ce7add6479
- 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
454 lines
14 KiB
Python
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
|