[refactor] Cleanup code

- Rename joystick library to helpers
- Put color565 function in helpers.py
- Switch screen width and height names as game runs in landscrape
- Enumerate levels for readability
- Update docstrings
- Rework splash screen to use binary operators
- Extract create bricks and create lives functions
- Reowrk main game loop logic to support next level
This commit is contained in:
2025-04-04 05:53:14 +02:00
parent 0e5b5f67fa
commit ce7add6479
4 changed files with 143 additions and 93 deletions
+2 -2
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@@ -1,10 +1,10 @@
# Program Documentation
## Overview
This program is a simple game implemented in MicroPython for the Raspberry Pi Pico with a Pico-LCD-1.14 display. The game involves controlling a character to avoid obstacles and score points. The program includes a splash screen, game over screen, and a main game loop.
This program is a simple game implemented in MicroPython for the Raspberry Pi Pico with a Pico-LCD-1.14 display. The game involves controlling a paddle to acontrol a ball to break a brick wall and score points. The program includes a splash screen, game over screen, and a main game loop.
## Framebuffer
The program use framebuffer to draw the game graphics. The framebuffer is a 2D array that represents the pixels on the display. The program uses the `framebuf` module to create and manipulate the framebuffer. The framebuffer is then copied to the display using the `blit` method.
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.
## Multithreading
+118 -79
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@@ -1,10 +1,9 @@
"""
Threaded bouncing boxes with frame buffer
Threaded breakout game with frame buffer
Uses a single shot function for second core SPI handler.
This cleans itself when the function exits removing the
need for a garbage collection call.
"""
from gc import collect
collect()
@@ -18,15 +17,11 @@ from random import random, seed, randint
from utime import sleep_us, ticks_cpu, ticks_us
import _thread
import st7789 as st7789
from joystick import Joystick
from helpers import Joystick, color565
# ============================
# Helper Functions
# ============================
def color565(r, g, b):
"""Convert RGB888 to RGB565."""
return (((g & 0b00011100) << 3) + ((r & 0b11111000) >> 3) << 8) + (b & 0b11111000) + ((g & 0b11100000) >> 5)
RED = color565(0, 0, 255)
GREEN = color565(0, 255, 0)
@@ -45,9 +40,9 @@ def clear_display():
# ============================
# Constants and Configuration
# ============================
SCREEN_WIDTH = 135
SCREEN_HEIGHT = 240
SCREEN_ROTATION = 1
SCREEN_HEIGHT = 135
SCREEN_WIDTH = 240
SCREEN_ROTATION = 1 # Landscape mode
PADDLE_WIDTH = 70
PADDLE_HEIGHT = 10
@@ -66,6 +61,14 @@ SPLASH_WIDTH = 8
SPLASH_HEIGHT = 5
SPLASH_PADDING = 2
# Game states
START_SCREEN = 0
PLAYING = 1
GAME_OVER = 2
GAME_WIN = 3
GAME_NEXT_LEVEL = 4
DEBOUNCE = 300_000
# ============================
# set up SPI and display
@@ -80,8 +83,8 @@ spi = SPI(1,
display = st7789.ST7789(
spi,
SCREEN_WIDTH,
SCREEN_HEIGHT,
SCREEN_WIDTH,
reset=Pin(12, Pin.OUT),
cs=Pin(9, Pin.OUT),
dc=Pin(8, Pin.OUT),
@@ -90,9 +93,8 @@ display = st7789.ST7789(
# FrameBuffer needs 2 bytes for every RGB565 pixel
buffer_width = SCREEN_HEIGHT
buffer_height = SCREEN_WIDTH + 1
buffer_height = 136
buffer_width = SCREEN_WIDTH
buffer_height = SCREEN_HEIGHT + 1
buffer = bytearray(buffer_width * buffer_height * 2)
fbuf = framebuf.FrameBuffer(buffer, buffer_width, buffer_height, framebuf.RGB565)
@@ -104,8 +106,8 @@ render_frame = False
class Paddle:
def __init__(self):
self.x = (SCREEN_HEIGHT - PADDLE_WIDTH) // 2
self.y = SCREEN_WIDTH - PADDLE_HEIGHT - 5
self.x = (SCREEN_WIDTH - PADDLE_WIDTH) // 2
self.y = SCREEN_HEIGHT - PADDLE_HEIGHT - 5
self.width = PADDLE_WIDTH
self.height = PADDLE_HEIGHT
self.speed = PADDLE_SPEED
@@ -118,8 +120,8 @@ class Paddle:
self.x += self.speed * direction
if self.x < 0:
self.x = 0
elif self.x > SCREEN_HEIGHT - self.width:
self.x = SCREEN_HEIGHT - self.width
elif self.x > SCREEN_WIDTH - self.width:
self.x = SCREEN_WIDTH - self.width
def draw(self):
"""Draw paddle."""
@@ -171,8 +173,8 @@ class Ball:
"""Reset ball position to the center of the paddle.
Args: Paddle: The paddle object to position the ball on.
