all")
        self.draw_frame()
        
        for i in range(NUM_RODS):
            self.draw_rod(i)

    def draw_frame(self):
        """Draws the outer frame and the central reckoning bar."""
        # Outer frame
        self.canvas.create_rectangle(
            FRAME_THICKNESS / 2, FRAME_THICKNESS / 2,
            self.canvas_width - FRAME_THICKNESS / 2,
            self.canvas_height - FRAME_THICKNESS / 2,
            width=FRAME_THICKNESS,
            outline=FRAME_COLOR
        )
        # Reckoning bar (the horizontal bar in the middle)
        self.bar_y = self.canvas_height / 2 - 2.5 * BEAD_HEIGHT
        self.canvas.create_rectangle(
            FRAME_THICKNESS, self.bar_y - BAR_THICKNESS / 2,
            self.canvas_width - FRAME_THICKNESS, self.bar_y + BAR_THICKNESS / 2,
            fill=BAR_COLOR,
            width=0
        )

    def draw_rod(self, rod_index):
        """Draws a single rod and its beads based on its state."""
        rod_x = (rod_index + 1) * ROD_SPACING
        
        # Draw the rod itself
        self.canvas.create_line(
            rod_x, FRAME_THICKNESS,
            rod_x, self.canvas_height - FRAME_THICKNESS,
            fill=ROD_COLOR,
            width=2
        )

        # --- Draw Heaven Bead (value of 5) ---
        heaven_state = self.bead_states[rod_index][0]
        if heaven_state == 0: # Inactive (up)
             y_center = self.bar_y - 1.5 * BEAD_HEIGHT
        else: # Active (down)
             y_center = self.bar_y - 0.5 * BEAD_HEIGHT
        self.draw_bead(rod_x, y_center)

        # --- Draw Earth Beads (value of 1 each) ---
        earth_beads_up = self.bead_states[rod_index][1]
        
        # Draw active beads (up)
        for i in range(earth_beads_up):
            y_center = self.bar_y + (i + 0.5) * BEAD_HEIGHT
            self.draw_bead(rod_x, y_center)
            
        # Draw inactive beads (down)
        for i in range(4 - earth_beads_up):
            y_center = self.bar_y + (earth_beads_up + i + 1.5) * BEAD_HEIGHT
            self.draw_bead(rod_x, y_center)

    def draw_bead(self, x, y):
        """Helper function to draw a single bead centered at (x, y)."""
        self.canvas.create_oval(
            x - BEAD_WIDTH / 2, y - BEAD_HEIGHT / 2,
            x + BEAD_WIDTH / 2, y + BEAD_HEIGHT / 2,
            fill=BEAD_COLOR,
            width=2,
            outline="black"
        )

    def on_canvas_click(self, event):
        """Handles mouse clicks on the canvas to move beads."""
        # Determine which rod was clicked
        rod_index = int((event.x - ROD_SPACING / 2) / ROD_SPACING)
        if not (0 <= rod_index < NUM_RODS):
            return # Click was outside the rods

        # Check if the click was on the heaven bead (above the bar)
        if event.y < self.bar_y:
            # Toggle heaven bead state
            self.bead_states[rod_index][0] = 1 - self.bead_states[rod_index][0]
        # Check if the click was on the earth beads (below the bar)
        else:
            # Determine which bead was clicked based on y-position
            bead_pos = int((event.y - self.bar_y) / BEAD_HEIGHT)
            
            # Find the state of the clicked bead
            num_up = self.bead_states[rod_index][1]
            
            if bead_pos <= num_up: # Clicked on an 'up' bead
                # Move this bead and all above it down
                self.bead_states[rod_index][1] = bead_pos - 1
            else: # Clicked on a 'down' bead
                # Move this bead and all below it up
                self.bead_states[rod_index][1] = bead_pos
        
        # Redraw and update the display
        self.draw_abacus()
        self.update_value()

    def update_value(self):
        """Calculates and displays the number represented by the abacus."""
        total_value = 0
        for i in range(NUM_RODS):
            heaven_val = self.bead_states[i][0] * 5
            earth_val = self.bead_states[i][1]
            rod_value = heaven_val + earth_val
            
            # Calculate place value (units, tens, hundreds, etc. from right to left)
            place_value = 10**(NUM_RODS - 1 - i)
            total_value += rod_value * place_value
            
        self.value_label.config(text=f"{total_value:,}")


# --- Main Execution ---
if __name__ == "__main__":
    main_window = tk.Tk()
    app = AbacusApp(main_window)
    main_window.mainloop()
fail_abacus_3.py
import tkinter as tk

# Constants for the abacus layout.
NUM_COLUMNS = 6             # number of rods
BEAD_RADIUS = 15
ROD_SPACING = 75
HEAVEN_Y = 50
EARTH_START_Y = 150
EARTH_SPACING = 40
HEAVEN_COUNT = 1
EARTH_COUNT = 4

class Bead:
    def __init__(self, canvas, col, row, is_heaven):
        self.canvas = canvas
        self.col = col          # which rod this bead belongs to
        self.row = row          # index within its group
        self.is_heaven = is_heaven

        x = (col + 1) * ROD_SPACING
        if is_heaven:
            y = HEAVEN_Y + row * 2 * BEAD_RADIUS
        else:
            y = EARTH_START_Y + row * 2 * BEAD_RADIUS

        self.x = x
        self.y = y
        self.id = canvas.create_oval(
            x - BEAD_RADIUS, y - BEAD_RADIUS,
            x + BEAD_RADIUS, y + BEAD_RADIUS,
            fill="tan", outline="black"
        )
        canvas.tag_bind(self.id, "<Button-1>", self.toggle)

    def toggle(self, event):
        """
        Slide a bead up or down depending on which group it belongs to.
        """
        if self.is_heaven:
            # Heaven bead can only move DOWN (towards the bar) or back UP.
            target = HEAVEN_Y + BEAD_RADIUS*2
            if self.y < target:
                dy = (target - self.y)
            else:
                dy = - (target - HEAVEN_Y)
        else:
            # Earth beads move upward toward the bar or back down to their start.
            target = EARTH_START_Y - BEAD_RADIUS*2
            if self.y > target:
                dy = -(self.y - target)
            else:
                dy = (EARTH_START_Y - self.y)

        # Move only this bead
        self.canvas.move(self.id, 0, dy)
        self.y += dy
        update_display()

def create_rods(canvas):
    for c in range(NUM_COLUMNS):
        x = (c + 1) * ROD_SPACING
        canvas.create_line(x, HEAVEN_Y - 50, x, EARTH_START_Y + 200, width=4)

def get_value():
    value = 0
    for col in range(NUM_COLUMNS):
        # Check heaven bead
        heaven_bead = beads[(col, 0, True)]
        if heaven_bead.y > HEAVEN_Y + BEAD_RADIUS:
            value += 5 * (10**(NUM_COLUMNS - 1 - col))

        # Count earth beads that have moved up
        earth_count = 0
        for i in range(EARTH_COUNT):
            b = beads[(col, i, False)]
            if b.y < EARTH_START_Y + i*2*BEAD_RADIUS:
                earth_count += 1
        value += earth_count * (10**(NUM_COLUMNS - 1 - col))
    return value

def update_display():
    val = get_value()
    label_var.set(f"Value: {val}")

root = tk.Tk()
root.title("Abacus")

canvas = tk.Canvas(root, width=(NUM_COLUMNS+1)*ROD_SPACING,
                   height=350, bg="white")
canvas.pack()

# Draw the separating bar
canvas.create_line(0, EARTH_START_Y - 30,
                   (NUM_COLUMNS+1)*ROD_SPACING,
                   EARTH_START_Y - 30, width=6)

create_rods(canvas)

# Create beads and store them in a dictionary
beads = {}
for col in range(NUM_COLUMNS):
    # heaven beads
    for r in range(HEAVEN_COUNT):
        bead = Bead(canvas, col, r, True)
        beads[(col, r, True)] = bead
    # earth beads
    for r in range(EARTH_COUNT):
        bead = Bead(canvas, col, r, False)
        beads[(col, r, False)] = bead

# Value display
label_var = tk.StringVar()
label_var.set("Value: 0")
label = tk.Label(root, textvariable=label_var, font=("Helvetica", 14))
label.pack(pady=5)

root.mainloop()

Симулятор кодового замка

Промпт:

Создай программу на Python, которая использует только tkinter и стандартную библиотеку. Это симулятор кодового замка. Программа показывает замок с диском и позволяет пользователю вращать диск, двигая мышью. Комбинация отображается сверху. Если пользователь правильно ввёл комбинацию, при клике по защёлке она должна открыться. Окно должно показывать инструкции по использованию приложения для открытия замка.

