lowercase variables in macropad scripts; a few minor pylint fixes

This commit is contained in:
Dan Halbert 2021-08-05 15:14:12 -04:00
parent dd04d13339
commit 6be682f4a0
3 changed files with 196 additions and 196 deletions

View file

@ -31,19 +31,19 @@ def background_sound(filename):
""" Start a WAV file playing in the background (non-blocking). This
func can be removed if/when MacroPad lib gets background audio. """
# pylint: disable=protected-access
MACROPAD._speaker_enable.value = True
AUDIO.play(audiocore.WaveFile(open(PATH + filename, 'rb')))
macropad._speaker_enable.value = True
audio.play(audiocore.WaveFile(open(PATH + filename, 'rb')))
def show_screen(group):
""" Activate a given displayio group, pause until keypress. """
MACROPAD.display.show(group)
MACROPAD.display.refresh()
macropad.display.show(group)
macropad.display.refresh()
# Purge any queued up key events...
while MACROPAD.keys.events.get():
while macropad.keys.events.get():
pass
while True: # ...then wait for first new key press event
event = MACROPAD.keys.events.get()
if event and event.pressed:
key_event = macropad.keys.events.get()
if key_event and key_event.pressed:
return
# pylint: disable=too-few-public-methods
@ -58,228 +58,228 @@ class Sprite:
# ONE-TIME INITIALIZATION --------------
MACROPAD = MacroPad(rotation=90)
MACROPAD.display.auto_refresh = False
MACROPAD.pixels.auto_write = False
MACROPAD.pixels.brightness = 0.5
AUDIO = audiopwmio.PWMAudioOut(board.SPEAKER) # For background audio
macropad = MacroPad(rotation=90)
macropad.display.auto_refresh = False
macropad.pixels.auto_write = False
macropad.pixels.brightness = 0.5
audio = audiopwmio.PWMAudioOut(board.SPEAKER) # For background audio
FONT = bitmap_font.load_font(PATH + 'cursive-smart.pcf')
font = bitmap_font.load_font(PATH + 'cursive-smart.pcf')
# Create 3 displayio groups -- one each for the title, play and end screens.
TITLE_GROUP = displayio.Group()
TITLE_BITMAP, TITLE_PALETTE = adafruit_imageload.load(PATH + 'title.bmp',
title_group = displayio.Group()
title_bitmap, title_palette = adafruit_imageload.load(PATH + 'title.bmp',
bitmap=displayio.Bitmap,
palette=displayio.Palette)
TITLE_GROUP.append(displayio.TileGrid(TITLE_BITMAP, pixel_shader=TITLE_PALETTE,
title_group.append(displayio.TileGrid(title_bitmap, pixel_shader=title_palette,
width=1, height=1,
tile_width=TITLE_BITMAP.width,
tile_height=TITLE_BITMAP.height))
tile_width=title_bitmap.width,
tile_height=title_bitmap.height))
# Bitmap containing eggs, hatchling and fireballs
SPRITE_BITMAP, SPRITE_PALETTE = adafruit_imageload.load(
sprite_bitmap, sprite_palette = adafruit_imageload.load(
PATH + 'sprites.bmp', bitmap=displayio.Bitmap, palette=displayio.Palette)
SPRITE_PALETTE.make_transparent(0)
sprite_palette.make_transparent(0)
PLAY_GROUP = displayio.Group()
play_group = displayio.Group()
# Bitmap containing five shadow tiles ('no shadow' through 'max shadow')
SHADOW_BITMAP, SHADOW_PALETTE = adafruit_imageload.load(
shadow_bitmap, shadow_palette = adafruit_imageload.load(
PATH + 'shadow.bmp', bitmap=displayio.Bitmap, palette=displayio.Palette)
