271 lines
12 KiB
Python
271 lines
12 KiB
Python
"""
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Dragon Drop: a simple game for Adafruit MACROPAD. Uses OLED display in
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portrait (vertical) orientation. Tap one of four keys across a row to
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catch falling eggs before they hit the ground. Avoid fireballs.
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"""
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# pylint: disable=import-error, unused-import
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import gc
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import random
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import time
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import displayio
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import adafruit_imageload
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from adafruit_macropad import MacroPad
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from adafruit_bitmap_font import bitmap_font
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from adafruit_display_text import label
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from adafruit_progressbar.progressbar import HorizontalProgressBar
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import board # These three can be removed
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import audiocore # if/when MacroPad library
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import audiopwmio # adds background audio
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# CONFIGURABLES ------------------------
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MAX_EGGS = 7 # Max count of all projectiles; some are fireballs
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PATH = '/dragondrop/' # Location of graphics, fonts, WAVs, etc.
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# UTILITY FUNCTIONS AND CLASSES --------
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def background_sound(filename):
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""" Start a WAV file playing in the background (non-blocking). This
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func can be removed if/when MacroPad lib gets background audio. """
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# pylint: disable=protected-access
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MACROPAD._speaker_enable.value = True
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AUDIO.play(audiocore.WaveFile(open(PATH + filename, 'rb')))
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def show_screen(group):
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""" Activate a given displayio group, pause until keypress. """
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MACROPAD.display.show(group)
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MACROPAD.display.refresh()
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# Purge any queued up key events...
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while MACROPAD.keys.events.get():
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pass
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while True: # ...then wait for first new key press event
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event = MACROPAD.keys.events.get()
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if event and event.pressed:
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return
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# pylint: disable=too-few-public-methods
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class Sprite:
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""" Class holds sprite (eggs, fireballs) state information. """
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def __init__(self, col, start_time):
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self.column = col # 0-3
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self.is_fire = (random.random() < 0.25) # 1/4 chance of fireballs
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self.start_time = start_time # For drop physics
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self.paused = False
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# ONE-TIME INITIALIZATION --------------
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MACROPAD = MacroPad(rotation=90)
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MACROPAD.display.auto_refresh = False
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MACROPAD.pixels.auto_write = False
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MACROPAD.pixels.brightness = 0.5
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AUDIO = audiopwmio.PWMAudioOut(board.SPEAKER) # For background audio
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FONT = bitmap_font.load_font(PATH + 'cursive-smart.pcf')
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# Create 3 displayio groups -- one each for the title, play and end screens.
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TITLE_GROUP = displayio.Group()
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TITLE_BITMAP, TITLE_PALETTE = adafruit_imageload.load(PATH + 'title.bmp',
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bitmap=displayio.Bitmap,
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palette=displayio.Palette)
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TITLE_GROUP.append(displayio.TileGrid(TITLE_BITMAP, pixel_shader=TITLE_PALETTE,
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width=1, height=1,
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tile_width=TITLE_BITMAP.width,
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tile_height=TITLE_BITMAP.height))
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# Bitmap containing eggs, hatchling and fireballs
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SPRITE_BITMAP, SPRITE_PALETTE = adafruit_imageload.load(
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PATH + 'sprites.bmp', bitmap=displayio.Bitmap, palette=displayio.Palette)
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SPRITE_PALETTE.make_transparent(0)
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PLAY_GROUP = displayio.Group()
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# Bitmap containing five shadow tiles ('no shadow' through 'max shadow')
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SHADOW_BITMAP, SHADOW_PALETTE = adafruit_imageload.load(
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PATH + 'shadow.bmp', bitmap=displayio.Bitmap, palette=displayio.Palette)
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# Tilegrid with four shadow tiles; one per column
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SHADOW = displayio.TileGrid(SHADOW_BITMAP, pixel_shader=SHADOW_PALETTE,
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width=4, height=1, tile_width=16,
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tile_height=SHADOW_BITMAP.height, x=0,