Результат: Хотя программы рисовали примитивный кодовый замок и диск с цифрами, вращение диска работало как попало. Цифры на диске всегда оставались вертикальными при вращении (я и не требовал корректного поворота). Ввести комбинацию было невозможно, и даже при корректном вводе клик по защёлке ничего не делал.

fail_combo_1.py
import tkinter as tk
import math

# Configuration
COMBINATION = (22, 7, 15)  # (clockwise, counter-clockwise, clockwise)

class CombinationLockApp:
    def __init__(self, root):
        self.root = root
        self.root.title("Combination Lock")

        self.canvas = tk.Canvas(root, width=300, height=350, bg="white")
        self.canvas.pack()

        # Variables
        self.angle = 0.0
        self.last_x = None
        self.entered = []
        self.turn_count = 0
        self.is_unlocked = False

        # Draw latch (simple rectangle)
        self.latch = self.canvas.create_rectangle(120, 20, 180, 60, fill="gray")
        self.canvas.tag_bind(self.latch, "<Button-1>", self.try_open_latch)

        # Draw dial *first* so that text is layered on top
        self.dial_center = (150, 200)
        self.dial = self.canvas.create_oval(50, 100, 250, 300, fill="lightgray")

        # Combination display
        self.combo_text = self.canvas.create_text(
            150,
            90,
            text=f"Combination: {COMBINATION}",
            font=("Arial", 12),
            fill="black"
        )

        # Draw tick marks and numbers
        self.draw_ticks()

        # Bind spin handlers
        self.canvas.bind("<ButtonPress-1>", self.start_spin)
        self.canvas.bind("<B1-Motion>", self.spin_dial)

    def draw_ticks(self):
        self.ticks = []
        r = 100
        for n in range(40):  # 0–39
            angle = math.radians(n * 9)
            x = self.dial_center[0] + r * math.sin(angle)
            y = self.dial_center[1] - r * math.cos(angle)
            tick = self.canvas.create_text(
                x, y, text=str(n), font=("Arial", 8), fill="black"
            )
            self.ticks.append((tick, n))

    def start_spin(self, event):
        self.last_x = event.x

    def spin_dial(self, event):
        if self.is_unlocked:
            return
        delta = event.x - self.last_x
        self.last_x = event.x

        self.angle += delta * 0.8
        self.update_dial_display(delta)

    def update_dial_display(self, delta):
        for tick, _ in self.ticks:
            self.canvas.delete(tick)

        self.ticks.clear()
        r = 100
        for n in range(40):
            deg = n * 9 + self.angle
            x = self.dial_center[0] + r * math.sin(math.radians(deg))
            y = self.dial_center[1] - r * math.cos(math.radians(deg))
            tick = self.canvas.create_text(
                x, y, text=str(n), font=("Arial", 8), fill="black"
            )
            self.ticks.append((tick, n))

        current_number = int(((-self.angle) % 360) / 9) % 40

        direction = -1 if delta > 0 else 1
        if not self.entered or self.entered[-1][1] != direction:
            self.turn_count += 1
            self.entered.append((current_number, direction))
            if self.turn_count > 3:
                self.entered = self.entered[-3:]
                self.turn_count = 3

    def try_open_latch(self, event):
        if self.is_unlocked:
            return

        numbers = [turn[0] for turn in self.entered[-3:]]
        if tuple(numbers) == COMBINATION:
            self.is_unlocked = True
            self.canvas.itemconfig(self.latch, fill="green")
            self.canvas.itemconfig(self.combo_text, text="Unlocked!", fill="green")
        else:
            self.entered.clear()
            self.turn_count = 0
            self.canvas.itemconfig(self.combo_text, text=f"Combination: {COMBINATION}", fill="black")


if __name__ == "__main__":
    root = tk.Tk()
    CombinationLockApp(root)
    root.mainloop()
fail_combo_2.py
import tkinter as tk
import math

class CombinationLock:
    def __init__(self, root):
        self.root = root
        self.root.title("Combination Lock Simulator")
        self.root.geometry("500x600")
        self.root.configure(bg='#2c3e50')
        
        # Lock settings
        self.combination = [15, 35, 8]  # The correct combination
        self.current_sequence = []
        self.dial_angle = 0  # Current angle of the dial
        self.is_dragging = False
        self.last_mouse_angle = 0
        self.latch_open = False
        
        # Colors
        self.bg_color = '#2c3e50'
        self.dial_color = '#34495e'
        self.number_color = '#ecf0f1'
        self.pointer_color = '#e74c3c'
        self.latch_color = '#95a5a6'
        self.open_latch_color = '#27ae60'
        
        self.setup_ui()
        
    def setup_ui(self):
        # Title and combination display
        title_frame = tk.Frame(self.root, bg=self.bg_color)
        title_frame.pack(pady=20)
        
        tk.Label(title_frame, text="Combination Lock", 
                font=('Arial', 20, 'bold'), 
                fg=self.number_color, bg=self.bg_color).pack()
        
        tk.Label(title_frame, text=f"Combination: {'-'.join(map(str, self.combination))}", 
                font=('Arial', 14), 
                fg='#f39c12', bg=self.bg_color).pack(pady=5)
        
        # Current sequence display
        self.sequence_label = tk.Label(title_frame, text="Entered: []", 
                                     font=('Arial', 12), 
                                     fg=self.number_color, bg=self.bg_color)
        self.sequence_label.pack(pady=5)
        
        # Instructions
        instructions = tk.Label(title_frame, 
                              text="Drag the dial to enter numbers, then click the latch to open", 
                              font=('Arial', 10), 
                              fg='#bdc3c7', bg=self.bg_color)
        instructions.pack(pady=5)
        
        # Main canvas for the lock
        self.canvas = tk.Canvas(self.root, width=400, height=400, 
                               bg=self.bg_color, highlightthickness=0)
        self.canvas.pack(pady=20)
        
        # Reset button
        reset_btn = tk.Button(self.root, text="Reset", command=self.reset_lock,
                            font=('Arial', 12), bg='#e67e22', fg='white',
                            activebackground='#d35400', relief='flat', pady=5)
        reset_btn.pack(pady=10)
        
        # Bind mouse events
        self.canvas.bind("<Button-1>", self.on_mouse_down)
        self.canvas.bind("<B1-Motion>", self.on_mouse_drag)
        self.canvas.bind("<ButtonRelease-1>", self.on_mouse_up)
        
        self.draw_lock()
        
    def draw_lock(self):
        self.canvas.delete("all")
        
        center_x, center_y = 200, 200
        dial_radius = 120
        
        # Draw outer ring of lock
        self.canvas.create_oval(center_x - dial_radius - 20, center_y - dial_radius - 20,
                               center_x + dial_radius + 20, center_y + dial_radius + 20,
                               fill='#34495e', outline='#2c3e50', width=3)
        
        # Draw main dial
        self.canvas.create_oval(center_x - dial_radius, center_y - dial_radius,
                               center_x + dial_radius, center_y + dial_radius,
                               fill=self.dial_color, outline='#2c3e50', width=2)
        
        # Draw numbers around the dial
        for i in range(40):  # 0-39 numbers
            angle = math.radians(i * 9 - self.dial_angle)  # 9 degrees per number
            number_radius = dial_radius - 25
            
            x = center_x + number_radius * math.cos(angle)
            y = center_y + number_radius * math.sin(angle)
            
            # Highlight every 5th number
            if i % 5 == 0:
                font_size = 12
                color = '#f39c12'
            else:
                font_size = 10
                color = self.number_color
                
            self.canvas.create_text(x, y, text=str(i), fill=color, 
                                  font=('Arial', font_size, 'bold'))
        
        # Draw center hub
        self.canvas.create_oval(center_x - 15, center_y - 15,
                               center_x + 15, center_y + 15,
                               fill='#2c3e50', outline='#34495e', width=2)
        
        # Draw pointer at top (fixed position)
        pointer_y = center_y - dial_radius - 35
        self.canvas.create_polygon(center_x, pointer_y,
                                 center_x - 8, pointer_y + 15,
                                 center_x + 8, pointer_y + 15,
                                 fill=self.pointer_color, outline='#c0392b', width=2)
        
        # Draw latch
        latch_color = self.open_latch_color if self.latch_open else self.latch_color
        latch_y = center_y + dial_radius + 40
        
        if self.latch_open:
            # Draw open latch (moved down)
            self.canvas.create_rectangle(center_x - 20, latch_y + 10,
                                       center_x + 20, latch_y + 30,
                                       fill=latch_color, outline='#27ae60', width=2,
                                       tags="latch")
            self.canvas.create_text(center_x, latch_y + 20, text="OPEN", 
                                  fill='white', font=('Arial', 8, 'bold'))
        else:
            # Draw closed latch
            self.canvas.create_rectangle(center_x - 20, latch_y,
                                       center_x + 20, latch_y + 20,
                                       fill=latch_color, outline='#7f8c8d', width=2,
                                       tags="latch")
            self.canvas.create_text(center_x, latch_y + 10, text="PUSH", 
                                  fill='white', font=('Arial', 8, 'bold'))
    
    def get_mouse_angle(self, event):
        center_x, center_y = 200, 200
        dx = event.x - center_x
        dy = event.y - center_y
        return math.degrees(math.atan2(dy, dx))
    
    def on_mouse_down(self, event):
        # Check if clicking on latch
        if self.canvas.find_closest(event.x, event.y)[0] in self.canvas.find_withtag("latch"):
            self.try_open_latch()
            return
            
        # Check if clicking on dial area
        center_x, center_y = 200, 200
        distance = math.sqrt((event.x - center_x)**2 + (event.y - center_y)**2)
        
        if distance <= 120:  # Within dial radius
            self.is_dragging = True
            self.last_mouse_angle = self.get_mouse_angle(event)
    
    def on_mouse_drag(self, event):
        if not self.is_dragging:
            return
            
        current_angle = self.get_mouse_angle(event)
        angle_diff = current_angle - self.last_mouse_angle
        
        # Handle angle wrap-around
        if angle_diff > 180:
            angle_diff -= 360
        elif angle_diff < -180:
            angle_diff += 360
            
        self.dial_angle += angle_diff
        self.dial_angle = self.dial_angle % 360
        
        self.last_mouse_angle = current_angle
        self.draw_lock()
    
    def on_mouse_up(self, event):
        if self.is_dragging:
            self.is_dragging = False
            # Record the number the pointer is pointing to
            self.record_current_number()
    
    def record_current_number(self):
        # Calculate which number the pointer is currently pointing to
        # The pointer is at the top, so we need to find which number is at angle 270 degrees (top)
        pointer_angle = 270  # Top position
        adjusted_angle = (pointer_angle + self.dial_angle) % 360
        
        # Each number is 9 degrees apart
        number = int((adjusted_angle / 9) + 0.5) % 40
        
        self.current_sequence.append(number)
        
        # Keep only the last 3 numbers (length of combination)
        if len(self.current_sequence) > len(self.combination):
            self.current_sequence = self.current_sequence[-len(self.combination):]
        