# Tilegrid with four shadow tiles; one per column
SHADOW = displayio.TileGrid(SHADOW_BITMAP, pixel_shader=SHADOW_PALETTE,
shadow = displayio.TileGrid(shadow_bitmap, pixel_shader=shadow_palette,
width=4, height=1, tile_width=16,
tile_height=SHADOW_BITMAP.height, x=0,
y=MACROPAD.display.height - SHADOW_BITMAP.height)
PLAY_GROUP.append(SHADOW)
SHADOW_SCALE = 5 / (MACROPAD.display.height - 20) # For picking shadow sprite
LIFE_BAR = HorizontalProgressBar((0, 0), (MACROPAD.display.width, 7),
tile_height=shadow_bitmap.height, x=0,
y=macropad.display.height - shadow_bitmap.height)
play_group.append(shadow)
shadow_scale = 5 / (macropad.display.height - 20) # For picking shadow sprite
life_bar = HorizontalProgressBar((0, 0), (macropad.display.width, 7),
value=100, min_value=0, max_value=100,
bar_color=0xFFFFFF, outline_color=0xFFFFFF,
fill_color=0, margin_size=1)
PLAY_GROUP.append(LIFE_BAR)
# Score is last object in PLAY_GROUP, can be indexed as -1
PLAY_GROUP.append(label.Label(FONT, text='0', color=0xFFFFFF,
play_group.append(life_bar)
# Score is last object in play_group, can be indexed as -1
play_group.append(label.Label(font, text='0', color=0xFFFFFF,
anchor_point=(0.5, 0.0),
anchored_position=(MACROPAD.display.width // 2,
anchored_position=(macropad.display.width // 2,
10)))
END_GROUP = displayio.Group()
END_BITMAP, END_PALETTE = adafruit_imageload.load(
end_group = displayio.Group()
end_bitmap, end_palette = adafruit_imageload.load(
PATH + 'gameover.bmp', bitmap=displayio.Bitmap, palette=displayio.Palette)
END_GROUP.append(displayio.TileGrid(END_BITMAP, pixel_shader=END_PALETTE,
end_group.append(displayio.TileGrid(end_bitmap, pixel_shader=end_palette,
width=1, height=1,
tile_width=END_BITMAP.width,
tile_height=END_BITMAP.height))
END_GROUP.append(label.Label(FONT, text='0', color=0xFFFFFF,
tile_width=end_bitmap.width,
tile_height=end_bitmap.height))
end_group.append(label.Label(font, text='0', color=0xFFFFFF,
anchor_point=(0.5, 0.0),
anchored_position=(MACROPAD.display.width // 2,
anchored_position=(macropad.display.width // 2,
90)))
# MAIN LOOP -- alternates play and end-game screens --------
show_screen(TITLE_GROUP) # Just do this once on startup
show_screen(title_group) # Just do this once on startup
while True:
# NEW GAME -------------------------
SPRITES = []
SCORE = 0
PLAY_GROUP[-1].text = '0' # Score text
LIFE_BAR.value = 100
AUDIO.stop()
MACROPAD.display.show(PLAY_GROUP)
MACROPAD.display.refresh()
START_TIME = time.monotonic()
sprites = []
score = 0
play_group[-1].text = '0' # Score text
life_bar.value = 100
audio.stop()
macropad.display.show(play_group)
macropad.display.refresh()
start = time.monotonic()
# PLAY UNTIL LIFE BAR DEPLETED -----
while LIFE_BAR.value > 0:
NOW = time.monotonic()
SPEED = 10 + (NOW - START_TIME) / 30 # Gradually speed up
FIRE_SPRITE = 3 + int((NOW * 6) % 2.0) # For animating fire
while life_bar.value > 0:
now = time.monotonic()
speed = 10 + (now - start) / 30 # Gradually speed up
fire_sprite = 3 + int((now * 6) % 2.0) # For animating fire
# Coalese any/all queued-up keypress events per column
COLUMN_PRESSED = [False] * 4
