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xpstem
st7789_mpy
Commits
054aed01
Commit
054aed01
authored
Dec 15, 2021
by
russhughes
Browse files
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Plain Diff
smoother animation, less gc glitching, better collision handling
parent
5f6bbbd6
Changes
2
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Showing
2 changed files
with
162 additions
and
140 deletions
+162
-140
examples/RP2/Waveshare-lcd-2/toasters/toasters.py
examples/RP2/Waveshare-lcd-2/toasters/toasters.py
+84
-71
examples/esp32_st7789/toasters/toasters.py
examples/esp32_st7789/toasters/toasters.py
+78
-69
No files found.
examples/RP2/Waveshare-lcd-2/toasters/toasters.py
View file @
054aed01
'''
toasters.py - Flying Toasters(ish) for Raspberry Pi P
ICO
with Waveshare Pico LCD 2 Display Module.
toasters.py - Flying Toasters(ish) for Raspberry Pi P
ico
with Waveshare Pico LCD 2 Display Module.
Uses spritesheet from CircuitPython_Flying_Toasters pendant project
https://learn.adafruit.com/circuitpython-sprite-animation-pendant-mario-clouds-flying-toasters
...
...
@@ -7,6 +7,8 @@ toasters.py - Flying Toasters(ish) for Raspberry Pi PICO with Waveshare Pico LCD
Convert spritesheet bmp to tft.bitmap() method compatible python module using:
python3 ./sprites2bitmap.py toasters.bmp 64 64 4 > toast_bitmaps.py
Video: https://youtu.be/9W51gukpQus
'''
import
gc
...
...
@@ -19,115 +21,124 @@ import toast_bitmaps
TOASTER_FRAMES
=
[
0
,
1
,
2
,
3
]
TOAST_FRAMES
=
[
4
]
class
rect
():
'''rectangle class'''
def
__init__
(
self
,
col
,
row
,
width
,
height
):
'''create new rectangle'''
self
.
col
=
col
self
.
row
=
row
self
.
width
=
width
self
.
height
=
height
def
__add__
(
self
,
other
):
'''add two rectangles'''
return
rect
(
self
.
col
+
other
.
col
,
self
.
row
+
other
.
row
,
self
.
width
+
other
.
width
,
self
.
height
+
other
.
height
)
def
collide
(
rect_a
,
rect_b
):
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
(
rect_a
.
col
+
rect_a
.
width
>=
rect_b
.
col
and
rect_a
.
col
<=
rect_b
.
col
+
rect_b
.
width
and
rect_a
.
row
+
rect_a
.
height
>=
rect_b
.
row
and
rect_a
.
row
<=
rect_b
.
row
+
rect_b
.
height
)
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
collision
(
sprites
):
''''return true if any sprites overlap'''
return
any
(
collide
(
a
.
location
,
b
.
location
)
for
a
,
b
in
zip
(
sprites
[::],
sprites
[
1
::]))
return
any
(
collide
(
a
.
col
,
a
.
row
,
a
.
width
,
a
.
height
,
b
.
col
,
b
.
row
,
b
.
width
,
b
.
height
)
for
a
,
b
in
zip
(
sprites
[::],
sprites
[
1
::]))
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.
def
random_start
(
tft
,
sprites
,
bitmaps
):
'''return new location along the top or right of the screen that does not overlap any sprites'''
while
True
:
if
random
.
getrandbits
(
2
)
>
1
:
'''
# 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
,
tft
.
width
()
-
bitmaps
.
WIDTH
)
col
=
random
.
randint
(
bitmaps
.
WIDTH
//
2
,
tft
.
width
()
-
bitmaps
.
WIDTH
)
else
:
col
=
tft
.
width
()
-
bitmaps
.
WIDTH
row
=
random
.
randint
(
bitmaps
.
HEIGHT
,
tft
.
height
()
-
bitmaps
.
HEIGHT
)
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
new_location
=
rect
(
col
,
row
,
bitmaps
.
WIDTH
,
bitmaps
.