        # Update display
        self.sequence_label.config(text=f"Entered: {self.current_sequence}")
    
    def try_open_latch(self):
        if len(self.current_sequence) == len(self.combination):
            if self.current_sequence == self.combination:
                self.latch_open = True
                self.sequence_label.config(text="🎉 UNLOCKED! 🎉", fg='#27ae60')
            else:
                self.sequence_label.config(text="❌ Wrong combination!", fg='#e74c3c')
                # Reset after wrong attempt
                self.root.after(1500, self.reset_sequence)
        else:
            self.sequence_label.config(text="Enter complete combination first!", fg='#f39c12')
        
        self.draw_lock()
    
    def reset_sequence(self):
        self.current_sequence = []
        self.sequence_label.config(text="Entered: []", fg=self.number_color)
    
    def reset_lock(self):
        self.current_sequence = []
        self.dial_angle = 0
        self.latch_open = False
        self.sequence_label.config(text="Entered: []", fg=self.number_color)
        self.draw_lock()

def main():
    root = tk.Tk()
    app = CombinationLock(root)
    root.mainloop()

if __name__ == "__main__":
    main()
fail_combo_3.py
import tkinter as tk
import math

# Configuration
COMBINATION = (22, 7, 15)  # (clockwise, counter-clockwise, clockwise)

class CombinationLockApp:
    def __init__(self, root):
        self.root = root
        self.root.title("Combination Lock")

        self.canvas = tk.Canvas(root, width=300, height=350, bg="white")
        self.canvas.pack()

        # Variables
        self.angle = 0.0
        self.last_x = None
        self.entered = []
        self.turn_count = 0
        self.is_unlocked = False

        # Draw latch (simple rectangle)
        self.latch = self.canvas.create_rectangle(120, 20, 180, 60, fill="gray")
        self.canvas.tag_bind(self.latch, "<Button-1>", self.try_open_latch)

        # Combination display
        self.combo_text = self.canvas.create_text(150, 90, text=f"Combination: {COMBINATION}",
                                                  font=("Arial", 12))

        # Draw dial
        self.dial_center = (150, 200)
        self.dial = self.canvas.create_oval(50, 100, 250, 300, fill="lightgray")
        self.canvas.bind("<ButtonPress-1>", self.start_spin)
        self.canvas.bind("<B1-Motion>", self.spin_dial)

        # Draw tick marks and numbers
        self.draw_ticks()

    def draw_ticks(self):
        self.ticks = []
        r = 100
        for n in range(40):  # standard 0-39 dial
            angle = math.radians(n * 9)  # 360/40 = 9 degrees per number
            x = self.dial_center[0] + r*math.sin(angle)
            y = self.dial_center[1] - r*math.cos(angle)
            tick = self.canvas.create_text(x, y, text=str(n), font=("Arial", 8))
            self.ticks.append((tick, n))

    def start_spin(self, event):
        self.last_x = event.x

    def spin_dial(self, event):
        if self.is_unlocked:  # dial no longer spins
            return
        delta = event.x - self.last_x
        self.last_x = event.x

        # Rotate dial
        self.angle += delta * 0.8  # speed factor
        self.update_dial_display(delta)

    def update_dial_display(self, delta):
        # Move text numbers.
        # First erase old
        for tick, _ in self.ticks:
            self.canvas.delete(tick)
        # Recreate with new angle
        self.ticks.clear()
        r = 100
        for n in range(40):
            deg = n * 9 + self.angle
            x = self.dial_center[0] + r * math.sin(math.radians(deg))
            y = self.dial_center[1] - r * math.cos(math.radians(deg))
            tick = self.canvas.create_text(x, y, text=str(n), font=("Arial", 8))
            self.ticks.append((tick, n))

        # Track combination logic
        current_number = int(((-self.angle) % 360) / 9) % 40

        # Detect direction changes (left drag = clockwise, right drag = ccw)
        direction = -1 if delta > 0 else 1
        if not self.entered or self.entered[-1][1] != direction:
            self.turn_count += 1
            self.entered.append((current_number, direction))
            if self.turn_count > 3:
                self.entered = self.entered[-3:]
                self.turn_count = 3

    def try_open_latch(self, event):
        if self.is_unlocked:
            return

        # Extract only the numbers from most recent 3 turns
        numbers = [turn[0] for turn in self.entered[-3:]]
        if tuple(numbers) == COMBINATION:
            self.is_unlocked = True
            self.canvas.itemconfig(self.latch, fill="green")
            self.canvas.itemconfig(self.combo_text, text="Unlocked!")
        else:
            # Reset for another try
            self.entered.clear()
            self.turn_count = 0
            self.canvas.itemconfig(self.combo_text, text=f"Combination: {COMBINATION}")

if __name__ == "__main__":
    root = tk.Tk()
    CombinationLockApp(root)
    root.mainloop()

Редактор диаграмм родословной

Промпт:

Создай программу на Python, которая использует только tkinter и стандартную библиотеку. Сделай приложение для построения диаграммы семьи. Программа представляет людей квадратами с подписью-именем. Приложение запускается с одним квадратом. По клику на квадрат можно отредактировать имя, добавить супруга, добавить ребёнка, добавить родителя или удалить человека. Диаграмма должна автоматически перерисовываться по мере добавления или удаления людей. Используй стандартные линии диаграммы родословной.

Результат: Полностью нерабочее решение. Окно отображало исходный квадрат с человеком, и в некоторых сгенерированных приложениях мне удавалось отредактировать имя. Но добавление любых связей либо ничего не делало, либо полностью ломало/скрывало существующую диаграмму. Нарисовать второй квадрат так и не получилось ни разу.

fail_familytree_1.py
import tkinter as tk
from tkinter import simpledialog, messagebox

class Person:
    def __init__(self, name="Person"):
        self.name = name
        self.spouse = None
        self.parents = []  # up to 2
        self.children = []

class FamilyTreeApp(tk.Tk):
    BOX_W = 80
    BOX_H = 40
    V_GAP = 50
    H_GAP = 40

    def __init__(self):
        super().__init__()
        self.title("Family Tree")
        self.canvas = tk.Canvas(self, width=1000, height=700, bg="white")
        self.canvas.pack(fill="both", expand=True)

        self.root_person = Person()
        self.box_items = {}

        self.canvas.bind("<Button-1>", self.on_click)
        self.draw_tree()

    def edit_name(self, person):
        new_name = simpledialog.askstring("Edit Name", "Enter name:", initialvalue=person.name)
        if new_name:
            person.name = new_name
            self.draw_tree()

    def add_spouse(self, person):
        if person.spouse:
            messagebox.showinfo("Info", "This person already has a spouse.")
            return
        person.spouse = Person("Spouse")
        person.spouse.spouse = person
        self.draw_tree()

    def add_child(self, person):
        child = Person("Child")
        child.parents = [person]
        if person.spouse:
            child.parents.append(person.spouse)
        for p in child.parents:
            p.children.append(child)
        self.draw_tree()

    def add_parent(self, person):
        if len(person.parents) >= 2:
            messagebox.showinfo("Info", "This person already has 2 parents.")
            return
        parent = Person("Parent")
        parent.children.append(person)
        person.parents.append(parent)
        self.draw_tree()

    def delete_person(self, person):
        if person.spouse:
            person.spouse.spouse = None
        for p in person.parents:
            if person in p.children:
                p.children.remove(person)
        for ch in person.children:
            if person in ch.parents:
                ch.parents.remove(person)
        if person is self.root_person:
            self.root_person = Person()
        self.draw_tree()

    def draw_tree(self):
        self.canvas.delete("all")
        self.box_items.clear()
        self.layout_positions = {}

        # center the tree in the canvas
        self.update_idletasks()
        canvas_mid = self.canvas.winfo_width() // 2

        self._assign_positions(self.root_person, 0, canvas_mid)
        self._draw_connections(self.root_person)
        self._draw_boxes(self.root_person)

    def _assign_positions(self, person, level, offset):
        if person in self.layout_positions:
            return self.layout_positions[person][0]

        if person.children:
            child_xs = []
            for ch in person.children:
                child_xs.append(self._assign_positions(ch, level + 1, offset))
                offset = child_xs[-1] + self.BOX_W + self.H_GAP
            center_x = (child_xs[0] + child_xs[-1]) / 2
        else:
            center_x = offset
            offset += self.BOX_W + self.H_GAP

        self.layout_positions[person] = (center_x, level)
        if person.spouse:
            spouse_x = center_x + self.BOX_W + 10
            self.layout_positions[person.spouse] = (spouse_x, level)
        return center_x

    def _draw_connections(self, person, drawn=set()):
        if person.spouse and (person, person.spouse) not in drawn:
            x, y = self._get_box_center(person)
            sx, sy = self._get_box_center(person.spouse)
            self.canvas.create_line(x, y, sx, sy)
            drawn.add((person, person.spouse))
            drawn.add((person.spouse, person))
        for ch in person.children:
            cx, cy = self._get_box_center(ch)
            px, py = self._get_box_center(person)
            self.canvas.create_line(px, py + self.BOX_H//2, cx, cy - self.BOX_H//2)
            if person.spouse:
                sx, sy = self._get_box_center(person.spouse)
                self.canvas.create_line(sx, sy + self.BOX_H//2, cx, cy - self.BOX_H//2)
            self._draw_connections(ch, drawn)

    def _draw_boxes(self, person, drawn=set()):
        if person in drawn:
            return
        drawn.add(person)
        x, level = self.layout_positions[person]
        y = level * (self.BOX_H + self.V_GAP)
        box = self.canvas.create_rectangle(
            x, y, x + self.BOX_W, y + self.BOX_H, outline="black", fill="lightyellow"
        )
        text = self.canvas.create_text(
            x + self.BOX_W/2, y + self.BOX_H/2, text=person.name
        )
        self.box_items[box] = person
        self.box_items[text] = person
        if person.spouse:
            self._draw_boxes(person.spouse, drawn)
        for ch in person.children:
            self._draw_boxes(ch, drawn)