column_pressed = [False] * 4
while True:
EVENT = MACROPAD.keys.events.get()
if not EVENT:
event = macropad.keys.events.get()
if not event:
break
if EVENT.pressed:
COLUMN_PRESSED[EVENT.key_number % 4] = True
if event.pressed:
column_pressed[event.key_number % 4] = True
# For determining upper/lower extents of active egg sprites per column
COLUMN_MIN = [MACROPAD.display.height] * 4
COLUMN_MAX = [0] * 4
column_min = [macropad.display.height] * 4
column_max = [0] * 4
# Traverse sprite list backwards so we can pop() without index problems
for i in range(len(SPRITES) - 1, -1, -1):
sprite = SPRITES[i]
tile = PLAY_GROUP[i + 1] # Corresponding 1x1 TileGrid for sprite
for i in range(len(sprites) - 1, -1, -1):
sprite = sprites[i]
tile = play_group[i + 1] # Corresponding 1x1 TileGrid for sprite
column = sprite.column
elapsed = NOW - sprite.start_time # Time since add or pause event
elapsed = now - sprite.start_time # Time since add or pause event
if sprite.is_fire:
tile[0] = FIRE_SPRITE # Animate all flame sprites
tile[0] = fire_sprite # Animate all flame sprites
if sprite.paused: # Sprite at bottom of screen
if elapsed > 0.75: # Hold position for 3/4 second,
for x in range(0, 9, 4): # then LEDs off,
MACROPAD.pixels[x + sprite.column] = (0, 0, 0)
SPRITES.pop(i) # and delete Sprite object and
PLAY_GROUP.pop(i + 1) # element from displayio group
macropad.pixels[x + sprite.column] = (0, 0, 0)
sprites.pop(i) # and delete Sprite object and
play_group.pop(i + 1) # element from displayio group
continue
if not sprite.is_fire:
COLUMN_MAX[column] = max(COLUMN_MAX[column],
MACROPAD.display.height - 22)
column_max[column] = max(column_max[column],
macropad.display.height - 22)
else: # Sprite in motion
y = SPEED * elapsed * elapsed - 16
y = speed * elapsed * elapsed - 16
# Track top of all sprites, bottom of eggs only
COLUMN_MIN[column] = min(COLUMN_MIN[column], y)
column_min[column] = min(column_min[column], y)
if not sprite.is_fire:
COLUMN_MAX[column] = max(COLUMN_MAX[column], y)
tile.y = int(y) # Sprite's vertical pos. in PLAY_GROUP
column_max[column] = max(column_max[column], y)
tile.y = int(y) # Sprite's vertical pos. in play_group
# Handle various catch or off-bottom actions...
if sprite.is_fire:
if y >= MACROPAD.display.height: # Off bottom of screen,
SPRITES.pop(i) # remove fireball sprite
PLAY_GROUP.pop(i + 1)
if y >= macropad.display.height: # Off bottom of screen,
sprites.pop(i) # remove fireball sprite
play_group.pop(i + 1)
continue
elif y >= MACROPAD.display.height - 40:
if COLUMN_PRESSED[column]:
if y >= macropad.display.height - 40:
if column_pressed[column]:
# Fireball caught, ouch!
background_sound('sizzle.wav') # I smell bacon
sprite.paused = True
sprite.start_time = NOW
tile.y = MACROPAD.display.height - 20
LIFE_BAR.value = max(0, LIFE_BAR.value - 5)
sprite.start_time = now
tile.y = macropad.display.height - 20
life_bar.value = max(0, life_bar.value - 5)
for x in range(0, 9, 4):
MACROPAD.pixels[x + sprite.column] = (255, 0, 0)
macropad.pixels[x + sprite.column] = (255, 0, 0)
else: # Is egg...
