Ejemplo n.º 1
0
def intro():
    clear_screen("white")
    # Draw red border
    display.set_pen(255, 0, 0)
    display.rectangle(1, 1, 238, 133)
    display.set_pen(255, 255, 255)
    display.rectangle(4, 4, 232, 127)
    # Display "Pico"
    pico_x_base = 30  # 93 works well for centre, 70 original
    pico_y_base = 20
    display.set_pen(0, 0, 0)
    display.text("Pico", pico_x_base, pico_y_base, 0, 3)
    # Display "F-Won"
    logo_x_base = 30  ## 70  original
    logo_y_base = 50
    display.set_pen(255, 0, 0)
    display.text("F-Won", logo_x_base, logo_y_base, 0, 4)
    display.set_pen(0, 0, 0)
    display.text("o", logo_x_base + 60, logo_y_base, 0, 4)
    display.set_pen(255, 255, 255)
    display.rectangle(logo_x_base + 76, logo_y_base + 4, 4, 4)
    # Display "By CT"
    name_x_base = 140  # 100 original
    name_y_base = 100
    display.set_pen(0, 0, 0)
    display.text("By CT", name_x_base, name_y_base, 240, 3)
    display.update()
    utime.sleep(3)
Ejemplo n.º 2
0
def start(lap_delta, max_reaction_time):
    # Draw the red start lights one at a time
    clear_screen()
    display.set_pen(255, 0, 0)
    for light in range(5):
        display.circle(40 + (light * 40), 50, 10)
        display.update()
        utime.sleep(1)
    delay = math.fmod(utime.ticks_ms(), 4) + 1
    utime.sleep(delay)  # Random delay before go lights out

    # Remove lights
    display.set_pen(0, 0, 0)
    display.rectangle(20, 35, 200, 30)
    # No effect until next display.update()

    # Click the correct side to "Go"
    display.set_pen(0, 255, 0)  # Green for GO
    #     display.circle(120, 50, 20)
    # Pick side randomly for the start button, indicated by GO
    side = random.choice(["<", ">"])
    if side == "<":
        display.text("G0", 20, 105, 240, 2)
    else:
        display.text("G0", 200, 105, 240, 2)
    # Cover up start lights and display "Go"
    display.update()

    # Time the user's reaction
    lap_delta += time_user(side, max_reaction_time)
    return lap_delta
Ejemplo n.º 3
0
def time_user(side, max_reaction_time):
    # Time user's reactions
    t1 = utime.ticks_ms()  # Start timer
    while True:
        utime.sleep_ms(1)
        if ( (side == "<") and (display.is_pressed(display.BUTTON_B)) and (display.is_pressed(display.BUTTON_Y) == False) ) \
                or ( (side == ">") and (display.is_pressed(display.BUTTON_Y)) and (display.is_pressed(display.BUTTON_B) == False) ):
            t2 = utime.ticks_ms()  # End timer
            break
        elif utime.ticks_diff(
                utime.ticks_ms(),
                t1) > max_reaction_time:  # If 3 seconds has passed
            t2 = utime.ticks_add(
                t1, max_reaction_time
            )  # End timer, set to max time even if it's slightly passed 3 seconds
            break
    # Calculate reaction time and display results
    reaction_time = utime.ticks_diff(t2, t1) / 1000
    time_text = "T: " + "{:0<5}".format(
        str(reaction_time))  # Display reaction time to 3 decimals (ms)
    clear_screen()
    display.set_pen(255, 255, 255)
    display.text(time_text, 50, 30, 240, 4)
    display.update()
    utime.sleep_ms(750)  # Pause to read reaction time
    return reaction_time
Ejemplo n.º 4
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def play():
    count = 0
    seq = []
    while True:
        seq.append(random.randint(0, 3))
        for i in seq:  # display the sequence
            clearDisplay()
            utime.sleep(0.5)
            display.set_pen(rpen[i])
            display.rectangle(rect[i]["x"], rect[i]["y"], rwidth, rheight)
            display.update()
            utime.sleep(sleep)
        clearDisplay()
        for i in seq:  # get buttons for the sequence
            b = getButton()
            display.set_pen(rpen[b])
            display.rectangle(rect[b]["x"], rect[b]["y"], rwidth, rheight)
            display.update()
            if b != i:
                display.set_led(255, 0, 0)
                utime.sleep(2)
                display.set_led(0, 0, 0)
                return len(seq) - 1
            display.set_led(0, 255, 0)
            utime.sleep(1)
            display.set_led(0, 0, 0)
            clearDisplay()
Ejemplo n.º 5
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def clear_screen(background="black"):
    if background == "white":
        display.set_pen(255, 255, 255)
    else:
        display.set_pen(0, 0, 0)
    display.clear()
    display.update()
Ejemplo n.º 6
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    def update(self):
        for y in range(0, height):
            # We precompute the rows for a small performance gain.
            row = y * width

