[refactor] Move objets to separate files.
- ball - bricks - paddle Update documentation and readme.
This commit is contained in:
+7
-7
@@ -6,16 +6,16 @@ This program is a simple game implemented in MicroPython for the Raspberry Pi Pi
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## Framebuffer
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The program uses a framebuffer to draw the game graphics. The framebuffer is a 2D array that represents the pixels on the display. The program uses the micropyhton `framebuf` module to create and manipulate the framebuffer. The framebuffer is then copied to the display using the `blit` method.
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## Multithreading
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If the program crashes, the framebuffer is not always reset, causing the program to crash due to lack of memeory.
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A hard reset is required to fix this issue.
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## Multithreading
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The program uses multithreading to handle the game logic and the display updates separately. The `threading` module is used to create and manage the threads. The game logic is run in a separate thread from the display updates to ensure smooth gameplay and responsive controls.
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## Game Logic
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The game logic is implemented in the `game_loop` function. This function runs in a separate thread and handles the following tasks:
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- Updating the game state based on user input and game rules
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- Generating new obstacles and updating their positions
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- Checking for collisions between the character and obstacles
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- Updating the game state based on user input andgame flow.
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- Updating ball position, paddle position, and bricks on the screen.
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- Checking for collisions between the ball, borders, paddle and bricks.
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- Updating the score based on the player's performance
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- Sending the updated game state to the display thread for rendering
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- Sending the updated game state to the display thread for rendering.
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@@ -20,7 +20,7 @@ This is a simple Breakout game implemented in MicroPython for the Raspberry Pi P
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3. Clone or download this repository to your local machine.
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4. Open the Thonny IDE and connect to your Raspberry Pi Pico.
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5. Copy the contents of the repository to the Pico's file system. You can do this by dragging and dropping the files from your local machine to the Thonny file explorer.
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6. Once the files are copied, reset the Pico to start the game.
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6. Once the files are copied, reset the Pico to start the game (main.py will run automatically and start breakout.py).
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## .env file
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In the .env file the user can control the behaviour of the joystick B-button.
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@@ -0,0 +1,54 @@
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from random import randint
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from screen import Screen, WHITE
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from paddle import Paddle
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BALL_SPEED = 3
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class Ball:
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def __init__(self, screen: Screen, paddle: Paddle, radius: int, color: int = WHITE, brick_padding: int = 0, speed: int = BALL_SPEED):
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self.screen_width = screen.width
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self.screen_height = screen.height
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self.radius = radius
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self.color = color
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self.speed = speed
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self.x_speed = self.speed if randint(0, 1) == 0 else -self.speed
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self.y_speed = -self.speed
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self.brick_padding = brick_padding
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self.reset_pos(paddle)
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def reset_pos(self, paddle: Paddle):
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"""Reset ball position to the center of the paddle."""
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self.x = self.screen_width // 2
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self.y = self.screen_height // 2 - self.radius - 2
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self.x_speed = self.speed if randint(0, 1) == 0 else -self.speed
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self.y_speed = -self.speed
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def update_pos(self):
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"""Update ball position."""
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self.x += self.x_speed
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self.y += self.y_speed
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# Bounce off left or right screen edge
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if self.x < 0:
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self.x = 0
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self.x_speed = -self.x_speed
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elif self.x > self.screen_width - self.radius:
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self.x = self.screen_width - self.radius
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self.x_speed = -self.x_speed
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# Bounce off top screen edge
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if self.y < self.brick_padding + self.radius:
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self.y = self.brick_padding + self.radius
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self.y_speed = -self.y_speed
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# Drop through bottom screen edge & return True to indicate we lose a life
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if self.y > self.screen_height:
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self.y = self.screen_height
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self.y_speed = -self.y_speed
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return True
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def draw(self, screen: Screen):
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"""Draw ball."""
