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)
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
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
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()
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()
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()
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()
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()
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()
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)
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)
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
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)
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)
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
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
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
def clearDisplay(): display.set_pen(BLACK) display.clear() display.update()
def clear(): display.set_pen(0, 0, 0) display.clear() display.update()
def clear_display(): display.set_pen(BACKGROUND_COLOUR["r"], BACKGROUND_COLOUR["g"], BACKGROUND_COLOUR["b"]) display.clear() display.update()
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)
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)
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()
def tick(timer): global display display.update()
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)
# 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)