if y >= MACROPAD.display.height - 22:
if y >= macropad.display.height - 22:
# Egg hit ground
background_sound('splat.wav')
sprite.paused = True
sprite.start_time = NOW
tile.y = MACROPAD.display.height - 22
sprite.start_time = now
tile.y = macropad.display.height - 22
tile[0] = 1 # Change sprite to broken egg
LIFE_BAR.value = max(0, LIFE_BAR.value - 5)
MACROPAD.pixels[8 + sprite.column] = (255, 255, 0)
elif COLUMN_PRESSED[column]:
if y >= MACROPAD.display.height - 40:
life_bar.value = max(0, life_bar.value - 5)
macropad.pixels[8 + sprite.column] = (255, 255, 0)
elif column_pressed[column]:
if y >= macropad.display.height - 40:
# Egg caught at right time
background_sound('rawr.wav')
sprite.paused = True
sprite.start_time = NOW
tile.y = MACROPAD.display.height - 22
sprite.start_time = now
tile.y = macropad.display.height - 22
tile[0] = 2 # Hatchling
MACROPAD.pixels[4 + sprite.column] = (0, 255, 0)
SCORE += 10
PLAY_GROUP[-1].text = str(SCORE)
elif y >= MACROPAD.display.height - 58:
macropad.pixels[4 + sprite.column] = (0, 255, 0)
score += 10
play_group[-1].text = str(score)
elif y >= macropad.display.height - 58:
# Egg caught too early
background_sound('splat.wav')
sprite.paused = True
sprite.start_time = NOW
tile.y = MACROPAD.display.height - 40
sprite.start_time = now
tile.y = macropad.display.height - 40
tile[0] = 1 # Broken egg
LIFE_BAR.value = max(0, LIFE_BAR.value - 5)
MACROPAD.pixels[sprite.column] = (255, 255, 0)
life_bar.value = max(0, life_bar.value - 5)
macropad.pixels[sprite.column] = (255, 255, 0)
# Select shadow bitmaps based on each column's lowest egg
for i in range(4):
SHADOW[i] = min(4, int(COLUMN_MAX[i] * SHADOW_SCALE))
shadow[i] = min(4, int(column_max[i] * shadow_scale))
# Time to introduce a new sprite? 1/20 chance each frame, if space
if (len(SPRITES) < MAX_EGGS and random.random() < 0.05 and
max(COLUMN_MIN) > 16):
if (len(sprites) < MAX_EGGS and random.random() < 0.05 and
max(column_min) > 16):
# Pick a column randomly...if it's occupied, keep trying...
while True:
COLUMN = random.randint(0, 3)
if COLUMN_MIN[COLUMN] > 16:
column = random.randint(0, 3)
if column_min[column] > 16:
# Found a clear spot. Add sprite and break loop
SPRITES.append(Sprite(COLUMN, NOW))
PLAY_GROUP.insert(-2, displayio.TileGrid(SPRITE_BITMAP,
pixel_shader=SPRITE_PALETTE,
sprites.append(Sprite(column, now))
play_group.insert(-2, displayio.TileGrid(sprite_bitmap,
pixel_shader=sprite_palette,
width=1, height=1,
tile_width=16,
tile_height=SPRITE_BITMAP.height,
x=COLUMN * 16,
tile_height=sprite_bitmap.height,
x=column * 16,
y=-16))
break
MACROPAD.display.refresh()
MACROPAD.pixels.show()
if not AUDIO.playing:
macropad.display.refresh()
macropad.pixels.show()
if not audio.playing:
# pylint: disable=protected-access
MACROPAD._speaker_enable.value = False
macropad._speaker_enable.value = False
gc.collect()
# Encoder button pauses/resumes game.
MACROPAD.encoder_switch_debounced.update()
if MACROPAD.encoder_switch_debounced.pressed:
macropad.encoder_switch_debounced.update()
if macropad.encoder_switch_debounced.pressed:
for n in (True, False, True): # Press, release, press
while n == MACROPAD.encoder_switch_debounced.pressed:
MACROPAD.encoder_switch_debounced.update()
while n == macropad.encoder_switch_debounced.pressed:
macropad.encoder_switch_debounced.update()
# Sprite start times must be offset by pause duration
# because time.monotonic() is used for drop physics.
NOW = time.monotonic() - NOW # Pause duration
for sprite in SPRITES:
sprite.start_time += NOW
now = time.monotonic() - now # Pause duration
for sprite in sprites:
sprite.start_time += now
# GAME OVER ------------------------
time.sleep(1.5) # Pause display for a moment
MACROPAD.pixels.fill(0)
MACROPAD.pixels.show()
macropad.pixels.fill(0)
macropad.pixels.show()