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screen.fbuf.ellipse(self.x, self.y, self.radius, self.radius, self.color, True)
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+28
-222
@@ -1,12 +1,15 @@
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"""
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Threaded breakout game with frame buffer
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Threaded breakout game using frame buffer
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Author: Seppe De Loore
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Author: Seppe De Loore - 2025
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"""
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from random import randint
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from utime import sleep_us
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from screen import Screen, RED, YELLOW, GREEN, WHITE
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from paddle import Paddle, PADDLE_WIDTH, PADDLE_HEIGHT
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from ball import Ball
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from bricks import BrickRow, create_bricks, BRICK_PADDING
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import _thread
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from joystick import Joystick
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@@ -19,19 +22,6 @@ SCREEN_HEIGHT = 135
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SCREEN_WIDTH = 240
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SCREEN_ROTATION = 1 # Landscape mode
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PADDLE_WIDTH = 70
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PADDLE_HEIGHT = 10
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PADDLE_COLOR = WHITE
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PADDLE_SPEED = 10
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BRICK_WIDTH = 30
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BRICK_HEIGHT = 8
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BRICK_PADDING = 4
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BRICKS_PER_ROW = 7
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ROWS = 4
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BALL_SPEED = 3
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SPLASH_WIDTH = 8
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SPLASH_HEIGHT = 5
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SPLASH_PADDING = 2
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@@ -45,9 +35,7 @@ GAME_NEXT_LEVEL = 4
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DEBOUNCE = 300_000
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# ============================
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# load environment variables
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# ============================
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try:
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DISABLE_B = 0
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with open(".env", "r") as file:
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@@ -59,177 +47,6 @@ except:
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DISABLE_B = 0
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# ============================
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# CLASSES
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# ============================
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class Paddle:
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def __init__(self, screen: Screen):
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"""Initialize the paddle."""
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self.screen_width = screen.width
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self.screen_height = screen.height
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self.x = (self.screen_width - PADDLE_WIDTH) // 2
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self.y = self.screen_height - PADDLE_HEIGHT - 5
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self.width = PADDLE_WIDTH
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self.height = PADDLE_HEIGHT
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self.speed = PADDLE_SPEED
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def move(self, direction: int):
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"""
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Move paddle left or right.
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Args: direction: -1 for left, 1 for right
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"""
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self.x += self.speed * direction
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if self.x < 0:
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self.x = 0
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elif self.x > self.screen_width - self.width:
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self.x = self.screen_width - self.width
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def draw(self, screen: Screen):
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"""Draw paddle."""
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screen.fbuf.fill_rect(self.x, self.y, self.width, self.height, PADDLE_COLOR)
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def update(self, screen: Screen, joystick: Joystick):
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"""Update paddle position."""
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if joystick.joy_left() == 0:
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self.move(-1)
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elif joystick.joy_right() == 0:
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self.move(1)
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self.draw(screen)
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def hit(self, ball: Ball) -> bool:
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"""Check if the ball hits the paddle and adjust its position."""
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if (
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self.x <= ball.x <= self.x + self.width
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and self.y <= ball.y + ball.radius <= self.y + self.height
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):
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# Adjust the ball's position to be just above the paddle
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ball.y = self.y - ball.radius - 2
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return True
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return False
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class Ball:
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def __init__(self, screen: Screen, paddle: Paddle, radius: int, color: int):
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"""
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Initialize the ball.
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Args:
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paddle (Paddle): The paddle object to position the ball on.
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radius (int): Radius of the ball.
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color (int): RGB565 color value of the ball.
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"""
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self.screen_width = screen.width
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self.screen_height = screen.height
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self.radius = radius
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self.color = color
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self.reset_pos(paddle)
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self.x_speed = BALL_SPEED if randint(0, 1) == 0 else -BALL_SPEED
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self.y_speed = -BALL_SPEED
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# Position the ball in the middle of the paddle
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self.x = paddle.x + (paddle.width // 2)
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self.y = paddle.y - radius - 2 # Place the ball just above the paddle
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def reset_pos(self, paddle: Paddle):
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"""Reset ball position to the center of the paddle.
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Args: Paddle: The paddle object to position the ball on.
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"""
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self.x = self.screen_width // 2
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self.y = self.screen_height // 2 - self.radius - 2
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self.x_speed = BALL_SPEED
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self.y_speed = -BALL_SPEED
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def update_pos(self):
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"""Update ball position."""
