From 8bb05868169e53a9f0340442a612c378e1a3f104 Mon Sep 17 00:00:00 2001 From: ladyada Date: Sat, 22 Dec 2018 22:59:17 -0500 Subject: [PATCH] linted --- NeoTrellis_M4_Sand/code.py | 18 +++++++----------- 1 file changed, 7 insertions(+), 11 deletions(-) diff --git a/NeoTrellis_M4_Sand/code.py b/NeoTrellis_M4_Sand/code.py index 1b5df725..21a68af2 100644 --- a/NeoTrellis_M4_Sand/code.py +++ b/NeoTrellis_M4_Sand/code.py @@ -3,7 +3,7 @@ # up LEDs. Based on the code created by Phil Burgess and Dave Astels, see: # https://learn.adafruit.com/digital-sand-dotstar-circuitpython-edition/code # https://learn.adafruit.com/animated-led-sand -# Ported (badly) to NeoTrellis M4 by John Thurmond +# Ported (badly) to NeoTrellis M4 by John Thurmond # # The MIT License (MIT) # @@ -27,12 +27,11 @@ # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN # THE SOFTWARE. -import time +import math +import random import board import busio import adafruit_trellism4 -import math -import random import adafruit_adxl34x N_GRAINS = 8 # Number of grains of sand @@ -111,8 +110,6 @@ def wheel(pos): pos -= 170 return int(pos * 3), 0, int(255 - (pos*3)) - - for g in grains: placed = False while not placed: @@ -127,8 +124,8 @@ while True: # Display frame rendered on prior pass. It's done immediately after the # FPS sync (rather than after rendering) for consistent animation timing. + # pylint: disable=line-too-long for i in range(NUMBER_PIXELS): - # Some color options: # Random color every refresh @@ -152,7 +149,7 @@ while True: print("Pressed:", press) color = random.randint(1, 254) print("Color:", color) - + # Read accelerometer... f_x, f_y, f_z = sensor.acceleration @@ -164,7 +161,7 @@ while True: ax = f_x >> 3 # Transform accelerometer axes ay = f_y >> 3 # to grain coordinate space az = abs(f_z) >> 6 # Random motion factor - + print("%6d %6d %6d"%(ax,ay,az)) az = 1 if (az >= 3) else (4 - az) # Clip & invert ax -= az # Subtract motion factor from X, Y @@ -175,12 +172,11 @@ while True: ax2 = ax ax = -ay ay = ax2 - + # ...and apply 2D accel vector to grain velocities... v2 = 0 # Velocity squared v = 0.0 # Absolute velociy for g in grains: - g.vx += ax + random.randint(0, az2) # A little randomness makes g.vy += ay + random.randint(0, az2) # tall stacks topple better!