# pylint: disable=protected-access
MACROPAD._speaker_enable.value = False
# Pop any sprites from PLAY_GROUP (other elements remain, and SPRITES[]
macropad._speaker_enable.value = False
# Pop any sprites from play_group (other elements remain, and sprites[]
# list is cleared at start of next game).
for _ in SPRITES:
PLAY_GROUP.pop(1)
END_GROUP[-1].text = str(SCORE)
show_screen(END_GROUP)
for _ in sprites:
play_group.pop(1)
end_group[-1].text = str(score)
show_screen(end_group)

View file

@ -34,116 +34,116 @@ class App:
def switch(self):
""" Activate application settings; update OLED labels and LED
colors. """
GROUP[13].text = self.name # Application name
group[13].text = self.name # Application name
for i in range(12):
if i < len(self.macros): # Key in use, set label + LED color
MACROPAD.pixels[i] = self.macros[i][0]
GROUP[i].text = self.macros[i][1]
macropad.pixels[i] = self.macros[i][0]
group[i].text = self.macros[i][1]
else: # Key not in use, no label or LED
MACROPAD.pixels[i] = 0
GROUP[i].text = ''
MACROPAD.keyboard.release_all()
MACROPAD.pixels.show()
MACROPAD.display.refresh()
macropad.pixels[i] = 0
group[i].text = ''
macropad.keyboard.release_all()
macropad.pixels.show()
macropad.display.refresh()
# INITIALIZATION -----------------------
MACROPAD = MacroPad()
MACROPAD.display.auto_refresh = False
MACROPAD.pixels.auto_write = False
macropad = MacroPad()
macropad.display.auto_refresh = False
macropad.pixels.auto_write = False
# Set up displayio group with all the labels
GROUP = displayio.Group()
for KEY_INDEX in range(12):
x = KEY_INDEX % 3
y = KEY_INDEX // 3
GROUP.append(label.Label(terminalio.FONT, text='', color=0xFFFFFF,
anchored_position=((MACROPAD.display.width - 1) * x / 2,
MACROPAD.display.height - 1 -
group = displayio.Group()
for key_index in range(12):
x = key_index % 3
y = key_index // 3
group.append(label.Label(terminalio.FONT, text='', color=0xFFFFFF,
anchored_position=((macropad.display.width - 1) * x / 2,
macropad.display.height - 1 -
(3 - y) * 12),
anchor_point=(x / 2, 1.0)))
GROUP.append(Rect(0, 0, MACROPAD.display.width, 12, fill=0xFFFFFF))
GROUP.append(label.Label(terminalio.FONT, text='', color=0x000000,
anchored_position=(MACROPAD.display.width//2, -2),
group.append(Rect(0, 0, macropad.display.width, 12, fill=0xFFFFFF))
group.append(label.Label(terminalio.FONT, text='', color=0x000000,
anchored_position=(macropad.display.width//2, -2),
anchor_point=(0.5, 0.0)))
MACROPAD.display.show(GROUP)
macropad.display.show(group)
# Load all the macro key setups from .py files in MACRO_FOLDER
APPS = []
FILES = os.listdir(MACRO_FOLDER)
FILES.sort()
for FILENAME in FILES:
if FILENAME.endswith('.py'):
apps = []
files = os.listdir(MACRO_FOLDER)
files.sort()
for filename in files:
if filename.endswith('.py'):
try:
module = __import__(MACRO_FOLDER + '/' + FILENAME[:-3])
APPS.append(App(module.app))
module = __import__(MACRO_FOLDER + '/' + filename[:-3])
apps.append(App(module.app))
except (SyntaxError, ImportError, AttributeError, KeyError, NameError,
IndexError, TypeError) as err:
pass
if not APPS:
GROUP[13].text = 'NO MACRO FILES FOUND'
MACROPAD.display.refresh()
if not apps:
group[13].text = 'NO MACRO FILES FOUND'
macropad.display.refresh()
while True:
pass
LAST_POSITION = None
LAST_ENCODER_SWITCH = MACROPAD.encoder_switch_debounced.pressed
APP_INDEX = 0
APPS[APP_INDEX].switch()
last_position = None
last_encoder_switch = macropad.encoder_switch_debounced.pressed
app_index = 0
apps[app_index].switch()
# MAIN LOOP ----------------------------
while True:
# Read encoder position. If it's changed, switch apps.
POSITION = MACROPAD.encoder
if POSITION != LAST_POSITION:
APP_INDEX = POSITION % len(APPS)
APPS[APP_INDEX].switch()
LAST_POSITION = POSITION
position = macropad.encoder
if position != last_position:
app_index = position % len(apps)
apps[app_index].switch()
last_position = position
# Handle encoder button. If state has changed, and if there's a
# corresponding macro, set up variables to act on this just like
# the keypad keys, as if it were a 13th key/macro.
MACROPAD.encoder_switch_debounced.update()
ENCODER_SWITCH = MACROPAD.encoder_switch_debounced.pressed
if ENCODER_SWITCH != LAST_ENCODER_SWITCH:
LAST_ENCODER_SWITCH = ENCODER_SWITCH
if len(APPS[APP_INDEX].macros) < 13:
macropad.encoder_switch_debounced.update()
encoder_switch = macropad.encoder_switch_debounced.pressed
if encoder_switch != last_encoder_switch:
last_encoder_switch = encoder_switch
if len(apps[app_index].macros) < 13:
continue # No 13th macro, just resume main loop
KEY_NUMBER = 12 # else process below as 13th macro
PRESSED = ENCODER_SWITCH
key_number = 12 # else process below as 13th macro
pressed = encoder_switch
else:
EVENT = MACROPAD.keys.events.get()
if not EVENT or EVENT.key_number >= len(APPS[APP_INDEX].macros):
event = macropad.keys.events.get()
if not event or event.key_number >= len(apps[app_index].macros):
continue # No key events, or no corresponding macro, resume loop
KEY_NUMBER = EVENT.key_number
PRESSED = EVENT.pressed
key_number = event.key_number
pressed = event.pressed
# If code reaches here, a key or the encoder button WAS pressed/released
# and there IS a corresponding macro available for it...other situations
# are avoided by 'continue' statements above which resume the loop.
SEQUENCE = APPS[APP_INDEX].macros[KEY_NUMBER][2]
if PRESSED:
if KEY_NUMBER < 12: # No pixel for encoder button
MACROPAD.pixels[KEY_NUMBER] = 0xFFFFFF
MACROPAD.pixels.show()
for item in SEQUENCE:
sequence = apps[app_index].macros[key_number][2]
if pressed:
if key_number < 12: # No pixel for encoder button
macropad.pixels[key_number] = 0xFFFFFF
macropad.pixels.show()
for item in sequence:
if isinstance(item, int):
if item >= 0:
MACROPAD.keyboard.press(item)
macropad.keyboard.press(item)
else:
MACROPAD.keyboard.release(-item)
macropad.keyboard.release(-item)
else:
MACROPAD.keyboard_layout.write(item)
macropad.keyboard_layout.write(item)
else:
# Release any still-pressed modifier keys
for item in SEQUENCE:
for item in sequence:
if isinstance(item, int) and item >= 0:
MACROPAD.keyboard.release(item)
if KEY_NUMBER < 12: # No pixel for encoder button
MACROPAD.pixels[KEY_NUMBER] = APPS[APP_INDEX].macros[KEY_NUMBER][0]
MACROPAD.pixels.show()
macropad.keyboard.release(item)
if key_number < 12: # No pixel for encoder button
macropad.pixels[key_number] = apps[app_index].macros[key_number][0]
macropad.pixels.show()

View file

@ -9,7 +9,7 @@ app = { # REQUIRED dict, must be named 'app'
# 1st row ----------
(0x202000, '7', ['7']),
(0x202000, '8', ['8']),
(0x202000, '9', ['9']),
(0x202000, '9', ['9']),
# 2nd row ----------
(0x202000, '4', ['4']),
(0x202000, '5', ['5']),
@ -17,7 +17,7 @@ app = { # REQUIRED dict, must be named 'app'
# 3rd row ----------
(0x202000, '1', ['1']),
(0x202000, '2', ['2']),
(0x202000, '3', ['3']),
(0x202000, '3', ['3']),
# 4th row ----------
(0x101010, '*', ['*']),
(0x800000, '0', ['0']),