fix the CPX Simple Simon for CPB (and other things)
This commit is contained in:
parent
89ea666c7f
commit
390a63256d
1 changed files with 58 additions and 63 deletions
|
|
@ -14,7 +14,7 @@ import random
|
|||
import math
|
||||
import board
|
||||
from analogio import AnalogIn
|
||||
from adafruit_circuitplayground.express import cpx
|
||||
from adafruit_circuitplayground import cp
|
||||
|
||||
FAILURE_TONE = 100
|
||||
SEQUENCE_DELAY = 0.8
|
||||
|
|
@ -30,56 +30,51 @@ SIMON_BUTTONS = {
|
|||
1 : { 'pads':(4,5), 'pixels':(0,1,2), 'color':0x00FF00, 'freq':415 },
|
||||
2 : { 'pads':(6,7), 'pixels':(2,3,4), 'color':0xFFFF00, 'freq':252 },
|
||||
3 : { 'pads':(1, ), 'pixels':(5,6,7), 'color':0x0000FF, 'freq':209 },
|
||||
4 : { 'pads':(2,3), 'pixels':(7,8,9), 'color':0xFF0000, 'freq':310 },
|
||||
4 : { 'pads':(2,3), 'pixels':(7,8,9), 'color':0xFF0000, 'freq':310 },
|
||||
}
|
||||
|
||||
def choose_skill_level():
|
||||
# Default
|
||||
skill_level = 1
|
||||
# Loop until button B is pressed
|
||||
while not cpx.button_b:
|
||||
while not cp.button_b:
|
||||
# Button A increases skill level setting
|
||||
if cpx.button_a:
|
||||
if cp.button_a:
|
||||
skill_level += 1
|
||||
skill_level = skill_level if skill_level < 5 else 1
|
||||
# Indicate current skill level
|
||||
cpx.pixels.fill(0)
|
||||
cp.pixels.fill(0)
|
||||
for p in range(skill_level):
|
||||
cpx.pixels[p] = 0xFFFFFF
|
||||
cp.pixels[p] = 0xFFFFFF
|
||||
time.sleep(DEBOUNCE)
|
||||
return skill_level
|
||||
|
||||
def new_game(skill_level):
|
||||
# Seed the random function with noise
|
||||
a4 = AnalogIn(board.A4)
|
||||
a5 = AnalogIn(board.A5)
|
||||
a6 = AnalogIn(board.A6)
|
||||
a7 = AnalogIn(board.A7)
|
||||
with AnalogIn(board.A4) as a4, AnalogIn(board.A5) as a5, AnalogIn(board.A6) as a6:
|
||||
seed = a4.value
|
||||
seed += a5.value
|
||||
seed += a6.value
|
||||
|
||||
seed = a4.value
|
||||
seed += a5.value
|
||||
seed += a6.value
|
||||
seed += a7.value
|
||||
random.seed(seed)
|
||||
|
||||
random.seed(seed)
|
||||
|
||||
# Populate the game sequence
|
||||
return [random.randint(1,4) for i in range(SEQUENCE_LENGTH[skill_level])]
|
||||
# Populate the game sequence
|
||||
return [random.randint(1,4) for i in range(SEQUENCE_LENGTH[skill_level])]
|
||||
|
||||
def indicate_button(button, duration):
|
||||
# Turn them all off
|
||||
cpx.pixels.fill(0)
|
||||
cp.pixels.fill(0)
|
||||
# Turn on the ones for the given button
|
||||
for p in button['pixels']:
|
||||
cpx.pixels[p] = button['color']
|
||||
cp.pixels[p] = button['color']
|
||||
# Play button tone
|
||||
if button['freq'] == None:
|
||||
time.sleep(duration)
|
||||
else:
|
||||
cpx.play_tone(button['freq'], duration)
|
||||
cp.play_tone(button['freq'], duration)
|
||||
# Turn them all off again
|
||||
cpx.pixels.fill(0)
|
||||
|
||||
cp.pixels.fill(0)
|
||||
|
||||
def show_sequence(sequence, step):
|
||||
# Set tone playback duration based on current location
|
||||
if step <= 5:
|
||||
|
|
@ -88,21 +83,21 @@ def show_sequence(sequence, step):
|
|||
duration = 0.320
|
||||
else:
|
||||
duration = 0.220
|
||||
|
||||
|
||||
# Play back sequence up to current step
|
||||
for b in range(step):
|
||||
time.sleep(0.05)
|
||||
indicate_button(SIMON_BUTTONS[sequence[b]], duration)
|
||||
indicate_button(SIMON_BUTTONS[sequence[b]], duration)
|
||||
|
||||
def cap_map(b):
|
||||
if b == 1: return cpx.touch_A1
|
||||
if b == 2: return cpx.touch_A2
|
||||
if b == 3: return cpx.touch_A3
|
||||
if b == 4: return cpx.touch_A4
|
||||
if b == 5: return cpx.touch_A5
|
||||
if b == 6: return cpx.touch_A6
|
||||
if b == 7: return cpx.touch_A7
|
||||
|
||||
if b == 1: return cp.touch_A1
|
||||
if b == 2: return cp.touch_A2
|
||||
if b == 3: return cp.touch_A3
|
||||
if b == 4: return cp.touch_A4
|
||||
if b == 5: return cp.touch_A5
|
||||
if b == 6: return cp.touch_A6
|