    def _get_box_center(self, person):
        x, level = self.layout_positions[person]
        y = level * (self.BOX_H + self.V_GAP)
        return (x + self.BOX_W/2, y + self.BOX_H/2)

    def on_click(self, event):
        items = self.canvas.find_closest(event.x, event.y)
        if not items:
            return
        person = self.box_items.get(items[0])
        if person:
            self.popup_menu(person, event.x_root, event.y_root)

    def popup_menu(self, person, x, y):
        menu = tk.Menu(self, tearoff=0)
        menu.add_command(label="Edit name", command=lambda: self.edit_name(person))
        menu.add_command(label="Add spouse", command=lambda: self.add_spouse(person))
        menu.add_command(label="Add child", command=lambda: self.add_child(person))
        menu.add_command(label="Add parent", command=lambda: self.add_parent(person))
        menu.add_command(label="Delete", command=lambda: self.delete_person(person))
        menu.tk_popup(x, y)

if __name__ == "__main__":
    app = FamilyTreeApp()
    app.mainloop()
fail_familytree_2.py
import tkinter as tk
from tkinter import messagebox, simpledialog
import math

class Person:
    def __init__(self, name="New Person", x=0, y=0):
        self.name = name
        self.x = x
        self.y = y
        self.spouse = None
        self.children = []
        self.parents = []
        self.rect_id = None
        self.text_id = None
        
    def add_child(self, child):
        if child not in self.children:
            self.children.append(child)
            child.parents.append(self)
            
    def add_parent(self, parent):
        if parent not in self.parents:
            self.parents.append(parent)
            parent.children.append(self)
            
    def set_spouse(self, spouse):
        if self.spouse:
            self.spouse.spouse = None
        self.spouse = spouse
        if spouse:
            spouse.spouse = self
            
    def remove_from_family(self):
        # Remove spouse relationship
        if self.spouse:
            self.spouse.spouse = None
            
        # Remove from parents' children lists
        for parent in self.parents:
            if self in parent.children:
                parent.children.remove(self)
                
        # Remove from children's parents lists
        for child in self.children:
            if self in child.parents:
                child.parents.remove(self)

class FamilyTreeApp:
    def __init__(self, root):
        self.root = root
        self.root.title("Family Tree Diagram")
        self.root.geometry("1000x700")
        
        # Create canvas with scrollbars
        self.create_canvas()
        
        # Data structures
        self.people = []
        self.selected_person = None
        
        # Layout parameters
        self.person_width = 120
        self.person_height = 60
        self.level_height = 120
        self.person_spacing = 150
        
        # Create initial person
        initial_person = Person("Click to Edit", 400, 300)
        self.people.append(initial_person)
        
        self.draw_tree()
        
    def create_canvas(self):
        # Main frame
        main_frame = tk.Frame(self.root)
        main_frame.pack(fill=tk.BOTH, expand=True)
        
        # Canvas with scrollbars
        self.canvas = tk.Canvas(main_frame, bg='white', scrollregion=(0, 0, 2000, 2000))
        
        v_scrollbar = tk.Scrollbar(main_frame, orient=tk.VERTICAL, command=self.canvas.yview)
        h_scrollbar = tk.Scrollbar(main_frame, orient=tk.HORIZONTAL, command=self.canvas.xview)
        
        self.canvas.configure(yscrollcommand=v_scrollbar.set, xscrollcommand=h_scrollbar.set)
        
        v_scrollbar.pack(side=tk.RIGHT, fill=tk.Y)
        h_scrollbar.pack(side=tk.BOTTOM, fill=tk.X)
        self.canvas.pack(side=tk.LEFT, fill=tk.BOTH, expand=True)
        
        # Bind events
        self.canvas.bind("<Button-1>", self.on_click)
        self.canvas.bind("<Button-3>", self.on_right_click)  # Right click for context menu
        
    def calculate_layout(self):
        """Calculate positions for all people in the tree"""
        if not self.people:
            return
            
        # Find root people (those with no parents)
        roots = [p for p in self.people if not p.parents]
        if not roots:
            # If no roots found, pick the first person
            roots = [self.people[0]]
            
        # Calculate levels
        levels = {}
        self.assign_levels(roots, levels, 0)
        
        # Group people by level
        level_groups = {}
        for person, level in levels.items():
            if level not in level_groups:
                level_groups[level] = []
            level_groups[level].append(person)
            
        # Calculate positions
        canvas_width = 2000
        for level, people_in_level in level_groups.items():
            y = 100 + level * self.level_height
            
            # Sort people in level to keep families together
            people_in_level.sort(key=lambda p: self.get_family_sort_key(p))
            
            total_width = len(people_in_level) * self.person_spacing
            start_x = (canvas_width - total_width) // 2
            
            for i, person in enumerate(people_in_level):
                person.x = start_x + i * self.person_spacing
                person.y = y
                
    def assign_levels(self, people, levels, level):
        """Recursively assign levels to people"""
        for person in people:
            if person not in levels:
                levels[person] = level
                # Process children at next level
                if person.children:
                    self.assign_levels(person.children, levels, level + 1)
                    
    def get_family_sort_key(self, person):
        """Generate a sort key to keep families together"""
        # Use parent names as primary sort key
        if person.parents:
            return ''.join(sorted([p.name for p in person.parents]))
        return person.name
        
    def draw_tree(self):
        """Draw the entire family tree"""
        self.canvas.delete("all")
        
        # Calculate layout
        self.calculate_layout()
        
        # Draw connections first (so they appear behind rectangles)
        self.draw_connections()
        
        # Draw people
        for person in self.people:
            self.draw_person(person)
            
    def draw_person(self, person):
        """Draw a single person as a rectangle with text"""
        x1 = person.x - self.person_width // 2
        y1 = person.y - self.person_height // 2
        x2 = person.x + self.person_width // 2
        y2 = person.y + self.person_height // 2
        
        # Choose color based on selection
        color = "lightblue" if person == self.selected_person else "lightgray"
        
        # Draw rectangle
        person.rect_id = self.canvas.create_rectangle(
            x1, y1, x2, y2, 
            fill=color, outline="black", width=2,
            tags=f"person_{id(person)}"
        )
        
        # Draw text
        person.text_id = self.canvas.create_text(
            person.x, person.y, 
            text=person.name, 
            font=("Arial", 10, "bold"),
            width=self.person_width - 10,
            tags=f"person_{id(person)}"
        )
        
    def draw_connections(self):
        """Draw family relationship lines"""
        for person in self.people:
            # Draw spouse connection
            if person.spouse and id(person) < id(person.spouse):  # Draw only once per couple
                self.draw_spouse_line(person, person.spouse)
                
            # Draw parent-child connections
            if person.children:
                self.draw_parent_child_lines(person)
                
    def draw_spouse_line(self, person1, person2):
        """Draw line between spouses"""
        self.canvas.create_line(
            person1.x, person1.y,
            person2.x, person2.y,
            fill="red", width=3, tags="connection"
        )
        
    def draw_parent_child_lines(self, parent):
        """Draw lines from parent to children"""
        if not parent.children:
            return
            
        # Find the spouse to determine the family unit center
        spouse = parent.spouse
        if spouse:
            family_x = (parent.x + spouse.x) // 2
            family_y = min(parent.y, spouse.y)
        else:
            family_x = parent.x
            family_y = parent.y
            
        # Draw vertical line down from family unit
        children_y = min([child.y for child in parent.children])
        mid_y = family_y + (children_y - family_y) // 2
        
        self.canvas.create_line(
            family_x, family_y + self.person_height // 2,
            family_x, mid_y,
            fill="blue", width=2, tags="connection"
        )
        
        # Draw horizontal line across children
        if len(parent.children) > 1:
            left_x = min([child.x for child in parent.children])
            right_x = max([child.x for child in parent.children])
            
            self.canvas.create_line(
                left_x, mid_y,
                right_x, mid_y,
                fill="blue", width=2, tags="connection"
            )
            
        # Draw vertical lines to each child
        for child in parent.children:
            self.canvas.create_line(
                child.x, mid_y,
                child.x, child.y - self.person_height // 2,
                fill="blue", width=2, tags="connection"
            )
            
    def on_click(self, event):
        """Handle left mouse click"""
        clicked_item = self.canvas.find_closest(event.x, event.y)[0]
        
        # Find which person was clicked
        clicked_person = None
        for person in self.people:
            if (person.rect_id == clicked_item or person.text_id == clicked_item):
                clicked_person = person
                break
                
        if clicked_person:
            self.selected_person = clicked_person
            self.show_edit_menu(clicked_person, event.x, event.y)
        else:
            self.selected_person = None
            
        self.draw_tree()
        
    def on_right_click(self, event):
        """Handle right mouse click - same as left click for simplicity"""
        self.on_click(event)
        
    def show_edit_menu(self, person, x, y):
        """Show context menu for editing person"""
        menu = tk.Menu(self.root, tearoff=0)
        menu.add_command(label="Edit Name", command=lambda: self.edit_name(person))
        menu.add_command(label="Add Spouse", command=lambda: self.add_spouse(person))
        menu.add_command(label="Add Child", command=lambda: self.add_child(person))
        menu.add_command(label="Add Parent", command=lambda: self.add_parent(person))
        menu.add_separator()
        menu.add_command(label="Delete Person", command=lambda: self.delete_person(person))
        
        try:
            menu.tk_popup(event.x_root, event.y_root)
        finally:
            menu.grab_release()
            
    def edit_name(self, person):
        """Edit person's name"""
        new_name = simpledialog.askstring("Edit Name", "Enter new name:", initialvalue=person.name)
        if new_name:
            person.name = new_name
            self.draw_tree()
            
    def add_spouse(self, person):
        """Add spouse to person"""
        if person.spouse:
            messagebox.showwarning("Warning", f"{person.name} already has a spouse!")
            return
            
        spouse_name = simpledialog.askstring("Add Spouse", "Enter spouse's name:")
        if spouse_name:
            spouse = Person(spouse_name, person.x + self.person_spacing, person.y)
            person.set_spouse(spouse)
            self.people.append(spouse)
            self.draw_tree()
            
    def add_child(self, person):
        """Add child to person"""
        child_name = simpledialog.askstring("Add Child", "Enter child's name:")
        if child_name:
            child = Person(child_name, person.x, person.y + self.level_height)
            person.add_child(child)
            
