Files
micro-bricks/breakout.py
T
seppedl ce7add6479 [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
2025-04-04 05:53:14 +02:00

454 lines
14 KiB
Python

"""
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()
# import libraries
import math
import array
from machine import Pin, SPI
import framebuf
from random import random, seed, randint
from utime import sleep_us, ticks_cpu, ticks_us
import _thread
import st7789 as st7789
from helpers import Joystick, color565
# ============================
# Helper Functions
# ============================
RED = color565(0, 0, 255)
GREEN = color565(0, 255, 0)
YELLOW = color565(0, 255, 255)
BLACK = color565(0, 0, 0)
WHITE = color565(255, 255, 255)
def clear_display():
"""Clear the display."""
global fbuf, display, buffer, buffer_width, buffer_height
fbuf.fill(BLACK)
display.blit_buffer(buffer, 0, 0, buffer_width, buffer_height)
# ============================
# Constants and Configuration
# ============================
SCREEN_HEIGHT = 135
SCREEN_WIDTH = 240
SCREEN_ROTATION = 1 # Landscape mode
PADDLE_WIDTH = 70
PADDLE_HEIGHT = 10
PADDLE_COLOR = WHITE
PADDLE_SPEED = 10
BRICK_WIDTH = 30
BRICK_HEIGHT = 8
BRICK_PADDING = 4
BRICKS_PER_ROW = 7
ROWS = 4
BALL_SPEED = 3
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
spi = SPI(1,
baudrate=31250000,
polarity=1,
phase=1,
bits=8,
firstbit=SPI.MSB,
sck=Pin(10),
mosi=Pin(11))
display = st7789.ST7789(
spi,
SCREEN_HEIGHT,
SCREEN_WIDTH,
reset=Pin(12, Pin.OUT),
cs=Pin(9, Pin.OUT),
dc=Pin(8, Pin.OUT),
backlight=Pin(13, Pin.OUT),
rotation=SCREEN_ROTATION)
# FrameBuffer needs 2 bytes for every RGB565 pixel
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)
render_frame = False
# ============================
# CLASSES
# ============================
class Paddle:
def __init__(self):
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
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 > SCREEN_WIDTH - self.width:
self.x = SCREEN_WIDTH - self.width
def draw(self):
"""Draw paddle."""
global fbuf
fbuf.fill_rect(self.x, self.y, self.width, self.height, PADDLE_COLOR)
def update(self):
"""Update paddle position."""
global joystick
if joystick.joy_left() == 0:
self.move(-1)
elif joystick.joy_right() == 0:
self.move(1)
self.draw()
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
class Ball:
def __init__(self, paddle: Paddle, radius: int, color: int):
"""
Initialize the ball.
Args:
paddle (Paddle): The paddle object to position the ball on.
radius (int): Radius of the ball.
color (int): RGB565 color value of the ball.
"""
self.radius = radius
self.color = color
self.reset_pos(paddle)
self.x_speed = BALL_SPEED
self.y_speed = -BALL_SPEED
# Position the ball in the middle of the paddle
self.x = paddle.x + (paddle.width // 2)
self.y = paddle.y - radius - 2 # Place the ball just above the paddle
def reset_pos(self, paddle: Paddle):
"""Reset ball position to the center of the paddle.
Args: Paddle: The paddle object to position the ball on.
"""
self.x = SCREEN_WIDTH // 2
self.y = SCREEN_HEIGHT // 2 - self.radius - 2
self.x_speed = BALL_SPEED
self.y_speed = -BALL_SPEED
def update_pos(self):
"""Update ball position."""
self.x += self.x_speed
self.y += self.y_speed
# Bounce off left or right screen edge
if self.x < 0:
self.x = 0
self.x_speed = -self.x_speed
elif self.x > SCREEN_WIDTH:
self.x = SCREEN_WIDTH - self.radius
self.x_speed = -self.x_speed
# Bounce off top screen edge
if self.y < BRICK_PADDING + self.radius:
self.y = BRICK_PADDING + self.radius
self.y_speed = -self.y_speed
# Drop through bottom screen edge & return True to indicate we lose a life
if self.y > SCREEN_HEIGHT:
self.y = SCREEN_HEIGHT
self.y_speed = -self.y_speed
return True
def draw(self):
"""Draw ball."""
global fbuf
fbuf.ellipse(self.x, self.y, self.radius, self.radius, self.color, True)
class Brick:
def __init__(self, x: int, y: int, width: int, height: int, color: int):
"""
Initialize a brick.
Args: x (int): x-coordinate of the 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.
"""
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
def draw(self):
"""Draw brick."""
global fbuf
fbuf.fill_rect(self.x, self.y, self.width, self.height, self.color)
class BrickRow:
def __init__(self, brick_width: int, brick_height: int, padding:int, offset_top: int, color: int):
"""
Initialize a row of bricks.
Args: brick_width (int): width of each brick.
brick_height (int): height of each brick.
padding (int): padding between bricks.
offset_top (int): y-coordinate of the top of the row.
color (int): color of the bricks.
"""
self.brick_width = brick_width
self.brick_height = brick_height
self.color = color
self.padding = padding
self.offset_top = offset_top
self.bricks = [Brick(padding + i * (brick_width + padding), offset_top, brick_width, brick_height, color) for i in range(BRICKS_PER_ROW)]
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):
"""Draw all bricks in the row."""
global fbuf
for brick in self.bricks:
if brick is not None:
brick.draw()
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 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)
start_x = 5
start_y = 20
for row_index, hex_value in enumerate(data_rows):
if 0 <= row_index <= 1:
color = RED
elif 2 <= row_index <= 4:
color = YELLOW
else:
color = GREEN
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(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:
pass
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
game_state = START_SCREEN # Start at the splash screen
paddle = Paddle()
try:
while True:
if game_state == START_SCREEN: # Startup screen & init game state
# Generate bricks
bricks = create_bricks()
lives = 3
lives_balls = create_lives(lives)
score = 0
# Initialize paddle and ball
ball = Ball(paddle, radius=5, color=WHITE)
paddle.width = PADDLE_WIDTH
paddle.height = PADDLE_HEIGHT
render_frame = False
splash_screen(
[0x060046, 0x056B54, 0x054A64, 0x064A46, 0x054A62, 0x054A52, 0x074B56],
["Press A to start", "Press B to exit"]
)
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
lives_balls.pop()
ball.reset_pos(paddle) # Reset ball position to the center of the paddle
if paddle.hit(ball):
ball.y_speed = -abs(ball.y_speed)
for row in bricks:
if row.hit(ball):
ball.y_speed = -ball.y_speed
score += 1
break
for i in range(1, len(lives_balls)):
lives_balls[i].draw()
for row in bricks:
row.draw()
ball.draw()
paddle.draw()
while render_frame:
pass
render_frame = True
# Start SPI handler on core 1
spi_thread = _thread.start_new_thread(render_thread, ())
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:
game_state = GAME_OVER # Losing state
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 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
except KeyboardInterrupt:
pass
def render_thread():
""""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)
render_frame = False
# thread will exit and self clean removing need for garbage collection
if __name__ == "__main__":
joystick = Joystick()
main_loop()
# Clean up
clear_display()
buffer = None
fbuf = None