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self.x += self.x_speed
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self.y += self.y_speed
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# Bounce off left or right screen edge
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if self.x < 0:
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self.x = 0
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self.x_speed = -self.x_speed
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elif self.x > self.screen_width - self.radius:
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self.x = self.screen_width - self.radius
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self.x_speed = -self.x_speed
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# Bounce off top screen edge
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if self.y < BRICK_PADDING + self.radius:
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self.y = BRICK_PADDING + self.radius
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self.y_speed = -self.y_speed
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# Drop through bottom screen edge & return True to indicate we lose a life
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if self.y > self.screen_height:
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self.y = self.screen_height
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self.y_speed = -self.y_speed
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return True
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def draw(self, screen: Screen):
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"""Draw ball."""
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screen.fbuf.ellipse(self.x, self.y, self.radius, self.radius, self.color, True)
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class Brick:
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def __init__(self, x: int, y: int, width: int, height: int, color: int):
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"""
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Initialize a brick.
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Args: x (int): x-coordinate of the brick.
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y (int): y-coordinate of the brick.
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width (int): width of the brick.
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height (int): height of the brick.
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color (int): color of the brick.
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"""
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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self.color = color
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def draw(self, screen: Screen):
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"""Draw brick."""
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screen.fbuf.fill_rect(self.x, self.y, self.width, self.height, self.color)
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class BrickRow:
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def __init__(self, brick_width: int, brick_height: int, padding:int, offset_top: int, color: int):
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"""
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Initialize a row of bricks.
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Args: brick_width (int): width of each brick.
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brick_height (int): height of each brick.
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padding (int): padding between bricks.
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offset_top (int): y-coordinate of the top of the row.
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color (int): color of the bricks.
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"""
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self.brick_width = brick_width
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self.brick_height = brick_height
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self.color = color
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self.padding = padding
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self.offset_top = offset_top
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self.bricks = [Brick(padding + i * (brick_width + padding), offset_top, brick_width, brick_height, color) for i in range(BRICKS_PER_ROW)]
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self.brick_x = [padding + i * (brick_width + padding) for i in range(BRICKS_PER_ROW)]
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self.brick_y = [offset_top] * BRICKS_PER_ROW
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def draw(self, screen: Screen):
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"""Draw all bricks in the row."""
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for brick in self.bricks:
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if brick is not None:
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brick.draw(screen)
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def hit(self, ball: Ball) -> bool:
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"""
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Check if the ball hits any brick in the row and remove it if hit.
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Args: ball (Ball): The ball object to check for collision.
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Returns: bool: True if the ball hits a brick, False otherwise.
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"""
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for i, brick in enumerate(self.bricks):
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if brick is not None:
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if (brick.x <= ball.x <= brick.x + brick.width) and (brick.y <= ball.y <= brick.y + brick.height):
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# Remove the brick by setting it to None
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self.bricks[i] = None
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return True
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return False
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class High_score:
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def __init__(self):
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self.high_score = 0
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@@ -298,32 +115,19 @@ def splash_screen(screen: Screen, data_rows: list[int], text: list[str], high_sc
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screen.display.blit_buffer(screen.buffer, 0, 0, screen.buffer_width, screen.buffer_height)
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def create_bricks() -> list[BrickRow]:
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bricks = []
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for row in range(ROWS):
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if row == 0:
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color = RED
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elif row == 1:
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color = YELLOW
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else:
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color = GREEN
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bricks.append(
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BrickRow(BRICK_WIDTH,
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BRICK_HEIGHT,
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BRICK_PADDING,
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10 + row * (BRICK_HEIGHT + BRICK_PADDING),
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color))
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return bricks
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def create_lives(screen: Screen, paddle: Paddle, lives: int) -> list[Ball]:
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"""
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Create a list of small balls to represent lives
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Args: lives (int): Number of lives left
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Create a list of small balls to represent lives.
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Args:
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screen (Screen): The screen object.
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paddle (Paddle): The paddle object.
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lives (int): Number of lives left.
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Returns:
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list[Ball]: List of Ball objects representing lives.
