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import gc | ||
import random | ||
import time | ||
from collections import namedtuple | ||
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from interstate75 import DISPLAY_INTERSTATE75_128X128, Interstate75 | ||
from machine import I2C | ||
from qwstpad import ADDRESSES, QwSTPad | ||
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""" | ||
A single player game demo. Navigate a set of mazes from the start (red) to the goal (green). | ||
Mazes get bigger / harder with each increase in level. | ||
Makes use of 1 QwSTPad and a 128x128 LED matrix + i75W. | ||
Controls: | ||
* U = Move Forward | ||
* D = Move Backward | ||
* R = Move Right | ||
* L = Move left | ||
* + = Continue (once the current level is complete) | ||
""" | ||
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# General Constants | ||
I2C_PINS = {"id": 0, "sda": 20, "scl": 21} # The I2C pins the QwSTPad is connected to | ||
I2C_ADDRESS = ADDRESSES[0] # The I2C address of the connected QwSTPad | ||
BRIGHTNESS = 1.0 # The brightness of the LCD backlight (from 0.0 to 1.0) | ||
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# Gameplay Constants | ||
Position = namedtuple("Position", ("x", "y")) | ||
MIN_MAZE_WIDTH = 2 | ||
MAX_MAZE_WIDTH = 5 | ||
MIN_MAZE_HEIGHT = 2 | ||
MAX_MAZE_HEIGHT = 5 | ||
WALL_SHADOW = 1 | ||
WALL_GAP = 1 | ||
TEXT_SHADOW = 1 | ||
MOVEMENT_SLEEP = 0.1 | ||
DIFFICULT_SCALE = 0.5 | ||
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# Setup for the display | ||
i75 = Interstate75( | ||
display=DISPLAY_INTERSTATE75_128X128, stb_invert=False, panel_type=Interstate75.PANEL_GENERIC) | ||
display = i75.display | ||
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# Colour Constants | ||
WHITE = display.create_pen(255, 255, 255) | ||
BLACK = display.create_pen(0, 0, 0) | ||
RED = display.create_pen(255, 0, 0) | ||
GREEN = display.create_pen(0, 255, 0) | ||
PLAYER = display.create_pen(227, 231, 110) | ||
WALL = display.create_pen(127, 125, 244) | ||
BACKGROUND = display.create_pen(60, 57, 169) | ||
PATH = display.create_pen((227 + 60) // 2, (231 + 57) // 2, (110 + 169) // 2) | ||
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# Variables | ||
i2c = I2C(**I2C_PINS) # The I2C instance to pass to the QwSTPad | ||
complete = False # Has the game been completed? | ||
level = 0 # The current "level" the player is on (affects difficulty) | ||
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# Get the width and height from the display | ||
WIDTH, HEIGHT = display.get_bounds() | ||
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# Classes | ||
class Cell: | ||
def __init__(self, x, y): | ||
self.x = x | ||
self.y = y | ||
self.bottom = True | ||
self.right = True | ||
self.visited = False | ||
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@staticmethod | ||
def remove_walls(current, next): | ||
dx, dy = current.x - next.x, current.y - next.y | ||
if dx == 1: | ||
next.right = False | ||
if dx == -1: | ||
current.right = False | ||
if dy == 1: | ||
next.bottom = False | ||
if dy == -1: | ||
current.bottom = False | ||
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class MazeBuilder: | ||
def __init__(self): | ||
self.width = 0 | ||
self.height = 0 | ||
self.cell_grid = [] | ||
self.maze = [] | ||
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def build(self, width, height): | ||
if width <= 0: | ||
raise ValueError("width out of range. Expected greater than 0") | ||
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if height <= 0: | ||
raise ValueError("height out of range. Expected greater than 0") | ||
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self.width = width | ||
self.height = height | ||
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# Set the starting cell to the centre | ||
cx = (self.width - 1) // 2 | ||
cy = (self.height - 1) // 2 | ||
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gc.collect() | ||
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# Create a grid of cells for building a maze | ||
self.cell_grid = [[Cell(x, y) for y in range(self.height)] for x in range(self.width)] | ||
cell_stack = [] | ||
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# Retrieve the starting cell and mark it as visited | ||
current = self.cell_grid[cx][cy] | ||
current.visited = True | ||
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# Loop until every cell has been visited | ||
while True: | ||
next = self.choose_neighbour(current) | ||
# Was a valid neighbour found? | ||
if next is not None: | ||
# Move to the next cell, removing walls in the process | ||
next.visited = True | ||
cell_stack.append(current) | ||
Cell.remove_walls(current, next) | ||
current = next | ||
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# No valid neighbour. Backtrack to a previous cell | ||
elif len(cell_stack) > 0: | ||
