[add] High score
- Implement high score in file - Fix next_level logic
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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 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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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 control 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 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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+59
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@@ -270,7 +270,42 @@ 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], text: list[str]):
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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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self._load_high_score()
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def _load_high_score(self):
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"""
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Load the high score from a file.
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Returns: int: The high score.
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"""
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try:
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with open("high_score.txt", "r") as file:
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self.high_score = int(file.read())
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except OSError:
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self.high_score = 0
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return self.high_score
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def _save_high_score(self):
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"""
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Save the high score to a file.
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"""
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with open("high_score.txt", "w") as file:
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file.write(str(self.high_score))
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def update_high_score(self, current_score: int):
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"""
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Update the high score if the current score is higher.
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Args: score (int): The current score.
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"""
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if current_score > self.high_score:
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self.high_score = current_score
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self._save_high_score()
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def splash_screen(data_rows: list[int], text: list[str], high_score: High_score):
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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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@@ -295,7 +330,7 @@ def splash_screen(data_rows: list[int], text: list[str]):
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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("High: " + str(high_score.high_score), 160, 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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@@ -344,6 +379,8 @@ def main_loop():
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game_state = START_SCREEN # Start at the splash screen
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paddle = Paddle()
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high_score =High_score()
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level = 1
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try:
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while True:
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@@ -353,7 +390,8 @@ def main_loop():
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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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current_score = 0
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level = 1
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# Initialize paddle and ball
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ball = Ball(paddle, radius=5, color=WHITE)
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paddle.width = PADDLE_WIDTH
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@@ -362,7 +400,8 @@ def main_loop():
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render_frame = False
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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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["Press A to start", "Press B to exit"],
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high_score
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)
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if joystick.button_a() == 0: # Transition to PLAYING state when A is pressed
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@@ -397,24 +436,30 @@ def main_loop():
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spi_thread = _thread.start_new_thread(render_thread, ())
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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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if lives == 0:
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game_state = GAME_OVER # Losing state
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elif score == 28:
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level += 1
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game_state = GAME_NEXT_LEVEL # Transition to next level
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if game_state == GAME_OVER: # Game over screen
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high_score.update_high_score(current_score)
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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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["Press A to restart", "Press B to exit"],
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high_score
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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 game_state == GAME_NEXT_LEVEL: # Next level screen
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current_score += score
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high_score.update_high_score(current_score)
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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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["Press A for next level: " + str(level), "Press B to exit"],
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high_score
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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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@@ -423,8 +468,11 @@ def main_loop():
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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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lives += 1
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lives_balls = create_lives(lives)
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score = 0
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sleep_us(DEBOUNCE) # Debounce delay
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if joystick.button_b() == 0: # Exit game when B is pressed
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break
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except KeyboardInterrupt:
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