HEIGHT
)
if
not
any
(
collide
(
new_location
,
sprite
.
location
)
for
sprite
in
sprites
):
return
new_location
return
(
col
,
row
)
def
main
():
class
t
oast
():
class
T
oast
():
'''
t
oast class to keep track of toaster and toast sprites
T
oast 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
.
id
=
len
(
sprites
)
self
.
num
=
len
(
sprites
)
self
.
bitmaps
=
bitmaps
self
.
frames
=
frames
self
.
steps
=
len
(
frames
)
self
.
location
=
random_start
(
tft
,
sprites
,
bitmaps
)
self
.
last
=
self
.
location
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
.
direction
=
rect
(
-
random
.
randint
(
2
,
5
),
2
,
0
,
0
)
self
.
prev_direction
=
self
.
direction
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
.
location
.
col
,
self
.
location
.
row
-
1
,
self
.
location
.
width
,
self
.
direction
.
row
+
1
,
self
.
col
,
self
.
row
-
1
,
self
.
width
,
self
.
dir_
row
+
1
,
st7789
.
BLACK
)
tft
.
fill_rect
(
self
.
location
.
col
+
self
.
bitmaps
.
WIDTH
+
self
.
direction
.
col
,
self
.
location
.
row
,
-
self
.
dir
ection
.
col
,
self
.
location
.
height
,
st7789
.
BLACK
)
self
.
col
+
self
.
width
+
self
.
dir_col
,
self
.
row
,
-
self
.
dir
_col
,
self
.
height
,
st7789
.
BLACK
)
def
erase
(
self
):
'''erase last postion of sprite'''
tft
.
fill_rect
(
self
.
last
.
col
,
self
.
last
.
row
,
self
.
last
.
width
,
self
.
last
.
height
,
st7789
.
BLACK
)
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
=
self
.
location
new_location
=
self
.
location
+
self
.
direction
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
if
any
(
collide
(
new_col
,
new_row
,
self
.
width
,
self
.
height
,
sprite
.
col
,
sprite
.
row
,
sprite
.
width
,
sprite
.
height
)
for
sprite
in
sprites
if
self
.
num
!=
sprite
.
num
):
# if new location collides with another sprite, change direction down for 16 frames
if
any
(
collide
(
new_location
,
sprite
.
location
)
for
sprite
in
sprites
if
self
.
id
!=
sprite
.
id
):
self
.
iceberg
=
16
self
.
direction
=
rect
(
-
1
,
2
,
0
,
0
)
new_
location
=
self
.
location
+
self
.
direction
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
.
location
=
new_location
self
.
col
=
new_col
self
.
row
=
new_row
# if new location touches edge of screen, erase then set new start location
if
new_location
.
col
<=
0
or
new_location
.
row
>
tft
.
height
()
-
self
.
location
.
height
:
if
self
.
col
<=
0
or
self
.
row
>
tft
.
height
()
-
self
.
height
:
self
.
erase
()
self
.
direction
=
rect
(
-
random
.
randint
(
2
,
5
),
2
,
0
,
0
)
self
.
location
=
random_start
(
tft
,
sprites
,
self
.
bitmaps
)
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
.
direction
=
self
.
prev_direction
self
.
dir_col
=
self
.
prev_dir_col
self
.
dir_row
=
self
.
prev_dir_row
def
draw
(
self
):
'''draw current frame of sprite at it's location'''
tft
.
bitmap
(
self
.
bitmaps
,
self
.
location
.
col
,
self
.
location
.
row
,
self
.
frames
[
self
.
step
])
'''
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 spi interface
# configure spi interface
...
...
@@ -151,14 +162,16 @@ def main():
# create toast spites and set animation frames
sprites
=
[]
sprites
.
append
(
t
oast
(
sprites
,
toast_bitmaps
,
TOAST_FRAMES
))
sprites
.
append
(
t
oast
(
sprites
,
toast_bitmaps
,
TOASTER_FRAMES
))
sprites
.
append
(
t
oast
(
sprites
,
toast_bitmaps
,
TOASTER_FRAMES
))
sprites
.
append
(
T
oast
(
sprites
,
toast_bitmaps
,
TOAST_FRAMES
))
sprites
.
append
(
T
oast
(
sprites
,
toast_bitmaps
,
TOASTER_FRAMES
))
sprites
.
append
(
T
oast
(
sprites
,
toast_bitmaps
,
TOASTER_FRAMES
))
# move and draw sprites
while
True
:
for
sprite
in
sprites
:
stop
=
Pin
(
15
,
Pin
.
