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My matrix multiplication, used to row a boat.
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import display, math, time, buttons | |
def drawBoat(): | |
display.pushMatrix() | |
drawBoatBottom(0x000000) | |
display.translate(-4, 0) | |
drawBoatMast(0x000000, 0x000000) | |
display.popMatrix() | |
def drawBoatMast(mastColor, flagColor): | |
# 0--1 | |
# | | | |
# | 6 | |
# | |\ | |
# | 5-4 | |
# | | | |
# 3--2 | |
x0 = 0 | |
y0 = -23 | |
x1 = 3 | |
y1 = -23 | |
x2 = 3 | |
y2 = 0 | |
x3 = 0 | |
y3 = 0 | |
x4 = 12 | |
y4 = -10 | |
x5 = 3 | |
y5 = -10 | |
x6 = 3 | |
y6 = -20 | |
display.drawQuad(x0, y0, x1, y1, x2, y2, x3, y3, mastColor) | |
# display.drawLine(x0, y0, x1, y1, 0x000000) | |
# display.drawLine(x1, y1, x2, y2, 0x000000) | |
# display.drawLine(x2, y2, x3, y3, 0x000000) | |
# display.drawLine(x3, y3, x0, y0, 0x000000) | |
display.drawTri(x6, y6, x4, y4, x5, y5, flagColor) | |
# display.drawLine(x6, y6, x4, y4, 0x000000) | |
# display.drawLine(x4, y4, x5, y5, 0x000000) | |
# display.drawLine(x4, y4, x6, y6, 0x000000) | |
def drawBoatBottom(color): | |
# 0--------1 | |
# \ / | |
# 3----2 | |
x0 = -20 | |
y0 = 0 | |
x1 = 20 | |
y1 = 0 | |
x2 = 16 | |
y2 = 8 | |
x3 = -16 | |
y3 = 8 | |
display.drawQuad(x0, y0, x1, y1, x2, y2, x3, y3, color) | |
# display.drawLine(x0, y0, x1, y1, 0x000000) | |
# display.drawLine(x1, y1, x2, y2, 0x000000) | |
# display.drawLine(x2, y2, x3, y3, 0x000000) | |
# display.drawLine(x3, y3, x0, y0, 0x000000) | |
def drawSun(color): | |
display.pushMatrix() | |
display.translate(-3, -3 - display.height()) | |
display.drawCircle(0, 0, 30, 0, math.pi * 2, True, color) | |
display.rotate(sunOffset) | |
for i in range(20): | |
display.rotate(math.pi / 10) | |
display.drawLine(0, 35, 0, 45, color) | |
display.popMatrix() | |
def btnAEvent(value): | |
global boatInWater, boatVelocity, boatY | |
if value and boatInWater and boatVelocity == 0: | |
boatInWater = False | |
boatVelocity = -10 | |
boatY -= 8 | |
# For good measure. | |
display.clearMatrix() | |
display.translate(0, display.height()) | |
sunOffset = 0 | |
offset = 0 | |
boatX = display.width() / 6 | |
boatAngle = 0 | |
boatY = 0 | |
boatInWater = True | |
boatVelocity = 0 | |
buttons.attach(buttons.BTN_A, btnAEvent) | |
while True: | |
display.drawFill(0xffffff) | |
drawSun(0x000000) | |
for i in range(display.width()): | |
wave = math.sin((i + offset) * math.pi / 35) * 8 - 35 | |
display.drawPixel(i, wave, 0x000000) | |
if i & 1: | |
for j in range(round(wave - 1) | 1, 0, 2): | |
display.drawPixel(i, j + ((i >> 1) & 1) + 1, 0x000000) | |
display.pushMatrix() | |
waterLevelAtBoat = math.sin((boatX + offset) * math.pi / 35) * 8 - 35 + boatVelocity | |
if boatInWater: | |
if boatY > waterLevelAtBoat and boatVelocity < 0: | |
boatY += boatVelocity | |
boatVelocity -= 2 | |
if boatY <= waterLevelAtBoat: | |
boatY = waterLevelAtBoat | |
boatVelocity = 0 | |
else: | |
boatY = waterLevelAtBoat | |
boatVelocity = 0 | |
waterLevelBeforeBoat = math.sin((boatX + 2 + offset) * math.pi / 35) * 8 - 35 + boatVelocity | |
boatAngle = math.atan2(waterLevelBeforeBoat - waterLevelAtBoat, 2) | |
else: | |
boatY += boatVelocity | |
boatVelocity = boatVelocity + 3 if boatVelocity < 20 else 20 | |
if boatY >= waterLevelAtBoat and boatVelocity > 0: | |
boatInWater = True | |
boatVelocity = -1 | |
boatY = waterLevelAtBoat | |
display.translate(boatX, boatY - 6) | |
display.rotate(boatAngle) | |
drawBoat() | |
display.popMatrix() | |
offset += 8 | |
sunOffset += math.pi * 0.025 | |
display.flush() | |
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