            # If person has spouse, add child to spouse too
            if person.spouse:
                person.spouse.add_child(child)
                
            self.people.append(child)
            self.draw_tree()
            
    def add_parent(self, person):
        """Add parent to person"""
        parent_name = simpledialog.askstring("Add Parent", "Enter parent's name:")
        if parent_name:
            parent = Person(parent_name, person.x, person.y - self.level_height)
            person.add_parent(parent)
            self.people.append(parent)
            self.draw_tree()
            
    def delete_person(self, person):
        """Delete person from tree"""
        if len(self.people) == 1:
            messagebox.showwarning("Warning", "Cannot delete the last person!")
            return
            
        result = messagebox.askyesno("Confirm Delete", 
                                   f"Are you sure you want to delete {person.name}?")
        if result:
            person.remove_from_family()
            self.people.remove(person)
            if self.selected_person == person:
                self.selected_person = None
            self.draw_tree()

def main():
    root = tk.Tk()
    app = FamilyTreeApp(root)
    root.mainloop()

if __name__ == "__main__":
    main()
fail_familytree_3.py
import tkinter as tk
from tkinter import simpledialog, messagebox

class Person:
    def __init__(self, name="Person"):
        self.name = name
        self.spouse = None
        self.parents = []  # up to 2
        self.children = []

class FamilyTreeApp(tk.Tk):
    BOX_W = 80
    BOX_H = 40
    V_GAP = 50
    H_GAP = 40

    def __init__(self):
        super().__init__()
        self.title("Family Tree")
        self.canvas = tk.Canvas(self, width=1000, height=700, bg="white")
        self.canvas.pack(fill="both", expand=True)

        self.root_person = Person()
        self.box_items = {}  # maps canvas item id -> Person

        self.canvas.bind("<Button-1>", self.on_click)
        self.draw_tree()

    # ----- Tree editing actions -----
    def edit_name(self, person):
        new_name = simpledialog.askstring("Edit Name", "Enter name:", initialvalue=person.name)
        if new_name:
            person.name = new_name
            self.draw_tree()

    def add_spouse(self, person):
        if person.spouse:
            messagebox.showinfo("Info", "This person already has a spouse.")
            return
        person.spouse = Person("Spouse")
        person.spouse.spouse = person
        self.draw_tree()

    def add_child(self, person):
        child = Person("Child")
        # Set parents
        child.parents = [person]
        if person.spouse:  # If married, both become parents
            child.parents.append(person.spouse)
        # Add child to each parent
        for p in child.parents:
            p.children.append(child)
        self.draw_tree()

    def add_parent(self, person):
        if len(person.parents) >= 2:
            messagebox.showinfo("Info", "This person already has 2 parents.")
            return
        parent = Person("Parent")
        parent.children.append(person)
        person.parents.append(parent)
        self.draw_tree()

    def delete_person(self, person):
        # remove from spouse
        if person.spouse:
            person.spouse.spouse = None
        # remove from parents' children list
        for p in person.parents:
            if person in p.children:
                p.children.remove(person)
        # remove from children's parents
        for ch in person.children:
            if person in ch.parents:
                ch.parents.remove(person)
        # If deleting the root person, reset to a new single person
        if person is self.root_person:
            self.root_person = Person()
        self.draw_tree()

    # ----- Canvas / Drawing -----
    def draw_tree(self):
        self.canvas.delete("all")
        self.box_items.clear()
        self.layout_positions = {}
        self._assign_positions(self.root_person, 0, 0)
        self._draw_connections(self.root_person)
        self._draw_boxes(self.root_person)

    def _assign_positions(self, person, level, offset):
        # Recursive layout: compute x positions of children then center parents
        if person in self.layout_positions:
            return self.layout_positions[person][0]

        if person.children:
            child_xs = []
            for ch in person.children:
                child_xs.append(self._assign_positions(ch, level + 1, offset))
                offset = child_xs[-1] + self.BOX_W + self.H_GAP
            center_x = (child_xs[0] + child_xs[-1]) / 2
        else:
            center_x = offset
            offset += self.BOX_W + self.H_GAP

        self.layout_positions[person] = (center_x, level)
        # Spouse should have same level and adjacent x
        if person.spouse:
            spouse_x = center_x + self.BOX_W + 10
            self.layout_positions[person.spouse] = (spouse_x, level)
        return center_x

    def _draw_connections(self, person, drawn=set()):
        # Draw spouse connection
        if person.spouse and (person, person.spouse) not in drawn:
            x, y = self._get_box_center(person)
            sx, sy = self._get_box_center(person.spouse)
            self.canvas.create_line(x, y, sx, sy)
            drawn.add((person, person.spouse))
            drawn.add((person.spouse, person))
        # Draw children connections
        for ch in person.children:
            cx, cy = self._get_box_center(ch)
            px, py = self._get_box_center(person)
            self.canvas.create_line(px, py + self.BOX_H//2, cx, cy - self.BOX_H//2)
            # If spouse exists, connect spouse too
            if person.spouse:
                sx, sy = self._get_box_center(person.spouse)
                self.canvas.create_line(sx, sy + self.BOX_H//2, cx, cy - self.BOX_H//2)
            self._draw_connections(ch, drawn)

    def _draw_boxes(self, person, drawn=set()):
        if person in drawn:
            return
        drawn.add(person)
        x, level = self.layout_positions[person]
        y = level * (self.BOX_H + self.V_GAP)
        box = self.canvas.create_rectangle(
            x, y, x + self.BOX_W, y + self.BOX_H, outline="black", fill="lightyellow"
        )
        text = self.canvas.create_text(
            x + self.BOX_W/2, y + self.BOX_H/2, text=person.name
        )
        self.box_items[box] = person
        self.box_items[text] = person
        if person.spouse:
            self._draw_boxes(person.spouse, drawn)
        for ch in person.children:
            self._draw_boxes(ch, drawn)

    def _get_box_center(self, person):
        x, level = self.layout_positions[person]
        y = level * (self.BOX_H + self.V_GAP)
        return (x + self.BOX_W/2, y + self.BOX_H/2)

    # ----- Mouse click handler -----
    def on_click(self, event):
        item = self.canvas.find_closest(event.x, event.y)
        person = self.box_items.get(item[0])
        if person:
            self.popup_menu(person, event.x_root, event.y_root)

    def popup_menu(self, person, x, y):
        menu = tk.Menu(self, tearoff=0)
        menu.add_command(label="Edit name", command=lambda: self.edit_name(person))
        menu.add_command(label="Add spouse", command=lambda: self.add_spouse(person))
        menu.add_command(label="Add child", command=lambda: self.add_child(person))
        menu.add_command(label="Add parent", command=lambda: self.add_parent(person))
        menu.add_command(label="Delete", command=lambda: self.delete_person(person))
        menu.tk_popup(x, y)

if __name__ == "__main__":
    app = FamilyTreeApp()
    app.mainloop()

Симулятор лавовой лампы

Промпт:

Создай программу на Python, которая использует только tkinter и стандартную библиотеку. Это должен быть симулятор лавовой лампы, показывающий капли, мягко плавающие по окну. Не используй круги, эллипсы или многоугольники для формы капель. Для контуров капель используй кривые Безье. Капли должны медленно сливаться и разделяться, как в настоящей лавовой лампе.

Результат: На лавовую лампу это не было похоже. Программы показывали движущиеся фигуры — и на этом всё. При сближении они грубо «сливались»: одна капля исчезала, а другая мгновенно увеличивалась в размере. Разделения не происходило; в некоторых приложениях мелкие капли возникали буквально из ниоткуда. Капли, как правило, дрожали, будто нервные чихуахуа.

