コード例 #1
0
                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
        led_matrix.point(int(round(player_pos[0])), int(round(player_pos[1])))

        #       Show framebuffer
        led_matrix.show()

        #       Delay one game tick, in this case 1ms
        time.sleep(0.001)
コード例 #2
0
#Game entity data
player_pos = [7, 0]

#Function to clamp data to the size of the screen
def clamp(x):
    return max(0, min(x, 15))

try:
#    Start game
    while True:

#       Clear previous framebuffer    
        led_matrix.fill(0)
        
#       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
        led_matrix.point(int(round(player_pos[0])), int(round(player_pos[1])))

#       Show framebuffer
        led_matrix.show()

#       Delay one game tick, in this case 1ms
        time.sleep(0.001)

#Stop if player hits Ctrl-C
コード例 #3
0
#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
	if ball_tick == 0:
		ball.update()
コード例 #4
0
                bricks.append(Brick([x*4, 15 - y*3 - 1],[3, 2]))
        #Initialize ball
        ball = Ball([8,1],[1,1])
        #Declare paddle for use in ball class
        p = Paddle([7, 0], [4, 0])
        state = State.PLAYING
        
    elif state == State.IDLE:
        # display breakout title
        scroll_text("BREAKOUT")

    elif state == State.PLAYING:
    #    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
        if ball_tick == 0:
            ball.update()
コード例 #5
0
# Import accel module
from rstem import accel
from time import sleep

# Initialze accelerometer on i2c bus 1, on early Pi's this may be 0 instead
accel.init(1)

# Loop to display values
while True:
    force = accel.read()  # Returns a tuple of the form (x, y, z) acceleration
    angles = accel.angles()  # Returns a tuple of the form (roll, pitch, elevation) force

    #   Print values in a nicely formatted way
    print(
        "X: {0[0]: < 8.4f}    Y: {0[1]: < 8.4f}    Z: {0[2]: < 8.4f}    Roll: {1[0]: < 8.4f}    Pitch: {1[1]: < 8.4f}    Elevation: {1[2]: < 8.4f}".format(
            force, angles
        )
    )
    sleep(0.25)
コード例 #6
0
ファイル: dice.py プロジェクト: readysetstem/readysetstem-api
# setup start button to exit game
GPIO.setup(START, GPIO.IN, pull_up_down=GPIO.PUD_UP)
GPIO.setup(SELECT, GPIO.IN, pull_up_down=GPIO.PUD_UP)

# setup A button to roll dice
GPIO.setup(A, GPIO.IN, pull_up_down=GPIO.PUD_UP)

# notify of progress
print("P90")
sys.stdout.flush()

# create flag to indicate to display some dice initially on start up
just_started = True

# get base_elevation
base_elevation = accel.angles()[2]

# set change in angle/acceleration needed to roll dice
THRESHOLD = 20

# notify menu we are ready for the led matrix
print("READY")
sys.stdout.flush()

while True:
    # exit if start button is pressed
    if GPIO.input(START) == 0 or GPIO.input(SELECT) == 0:
        led_matrix.cleanup()
        GPIO.cleanup()
        sys.exit(0)
    
コード例 #7
0
def main(stdscr):
	# Clear screen
	curses.noecho()
	curses.cbreak()
	curses.curs_set(0)

	stdscr.addstr("Accelerometer Tester", curses.A_REVERSE)
	stdscr.chgat(-1, curses.A_REVERSE)

	#stdscr.addstr(curses.LINES-1, 0, "Press 'Q' to quit")

	stdscr.nodelay(1)  # make getch() non-blocking

	# set up window to bounce ball
	ball_win = curses.newwin(curses.LINES-2, curses.COLS, 1, 0)
	ball_win.box()

	#ball_win.addch(curses.LINES-1,curses.COLS-1, ord('F'))

	# Update the internal window data structures
	stdscr.noutrefresh()
	ball_win.noutrefresh()

	# Redraw the screen
	curses.doupdate()

	box_LINES, box_COLS = ball_win.getmaxyx()

	ball_x, ball_y = (int(box_COLS/2), int(box_LINES/2))

	while True:
		# Quit if 'Q' was pressed
		c = stdscr.getch()
		if c == ord('Q') or c == ord('q'):
			break

		# remove previous location of ball
		ball_win.addch(ball_y, ball_x, ord(' '))

		angles = accel.angles()
		x_diff = angles[0]
		y_diff = angles[1]

		stdscr.addstr(curses.LINES-1, 0, "Press 'Q' to quit   |   Roll: {0: < 8.4f} Pitch: {1: < 8.4f}".format(x_diff, y_diff))

		if x_diff > THRESHOLD and ball_x < box_COLS-2:
			ball_x += 1
		elif x_diff < -THRESHOLD and ball_x > 1:
			ball_x -= 1
		if y_diff > THRESHOLD and ball_y > 1:
			ball_y -= 1
		elif y_diff < -THRESHOLD and ball_y < box_LINES-2:
			ball_y += 1

		# update ball location
		ball_win.addch(ball_y, ball_x, ord('0'))

		# Refresh the windows from the bottom up
		stdscr.noutrefresh()
		ball_win.noutrefresh()
		curses.doupdate()

	# Restore the terminal
	curses.nocbreak()
	curses.echo()
	curses.curs_set(1)
	curses.endwin()
コード例 #8
0
#Import accel module
from rstem import accel
from time import sleep

#Initialze accelerometer on i2c bus 1, on early Pi's this may be 0 instead
accel.init(1)

#Loop to display values
while True:
    force = accel.read() #Returns a tuple of the form (x, y, z) acceleration
    angles = accel.angles() #Returns a tuple of the form (roll, pitch, elevation) force

#   Print values in a nicely formatted way
    print("X: {0[0]: < 8.4f}    Y: {0[1]: < 8.4f}    Z: {0[2]: < 8.4f}    Roll: {1[0]: < 8.4f}    Pitch: {1[1]: < 8.4f}    Elevation: {1[2]: < 8.4f}".format(force, angles))
    sleep(0.25)