current = cell_stack.pop() | ||
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# No previous cells, so exit | ||
else: | ||
break | ||
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gc.collect() | ||
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# Use the cell grid to create a maze grid of 0's and 1s | ||
self.maze = [] | ||
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row = [1] | ||
for x in range(0, self.width): | ||
row.append(1) | ||
row.append(1) | ||
self.maze.append(row) | ||
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for y in range(0, self.height): | ||
row = [1] | ||
for x in range(0, self.width): | ||
row.append(0) | ||
row.append(1 if self.cell_grid[x][y].right else 0) | ||
self.maze.append(row) | ||
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row = [1] | ||
for x in range(0, self.width): | ||
row.append(1 if self.cell_grid[x][y].bottom else 0) | ||
row.append(1) | ||
self.maze.append(row) | ||
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self.cell_grid.clear() | ||
gc.collect() | ||
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self.grid_columns = (self.width * 2 + 1) | ||
self.grid_rows = (self.height * 2 + 1) | ||
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def choose_neighbour(self, current): | ||
unvisited = [] | ||
for dx in range(-1, 2, 2): | ||
x = current.x + dx | ||
if x >= 0 and x < self.width and not self.cell_grid[x][current.y].visited: | ||
unvisited.append((x, current.y)) | ||
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for dy in range(-1, 2, 2): | ||
y = current.y + dy | ||
if y >= 0 and y < self.height and not self.cell_grid[current.x][y].visited: | ||
unvisited.append((current.x, y)) | ||
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if len(unvisited) > 0: | ||
x, y = random.choice(unvisited) | ||
return self.cell_grid[x][y] | ||
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return None | ||
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def maze_width(self): | ||
return (self.width * 2) + 1 | ||
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def maze_height(self): | ||
return (self.height * 2) + 1 | ||
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def draw(self, display): | ||
# Draw the maze we have built. Each '1' in the array represents a wall | ||
for row in range(self.grid_rows): | ||
for col in range(self.grid_columns): | ||
# Calculate the screen coordinates | ||
x = (col * wall_separation) + offset_x | ||
y = (row * wall_separation) + offset_y | ||
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if self.maze[row][col] == 1: | ||
# Draw a wall shadow | ||
display.set_pen(BLACK) | ||
display.rectangle(x + WALL_SHADOW, y + WALL_SHADOW, wall_size, wall_size) | ||
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# Draw a wall top | ||
display.set_pen(WALL) | ||
display.rectangle(x, y, wall_size, wall_size) | ||
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if self.maze[row][col] == 2: | ||
# Draw the player path | ||
display.set_pen(PATH) | ||
display.rectangle(x, y, wall_size, wall_size) | ||
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class Player(object): | ||
def __init__(self, x, y, colour, pad): | ||
self.x = x | ||
self.y = y | ||
self.colour = colour | ||
self.pad = pad | ||
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def position(self, x, y): | ||
self.x = x | ||
self.y = y | ||
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def update(self, maze): | ||
# Read the player's gamepad | ||
button = self.pad.read_buttons() | ||
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if button['L'] and maze[self.y][self.x - 1] != 1: | ||
self.x -= 1 | ||
time.sleep(MOVEMENT_SLEEP) | ||
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elif button['R'] and maze[self.y][self.x + 1] != 1: | ||
self.x += 1 | ||
time.sleep(MOVEMENT_SLEEP) | ||
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elif button['U'] and maze[self.y - 1][self.x] != 1: | ||
self.y -= 1 | ||
time.sleep(MOVEMENT_SLEEP) | ||
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elif button['D'] and maze[self.y + 1][self.x] != 1: | ||
self.y += 1 | ||
time.sleep(MOVEMENT_SLEEP) | ||
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maze[self.y][self.x] = 2 | ||
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def draw(self, display): | ||
display.set_pen(self.colour) | ||
display.rectangle(self.x * wall_separation + offset_x, | ||
self.y * wall_separation + offset_y, | ||
wall_size, wall_size) | ||
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def build_maze(): | ||
global wall_separation | ||
global wall_size | ||
global offset_x | ||
global offset_y | ||
global start | ||
global goal | ||
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difficulty = int(level * DIFFICULT_SCALE) | ||
width = random.randrange(MIN_MAZE_WIDTH, MAX_MAZE_WIDTH) | ||