            # For each pixel in each row, we calculate the colours that will be
            # rendered on the previous row, on the next call to update.
            next_row = (y - 1) * width
            for x in range(0, width):
                color = self.fire[row + x]
                pen = colorScale[color]
                if y > 0:
                    new_x = x

                    # We're already at the first color index and can't move further.
                    if color > 0:
                        rand = random.randint(0, 3)

                        # Maybe move to the next colour.
                        color = color - (rand & 1)

                        # Spread the fire left and right.
                        new_x = new_x + rand - 1
                    self.fire[next_row + new_x] = color

                display.set_pen(pen)
                display.pixel(x, y)
        display.update()
Ejemplo n.º 7
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 def flash_a():
     picodisplay.set_pen(175, 175, 175)
     picodisplay.clear()
     picodisplay.set_pen(255, 255, 255)
     picodisplay.text("Morning...", 5, 10, 240, 4)
     picodisplay.set_pen(0, 0, 0)
     picodisplay.text("Its monday!", 5, 50, 240, 5)
     picodisplay.update()
Ejemplo n.º 8
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 def flash_b():
     picodisplay.set_pen(100, 100, 100)
     picodisplay.clear()
     picodisplay.set_pen(255, 255, 255)
     picodisplay.text("F#$%!", 5, 10, 240, 5)
     picodisplay.set_pen(0, 0, 0)
     picodisplay.text("Its monday!", 5, 50, 240, 5)
     picodisplay.update()
Ejemplo n.º 9
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 def forward(self, distance):
     oldx = self.x
     oldy = self.y
     self.x = self.x + int(
         math.sin(self.heading * 2 * math.pi / 360) * distance)
     self.y = self.y + int(
         math.cos(self.heading * 2 * math.pi / 360) * distance)
     self.line(oldy, oldx, self.y, self.x)
     display.update()
Ejemplo n.º 10
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def straight(lead_time):
    clear_screen()
    # Green circle for Go, straight-ahead until next turn
    display.set_pen(0, 255, 0)
    display.circle(120, 50, 20)

    display.update()
    # Leave straight-ahead on screen for the length of the straight
    utime.sleep(lead_time)
    # Clear screen, small pause for transistion
    clear_screen()
    utime.sleep_ms(1)
Ejemplo n.º 11
0
def menu():
    display.set_led(0, 0, 0)
    display.set_pen(BLACK)
    display.clear()
    display.set_pen(WHITE)
    display.text("Press any button!", 10, 10, 240, (3, 6)[best == 0])
    if best > 0:
        display.text("Hiscore: " + str(best), 10, 68, 240, 3)
    display.update()  # Update the display
    while True:
        if display.is_pressed(display.BUTTON_A) or display.is_pressed(
                display.BUTTON_B) or display.is_pressed(
                    display.BUTTON_X) or display.is_pressed(display.BUTTON_Y):
            return
        utime.sleep(0.5)
Ejemplo n.º 12
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def menu(track_list):
    clear_screen()
    display.set_pen(255, 255, 255)
    display.text("Select Track:", 20, 20, 240, 2)
    track_selected = 0
    max_tracks = len(track_list)
    for track_num in range(max_tracks):
        track_name = track_list[track_num][0]
        track_text = (" " * 3) + track_name
        display.text(track_text, 20, 40 + (20 * track_num), 240, 2)
    display.set_pen(255, 255, 0)
    display.text(">", 20, 40, 240, 2)  # Track selector, initial position
    display.set_pen(0, 255, 0)
    display.text("Start Game", 115, 105, 240, 2)
    display.update()
    while True:
        utime.sleep_ms(1)
        track_change = False
        display.set_pen(0, 0, 255)

