micropython-st7789py-lcd-dr.../examples/tiny_toasters/tiny_toasters.py

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6.1 KiB
Python

"""
tiny_toasters.py
================
.. figure:: ../_static/tiny_toasters.jpg
:align: center
Test sprites_converter.
Tiny Flying Toasters for smaller displays using a converted BMP spritesheet module using:
.. code-block:: console
`sprites_converter.py ttoasters.bmp 32 32 4 > ttoast_bitmaps.py`
.. rubric:: The tiny_toasters.py example uses the spritesheet from CircuitPython_Flying_Toasters pendant
project https://learn.adafruit.com/circuitpython-sprite-animation-pendant-mario-clouds-flying-toasters
.. note:: This example requires the following modules:
.. hlist::
:columns: 3
- `st7789py`
- `tft_config`
- `tiny_toasters`
"""
import gc
import time
import random
import st7789py as st7789
import tft_config
import tiny_toasters_bitmaps as toast_bitmaps
TOASTER_FRAMES = [0, 1, 2, 3]
TOAST_FRAMES = [4]
def collide(a_col, a_row, a_width, a_height, b_col, b_row, b_width, b_height):
"""return true if two rectangles overlap"""
return (
a_col + a_width >= b_col
and a_col <= b_col + b_width
and a_row + a_height >= b_row
and a_row <= b_row + b_height
)
def random_start(tft, sprites, bitmaps, num):
"""
Return a random location along the top or right of the screen, if that location would overlaps
with another sprite return (0,0). This allows the other sprites to keep moving giving the next
random_start a better chance to avoid a collision.
"""
# 50/50 chance to try along the top/right half or along the right/top half of the screen
if random.getrandbits(1):
row = 1
col = random.randint(bitmaps.WIDTH // 2, tft.width - bitmaps.WIDTH)
else:
col = tft.width - bitmaps.WIDTH
row = random.randint(1, tft.height // 2)
if any(
collide(
col,
row,
bitmaps.WIDTH,
bitmaps.HEIGHT,
sprite.col,
sprite.row,
sprite.width,
sprite.height,
)
for sprite in sprites
if num != sprite.num
):
col = 0
row = 0
return (col, row)
def main():
class Toast:
"""
Toast class to keep track of toaster and toast sprites
"""
def __init__(self, sprites, bitmaps, frames):
"""create new sprite in random location that does not overlap other sprites"""
self.num = len(sprites)
self.bitmaps = bitmaps
self.frames = frames
self.steps = len(frames)
self.col, self.row = random_start(tft, sprites, bitmaps, self.num)
self.width = bitmaps.WIDTH
self.height = bitmaps.HEIGHT
self.last_col = self.col
self.last_row = self.row
self.step = random.randint(0, self.steps)
self.dir_col = -random.randint(2, 5)
self.dir_row = 2
self.prev_dir_col = self.dir_col
self.prev_dir_row = self.dir_row
self.iceberg = 0
def clear(self):
"""clear above and behind sprite"""
tft.fill_rect(
self.col, self.row - 1, self.width, self.dir_row + 1, st7789.BLACK
)
tft.fill_rect(
self.col + self.width + self.dir_col,
self.row,
-self.dir_col,
self.height,
st7789.BLACK,
)
def erase(self):
"""erase last position of sprite"""
tft.fill_rect(
self.last_col, self.last_row, self.width, self.height, st7789.BLACK
)
def move(self, sprites):
"""step frame and move sprite"""
if self.steps:
self.step = (self.step + 1) % self.steps
self.last_col = self.col
self.last_row = self.row
new_col = self.col + self.dir_col
new_row = self.row + self.dir_row
# if new location collides with another sprite, change direction for 32 frames
for sprite in sprites:
if (
self.num != sprite.num
and collide(
new_col,
new_row,
self.width,
self.height,
sprite.col,
sprite.row,
sprite.width,
sprite.height,
)
and (self.col > sprite.col)
):
self.iceberg = 32
self.dir_col = -1
self.dir_row = 3
new_col = self.col + self.dir_col
new_row = self.row + self.dir_row
self.col = new_col
self.row = new_row
# if new location touches edge of screen, erase then set new start location
if self.col <= 0 or self.row > tft.height - self.height:
self.erase()
self.dir_col = -random.randint(2, 5)
self.dir_row = 2
self.col, self.row = random_start(tft, sprites, self.bitmaps, self.num)
# Track post collision direction change
if self.iceberg:
self.iceberg -= 1
if self.iceberg == 1:
self.dir_col = self.prev_dir_col
self.dir_row = self.prev_dir_row
def draw(self):
"""if the location is not 0,0 draw current frame of sprite at it's location"""
if self.col and self.row:
tft.bitmap(self.bitmaps, self.col, self.row, self.frames[self.step])
# configure display driver
tft = tft_config.config(tft_config.WIDE)
# create toast spites and set animation frames
sprites = []
sprites.append(Toast(sprites, toast_bitmaps, TOAST_FRAMES))
sprites.append(Toast(sprites, toast_bitmaps, TOASTER_FRAMES))
sprites.append(Toast(sprites, toast_bitmaps, TOASTER_FRAMES))
# move and draw sprites
while True:
for sprite in sprites:
sprite.clear()
sprite.move(sprites)
sprite.draw()
gc.collect()
time.sleep(0.05)
main()