Ejemplo n.º 1
0
def win():
    string = "You won! Score: %i" % (score)
    msg = led_matrix.LEDText(string, font_name='large')
    for i in range(len(string) * 6 + 15):
        led_matrix.fill(0)
        led_matrix.text(msg, (15 - i, 7))
        led_matrix.show()
    sys.exit(0)
Ejemplo n.º 2
0
def win():
	string = "You won! Score: %i" % (score)
	msg = led_matrix.LEDText(string, font_name='large')
	for i in range(len(string)*6 + 15):
		led_matrix.fill(0)
		led_matrix.text(msg, (15 - i, 7))
		led_matrix.show()
	sys.exit(0)
Ejemplo n.º 3
0
def lose():
	string = "You lost! Score: %i" % (score)
	msg = led_matrix.LEDText(string, font_name='large')
	for i in range(len(string)*6 + 15):
		led_matrix.fill(0)
		led_matrix.text(msg, (15 - i, 7))
		led_matrix.show()
#		time.sleep(0.1)
	sys.exit(0)
Ejemplo n.º 4
0
def lose():
    string = "You lost! Score: %i" % (score)
    msg = led_matrix.LEDText(string, font_name='large')
    for i in range(len(string) * 6 + 15):
        led_matrix.fill(0)
        led_matrix.text(msg, (15 - i, 7))
        led_matrix.show()
#		time.sleep(0.1)
    sys.exit(0)
def win():
    GPIO.cleanup()
    text = "You Won in %is" % (int(time.time() - start_time))
    msg = led_matrix.LEDText(text, font_name="large")
    for i in range(len(text) * 6 + 15):
        led_matrix.fill(0)
        led_matrix.text(msg, (15 - i, 7))
        led_matrix.show()
        time.sleep(0.1)
    sys.exit()
def lose():
    GPIO.cleanup()
    text = "Game Over!"
    msg = led_matrix.LEDText(text, font_name="large")
    for i in range(len(text) * 6 + 15):
        led_matrix.fill(0)
        led_matrix.text(msg, (15 - i, 7))
        led_matrix.show()
        time.sleep(0.1)
    sys.exit(0)
def win():
    GPIO.cleanup()
    text = "You Won in %is" % (int(time.time()-start_time))
    msg = led_matrix.LEDText(text, font_name="large")
    for i in range(len(text)*6+15):
        led_matrix.fill(0)
        led_matrix.text(msg, (15-i, 7))
        led_matrix.show()
        time.sleep(0.1)
    sys.exit()
def lose():
    GPIO.cleanup()
    text = "Game Over!"
    msg = led_matrix.LEDText(text, font_name="large")
    for i in range(len(text)*6 + 15):
        led_matrix.fill(0)
        led_matrix.text(msg, (15 - i,7))
        led_matrix.show()
        time.sleep(0.1)
    sys.exit(0)

#   Move missle on missle update tick

    def update(self):
        self.pos[0] = self.pos[0] + self.dir[0]
        self.pos[1] = self.pos[1] + self.dir[1]
        if self.pos[1] > 15 or self.pos[1] < 0 or self.pos[0] < 0 or self.pos[
                1] > 15:
            missles.remove(self)
try:
    #   Start game
    while True:

        #       Clear previous framebuffer
        led_matrix.fill(0)

        #       Update and redraw missles
        for m in missles:
            m.update()
            led_matrix.point(m.pos[0], m.pos[1])

#       Get angles from accelerometer
        data = accel.angles()

        #       Generate smooth movement data using IIR filter, and make a 1/4 turn move
        #       the player to the edge of the screen
        player_pos[0] = player_pos[0] + (clamp(data[0] * 8 * 4 / 90 + 7) -
                                         player_pos[0]) * 0.1

        #       Draw player
Ejemplo n.º 10
0
		return ((ball.pos[1] + ball.dir[1] >= self.pos[1]) and (ball.pos[1] + ball.dir[1] < self.pos[1] + self.size[1]))

#Initialize bricks
for x in range(4):
	for y in range(3):
		bricks.append(Brick([x*4, 15 - y*3 - 1],[3, 2]))
#Initialize ball
ball = Ball([8,1],[1,1])
#Initialize player movement data
velocity = 0.0
player_pos = 7.0
alpha = 0.1

while True:
#	Clear frame buffer
	led_matrix.fill(0)
#	Get angle data
	angles = accel.angles()
#	Simple lowpass filter for velocity data
	velocity = velocity*alpha + (angles[0]*2*8/90)*(1 - alpha)
#	Move player's paddle
	player_pos = player_pos + velocity
	player_pos = clamp(player_pos, 0, 15 - (p.size[0] - 1))
#	If the paddle hits the edge the velocity can't be into the edge
	if int(player_pos) <= 0 and velocity < 0:
		velocity = 0
	elif int(player_pos) >= 15 and velocity > 0:
		velcoity = 0
#	Move player
	p.move(player_pos)
#	Update physics