        if display.is_pressed(display.BUTTON_Y):
            # Select current highlighted track
            break
        elif display.is_pressed(display.BUTTON_A):
            # Up
            track_selected = int(
                math.fmod(track_selected + (max_tracks - 1), max_tracks))
            track_change = True
            utime.sleep_ms(250)
        elif display.is_pressed(display.BUTTON_B):
            # Down
            track_selected = int(math.fmod(track_selected + 1, max_tracks))
            track_change = True
            utime.sleep_ms(250)
        if track_change:
            for track in range(max_tracks):
                if track == track_selected:
                    display.set_pen(255, 255, 0)
                    display.text(">", 20, 40 + (20 * track), 240,
                                 2)  # Track selector
                else:
                    display.set_pen(0, 0, 0)
                    display.text(">", 20, 40 + (20 * track), 240,
                                 2)  # Remove track selector
            display.update()
            track_change = False  # Reset ready for next change
    return track_selected
Ejemplo n.º 13
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def game_loop(step_time, step_size):
    # initialise objects
    enemy_row = Row(start_y=0, number=5, colour={"r": 0, "g": 0, "b": 255})
    player = Player(start_x=120,
                    start_y=110,
                    pixel_map=player_map,
                    colour={
                        "r": 255,
                        "g": 0,
                        "b": 0
                    })
    enemy_row.update()
    player.update()

    # Loop
    count = 0
    projectiles = []
    while True:
        if display.is_pressed(display.BUTTON_Y):
            player.dx += step_size
        elif display.is_pressed(display.BUTTON_B):
            player.dx -= step_size
        elif display.is_pressed(display.BUTTON_X):
            # fire projectile
            projectiles.append(player.fire_projectile())
            pass
        elif display.is_pressed(display.BUTTON_A):
            # reset game state/return and display final score?
            clear_display()
            return None

        player.update()

        # move enemy every 5 steps
        if count % 5 == 0:
            enemy_row.move(step_size)

        if projectiles:
            for projectile in projectiles:
                projectile.move(step_size)

        count = count + 1 if count < 256 else 0

        display.update()
        sleep(step_time)
Ejemplo n.º 14
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def failed():
    global best
    display.set_pen(RED)
    display.clear()
    display.set_pen(YELLOW)
    display.text("Game Over!", 10, 10, 240, 6)  # Add some text
    display.update()  # Update the display
    utime.sleep(1)
    display.set_pen(RED)
    display.clear()
    display.set_pen(YELLOW)
    display.text("Score: " + str(score), 10, 10, 240, 3)
    if score > best:
        display.text("New Hiscore!", 10, 68, 240, 3)
        best = score
    else:
        display.text("Hiscore: " + str(best), 10, 68, 240, 3)
    display.update()  # Update the display
    utime.sleep(3)
Ejemplo n.º 15
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def next_turn(lap_delta, max_reaction_time, direction, lead_time):
    clear_screen()
    utime.sleep_ms(250)  # Small pause for transition
    straight(lead_time)
    # Prepare large chevrons indicating turn direction
    turn_text = direction * 3
    display.set_pen(255, 255, 255)
    display.text(turn_text, 100, 50, 240, 4)
    # Prepare correct key, label with chevrons for the turn
    display.set_pen(0, 255, 0)
    if direction == "<":
        display.text(turn_text, 20, 105, 240, 2)
    else:
        display.text(turn_text, 200, 105, 240, 2)
    # Show the turn direction now
    display.update()

    # Time the user's reaction
    lap_delta += time_user(direction, max_reaction_time)
    return lap_delta
Ejemplo n.º 16
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    def run(self):
        # Starting angle (unrotated in any dimension)
        angleX, angleY, angleZ = 0, 0, 0
        distance_delta = 0.1

        while 1:
            # It will hold transformed vertices.
            t = []

            for v in self.vertices:
                # Rotate the point around X axis, then around Y axis, and finally around Z axis.
                r = v.rotateX(angleX).rotateY(angleY).rotateZ(angleZ)