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y=MACROPAD.display.height - SHADOW_BITMAP.height)
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PLAY_GROUP.append(SHADOW)
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SHADOW_SCALE = 5 / (MACROPAD.display.height - 20) # For picking shadow sprite
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LIFE_BAR = HorizontalProgressBar((0, 0), (MACROPAD.display.width, 7),
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value=100, min_value=0, max_value=100,
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bar_color=0xFFFFFF, outline_color=0xFFFFFF,
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fill_color=0, margin_size=1)
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PLAY_GROUP.append(LIFE_BAR)
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# Score is last object in PLAY_GROUP, can be indexed as -1
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PLAY_GROUP.append(label.Label(FONT, text='0', color=0xFFFFFF,
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anchor_point=(0.5, 0.0),
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anchored_position=(MACROPAD.display.width // 2,
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10)))
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END_GROUP = displayio.Group()
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END_BITMAP, END_PALETTE = adafruit_imageload.load(
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PATH + 'gameover.bmp', bitmap=displayio.Bitmap, palette=displayio.Palette)
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END_GROUP.append(displayio.TileGrid(END_BITMAP, pixel_shader=END_PALETTE,
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width=1, height=1,
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tile_width=END_BITMAP.width,
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tile_height=END_BITMAP.height))
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END_GROUP.append(label.Label(FONT, text='0', color=0xFFFFFF,
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anchor_point=(0.5, 0.0),
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anchored_position=(MACROPAD.display.width // 2,
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90)))
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# MAIN LOOP -- alternates play and end-game screens --------
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show_screen(TITLE_GROUP) # Just do this once on startup
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while True:
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# NEW GAME -------------------------
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SPRITES = []
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SCORE = 0
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PLAY_GROUP[-1].text = '0' # Score text
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LIFE_BAR.value = 100
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AUDIO.stop()
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MACROPAD.display.show(PLAY_GROUP)
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MACROPAD.display.refresh()
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START_TIME = time.monotonic()
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# PLAY UNTIL LIFE BAR DEPLETED -----
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while LIFE_BAR.value > 0:
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NOW = time.monotonic()
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SPEED = 10 + (NOW - START_TIME) / 30 # Gradually speed up
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FIRE_SPRITE = 3 + int((NOW * 6) % 2.0) # For animating fire
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# Coalese any/all queued-up keypress events per column
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COLUMN_PRESSED = [False] * 4
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while True:
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EVENT = MACROPAD.keys.events.get()
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if not EVENT:
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break
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if EVENT.pressed:
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COLUMN_PRESSED[EVENT.key_number % 4] = True
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# For determining upper/lower extents of active egg sprites per column
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COLUMN_MIN = [MACROPAD.display.height] * 4
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COLUMN_MAX = [0] * 4
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# Traverse sprite list backwards so we can pop() without index problems
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for i in range(len(SPRITES) - 1, -1, -1):
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sprite = SPRITES[i]
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tile = PLAY_GROUP[i + 1] # Corresponding 1x1 TileGrid for sprite
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column = sprite.column
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elapsed = NOW - sprite.start_time # Time since add or pause event
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if sprite.is_fire:
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tile[0] = FIRE_SPRITE # Animate all flame sprites
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if sprite.paused: # Sprite at bottom of screen
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if elapsed > 0.75: # Hold position for 3/4 second,
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for x in range(0, 9, 4): # then LEDs off,
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MACROPAD.pixels[x + sprite.column] = (0, 0, 0)
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SPRITES.pop(i) # and delete Sprite object and
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PLAY_GROUP.pop(i + 1) # element from displayio group
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continue
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if not sprite.is_fire:
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COLUMN_MAX[column] = max(COLUMN_MAX[column],
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MACROPAD.display.height - 22)
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else: # Sprite in motion
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y = SPEED * elapsed * elapsed - 16
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# Track top of all sprites, bottom of eggs only
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COLUMN_MIN[column] = min(COLUMN_MIN[column], y)
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if not sprite.is_fire:
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COLUMN_MAX[column] = max(COLUMN_MAX[column], y)
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tile.y = int(y) # Sprite's vertical pos. in PLAY_GROUP
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# Handle various catch or off-bottom actions...