IN
,
Pin
.
PULL_UP
)
# Top Left
# move and draw sprites until stop button is pressed
while
stop
.
value
():
for
sprite
in
sprites
:
sprite
.
clear
()
sprite
.
move
(
sprites
)
sprite
.
draw
()
...
...
examples/esp32_st7789/toasters/toasters.py
View file @
054aed01
'''
toasters.py - Flying Toasters(ish)
toasters.py - Flying Toasters(ish)
an ESP-32 and ST7789 240x320 display.
Uses spritesheet from CircuitPython_Flying_Toasters pendant project
https://learn.adafruit.com/circuitpython-sprite-animation-pendant-mario-clouds-flying-toasters
...
...
@@ -19,115 +19,124 @@ import toast_bitmaps
TOASTER_FRAMES
=
[
0
,
1
,
2
,
3
]
TOAST_FRAMES
=
[
4
]
class
rect
():
'''rectangle class'''
def
__init__
(
self
,
col
,
row
,
width
,
height
):
'''create new rectangle'''
self
.
col
=
col
self
.
row
=
row
self
.
width
=
width
self
.
height
=
height
def
__add__
(
self
,
other
):
'''add two rectangles'''
return
rect
(
self
.
col
+
other
.
col
,
self
.
row
+
other
.
row
,
self
.
width
+
other
.
width
,
self
.
height
+
other
.
height
)
def
collide
(
rect_a
,
rect_b
):
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
(
rect_a
.
col
+
rect_a
.
width
>=
rect_b
.
col
and
rect_a
.
col
<=
rect_b
.
col
+
rect_b
.
width
and
rect_a
.
row
+
rect_a
.
height
>=
rect_b
.
row
and
rect_a
.
row
<=
rect_b
.
row
+
rect_b
.
height
)
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
collision
(
sprites
):
''''return true if any sprites overlap'''
return
any
(
collide
(
a
.
location
,
b
.
location
)
for
a
,
b
in
zip
(
sprites
[::],
sprites
[
1
::]))
return
any
(
collide
(
a
.
col
,
a
.
row
,
a
.
width
,
a
.
height
,
b
.
col
,
b
.
row
,
b
.
width
,
b
.
height
)
for
a
,
b
in
zip
(
sprites
[::],
sprites
[
1
::]))
def
random_start
(
tft
,
sprites
,
bitmaps
):
'''return new location along the top or right of the screen that does not overlap any sprites'''
while
True
:
if
random
.
getrandbits
(
2
)
>
1
:
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
,
tft
.
width
()
-
bitmaps
.
WIDTH
)
col
=
random
.
randint
(
bitmaps
.
WIDTH
//
2
,
tft
.
width
()
-
bitmaps
.
WIDTH
)
else
:
col
=
tft
.
width
()
-
bitmaps
.
WIDTH
row
=
random
.
randint
(
bitmaps
.
HEIGHT
,
tft
.
height
()
-
bitmaps
.
HEIGHT
)
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
new_location
=
rect
(
col
,
row
,
bitmaps
.
WIDTH
,
bitmaps
.
HEIGHT
)
if
not
any
(
collide
(
new_location
,
sprite
.
location
)
for
sprite
in
sprites
):
return
new_location
return
(
col
,
row
)
def
main
():
class
t
oast
():
class
T
oast
():
'''
t
oast class to keep track of toaster and toast sprites
T
oast 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
.
id
=
len
(
sprites
)
self
.
num
=
len
(
sprites
)
self
.
bitmaps
=
bitmaps
self
.
frames
=
frames
self
.
steps
=
len
(
frames
)
self
.
location
=
random_start
(
tft
,
sprites
,
bitmaps
)
self
.
last
=
self
.
location
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
.
direction
=
rect
(
-
random
.
randint
(
2
,
5
),
2
,
0
,
0
)
self
.
prev_direction
=
self
.
direction
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
.
location
.
col
,
self
.
location
.
row
-
1
,
self
.
location
.
width
,
self
.
direction
.
row
+
1
,
self
.
col
,
self
.
row
-
1
,
self
.
width
,
self
.
dir_
row
+
1
,
st7789
.