                # Transform the point from 3D to 2D
                p = r.project(*self.projection)

                # Put the point in the list of transformed vertices
                t.append(p)

            display.set_pen(40, 40, 40)
            display.clear()

            display.set_pen(255, 255, 255)

            for e in self.edges:
                drawDDA(*to_int(t[e[0]].x, t[e[0]].y, t[e[1]].x, t[e[1]].y))

            display.update()

            # Continue the rotation
            angleX += self.rotateX
            angleY += self.rotateY
            angleZ += self.rotateZ

            self.projection[3] += distance_delta
            if self.projection[3] > 12.0:
                distance_delta = -0.1

            if self.projection[3] < 2.0:
                distance_delta = 0.1
Ejemplo n.º 17
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def finish(lap_delta, time_to_line):
    clear_screen()
    straight(time_to_line)
    # Draw chequered flag
    display.set_pen(255, 255, 255)
    display.rectangle(29, 19, 182, 102)
    pen_white = True
    rw = 20
    rh = 20
    for ry in range(20, 120, 20):  # 20 to 100 in 20's
        for rx in range(30, 210, 20):  # 30 to 190 in 20's
            if pen_white:
                display.set_pen(0, 0, 0)
            else:
                display.set_pen(255, 255, 255)
            pen_white = not (pen_white)
            display.rectangle(rx, ry, rw, rh)
    # Display the chequered flag for a few seconds
    display.update()
    utime.sleep(5)
    # Show finish time
    clear_screen()
    display.set_pen(255, 255, 255)
    display.text("Lap Delta:", 50, 20, 240, 3)
    display.update()
    display.set_pen(255, 0, 255)
    time_text = "{:.3f}".format(
        lap_delta)  # Display reaction time to 3 decimals (ms)
    display.text(time_text, 50, 50, 240, 4)
    # Wait for key press to continue
    display.set_pen(0, 255, 0)
    display.text("Continue", 125, 105, 240, 2)
    display.update()
    while True:
        utime.sleep_ms(1)
        if display.is_pressed(display.BUTTON_Y):
            break  # Break loop to continue
    return lap_delta
Ejemplo n.º 18
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def clearDisplay():
    display.set_pen(BLACK)
    display.clear()
    display.update()
Ejemplo n.º 19
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def clear():
    display.set_pen(0, 0, 0)
    display.clear()
    display.update()
Ejemplo n.º 20
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def clear_display():
    display.set_pen(BACKGROUND_COLOUR["r"], BACKGROUND_COLOUR["g"],
                    BACKGROUND_COLOUR["b"])
    display.clear()
    display.update()
Ejemplo n.º 21
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    def tick(self):
        self.frame_skip = int(self.map_to_range(self.score, 0, 50, self.slow, self.fast))
    
        if self.frameCount % self.frame_skip == 0:
            self.update_inputs()
            self.draw_background()
            
            if self.state == self.game_state['playing']:        
                    
                self.draw_game_objects()            
                
                self.snake.update_direction(self.pressed)
                new_head = self.snake.move()

                if new_head.pos == self.food.pos:
                    self.score += 1
                    self.snake.push(new_head)
                    self.food.reset_position(self.snake, self.level)
                    
                elif (self.snake.moving() and (self.snake.contains(new_head.pos) or self.level.check_walls(new_head.pos))):
                    self.cooldown = self.countdown                                 
                    self.state = self.game_state['show_score']
                
                else:
                    self.snake.push(new_head)
                    self.snake.pop()
                    
            else:
                self.cooldown -= 1    
                self.show_game_text()
                
                if self.cooldown < 0:
                    self.cooldown = self.countdown
                    
                    if self.state == self.game_state['title_screen']: 
                        self.lives_left = 3
                        self.level_number = 0
                        self.state = self.game_state['level_name']                 
                    
                    elif self.state == self.game_state['level_name']: 
                        self.init_level()  
                        self.state = self.game_state['lives_left']                        
                            
                    elif self.state == self.game_state['lives_left']:   
                        self.state = self.game_state['playing']            
                            
                    elif self.state == self.game_state['show_score']:                             
                        if self.score > self.target_score:
                            self.level_number += 1
                            self.level_number %= self.total_levels
                        else:                    
                            self.lives_left -= 1
                            