Одна из LLM просто рисовала контуры капель.

fail_lavalamp_1.py
import tkinter as tk
import random
import math

WINDOW_WIDTH = 400
WINDOW_HEIGHT = 600
WAX_COLOR = "#f84d6a"
BACKGROUND_COLOR = "#101030"

NUM_SIDES = 12        # number of vertices per blob
WIGGLE_AMOUNT = 4     # how much each point can change per frame

class WaxBlob:
    def __init__(self, canvas):
        self.radius = random.randint(30, 60)
        self.x = random.randint(self.radius, WINDOW_WIDTH - self.radius)
        self.y = random.randint(self.radius, WINDOW_HEIGHT - self.radius)

        self.vy = random.uniform(-0.8, 0.8)
        self.canvas = canvas

        # generate random radial offsets so shape isn't a perfect circle
        self.offsets = [random.uniform(0.8, 1.2) for _ in range(NUM_SIDES)]
        self.id = canvas.create_polygon(self._get_points(),
                                        fill=WAX_COLOR, outline="")

    def _get_points(self):
        points = []
        for i in range(NUM_SIDES):
            angle = (2 * math.pi / NUM_SIDES) * i
            r = self.radius * self.offsets[i]
            px = self.x + r * math.cos(angle)
            py = self.y + r * math.sin(angle)
            points.extend([px, py])
        return points

    def move(self):
        self.y += self.vy
        if self.y - self.radius < 0 or self.y + self.radius > WINDOW_HEIGHT:
            self.vy = -self.vy

        # gently wiggle each radial offset so that the blob keeps changing shape
        self.offsets = [
            max(0.4, min(1.6, off + random.uniform(-0.02, 0.02)))
            for off in self.offsets
        ]

        self.canvas.coords(self.id, *self._get_points())

    def distance_to(self, other):
        return math.hypot(self.x - other.x, self.y - other.y)

    def merge_with(self, other):
        area1 = math.pi * (self.radius ** 2)
        area2 = math.pi * (other.radius ** 2)
        total = area1 + area2

        self.radius = math.sqrt(total / math.pi)
        self.offsets = [
            (a + b) / 2 for a, b in zip(self.offsets, other.offsets)
        ]
        self.x = (self.x + other.x) / 2
        self.y = (self.y + other.y) / 2

def simulate():
    for blob in blobs:
        blob.move()

    for i in range(len(blobs)):
        for j in range(i + 1, len(blobs)):
            b1 = blobs[i]
            b2 = blobs[j]
            if b1.distance_to(b2) < (b1.radius + b2.radius) * 0.65:
                b1.merge_with(b2)
                canvas.delete(b2.id)
                blobs.remove(b2)
                break

    if random.random() < 0.01 and len(blobs) < 8:
        new_blob = WaxBlob(canvas)
        new_blob.radius = 15
        blobs.append(new_blob)

    root.after(30, simulate)

root = tk.Tk()
root.title("Lava Lamp Simulator")
canvas = tk.Canvas(root, width=WINDOW_WIDTH, height=WINDOW_HEIGHT,
                   bg=BACKGROUND_COLOR, highlightthickness=0)
canvas.pack()

blobs = [WaxBlob(canvas) for _ in range(4)]
root.after(30, simulate)
root.mainloop()
fail_lavalamp_2.py
import tkinter as tk
import math
import random
from datetime import datetime

class WaxBlob:
    def __init__(self, x, y, radius, canvas_width, canvas_height):
        self.x = x
        self.y = y
        self.base_radius = radius
        self.vx = random.uniform(-0.3, 0.3)
        self.vy = random.uniform(-0.8, -0.2)
        self.canvas_width = canvas_width
        self.canvas_height = canvas_height
        self.density = radius * 0.1
        self.temperature = random.uniform(0.5, 1.0)
        self.age = 0

        # Shape deformation parameters
        self.oscillation_phase = random.uniform(0, 2 * math.pi)
        self.oscillation_speed = random.uniform(0.02, 0.08)
        self.deformation_strength = random.uniform(0.1, 0.3)

        # Control points for blob shape (relative to center)
        self.num_control_points = 6
        self.control_points = []
        self.control_phases = []
        self.control_speeds = []

        for i in range(self.num_control_points):
            angle = (2 * math.pi * i) / self.num_control_points
            self.control_points.append({
                'base_angle': angle,
                'radius_offset': random.uniform(0.8, 1.2),
                'tangent_length': random.uniform(0.3, 0.7)
            })
            self.control_phases.append(random.uniform(0, 2 * math.pi))
            self.control_speeds.append(random.uniform(0.01, 0.05))

        # Flow deformation based on velocity
        self.flow_memory = []
        self.max_flow_memory = 5

    @property
    def radius(self):
        return self.base_radius

    def update(self):
        self.age += 1

        # Heat rises, cool sinks
        heat_effect = (1.0 - self.y / self.canvas_height) * 0.3
        buoyancy = (self.temperature + heat_effect - 0.5) * 0.02

        # Gravity and buoyancy
        self.vy += 0.005 - buoyancy

        # Thermal currents
        thermal_x = math.sin(self.y * 0.01 + self.age * 0.02) * 0.1
        thermal_y = math.cos(self.x * 0.008 + self.age * 0.015) * 0.05

        self.vx += thermal_x
        self.vy += thermal_y

        # Damping
        self.vx *= 0.98
        self.vy *= 0.995

        # Store velocity for flow deformation
        velocity_magnitude = math.sqrt(self.vx**2 + self.vy**2)
        self.flow_memory.append(velocity_magnitude)
        if len(self.flow_memory) > self.max_flow_memory:
            self.flow_memory.pop(0)

        # Update position
        self.x += self.vx
        self.y += self.vy

        # Update shape oscillations
        self.oscillation_phase += self.oscillation_speed
        for i in range(len(self.control_phases)):
            self.control_phases[i] += self.control_speeds[i]

        # Boundary collision
        if self.x - self.base_radius <= 0:
            self.x = self.base_radius
            self.vx = abs(self.vx) * 0.3 + random.uniform(0, 0.2)
        elif self.x + self.base_radius >= self.canvas_width:
            self.x = self.canvas_width - self.base_radius
            self.vx = -abs(self.vx) * 0.3 - random.uniform(0, 0.2)

        if self.y - self.base_radius <= 0:
            self.y = self.base_radius
            self.vy = abs(self.vy) * 0.4
            self.temperature = max(0.2, self.temperature - 0.1)
        elif self.y + self.base_radius >= self.canvas_height:
            self.y = self.canvas_height - self.base_radius
            self.vy = -abs(self.vy) * 0.4
            self.temperature = min(1.0, self.temperature + 0.2)

    def get_bezier_control_points(self):
        """Generate control points for bezier curves that form the blob shape"""
        avg_velocity = sum(self.flow_memory) / max(len(self.flow_memory), 1)
        velocity_angle = math.atan2(self.vy, self.vx)

        control_points = []

        for i in range(self.num_control_points):
            cp = self.control_points[i]

            # Base position
            base_angle = cp['base_angle']

            # Oscillation deformation
            oscillation = math.sin(self.oscillation_phase + i * 0.8) * self.deformation_strength

            # Individual point oscillation
            point_oscillation = math.sin(self.control_phases[i]) * 0.2

            # Flow-based deformation
            flow_factor = avg_velocity * 0.8
            angle_diff = abs(base_angle - velocity_angle)
            angle_diff = min(angle_diff, 2 * math.pi - angle_diff)

            if angle_diff < math.pi / 2:
                flow_deformation = flow_factor * (1 - angle_diff / (math.pi / 2)) * 0.4
            else:
                flow_deformation = -flow_factor * 0.15

            # Thermal deformation
            thermal_deformation = self.temperature * 0.15 * math.sin(self.age * 0.03 + i * 1.2)

            # Combined radius for this control point
            radius_multiplier = (cp['radius_offset'] + oscillation + point_oscillation +
                               flow_deformation + thermal_deformation)
            radius_multiplier = max(0.4, min(1.8, radius_multiplier))

            point_radius = self.base_radius * radius_multiplier

            # Main control point
            x = self.x + math.cos(base_angle) * point_radius
            y = self.y + math.sin(base_angle) * point_radius

            # Tangent control points for bezier curves
            tangent_length = self.base_radius * cp['tangent_length'] * radius_multiplier
            tangent_angle1 = base_angle - math.pi / 2
            tangent_angle2 = base_angle + math.pi / 2

            # Add some flow-based tangent adjustment
            flow_tangent_adjust = avg_velocity * 0.3
            tangent_length *= (1 + flow_tangent_adjust)

            tx1 = x + math.cos(tangent_angle1) * tangent_length
            ty1 = y + math.sin(tangent_angle1) * tangent_length
            tx2 = x + math.cos(tangent_angle2) * tangent_length
            ty2 = y + math.sin(tangent_angle2) * tangent_length

            control_points.append({
                'point': (x, y),
                'tangent1': (tx1, ty1),
                'tangent2': (tx2, ty2)
            })

        return control_points

    def distance_to(self, other):
        return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)

    def can_merge_with(self, other):
        distance = self.distance_to(other)
        merge_distance = (self.base_radius + other.base_radius) * 0.8
        return distance < merge_distance

    def merge_with(self, other):
        # Conservation of mass
        total_area = math.pi * (self.base_radius**2 + other.base_radius**2)
        new_radius = math.sqrt(total_area / math.pi)

        # Weighted average
        total_mass = self.base_radius**2 + other.base_radius**2
        new_x = (self.x * self.base_radius**2 + other.x * other.base_radius**2) / total_mass
        new_y = (self.y * self.base_radius**2 + other.y * other.base_radius**2) / total_mass
        new_vx = (self.vx * self.base_radius**2 + other.vx * other.base_radius**2) / total_mass
        new_vy = (self.vy * self.base_radius**2 + other.vy * other.base_radius**2) / total_mass
        new_temp = (self.temperature + other.temperature) / 2

        merged = WaxBlob(new_x, new_y, new_radius, self.canvas_width, self.canvas_height)
        merged.vx = new_vx
        merged.vy = new_vy
        merged.temperature = new_temp

        # Blend shape parameters
        merged.oscillation_phase = (self.oscillation_phase + other.oscillation_phase) / 2
        merged.oscillation_speed = (self.oscillation_speed + other.oscillation_speed) / 2
        merged.deformation_strength = (self.deformation_strength + other.deformation_strength) / 2

        return merged

    def should_split(self):
        if self.base_radius > 40:
            return random.random() < 0.002
        return False

    def split(self):
        split_ratio = random.uniform(0.3, 0.7)
        area1 = math.pi * self.base_radius**2 * split_ratio
        area2 = math.pi * self.base_radius**2 * (1 - split_ratio)

        radius1 = math.sqrt(area1 / math.pi)
        radius2 = math.sqrt(area2 / math.pi)

        angle = random.uniform(0, 2 * math.pi)
        offset = (radius1 + radius2) * 0.6

        blob1 = WaxBlob(
            self.x + math.cos(angle) * offset,
            self.y + math.sin(angle) * offset,
            radius1, self.canvas_width, self.canvas_height
        )
        blob2 = WaxBlob(
            self.x - math.cos(angle) * offset,
            self.y - math.sin(angle) * offset,
            radius2, self.canvas_width, self.canvas_height
        )

        blob1.vx = self.vx + random.uniform(-0.5, 0.5)
        blob1.vy = self.vy + random.uniform(-0.5, 0.5)
        blob2.vx = self.vx + random.uniform(-0.5, 0.5)
        blob2.vy = self.vy + random.uniform(-0.5, 0.5)

        blob1.temperature = self.temperature + random.uniform(-0.1, 0.1)
        blob2.temperature = self.temperature + random.uniform(-0.1, 0.1)

