[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:
+2
-2
@@ -1,10 +1,10 @@
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# Program Documentation
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## Overview
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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.
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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.
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## Framebuffer
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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.
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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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+118
-79
@@ -1,10 +1,9 @@
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"""
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Threaded bouncing boxes with frame buffer
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Threaded breakout game with frame buffer
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Uses a single shot function for second core SPI handler.
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This cleans itself when the function exits removing the
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need for a garbage collection call.
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"""
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from gc import collect
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collect()
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@@ -18,15 +17,11 @@ from random import random, seed, randint
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from utime import sleep_us, ticks_cpu, ticks_us
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import _thread
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import st7789 as st7789
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from joystick import Joystick
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from helpers import Joystick, color565
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# ============================
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# Helper Functions
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# ============================
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def color565(r, g, b):
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"""Convert RGB888 to RGB565."""
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return (((g & 0b00011100) << 3) + ((r & 0b11111000) >> 3) << 8) + (b & 0b11111000) + ((g & 0b11100000) >> 5)
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RED = color565(0, 0, 255)
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GREEN = color565(0, 255, 0)
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@@ -45,9 +40,9 @@ def clear_display():
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# ============================
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# Constants and Configuration
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# ============================
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SCREEN_WIDTH = 135
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SCREEN_HEIGHT = 240
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SCREEN_ROTATION = 1
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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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@@ -66,6 +61,14 @@ SPLASH_WIDTH = 8
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SPLASH_HEIGHT = 5
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SPLASH_PADDING = 2
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# Game states
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START_SCREEN = 0
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PLAYING = 1
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GAME_OVER = 2
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GAME_WIN = 3
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GAME_NEXT_LEVEL = 4
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DEBOUNCE = 300_000
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# ============================
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# set up SPI and display
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@@ -80,8 +83,8 @@ spi = SPI(1,
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display = st7789.ST7789(
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spi,
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SCREEN_WIDTH,
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SCREEN_HEIGHT,
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SCREEN_WIDTH,
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reset=Pin(12, Pin.OUT),
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cs=Pin(9, Pin.OUT),
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dc=Pin(8, Pin.OUT),
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@@ -90,9 +93,8 @@ display = st7789.ST7789(
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# FrameBuffer needs 2 bytes for every RGB565 pixel
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buffer_width = SCREEN_HEIGHT
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buffer_height = SCREEN_WIDTH + 1
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buffer_height = 136
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buffer_width = SCREEN_WIDTH
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buffer_height = SCREEN_HEIGHT + 1
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buffer = bytearray(buffer_width * buffer_height * 2)
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fbuf = framebuf.FrameBuffer(buffer, buffer_width, buffer_height, framebuf.RGB565)
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@@ -104,8 +106,8 @@ render_frame = False
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class Paddle:
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def __init__(self):
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self.x = (SCREEN_HEIGHT - PADDLE_WIDTH) // 2
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self.y = SCREEN_WIDTH - PADDLE_HEIGHT - 5
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self.x = (SCREEN_WIDTH - PADDLE_WIDTH) // 2
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self.y = 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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@@ -118,8 +120,8 @@ class Paddle:
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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 > SCREEN_HEIGHT - self.width:
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self.x = SCREEN_HEIGHT - self.width
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elif self.x > SCREEN_WIDTH - self.width:
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self.x = SCREEN_WIDTH - self.width
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def draw(self):
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"""Draw paddle."""
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@@ -171,8 +173,8 @@ class Ball:
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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 = SCREEN_HEIGHT // 2
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self.y = SCREEN_WIDTH // 2 - self.radius - 2
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self.x = SCREEN_WIDTH // 2
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self.y = 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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@@ -185,8 +187,8 @@ class Ball:
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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 > SCREEN_HEIGHT:
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self.x = SCREEN_HEIGHT - self.radius
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elif self.x > SCREEN_WIDTH:
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self.x = 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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@@ -195,8 +197,8 @@ class Ball:
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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 > SCREEN_WIDTH:
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self.y = SCREEN_WIDTH
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if self.y > SCREEN_HEIGHT:
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self.y = SCREEN_HEIGHT
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self.y_speed = -self.y_speed
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return True
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@@ -214,7 +216,8 @@ class 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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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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@@ -247,6 +250,7 @@ class BrickRow:
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self.brick_y = [offset_top] * BRICKS_PER_ROW
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def draw(self):
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"""Draw all bricks in the row."""