BLACK
)
tft
.
fill_rect
(
self
.
location
.
col
+
self
.
bitmaps
.
WIDTH
+
self
.
direction
.
col
,
self
.
location
.
row
,
-
self
.
dir
ection
.
col
,
self
.
location
.
height
,
st7789
.
BLACK
)
self
.
col
+
self
.
width
+
self
.
dir_col
,
self
.
row
,
-
self
.
dir
_col
,
self
.
height
,
st7789
.
BLACK
)
def
erase
(
self
):
'''erase last postion of sprite'''
tft
.
fill_rect
(
self
.
last
.
col
,
self
.
last
.
row
,
self
.
last
.
width
,
self
.
last
.
height
,
st7789
.
BLACK
)
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
=
self
.
location
new_location
=
self
.
location
+
self
.
direction
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
if
any
(
collide
(
new_col
,
new_row
,
self
.
width
,
self
.
height
,
sprite
.
col
,
sprite
.
row
,
sprite
.
width
,
sprite
.
height
)
for
sprite
in
sprites
if
self
.
num
!=
sprite
.
num
):
# if new location collides with another sprite, change direction down for 16 frames
if
any
(
collide
(
new_location
,
sprite
.
location
)
for
sprite
in
sprites
if
self
.
id
!=
sprite
.
id
):
self
.
iceberg
=
16
self
.
direction
=
rect
(
-
1
,
2
,
0
,
0
)
new_
location
=
self
.
location
+
self
.
direction
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
.
location
=
new_location
self
.
col
=
new_col
self
.
row
=
new_row
# if new location touches edge of screen, erase then set new start location
if
new_location
.
col
<=
0
or
new_location
.
row
>
tft
.
height
()
-
self
.
location
.
height
:
if
self
.
col
<=
0
or
self
.
row
>
tft
.
height
()
-
self
.
height
:
self
.
erase
()
self
.
direction
=
rect
(
-
random
.
randint
(
2
,
5
),
2
,
0
,
0
)
self
.
location
=
random_start
(
tft
,
sprites
,
self
.
bitmaps
)
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
.
direction
=
self
.
prev_direction
self
.
dir_col
=
self
.
prev_dir_col
self
.
dir_row
=
self
.
prev_dir_row
def
draw
(
self
):
'''draw current frame of sprite at it's location'''
tft
.
bitmap
(
self
.
bitmaps
,
self
.
location
.
col
,
self
.
location
.
row
,
self
.
frames
[
self
.
step
])
'''
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 spi interface
spi
=
SPI
(
1
,
baudrate
=
31250000
,
sck
=
Pin
(
18
),
mosi
=
Pin
(
19
))
...
...
@@ -150,14 +159,14 @@ def main():
# create toast spites and set animation frames
sprites
=
[]
sprites
.
append
(
t
oast
(
sprites
,
toast_bitmaps
,
TOAST_FRAMES
))
sprites
.
append
(
t
oast
(
sprites
,
toast_bitmaps
,
TOASTER_FRAMES
))
sprites
.
append
(
t
oast
(
sprites
,
toast_bitmaps
,
TOASTER_FRAMES
))
sprites
.
append
(
T
oast
(
sprites
,
toast_bitmaps
,
TOAST_FRAMES
))
sprites
.
append
(
T
oast
(
sprites
,
toast_bitmaps
,
TOASTER_FRAMES
))
sprites
.
append
(
T
oast
(
sprites
,
toast_bitmaps
,
TOASTER_FRAMES
))
# move and draw sprites
while
True
:
for
sprite
in
sprites
:
sprite
.
clear
()
sprite
.
move
(
sprites
)
sprite
.
draw
()
...
...
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