        # Vary shape parameters
        blob1.oscillation_speed = self.oscillation_speed + random.uniform(-0.02, 0.02)
        blob2.oscillation_speed = self.oscillation_speed + random.uniform(-0.02, 0.02)
        blob1.deformation_strength = self.deformation_strength + random.uniform(-0.1, 0.1)
        blob2.deformation_strength = self.deformation_strength + random.uniform(-0.1, 0.1)

        return [blob1, blob2]

class LavaLampSimulator:
    def __init__(self, root):
        self.root = root
        self.root.title("Lava Lamp Simulator - Bezier Blobs")
        self.root.geometry("400x600")
        self.root.configure(bg='black')

        # Create canvas
        self.canvas = tk.Canvas(root, width=380, height=580, bg='#1a0d0d', highlightthickness=0)
        self.canvas.pack(pady=10)

        # Initialize blobs
        self.blobs = []
        self.create_initial_blobs()

        # Start animation
        self.animate()

    def create_initial_blobs(self):
        for _ in range(6):
            x = random.uniform(50, 330)
            y = random.uniform(100, 500)
            radius = random.uniform(20, 35)
            blob = WaxBlob(x, y, radius, 380, 580)
            self.blobs.append(blob)

    def get_blob_color(self, blob):
        temp = blob.temperature
        base_red = int(255 * (0.7 + temp * 0.3))
        base_green = int(100 * temp)
        base_blue = int(50 * temp)

        height_factor = 1.0 - (blob.y / 580)
        red = min(255, int(base_red * (0.8 + height_factor * 0.2)))
        green = min(255, int(base_green * (0.8 + height_factor * 0.2)))
        blue = min(255, int(base_blue * (0.8 + height_factor * 0.2)))

        return f"#{red:02x}{green:02x}{blue:02x}"

    def bezier_point(self, t, p0, p1, p2, p3):
        """Calculate a point on a cubic bezier curve"""
        u = 1 - t
        return (
            u**3 * p0[0] + 3 * u**2 * t * p1[0] + 3 * u * t**2 * p2[0] + t**3 * p3[0],
            u**3 * p0[1] + 3 * u**2 * t * p1[1] + 3 * u * t**2 * p2[1] + t**3 * p3[1]
        )

    def create_bezier_blob_outline(self, blob, resolution=20):
        """Create a smooth blob outline using bezier curves"""
        control_points = blob.get_bezier_control_points()
        outline_points = []

        num_segments = len(control_points)

        for i in range(num_segments):
            # Current and next control point
            curr = control_points[i]
            next_i = (i + 1) % num_segments
            next_cp = control_points[next_i]

            # Define bezier curve from current point to next point
            p0 = curr['point']
            p1 = curr['tangent2']  # Outgoing tangent from current point
            p2 = next_cp['tangent1']  # Incoming tangent to next point
            p3 = next_cp['point']

            # Generate points along the bezier curve
            for j in range(resolution):
                if i == num_segments - 1 and j == resolution - 1:
                    # Skip the last point to avoid duplication
                    break

                t = j / resolution
                point = self.bezier_point(t, p0, p1, p2, p3)
                outline_points.extend([point[0], point[1]])

        return outline_points

    def draw_blob(self, blob):
        color = self.get_blob_color(blob)

        try:
            # Get bezier outline points
            outline_points = self.create_bezier_blob_outline(blob)

            if len(outline_points) >= 6:
                # Draw the main blob
                self.canvas.create_polygon(outline_points, fill=color, outline='', smooth=True)

                # Create highlight with scaled bezier shape
                highlight_points = []
                highlight_scale = 0.4
                highlight_center_x = blob.x - blob.base_radius * 0.3
                highlight_center_y = blob.y - blob.base_radius * 0.3

                for i in range(0, len(outline_points), 2):
                    orig_x = outline_points[i]
                    orig_y = outline_points[i + 1]

                    # Vector from highlight center to point
                    vec_x = orig_x - highlight_center_x
                    vec_y = orig_y - highlight_center_y

                    # Scale toward highlight center
                    new_x = highlight_center_x + vec_x * highlight_scale
                    new_y = highlight_center_y + vec_y * highlight_scale

                    highlight_points.extend([new_x, new_y])

                # Lighter color for highlight
                r = min(255, int(color[1:3], 16) + 40)
                g = min(255, int(color[3:5], 16) + 20)
                b = min(255, int(color[5:7], 16) + 10)
                highlight_color = f"#{r:02x}{g:02x}{b:02x}"

                if len(highlight_points) >= 6:
                    self.canvas.create_polygon(highlight_points, fill=highlight_color,
                                             outline='', smooth=True)
            else:
                self.draw_fallback_circle(blob, color)

        except (tk.TclError, ValueError):
            # Fallback to circle if bezier fails
            self.draw_fallback_circle(blob, color)

    def draw_fallback_circle(self, blob, color):
        """Fallback method to draw a simple circle"""
        x1 = blob.x - blob.base_radius
        y1 = blob.y - blob.base_radius
        x2 = blob.x + blob.base_radius
        y2 = blob.y + blob.base_radius
        self.canvas.create_oval(x1, y1, x2, y2, fill=color, outline='')

    def update_physics(self):
        # Update all blobs
        for blob in self.blobs:
            blob.update()

        # Handle merging
        merged_blobs = []
        used_indices = set()

        for i, blob1 in enumerate(self.blobs):
            if i in used_indices:
                continue

            merged = False
            for j, blob2 in enumerate(self.blobs[i+1:], i+1):
                if j in used_indices:
                    continue

                if blob1.can_merge_with(blob2):
                    new_blob = blob1.merge_with(blob2)
                    merged_blobs.append(new_blob)
                    used_indices.add(i)
                    used_indices.add(j)
                    merged = True
                    break

            if not merged:
                merged_blobs.append(blob1)

        self.blobs = merged_blobs

        # Handle splitting
        new_blobs = []
        for blob in self.blobs:
            if blob.should_split():
                split_blobs = blob.split()
                new_blobs.extend(split_blobs)
            else:
                new_blobs.append(blob)

        self.blobs = new_blobs

        # Maintain minimum number of blobs
        if len(self.blobs) < 3:
            x = random.uniform(50, 330)
            y = random.uniform(400, 550)
            radius = random.uniform(15, 25)
            new_blob = WaxBlob(x, y, radius, 380, 580)
            new_blob.temperature = 0.8
            self.blobs.append(new_blob)

    def animate(self):
        # Clear canvas
        self.canvas.delete("all")

        # Update physics
        self.update_physics()

        # Draw all blobs
        for blob in self.blobs:
            self.draw_blob(blob)

        # Schedule next frame
        self.root.after(50, self.animate)

# Add the missing method to WaxBlob class
def get_bezier_control_points(self):
    """Generate control points for bezier curves that form the blob shape"""
    avg_velocity = sum(self.flow_memory) / max(len(self.flow_memory), 1)
    velocity_angle = math.atan2(self.vy, self.vx)

    control_points = []

    for i in range(self.num_control_points):
        cp = self.control_points[i]

        # Base position
        base_angle = cp['base_angle']

        # Oscillation deformation
        oscillation = math.sin(self.oscillation_phase + i * 0.8) * self.deformation_strength

        # Individual point oscillation
        point_oscillation = math.sin(self.control_phases[i]) * 0.2

        # Flow-based deformation
        flow_factor = avg_velocity * 0.8
        angle_diff = abs(base_angle - velocity_angle)
        angle_diff = min(angle_diff, 2 * math.pi - angle_diff)

        if angle_diff < math.pi / 2:
            flow_deformation = flow_factor * (1 - angle_diff / (math.pi / 2)) * 0.4
        else:
            flow_deformation = -flow_factor * 0.15

        # Thermal deformation
        thermal_deformation = self.temperature * 0.15 * math.sin(self.age * 0.03 + i * 1.2)

        # Combined radius for this control point
        radius_multiplier = (cp['radius_offset'] + oscillation + point_oscillation +
                           flow_deformation + thermal_deformation)
        radius_multiplier = max(0.4, min(1.8, radius_multiplier))

        point_radius = self.base_radius * radius_multiplier

        # Main control point position
        x = self.x + math.cos(base_angle) * point_radius
        y = self.y + math.sin(base_angle) * point_radius

        # Calculate tangent control points for smooth bezier curves
        tangent_length = self.base_radius * cp['tangent_length'] * radius_multiplier * 0.5

        # Tangent direction (perpendicular to radius, with some variation)
        tangent_base_angle = base_angle + math.pi / 2
        tangent_variation = math.sin(self.control_phases[i] * 2) * 0.3
        tangent_angle = tangent_base_angle + tangent_variation

        # Flow influence on tangents
        flow_influence = avg_velocity * 0.4
        flow_angle_influence = math.sin(base_angle - velocity_angle) * flow_influence
        tangent_angle += flow_angle_influence

        # Tangent control points (before and after the main point)
        tx1 = x - math.cos(tangent_angle) * tangent_length
        ty1 = y - math.sin(tangent_angle) * tangent_length
        tx2 = x + math.cos(tangent_angle) * tangent_length
        ty2 = y + math.sin(tangent_angle) * tangent_length

        control_points.append({
            'point': (x, y),
            'tangent1': (tx1, ty1),
            'tangent2': (tx2, ty2)
        })

    return control_points

# Attach the method to the WaxBlob class
WaxBlob.get_bezier_control_points = get_bezier_control_points

if __name__ == "__main__":
    root = tk.Tk()
    app = LavaLampSimulator(root)
    root.mainloop()

Симулятор снежного шара

Промпт:

Создай программу на Python, которая использует только tkinter и стандартную библиотеку. Программа — это “снежный шар” с синим фоном и белым “снегом” внутри. Когда окно двигают и “трясут”, снег тоже должен двигаться так, как это происходит в снежном шаре. Чем сильнее тряска, тем быстрее движется снег. Снежинки должны закручиваться по спирали внутри окна, а не летать, как отскакивающие пинг-понговые мячи.