height = random.randrange(MIN_MAZE_HEIGHT, MAX_MAZE_HEIGHT) | ||
builder.build(width + difficulty, height + difficulty) | ||
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wall_separation = min(HEIGHT // builder.grid_rows, | ||
WIDTH // builder.grid_columns) | ||
wall_size = wall_separation - WALL_GAP | ||
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offset_x = (WIDTH - (builder.grid_columns * wall_separation) + WALL_GAP) // 2 | ||
offset_y = (HEIGHT - (builder.grid_rows * wall_separation) + WALL_GAP) // 2 | ||
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start = Position(1, builder.grid_rows - 2) | ||
goal = Position(builder.grid_columns - 2, 1) | ||
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# Create the maze builder and build the first maze and put | ||
builder = MazeBuilder() | ||
build_maze() | ||
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# Create the player object if a QwSTPad is connected | ||
try: | ||
player = Player(*start, PLAYER, QwSTPad(i2c, I2C_ADDRESS)) | ||
except OSError: | ||
print("QwSTPad: Not Connected ... Exiting") | ||
raise SystemExit | ||
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print("QwSTPad: Connected ... Starting") | ||
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# Store text strings and calculate centre location | ||
text_1_string = "Maze Complete!" | ||
text_1_size = display.measure_text(text_1_string, 1) | ||
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text_2_string = "Press + to continue" | ||
text_2_size = display.measure_text(text_2_string, 1) | ||
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text_1_location = ((WIDTH // 2) - (text_1_size // 2), 55) | ||
text_2_location = ((WIDTH // 2) - (text_2_size // 2), 65) | ||
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# Wrap the code in a try block, to catch any exceptions (including KeyboardInterrupt) | ||
try: | ||
# Loop forever | ||
while True: | ||
if not complete: | ||
# Update the player's position in the maze | ||
player.update(builder.maze) | ||
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# Check if any player has reached the goal position | ||
if player.x == goal.x and player.y == goal.y: | ||
complete = True | ||
else: | ||
# Check for the player wanting to continue | ||
if player.pad.read_buttons()['+']: | ||
complete = False | ||
level += 1 | ||
build_maze() | ||
player.position(*start) | ||
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# Clear the screen to the background colour | ||
display.set_pen(BACKGROUND) | ||
display.clear() | ||
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# Draw the maze walls | ||
builder.draw(display) | ||
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# Draw the start location square | ||
display.set_pen(RED) | ||
display.rectangle(start.x * wall_separation + offset_x, | ||
start.y * wall_separation + offset_y, | ||
wall_size, wall_size) | ||
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# Draw the goal location square | ||
display.set_pen(GREEN) | ||
display.rectangle(goal.x * wall_separation + offset_x, | ||
goal.y * wall_separation + offset_y, | ||
wall_size, wall_size) | ||
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# Draw the player | ||
player.draw(display) | ||
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# Display the level | ||
display.set_pen(BLACK) | ||
display.text(f"Lvl: {level}", 2 + TEXT_SHADOW, 2 + TEXT_SHADOW, WIDTH, 1) | ||
display.set_pen(WHITE) | ||
display.text(f"Lvl: {level}", 2, 2, WIDTH, 1) | ||
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if complete: | ||
# Draw banner shadow | ||
display.set_pen(BLACK) | ||
display.rectangle(4, 44, WIDTH, 50) | ||
# Draw banner | ||
display.set_pen(PLAYER) | ||
display.rectangle(0, 40, WIDTH, 50) | ||
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# Draw text shadow | ||
display.set_pen(BLACK) | ||
display.text(f"{text_1_string}", text_1_location[0] + TEXT_SHADOW, text_1_location[1] + TEXT_SHADOW, WIDTH, 1) | ||
display.text(f"{text_2_string}", text_2_location[0] + TEXT_SHADOW, text_2_location[1] + TEXT_SHADOW, WIDTH, 1) | ||
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# Draw text | ||
display.set_pen(WHITE) | ||
display.text(f"{text_1_string}", text_1_location[0], text_1_location[1], WIDTH, 1) | ||
display.text(f"{text_2_string}", text_2_location[0], text_2_location[1], WIDTH, 1) | ||
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# Finally we update the display with our changes :) | ||
i75.update() | ||
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# Handle the QwSTPad being disconnected unexpectedly | ||
except OSError: | ||
print("QwSTPad: Disconnected .. Exiting") | ||
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# Turn off the LEDs of the connected QwSTPad | ||
finally: | ||
try: | ||
player.pad.clear_leds() | ||
except OSError: | ||
pass |