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)
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)
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 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
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