Результат: У Claude был ограниченный успех: при перемещении окна «снежинки» действительно «тряслись», но вели себя скорее как пинг-понговые мячи в картонной коробке, а не как снег в шаре. Скорость и сила тряски не влияли на поведение: медленная и быстрая тряска давали один и тот же эффект.

fail_snowglobe_1.py
import tkinter as tk
import random
import time

WIDTH, HEIGHT = 400, 400
NUM_SNOWFLAKES = 200
GRAVITY = 0.2
FRICTION = 0.98

class Snowflake:
    def __init__(self, canvas):
        self.canvas = canvas
        self.x = random.uniform(0, WIDTH)
        self.y = random.uniform(0, HEIGHT)
        self.vx = 0
        self.vy = 0
        self.id = canvas.create_oval(self.x, self.y, self.x+2, self.y+2, fill="white", outline="")

    def update(self, shake_x, shake_y):
        # Apply shake force to the velocity
        self.vx += shake_x
        self.vy += shake_y

        # Apply gravity
        self.vy += GRAVITY

        # Move flake
        self.x += self.vx
        self.y += self.vy

        # Stay in bounds (wrap horizontally, bounce vertically)
        if self.x < 0:
            self.x = WIDTH
        elif self.x > WIDTH:
            self.x = 0

        # Top boundary: wrap to bottom
        if self.y < 0:
            self.y = HEIGHT

        # Bottom boundary: bounce
        if self.y > HEIGHT:
            self.y = HEIGHT
            self.vy *= -0.5  # bounce a bit

        # Friction to slow flakes gradually
        self.vx *= FRICTION
        self.vy *= FRICTION

        self.canvas.coords(self.id, self.x, self.y, self.x+2, self.y+2)

class SnowGlobe:
    def __init__(self, root):
        self.root = root
        self.canvas = tk.Canvas(root, width=WIDTH, height=HEIGHT, bg="skyblue")
        self.canvas.pack()
        self.snowflakes = [Snowflake(self.canvas) for _ in range(NUM_SNOWFLAKES)]

        # Track window motion
        self.prev_x = root.winfo_rootx()
        self.prev_y = root.winfo_rooty()
        self.shake_x = 0
        self.shake_y = 0

        root.bind("<Configure>", self.on_configure)
        self.update_animation()

    def on_configure(self, event):
        cur_x = self.root.winfo_rootx()
        cur_y = self.root.winfo_rooty()
        dx = cur_x - self.prev_x
        dy = cur_y - self.prev_y
        self.prev_x = cur_x
        self.prev_y = cur_y

        # A little scaling so larger movements cause bigger shake
        self.shake_x = dx * 0.2
        self.shake_y = dy * 0.2

    def update_animation(self):
        # Apply shake to each snowflake
        for snow in self.snowflakes:
            snow.update(self.shake_x, self.shake_y)

        # shake “dampens out” over time
        self.shake_x *= 0.9
        self.shake_y *= 0.9

        self.root.after(16, self.update_animation)

if __name__ == "__main__":
    root = tk.Tk()
    root.title("Snow Globe")
    globe = SnowGlobe(root)
    root.mainloop()
fail_snowglobe_2.py
import tkinter as tk
import random
import math
import time

class SnowGlobe:
    def __init__(self):
        self.root = tk.Tk()
        self.root.title("Snow Globe")
        self.root.geometry("400x400")
        self.root.configure(bg='lightblue')
        
        # Canvas for drawing snow
        self.canvas = tk.Canvas(self.root, width=380, height=380, bg='lightblue', highlightthickness=0)
        self.canvas.pack(padx=10, pady=10)
        
        # Snow particles
        self.snowflakes = []
        self.num_snowflakes = 100
        
        # Window position tracking for shake detection
        self.last_x = self.root.winfo_x()
        self.last_y = self.root.winfo_y()
        self.last_time = time.time()
        self.velocity_x = 0
        self.velocity_y = 0
        self.shake_intensity = 0
        
        # Physics constants
        self.gravity = 0.1
        self.friction = 0.98
        self.bounce_damping = 0.7
        
        self.create_snowflakes()
        self.animate()
        
        # Bind window movement events
        self.root.bind('<Configure>', self.on_window_move)
        
    def create_snowflakes(self):
        """Create initial snowflakes with random positions and properties"""
        for _ in range(self.num_snowflakes):
            snowflake = {
                'x': random.uniform(5, 375),
                'y': random.uniform(5, 375),
                'vx': 0,
                'vy': 0,
                'size': random.uniform(2, 6),
                'id': None
            }
            self.snowflakes.append(snowflake)
    
    def on_window_move(self, event):
        """Track window movement to detect shaking"""
        if event.widget == self.root:
            current_time = time.time()
            current_x = self.root.winfo_x()
            current_y = self.root.winfo_y()
            
            # Calculate time difference
            dt = current_time - self.last_time
            if dt > 0:
                # Calculate velocity based on position change
                self.velocity_x = (current_x - self.last_x) / dt
                self.velocity_y = (current_y - self.last_y) / dt
                
                # Calculate shake intensity based on velocity magnitude
                velocity_magnitude = math.sqrt(self.velocity_x**2 + self.velocity_y**2)
                self.shake_intensity = min(velocity_magnitude / 100, 10)  # Cap at 10
                
                # Apply shake force to snowflakes
                self.apply_shake_force()
                
                self.last_x = current_x
                self.last_y = current_y
                self.last_time = current_time
    
    def apply_shake_force(self):
        """Apply forces to snowflakes based on window shaking"""
        if self.shake_intensity > 0.1:  # Only apply if significant movement
            for snowflake in self.snowflakes:
                # Add random component to make it more realistic
                force_x = (self.velocity_x / 50) + random.uniform(-1, 1) * self.shake_intensity
                force_y = (self.velocity_y / 50) + random.uniform(-1, 1) * self.shake_intensity
                
                snowflake['vx'] += force_x
                snowflake['vy'] += force_y
    
    def update_snowflakes(self):
        """Update snowflake positions and handle physics"""
        for snowflake in self.snowflakes:
            # Apply gravity (always pulling down)
            snowflake['vy'] += self.gravity
            
            # Update positions
            snowflake['x'] += snowflake['vx']
            snowflake['y'] += snowflake['vy']
            
            # Apply friction
            snowflake['vx'] *= self.friction
            snowflake['vy'] *= self.friction
            
            # Boundary collisions with bounce
            if snowflake['x'] <= snowflake['size']:
                snowflake['x'] = snowflake['size']
                snowflake['vx'] = -snowflake['vx'] * self.bounce_damping
            elif snowflake['x'] >= 380 - snowflake['size']:
                snowflake['x'] = 380 - snowflake['size']
                snowflake['vx'] = -snowflake['vx'] * self.bounce_damping
            
            if snowflake['y'] <= snowflake['size']:
                snowflake['y'] = snowflake['size']
                snowflake['vy'] = -snowflake['vy'] * self.bounce_damping
            elif snowflake['y'] >= 380 - snowflake['size']:
                snowflake['y'] = 380 - snowflake['size']
                snowflake['vy'] = -snowflake['vy'] * self.bounce_damping
                # Extra damping when hitting bottom (like settling)
                snowflake['vx'] *= 0.8
    
    def draw_snowflakes(self):
        """Draw all snowflakes on the canvas"""
        self.canvas.delete("snowflake")
        
        for snowflake in self.snowflakes:
            x, y, size = snowflake['x'], snowflake['y'], snowflake['size']
            
            # Draw snowflake as a white circle
            self.canvas.create_oval(
                x - size, y - size, x + size, y + size,
                fill='white', outline='white', tags="snowflake"
            )
            
            # Add a sparkle effect for larger snowflakes
            if size > 4:
                self.canvas.create_oval(
                    x - 1, y - 1, x + 1, y + 1,
                    fill='lightcyan', outline='lightcyan', tags="snowflake"
                )
    
    def animate(self):
        """Main animation loop"""
        self.update_snowflakes()
        self.draw_snowflakes()
        
        # Gradually reduce shake intensity over time
        self.shake_intensity *= 0.95
        
        # Schedule next frame
        self.root.after(16, self.animate)  # ~60 FPS
    
    def run(self):
        """Start the snow globe application"""
        self.root.mainloop()

if __name__ == "__main__":
    snow_globe = SnowGlobe()
    snow_globe.run()

Русскоязычное сообщество про Python

Друзья! Эту статью перевела команда Python for Devs — канала, где каждый день выходят самые свежие и полезные материалы о Python и его экосистеме. Подписывайтесь, чтобы ничего не пропустить!

Комментарии (3)


  1. PKLab
    10.09.2025 07:59

    Ну *бана нужно же самому хоть немного работать, если все будет делаться 1 промтом, нахер вы тогда не нужны, действительно.


  1. LaserPro
    10.09.2025 07:59

    Этот "чел" зареган 25 августа, приглашён НЛО 29 августа и уже "написал" 28 статей.

    Оно и есть "всё делается одноим промптом"


    1. python_leader Автор
      10.09.2025 07:59

      Это же перевод статьи. Если есть ошибки в переводе – говорите, поправим. Авторские материалы в разработке, скоро опубликуем