                        if self.lives_left == 0:
                            self.state = self.game_state['game_over']
                        else:                        
                            self.state = self.game_state['level_name'] 
                    
                    elif self.state == self.game_state['game_over']:           
                         self.state = self.game_state['title_screen']

            display.update()
            
        self.frameCount += 1
        utime.sleep(self.base_refresh)
Ejemplo n.º 22
0
    q = v * (1.0 - s * f)
    t = v * (1.0 - s * (1.0 - f))
    i = i % 6
    if i == 0:
        return v, t, p
    if i == 1:
        return q, v, p
    if i == 2:
        return p, v, t
    if i == 3:
        return p, q, v
    if i == 4:
        return t, p, v
    if i == 5:
        return v, p, q


h = 0

while True:
    h += 1
    r, g, b = [int(255 * c)
               for c in hsv_to_rgb(h / 360.0, 1.0, 1.0)]  # rainbow magic
    display.set_led(r, g, b)  # Set LED to a converted HSV value
    display.set_pen(r, g, b)  # Set pen to a converted HSV value
    display.clear()  # Fill the screen with the colour
    display.set_pen(0, 0, 0)  # Set pen to black
    display.text("pico disco!", 10, 10, 240, 6)  # Add some text
    display.update()  # Update the display
    utime.sleep(1.0 / 60)
Ejemplo n.º 23
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def run_game():
    global key_mode, game_state

    while True:
        ## Draw methods
        display.set_pen(*SKY_COLOR)
        display.clear()
        ground.draw()
        tank1.draw()
        tank2.draw()

        if (game_state == "player1fire" or game_state == "player2fire"):
            shell.draw()

        display.set_pen(*TEXT_COLOR)
        if (game_state == "player1" or game_state == "player1fire"):
            display.text("Player 1", 10, 10, 240, 1)
            if (key_mode == "power"):
                display.set_pen(*TEXT_COLOR_ACTIVE)
            display.text("Power " + str(tank1.get_gun_power()) + "%", 10, 20,
                         240, 1)  #
            if (key_mode == "angle"):
                display.set_pen(*TEXT_COLOR_ACTIVE)
            else:
                display.set_pen(*TEXT_COLOR)
            display.text("Angle " + str(tank1.get_gun_angle()), 10, 30, 240, 1)
        if (game_state == "player2" or game_state == "player2fire"):
            display.text("Player 2", 180, 10, 240, 1)
            if (key_mode == "power"):
                display.set_pen(*TEXT_COLOR_ACTIVE)
            display.text("Power " + str(tank2.get_gun_power()) + "%", 180, 20,
                         240, 1)
            if (key_mode == "angle"):
                display.set_pen(*TEXT_COLOR_ACTIVE)
            else:
                display.set_pen(*TEXT_COLOR)
            display.text("Angle " + str(tank2.get_gun_angle()), 180, 30, 240,
                         1)
        if (game_state == "game_over_1"):
            display.text("Game Over", 50, 20, 240, 3)
            display.text("Player 1 wins!", 30, 40, 240, 3)
        if (game_state == "game_over_2"):
            display.text("Game Over", 50, 20, 240, 3)
            display.text("Player 2 wins!", 30, 40, 240, 3)
        display.update()