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global fbuf
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for brick in self.bricks:
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if brick is not None:
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@@ -266,10 +270,11 @@ class BrickRow:
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return True
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return False
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def splash_screen(data_rows: list[int]):
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def splash_screen(data_rows: list[int], text: list[str]):
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"""
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Display a splash screen using the bits in the data_rows.
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Args: data_rows (list[int]): List of hex values to display as blocks.
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text (list[str]): List of strings to display as text.
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"""
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global fbuf, buffer, buffer_width, buffer_height, joystick, render_frame
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fbuf.fill(BLACK)
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@@ -278,21 +283,21 @@ def splash_screen(data_rows: list[int]):
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start_y = 20
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for row_index, hex_value in enumerate(data_rows):
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binary = bin(hex_value)[2:] # Convert to binary
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binary = '{:0>22}'.format(binary) # Pad to 22 columns
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if 0 <= row_index <= 1:
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color = RED
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elif 2 <= row_index <= 4:
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color = YELLOW
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else:
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color = GREEN
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for bit_index, bit in enumerate(binary):
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if bit == '1': # Only draw a block for '1'
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for bit_index in range(22): # Iterate over 22 bits
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if (hex_value >> (21 - bit_index)) & 1:
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x = start_x + bit_index * (SPLASH_WIDTH + SPLASH_PADDING)
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y = start_y + row_index * (SPLASH_WIDTH + SPLASH_PADDING)
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fbuf.fill_rect(x, y, SPLASH_WIDTH, SPLASH_HEIGHT, color)
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fbuf.text("Press A to start", 5, 100, WHITE)
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fbuf.text("Press B to exit", 5, 120, WHITE)
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fbuf.text(text[0], 5, 100, WHITE)
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fbuf.text(text[1], 5, 120, WHITE)
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# Wait for the frame to be rendered & update the display
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while render_frame:
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@@ -300,52 +305,71 @@ def splash_screen(data_rows: list[int]):
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display.blit_buffer(buffer, 0, 0, buffer_width, 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(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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"""
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lives_balls = []
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for i in range(0, lives):
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life_ball = Ball(Paddle(), radius=3, color=WHITE)
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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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lives_balls.append(life_ball)
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return lives_balls
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def main_loop():
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global fbuf, buffer, buffer_width, buffer_height, joystick
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global render_frame
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state = 0 # 0 = start screen, 1 = game, 2 = game over, 3 = game win
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game_state = START_SCREEN # Start at the splash screen
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paddle = Paddle()
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try:
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while True:
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if state == 0: # Startup screen & init game state
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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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if game_state == START_SCREEN: # Startup screen & init game state
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# Generate bricks
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bricks = create_bricks()
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lives = 3
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lives_balls = create_lives(lives)
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score = 0
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lives = 3
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paddle = Paddle()
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# Initialize paddle and ball
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ball = Ball(paddle, radius=5, color=WHITE)
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# Create a list of small balls to represent lives
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lives_balls = []
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for i in range(0, lives):
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life_ball = Ball(paddle, radius=3, color=WHITE)
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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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lives_balls.append(life_ball)
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paddle.width = PADDLE_WIDTH
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paddle.height = PADDLE_HEIGHT
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render_frame = False
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splash_screen([0x060046, 0x056B54, 0x054A64, 0x064A46, 0x054A62, 0x054A52, 0x074B56])
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if joystick.button_a() == 0: # Transition to game state when A is pressed
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state = 1
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lives = 3
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score = 0
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splash_screen(
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[0x060046, 0x056B54, 0x054A64, 0x064A46, 0x054A62, 0x054A52, 0x074B56],
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["Press A to start", "Press B to exit"]
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)
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elif state == 1 and lives > 0 and score < 28: # Game state
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if joystick.button_a() == 0: # Transition to PLAYING state when A is pressed
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game_state = PLAYING
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sleep_us(DEBOUNCE) # Debounce delay
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elif game_state == PLAYING and lives > 0 and score < 28: # Game loop