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"""
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lives_balls = []
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for i in range(0, lives):
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life_ball = Ball(screen, paddle, radius=3, color=WHITE)
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life_ball = Ball(screen, paddle, radius=3, color=WHITE, brick_padding=BRICK_PADDING)
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life_ball.x = 5 + (i - 1) * 7
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life_ball.y = 7
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life_ball.x_speed = 0
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@@ -350,7 +154,7 @@ def main_loop(screen, joystick):
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level = 1
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ball_stuck = True # Reset ball to be stuck to the paddle
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# Initialize paddle and ball
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ball = Ball(screen, paddle, radius=5, color=WHITE)
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ball = Ball(screen, paddle, radius=5, color=WHITE, brick_padding=BRICK_PADDING)
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paddle.width = PADDLE_WIDTH
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paddle.height = PADDLE_HEIGHT
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@@ -376,8 +180,8 @@ def main_loop(screen, joystick):
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# Launch the ball when "A" is pressed
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if joystick.button_a() == 0:
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ball_stuck = False
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ball.y_speed = -BALL_SPEED
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ball.x_speed = BALL_SPEED if randint(0, 1) == 0 else -BALL_SPEED
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ball.y_speed = -ball.speed
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ball.x_speed = ball.speed if randint(0, 1) == 0 else -ball.speed
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else:
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if ball.update_pos(): # If ball is out, lose a life and reset ball
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lives -= 1
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@@ -444,8 +248,8 @@ def main_loop(screen, joystick):
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lives += 1
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lives_balls = create_lives(screen, paddle, lives)
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score = 0
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ball_stuck = True # Ball is stuck again
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sleep_us(DEBOUNCE) # Debounce delay
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ball_stuck = True
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sleep_us(DEBOUNCE)
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if DISABLE_B == 0 and joystick.button_b() == 0:
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break
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@@ -455,11 +259,13 @@ def main_loop(screen, joystick):
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if __name__ == "__main__":
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joystick = Joystick()
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screen = Screen(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_ROTATION)
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main_loop(screen, joystick)
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# Clean up
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screen.clear()
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buffer = None
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fbuf = None
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try:
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joystick = Joystick()
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screen = Screen(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_ROTATION)
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main_loop(screen, joystick)
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except KeyboardInterrupt:
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pass
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finally:
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# Clean up resources
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screen.clear()
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screen.cleanup()
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@@ -0,0 +1,88 @@
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from screen import Screen, RED, YELLOW, GREEN
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from ball import Ball
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BRICK_WIDTH = 30
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BRICK_HEIGHT = 8
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BRICK_PADDING = 4
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BRICKS_PER_ROW = 7
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ROWS = 4
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class Brick:
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def __init__(self, x: int, y: int, width: int, height: int, color: int):
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"""
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Initialize a brick.
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Args: x (int): x-coordinate of the brick.
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y (int): y-coordinate of the brick.
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width (int): width of the brick.
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height (int): height of the brick.
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color (int): color of the brick.
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"""
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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self.color = color
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def draw(self, screen: Screen):
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"""Draw brick."""
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screen.fbuf.fill_rect(self.x, self.y, self.width, self.height, self.color)
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class BrickRow:
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def __init__(self, brick_width: int, brick_height: int, padding:int, offset_top: int, color: int):
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"""
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Initialize a row of bricks.
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Args: brick_width (int): width of each brick.
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brick_height (int): height of each brick.
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padding (int): padding between bricks.
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offset_top (int): y-coordinate of the top of the row.
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color (int): color of the bricks.
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"""
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self.brick_width = brick_width
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self.brick_height = brick_height
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self.color = color
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self.padding = padding
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self.offset_top = offset_top
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self.bricks = [Brick(padding + i * (brick_width + padding), offset_top, brick_width, brick_height, color) for i in range(BRICKS_PER_ROW)]
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self.brick_x = [padding + i * (brick_width + padding) for i in range(BRICKS_PER_ROW)]
|
||||
self.brick_y = [offset_top] * BRICKS_PER_ROW
|
||||
|
||||
def draw(self, screen: Screen):
|
||||
"""Draw all bricks in the row."""
|
||||
for brick in self.bricks:
|
||||
if brick is not None:
|
||||
brick.draw(screen)
|
||||
|
||||
def hit(self, ball: Ball) -> bool:
|
||||
"""
|
||||
Check if the ball hits any brick in the row and remove it if hit.
|
||||
Args: ball (Ball): The ball object to check for collision.
|
||||
Returns: bool: True if the ball hits a brick, False otherwise.