"""
self.x = SCREEN_HEIGHT // 2
self.y = SCREEN_WIDTH // 2 - self.radius - 2
self.x = SCREEN_WIDTH // 2
self.y = SCREEN_HEIGHT // 2 - self.radius - 2
self.x_speed = BALL_SPEED
self.y_speed = -BALL_SPEED
@@ -185,8 +187,8 @@ class Ball:
if self.x < 0:
self.x = 0
self.x_speed = -self.x_speed
elif self.x > SCREEN_HEIGHT:
self.x = SCREEN_HEIGHT - self.radius
elif self.x > SCREEN_WIDTH:
self.x = SCREEN_WIDTH - self.radius
self.x_speed = -self.x_speed
# Bounce off top screen edge
@@ -195,8 +197,8 @@ class Ball:
self.y_speed = -self.y_speed
# Drop through bottom screen edge & return True to indicate we lose a life
if self.y > SCREEN_WIDTH:
self.y = SCREEN_WIDTH
if self.y > SCREEN_HEIGHT:
self.y = SCREEN_HEIGHT
self.y_speed = -self.y_speed
return True
@@ -214,7 +216,8 @@ class Brick:
y (int): y-coordinate of the brick.
width (int): width of the brick.
height (int): height of the brick.
color (int): color of the brick."""
color (int): color of the brick.
"""
self.x = x
self.y = y
self.width = width
@@ -247,6 +250,7 @@ class BrickRow:
self.brick_y = [offset_top] * BRICKS_PER_ROW
def draw(self):
"""Draw all bricks in the row."""
global fbuf
for brick in self.bricks:
if brick is not None:
@@ -266,10 +270,11 @@ class BrickRow:
return True
return False
def splash_screen(data_rows: list[int]):
def splash_screen(data_rows: list[int], text: list[str]):
"""
Display a splash screen using the bits in the data_rows.
Args: data_rows (list[int]): List of hex values to display as blocks.
text (list[str]): List of strings to display as text.
"""
global fbuf, buffer, buffer_width, buffer_height, joystick, render_frame
fbuf.fill(BLACK)
@@ -278,21 +283,21 @@ def splash_screen(data_rows: list[int]):
start_y = 20
for row_index, hex_value in enumerate(data_rows):
binary = bin(hex_value)[2:] # Convert to binary
binary = '{:0>22}'.format(binary) # Pad to 22 columns
if 0 <= row_index <= 1:
color = RED
elif 2 <= row_index <= 4:
color = YELLOW
else:
color = GREEN
for bit_index, bit in enumerate(binary):
if bit == '1': # Only draw a block for '1'
for bit_index in range(22): # Iterate over 22 bits
if (hex_value >> (21 - bit_index)) & 1:
x = start_x + bit_index * (SPLASH_WIDTH + SPLASH_PADDING)
y = start_y + row_index * (SPLASH_WIDTH + SPLASH_PADDING)
fbuf.fill_rect(x, y, SPLASH_WIDTH, SPLASH_HEIGHT, color)
fbuf.text("Press A to start", 5, 100, WHITE)
fbuf.text("Press B to exit", 5, 120, WHITE)
fbuf.text(text[0], 5, 100, WHITE)
fbuf.text(text[1], 5, 120, WHITE)
# Wait for the frame to be rendered & update the display
while render_frame:
@@ -300,52 +305,71 @@ def splash_screen(data_rows: list[int]):
display.blit_buffer(buffer, 0, 0, buffer_width, buffer_height)
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
def create_lives(lives: int) -> list[Ball]:
"""
Create a list of small balls to represent lives
Args: lives (int): Number of lives left
"""
lives_balls = []
for i in range(0, lives):
life_ball = Ball(Paddle(), radius=3, color=WHITE)
life_ball.x = 5 + (i - 1) * 7
life_ball.y = 7
life_ball.x_speed = 0
lives_balls.append(life_ball)
return lives_balls
def main_loop():
global fbuf, buffer, buffer_width, buffer_height, joystick
global render_frame
state = 0 # 0 = start screen, 1 = game, 2 = game over, 3 = game win
game_state = START_SCREEN # Start at the splash screen
paddle = Paddle()
try:
while True:
if state == 0: # Startup screen & init game state
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))
if game_state == START_SCREEN: # Startup screen & init game state
# Generate bricks
bricks = create_bricks()
lives = 3
lives_balls = create_lives(lives)
score = 0
lives = 3
paddle = Paddle()
# Initialize paddle and ball
ball = Ball(paddle, radius=5, color=WHITE)
# Create a list of small balls to represent lives
lives_balls = []
for i in range(0, lives):
life_ball = Ball(paddle, radius=3, color=WHITE)
life_ball.x = 5 + (i - 1) * 7
life_ball.y = 7
life_ball.x_speed = 0
lives_balls.append(life_ball)
paddle.width = PADDLE_WIDTH
paddle.height = PADDLE_HEIGHT
render_frame = False
