Adafruit_Learning_System_Gu.../Macropad_Dragon_Drop/code.py
2022-02-23 14:26:51 -05:00

289 lines
13 KiB
Python

# SPDX-FileCopyrightText: 2021 Phillip Burgess for Adafruit Industries
#
# SPDX-License-Identifier: MIT
"""
Dragon Drop: a simple game for Adafruit MACROPAD. Uses OLED display in
portrait (vertical) orientation. Tap one of four keys across a row to
catch falling eggs before they hit the ground. Avoid fireballs.
"""
# pylint: disable=import-error, unused-import
import gc
import random
import time
import displayio
import adafruit_imageload
from adafruit_macropad import MacroPad
from adafruit_bitmap_font import bitmap_font
from adafruit_display_text import label
from adafruit_progressbar.progressbar import HorizontalProgressBar
import board # These three can be removed
import audiocore # if/when MacroPad library
import audiopwmio # adds background audio
# CONFIGURABLES ------------------------
MAX_EGGS = 7 # Max count of all projectiles; some are fireballs
PATH = '/dragondrop/' # Location of graphics, fonts, WAVs, etc.
# UTILITY FUNCTIONS AND CLASSES --------
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')))
def show_screen(group):
""" Activate a given displayio group, pause until keypress. """
macropad.display.show(group)
macropad.display.refresh()
# Purge any queued up key events...
while macropad.keys.events.get():
pass
while True: # ...then wait for first new key press event
key_event = macropad.keys.events.get()
if key_event and key_event.pressed:
return
# pylint: disable=too-few-public-methods
class Sprite:
""" Class holds sprite (eggs, fireballs) state information. """
def __init__(self, col, start_time):
self.column = col # 0-3
self.is_fire = (random.random() < 0.25) # 1/4 chance of fireballs
self.start_time = start_time # For drop physics
self.paused = False
# 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
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',
bitmap=displayio.Bitmap,
palette=displayio.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))
# Bitmap containing eggs, hatchling and fireballs
sprite_bitmap, sprite_palette = adafruit_imageload.load(
PATH + 'sprites.bmp', bitmap=displayio.Bitmap, palette=displayio.Palette)
sprite_palette.make_transparent(0)
play_group = displayio.Group()
# Bitmap containing five shadow tiles ('no shadow' through 'max shadow')
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,
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),
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,
anchor_point=(0.5, 0.0),
anchored_position=(macropad.display.width // 2,
10)))
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,
width=1, height=1,
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,
90)))
# MAIN LOOP -- alternates play and end-game screens --------
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.monotonic()
# PLAY UNTIL LIFE BAR DEPLETED -----
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
while True:
event = macropad.keys.events.get()
if not event:
break
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
# 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
column = sprite.column
elapsed = now - sprite.start_time # Time since add or pause event
if sprite.is_fire:
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
continue
if not sprite.is_fire:
column_max[column] = max(column_max[column],
macropad.display.height - 22)
else: # Sprite in motion
y = speed * elapsed * elapsed - 16
# Track top of all sprites, bottom of eggs only
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
# 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)
continue
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)
for x in range(0, 9, 4):
macropad.pixels[x + sprite.column] = (255, 0, 0)
else: # Is egg...
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
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:
# Egg caught at right time
background_sound('rawr.wav')
sprite.paused = True
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:
# Egg caught too early
background_sound('splat.wav')
sprite.paused = True
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)
# 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))
# 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):
# Pick a column randomly...if it's occupied, keep trying...
while True:
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,
width=1, height=1,
tile_width=16,
tile_height=sprite_bitmap.height,
x=column * 16,
y=-16))
break
macropad.display.refresh()
macropad.pixels.show()
if not audio.playing:
# pylint: disable=protected-access
macropad._speaker_enable.value = False
gc.collect()
# Encoder button pauses/resumes game.
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()
# 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
# GAME OVER ------------------------
time.sleep(1.5) # Pause display for a moment
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[]
# 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)