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if sprite.is_fire:
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if y >= MACROPAD.display.height: # Off bottom of screen,
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SPRITES.pop(i) # remove fireball sprite
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PLAY_GROUP.pop(i + 1)
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continue
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elif y >= MACROPAD.display.height - 40:
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if COLUMN_PRESSED[column]:
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# Fireball caught, ouch!
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background_sound('sizzle.wav') # I smell bacon
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sprite.paused = True
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sprite.start_time = NOW
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tile.y = MACROPAD.display.height - 20
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LIFE_BAR.value = max(0, LIFE_BAR.value - 5)
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for x in range(0, 9, 4):
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MACROPAD.pixels[x + sprite.column] = (255, 0, 0)
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else: # Is egg...
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if y >= MACROPAD.display.height - 22:
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# Egg hit ground
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background_sound('splat.wav')
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sprite.paused = True
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sprite.start_time = NOW
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tile.y = MACROPAD.display.height - 22
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tile[0] = 1 # Change sprite to broken egg
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LIFE_BAR.value = max(0, LIFE_BAR.value - 5)
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MACROPAD.pixels[8 + sprite.column] = (255, 255, 0)
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elif COLUMN_PRESSED[column]:
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if y >= MACROPAD.display.height - 40:
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# Egg caught at right time
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background_sound('rawr.wav')
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sprite.paused = True
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sprite.start_time = NOW
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tile.y = MACROPAD.display.height - 22
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tile[0] = 2 # Hatchling
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MACROPAD.pixels[4 + sprite.column] = (0, 255, 0)
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SCORE += 10
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PLAY_GROUP[-1].text = str(SCORE)
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elif y >= MACROPAD.display.height - 58:
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# Egg caught too early
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background_sound('splat.wav')
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sprite.paused = True
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sprite.start_time = NOW
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tile.y = MACROPAD.display.height - 40
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tile[0] = 1 # Broken egg
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LIFE_BAR.value = max(0, LIFE_BAR.value - 5)
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MACROPAD.pixels[sprite.column] = (255, 255, 0)
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# Select shadow bitmaps based on each column's lowest egg
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for i in range(4):
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SHADOW[i] = min(4, int(COLUMN_MAX[i] * SHADOW_SCALE))
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# Time to introduce a new sprite? 1/20 chance each frame, if space
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if (len(SPRITES) < MAX_EGGS and random.random() < 0.05 and
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max(COLUMN_MIN) > 16):
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# Pick a column randomly...if it's occupied, keep trying...
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while True:
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COLUMN = random.randint(0, 3)
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if COLUMN_MIN[COLUMN] > 16:
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# Found a clear spot. Add sprite and break loop
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SPRITES.append(Sprite(COLUMN, NOW))
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PLAY_GROUP.insert(-2, displayio.TileGrid(SPRITE_BITMAP,
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pixel_shader=SPRITE_PALETTE,
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width=1, height=1,
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tile_width=16,
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tile_height=SPRITE_BITMAP.height,
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x=COLUMN * 16,
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y=-16))
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break
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MACROPAD.display.refresh()
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MACROPAD.pixels.show()
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if not AUDIO.playing:
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# pylint: disable=protected-access
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MACROPAD._speaker_enable.value = False
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gc.collect()
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# GAME OVER ------------------------
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time.sleep(1.5) # Pause display for a moment
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MACROPAD.pixels.fill(0)
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MACROPAD.pixels.show()
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# Pop any sprites from PLAY_GROUP (other elements remain, and SPRITES[]
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# list is cleared at start of next game).
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for _ in SPRITES:
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PLAY_GROUP.pop(1)
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END_GROUP[-1].text = str(SCORE)
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show_screen(END_GROUP)
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