splash_screen([0x060046, 0x056B54, 0x054A64, 0x064A46, 0x054A62, 0x054A52, 0x074B56])
if joystick.button_a() == 0: # Transition to game state when A is pressed
state = 1
lives = 3
score = 0
splash_screen(
[0x060046, 0x056B54, 0x054A64, 0x064A46, 0x054A62, 0x054A52, 0x074B56],
["Press A to start", "Press B to exit"]
)
elif state == 1 and lives > 0 and score < 28: # Game state
if joystick.button_a() == 0: # Transition to PLAYING state when A is pressed
game_state = PLAYING
sleep_us(DEBOUNCE) # Debounce delay
elif game_state == PLAYING and lives > 0 and score < 28: # Game loop
paddle.update()
if ball.update_pos(): # If ball is out of bounds, lose a life and reset ball position
lives -= 1
@@ -372,30 +396,45 @@ def main_loop():
# Start SPI handler on core 1
spi_thread = _thread.start_new_thread(render_thread, ())
if state == 1 and (lives == 0 or score == 28): # Game over or win:
if lives > 0:
state= 3 # Winning state
elif game_state == PLAYING and (lives == 0 or score == 28): # Game over or win
if lives > 0:
game_state = GAME_NEXT_LEVEL # Transition to next level
else:
state = 2 # Losing state
if state == 2: # Game over screen
splash_screen([0x0276DC, 0x025490, 0x025494, 0x0256DC, 0x025298, 0x025294, 0x0376D4])
game_state = GAME_OVER # Losing state
if state == 3: # Game win screen
splash_screen([0x04548, 0x04548, 0x04568, 0x05578, 0x05558, 0x05548, 0x03948])
if game_state == GAME_OVER: # Game over screen
splash_screen(
[0x0276DC, 0x025490, 0x025494, 0x0256DC, 0x025298, 0x025294, 0x0376D4],
["Press A to restart", "Press B to exit"]
)
if joystick.button_a() == 0: # Restart game when A is pressed
game_state = START_SCREEN
sleep_us(DEBOUNCE)
if state != 1 and joystick.button_a() == 0: # Transition to start state when A is pressed
state = 0
sleep_us(1_000_000) # Debounce delay
if game_state == GAME_NEXT_LEVEL: # Next level screen
splash_screen(
[0x04548, 0x04548, 0x04568, 0x05578, 0x05558, 0x05548, 0x03948],
["Press A for next level", "Press B to exit"]
)
if joystick.button_a() == 0: # Start next level when A is pressed
# Reinitialize bricks and ball for the next level
bricks = create_bricks()
ball.reset_pos(paddle)
paddle.width = max(PADDLE_WIDTH - 10, PADDLE_WIDTH // 2) # Decrease paddle size
paddle.height = PADDLE_HEIGHT
game_state = PLAYING
sleep_us(DEBOUNCE)
if joystick.button_b() == 0: # Exit game when B is pressed
break
break
except KeyboardInterrupt:
pass
def render_thread():
global fbuf, buffer, buffer_width, buffer_height, render_frame, spi
global display, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_ROTATION
""""Threaded function to handle SPI rendering on a separate core."""
global fbuf, buffer, buffer_width, buffer_height, render_frame
global display, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_ROTATION
display.blit_buffer(buffer, 0, 0, buffer_width, buffer_height)
fbuf.fill(0)
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@@ -0,0 +1,23 @@
from machine import Pin
# Joystick class to handle joystick input
class Joystick:
def __init__(self):
# Map buttons
self.button_a = Pin(15, Pin.IN, Pin.PULL_UP)
self.button_b = Pin(17, Pin.IN, Pin.PULL_UP)
# Map joystick
self.joy_up = Pin(2, Pin.IN, Pin.PULL_UP)
self.joy_down = Pin(18, Pin.IN, Pin.PULL_UP)
self.joy_left = Pin(16, Pin.IN, Pin.PULL_UP)
self.joy_right = Pin(20, Pin.IN, Pin.PULL_UP)
self.joy_click = Pin(3, Pin.IN, Pin.PULL_UP)
def color565(red: int, green: int, blue: int) -> int:
"""Convert RGB888 to RGB565."""
return (
(((green & 0b00011100) << 3) + ((red & 0b11111000) >> 3) << 8)
+ (blue & 0b11111000)
+ ((green & 0b11100000) >> 5)
)
-12
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@@ -1,12 +0,0 @@
from machine import Pin
class Joystick:
def __init__(self):
# Map buttons
self.button_a = Pin(15, Pin.IN, Pin.PULL_UP)
self.button_b = Pin(17, Pin.IN, Pin.PULL_UP)
# Map joystick
self.joy_up = Pin(2,Pin.IN, Pin.PULL_UP)
self.joy_down = Pin(18,Pin.IN, Pin.PULL_UP)
self.joy_left = Pin(16 ,Pin.IN, Pin.PULL_UP)
self.joy_right = Pin(20 ,Pin.IN, Pin.PULL_UP)
self.joy_click = Pin(3, Pin.IN, Pin.PULL_UP)