        ## Update methods
        # Only read keyboard in certain states
        if (game_state == 'player1'):
            player1_fired = player_keyboard("left")
            if (player1_fired == True):
                # Set shell position to end of gun
                # Use gun_positions so we can get start position
                gun_positions = tank1.calc_gun_positions()
                start_shell_pos = (gun_positions[3][0],
                                   gun_positions[3][1] + 2)
                shell.set_start_position(start_shell_pos)
                shell.set_current_position(start_shell_pos)
                game_state = 'player1fire'
                shell.set_angle(math.radians(tank1.get_gun_angle()))
                shell.set_power(tank1.get_gun_power() / 40)
                shell.set_time(0)
        if (game_state == 'player1fire'):
            shell.update_shell_position("left")
            # shell value is whether the shell is inflight, hit or missed
            shell_value = detect_hit("left")
            # shell_value 20 is if other tank hit
            if (shell_value >= 20):
                game_state = 'game_over_1'
            # 10 is offscreen and 11 is hit ground, both indicate missed
            elif (shell_value >= 10):
                # reset key mode to angle
                key_mode = "angle"
                game_state = 'player2'
        if (game_state == 'player2'):
            player2_fired = player_keyboard("right")
            if (player2_fired == True):
                # Set shell position to end of gun
                # Use gun_positions so we can get start position
                gun_positions = tank2.calc_gun_positions()
                start_shell_pos = (gun_positions[3][0],
                                   gun_positions[3][1] + 2)
                shell.set_start_position(start_shell_pos)
                shell.set_current_position(start_shell_pos)
                game_state = 'player2fire'
                shell.set_angle(math.radians(tank2.get_gun_angle()))
                shell.set_power(tank2.get_gun_power() / 40)
                shell.set_time(0)
        if (game_state == 'player2fire'):
            shell.update_shell_position("right")
            # shell value is whether the shell is inflight, hit or missed
            shell_value = detect_hit("right")
            # shell_value 20 is if other tank hit
            if (shell_value >= 20):
                game_state = 'game_over_2'
            # 10 is offscreen and 11 is hit ground, both indicate missed
            elif (shell_value >= 10):
                game_state = 'player1'
                # reset key mode to angle
                key_mode = "angle"
        if (game_state == 'game_over_1' or game_state == 'game_over_2'):
            # Allow space key or left-shift (picade) to continue
            if (display.is_pressed(display.BUTTON_B)):
                # Reset position of tanks and terrain
                setup()
Ejemplo n.º 24
0
def tick(timer):
    global display
    display.update()
Ejemplo n.º 25
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        percentage = 100.00

    # draw the battery outline
    display.set_pen(0, 0, 0)
    display.clear()
    display.set_pen(190, 190, 190)
    display.rectangle(0, 0, 220, 135)
    display.rectangle(220, 40, 20, 55)
    display.set_pen(0, 0, 0)
    display.rectangle(3, 3, 214, 129)

    # draw a green box for the battery level
    display.set_pen(0, 255, 0)
    display.rectangle(5, 5, round(210 / 100 * percentage), 125)

    # add text
    display.set_pen(255, 0, 0)
    if charging.value() == 1:  # if it's plugged into USB power...
        display.text("Charging!", 15, 55, 240, 4)
    else:  # if not, display the battery stats
        display.text('{:.2f}'.format(voltage) + "v", 15, 10, 240, 5)
        display.text('{:.0f}%'.format(percentage), 15, 50, 240, 5)

    # uncomment for low battery alarm (Pico Explorer only, you'll need to have GP0 and AUDIO connected with a jumper wire)
    # display.set_audio_pin(0)
    # if percentage < 5:               # if the battery is less than 5%
    #     display.set_tone(262)        # then make an annoying noise

    display.update()
    time.sleep(0.5)
Ejemplo n.º 26
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# sets up a handy function we can call to clear the screen
def clear():
    display.set_pen(0, 0, 0)
    display.clear()
    display.update()


while True:
    if display.is_pressed(
            display.BUTTON_A):  # if a button press is detected then...
        clear()  # clear to black
        display.set_pen(255, 255, 255)  # change the pen colour
        display.text("Button A pressed", 10, 10, 240,
                     4)  # display some text on the screen
        display.update()  # update the display
        utime.sleep(1)  # pause for a sec
        clear()  # clear to black again
    elif display.is_pressed(display.BUTTON_B):
        clear()
        display.set_pen(0, 255, 255)
        display.text("Button B pressed", 10, 10, 240, 4)
        display.update()
        utime.sleep(1)
        clear()
    elif display.is_pressed(display.BUTTON_X):
        clear()
        display.set_pen(255, 0, 255)
        display.text("Button X pressed", 10, 10, 240, 4)
        display.update()
        utime.sleep(1)