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paddle.update()
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if ball.update_pos(): # If ball is out of bounds, lose a life and reset ball position
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lives -= 1
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@@ -372,30 +396,45 @@ def main_loop():
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# Start SPI handler on core 1
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spi_thread = _thread.start_new_thread(render_thread, ())
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if state == 1 and (lives == 0 or score == 28): # Game over or win:
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if lives > 0:
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state= 3 # Winning state
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elif game_state == PLAYING and (lives == 0 or score == 28): # Game over or win
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if lives > 0:
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game_state = GAME_NEXT_LEVEL # Transition to next level
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else:
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state = 2 # Losing state
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if state == 2: # Game over screen
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splash_screen([0x0276DC, 0x025490, 0x025494, 0x0256DC, 0x025298, 0x025294, 0x0376D4])
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game_state = GAME_OVER # Losing state
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if state == 3: # Game win screen
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splash_screen([0x04548, 0x04548, 0x04568, 0x05578, 0x05558, 0x05548, 0x03948])
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if game_state == GAME_OVER: # Game over screen
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splash_screen(
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[0x0276DC, 0x025490, 0x025494, 0x0256DC, 0x025298, 0x025294, 0x0376D4],
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["Press A to restart", "Press B to exit"]
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)
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if joystick.button_a() == 0: # Restart game when A is pressed
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game_state = START_SCREEN
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sleep_us(DEBOUNCE)
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if state != 1 and joystick.button_a() == 0: # Transition to start state when A is pressed
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state = 0
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sleep_us(1_000_000) # Debounce delay
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if game_state == GAME_NEXT_LEVEL: # Next level screen
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splash_screen(
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[0x04548, 0x04548, 0x04568, 0x05578, 0x05558, 0x05548, 0x03948],
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["Press A for next level", "Press B to exit"]
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)
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if joystick.button_a() == 0: # Start next level when A is pressed
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# Reinitialize bricks and ball for the next level
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bricks = create_bricks()
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ball.reset_pos(paddle)
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paddle.width = max(PADDLE_WIDTH - 10, PADDLE_WIDTH // 2) # Decrease paddle size
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paddle.height = PADDLE_HEIGHT
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game_state = PLAYING
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sleep_us(DEBOUNCE)
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if joystick.button_b() == 0: # Exit game when B is pressed
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break
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break
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except KeyboardInterrupt:
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pass
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def render_thread():
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global fbuf, buffer, buffer_width, buffer_height, render_frame, spi
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global display, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_ROTATION
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""""Threaded function to handle SPI rendering on a separate core."""
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global fbuf, buffer, buffer_width, buffer_height, render_frame
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global display, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_ROTATION
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display.blit_buffer(buffer, 0, 0, buffer_width, buffer_height)
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fbuf.fill(0)
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+23
@@ -0,0 +1,23 @@
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from machine import Pin
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# Joystick class to handle joystick input
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class Joystick:
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def __init__(self):
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# Map buttons
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self.button_a = Pin(15, Pin.IN, Pin.PULL_UP)
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self.button_b = Pin(17, Pin.IN, Pin.PULL_UP)
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# Map joystick
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self.joy_up = Pin(2, Pin.IN, Pin.PULL_UP)
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self.joy_down = Pin(18, Pin.IN, Pin.PULL_UP)
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self.joy_left = Pin(16, Pin.IN, Pin.PULL_UP)
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self.joy_right = Pin(20, Pin.IN, Pin.PULL_UP)
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self.joy_click = Pin(3, Pin.IN, Pin.PULL_UP)
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def color565(red: int, green: int, blue: int) -> int:
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"""Convert RGB888 to RGB565."""
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return (
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(((green & 0b00011100) << 3) + ((red & 0b11111000) >> 3) << 8)
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+ (blue & 0b11111000)
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+ ((green & 0b11100000) >> 5)
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)
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-12
@@ -1,12 +0,0 @@
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from machine import Pin
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class Joystick:
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def __init__(self):
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# Map buttons
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self.button_a = Pin(15, Pin.IN, Pin.PULL_UP)
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self.button_b = Pin(17, Pin.IN, Pin.PULL_UP)
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# Map joystick
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self.joy_up = Pin(2,Pin.IN, Pin.PULL_UP)
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self.joy_down = Pin(18,Pin.IN, Pin.PULL_UP)
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self.joy_left = Pin(16 ,Pin.IN, Pin.PULL_UP)
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self.joy_right = Pin(20 ,Pin.IN, Pin.PULL_UP)
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self.joy_click = Pin(3, Pin.IN, Pin.PULL_UP)
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Block a user