|
||||
"""
|
||||
for i, brick in enumerate(self.bricks):
|
||||
if brick is not None:
|
||||
if (brick.x <= ball.x <= brick.x + brick.width) and (brick.y <= ball.y <= brick.y + brick.height):
|
||||
# Remove the brick by setting it to None
|
||||
self.bricks[i] = None
|
||||
return True
|
||||
return False
|
||||
|
||||
|
||||
|
||||
def create_bricks() -> list[BrickRow]:
|
||||
bricks = []
|
||||
for row in range(ROWS):
|
||||
if row == 0:
|
||||
color = RED
|
||||
elif row == 1:
|
||||
color = YELLOW
|
||||
else:
|
||||
color = GREEN
|
||||
bricks.append(
|
||||
BrickRow(BRICK_WIDTH,
|
||||
BRICK_HEIGHT,
|
||||
BRICK_PADDING,
|
||||
10 + row * (BRICK_HEIGHT + BRICK_PADDING),
|
||||
color))
|
||||
return bricks
|
||||
@@ -0,0 +1,52 @@
|
||||
from screen import Screen, WHITE
|
||||
|
||||
PADDLE_WIDTH = 70
|
||||
PADDLE_HEIGHT = 10
|
||||
PADDLE_COLOR = WHITE
|
||||
PADDLE_SPEED = 10
|
||||
|
||||
|
||||
class Paddle:
|
||||
def __init__(self, screen: Screen):
|
||||
"""Initialize the paddle."""
|
||||
self.screen_width = screen.width
|
||||
self.screen_height = screen.height
|
||||
self.x = (self.screen_width - PADDLE_WIDTH) // 2
|
||||
self.y = self.screen_height - PADDLE_HEIGHT - 5
|
||||
self.width = PADDLE_WIDTH
|
||||
self.height = PADDLE_HEIGHT
|
||||
self.speed = PADDLE_SPEED
|
||||
|
||||
def move(self, direction: int):
|
||||
"""
|
||||
Move paddle left or right.
|
||||
Args: direction: -1 for left, 1 for right
|
||||
"""
|
||||
self.x += self.speed * direction
|
||||
if self.x < 0:
|
||||
self.x = 0
|
||||
elif self.x > self.screen_width - self.width:
|
||||
self.x = self.screen_width - self.width
|
||||
|
||||
def draw(self, screen: Screen):
|
||||
"""Draw paddle."""
|
||||
screen.fbuf.fill_rect(self.x, self.y, self.width, self.height, PADDLE_COLOR)
|
||||
|
||||
def update(self, screen: Screen, joystick: Joystick):
|
||||
"""Update paddle position."""
|
||||
if joystick.joy_left() == 0:
|
||||
self.move(-1)
|
||||
elif joystick.joy_right() == 0:
|
||||
self.move(1)
|
||||
self.draw(screen)
|
||||
|
||||
def hit(self, ball: Ball) -> bool:
|
||||
"""Check if the ball hits the paddle and adjust its position."""
|
||||
if (
|
||||
self.x <= ball.x <= self.x + self.width
|
||||
and self.y <= ball.y + ball.radius <= self.y + self.height
|
||||
):
|
||||
# Adjust the ball's position to be just above the paddle
|
||||
ball.y = self.y - ball.radius - 2
|
||||
return True
|
||||
return False
|
||||
@@ -2,7 +2,7 @@ from machine import Pin, SPI
|
||||
import _thread
|
||||
from st7789 import ST7789
|
||||
from framebuf import FrameBuffer, RGB565
|
||||
|
||||
import gc
|
||||
|
||||
|
||||
def color565(red: int, green: int, blue: int) -> int:
|
||||
@@ -55,6 +55,8 @@ class Screen:
|
||||
self.display.blit_buffer(self.buffer, 0, 0, self.buffer_width, self.buffer_height)
|
||||
|
||||
def clear(self, refresh: bool = True):
|
||||
if self.fbuf is None:
|
||||
return
|
||||
self.fbuf.fill(BLACK)
|
||||
if refresh:
|
||||
self.refresh()
|
||||
@@ -65,3 +67,10 @@ class Screen:
|
||||
self.fbuf.fill(BLACK)
|
||||
self.render_frame = False
|
||||
# thread will exit and self clean removing need for garbage collection
|
||||
|
||||
def cleanup(self):
|
||||
"""Free resources used by the framebuffer and SPI."""
|
||||
self.buffer = None
|
||||
self.fbuf = None
|
||||
self.spi.deinit()
|
||||
gc.collect()
|
||||
|
||||
Reference in New Issue
Block a user