||||
if b == 7: return cp.touch_TX
|
||||
|
||||
def get_button_press():
|
||||
# Loop over all the buttons
|
||||
for button in SIMON_BUTTONS.values():
|
||||
|
|
@ -115,61 +110,61 @@ def get_button_press():
|
|||
|
||||
def game_lost(step):
|
||||
# Show button that should have been pressed
|
||||
cpx.pixels.fill(0)
|
||||
cp.pixels.fill(0)
|
||||
for p in SIMON_BUTTONS[sequence[step]]['pixels']:
|
||||
cpx.pixels[p] = SIMON_BUTTONS[sequence[step]]['color']
|
||||
|
||||
cp.pixels[p] = SIMON_BUTTONS[sequence[step]]['color']
|
||||
|
||||
# Play sad sound :(
|
||||
cpx.play_tone(FAILURE_TONE, 1.5)
|
||||
|
||||
cp.play_tone(FAILURE_TONE, 1.5)
|
||||
|
||||
# And just sit here until reset
|
||||
while True:
|
||||
pass
|
||||
|
||||
|
||||
def game_won():
|
||||
# Play 'razz' special victory signal
|
||||
for i in range(3):
|
||||
indicate_button(SIMON_BUTTONS[4], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[2], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[3], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[1], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[4], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[4], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[2], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[3], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[1], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[4], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[2], 0.1)
|
||||
|
||||
# Change tones to failure tone
|
||||
for button in SIMON_BUTTONS.values():
|
||||
button['freq'] = FAILURE_TONE
|
||||
|
||||
|
||||
# Continue for another 0.8 seconds
|
||||
for i in range(2):
|
||||
indicate_button(SIMON_BUTTONS[3], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[1], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[4], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[2], 0.1)
|
||||
|
||||
indicate_button(SIMON_BUTTONS[3], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[1], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[4], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[2], 0.1)
|
||||
|
||||
# Change tones to silence
|
||||
for button in SIMON_BUTTONS.values():
|
||||
button['freq'] = None
|
||||
|
||||
|
||||
# Loop lights forever
|
||||
while True:
|
||||
indicate_button(SIMON_BUTTONS[3], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[1], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[4], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[2], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[3], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[1], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[4], 0.1)
|
||||
indicate_button(SIMON_BUTTONS[2], 0.1)
|
||||
|
||||
# Initialize setup
|
||||
cpx.pixels.fill(0)
|
||||
cpx.pixels[0] = 0xFFFFFF
|
||||
# Initialize setup
|
||||
cp.pixels.fill(0)
|
||||
cp.pixels[0] = 0xFFFFFF
|
||||
skill_level = choose_skill_level()
|
||||
sequence = new_game(skill_level)
|
||||
current_step = 1
|
||||
|
||||
#Loop forever
|
||||
# Loop forever
|
||||
while True:
|
||||
# Show sequence up to current step
|
||||
show_sequence(sequence, current_step)
|
||||
|
||||
|
||||
# Read player button presses
|
||||
for step in range(current_step):
|
||||
start_guess_time = time.monotonic()
|
||||
|
|
@ -177,12 +172,12 @@ while True:
|
|||
while (time.monotonic() - start_guess_time < GUESS_TIMEOUT) and (guess == None):
|
||||
guess = get_button_press()
|
||||
if not guess == SIMON_BUTTONS[sequence[step]]:
|
||||
game_lost(sequence[step])
|
||||
game_lost(step)
|
||||
|
||||
# Advance the game forward
|
||||
current_step += 1
|
||||
if current_step > len(sequence):
|
||||
game_won()
|
||||
|
||||
# Small delay before continuing
|
||||
|
||||
# Small delay before continuing
|
||||
time.sleep(SEQUENCE_DELAY)
|
||||
|
|
|
|||
Loading…
Reference in a new issue