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fakey Almost Asteroids in CircuitPython on FunHouse (ESP32-S2)
# staroids_code.py -- fakey Almost Asteroids
# 4 Aug 2021 - @todbot
# This is just a sketch, the full version of this idea is at https://github.com/todbot/circuitpython_staroids
import board, time, math, random
import displayio, terminalio, bitmaptools
import adafruit_imageload
import bitmaptools
import digitalio
button_L = digitalio.DigitalInOut(board.BUTTON_UP)
button_L.switch_to_input(pull=digitalio.Pull.DOWN)
button_R = digitalio.DigitalInOut(board.BUTTON_DOWN)
button_R.switch_to_input(pull=digitalio.Pull.DOWN)
button_F = digitalio.DigitalInOut(board.BUTTON_SELECT)
button_F.switch_to_input(pull=digitalio.Pull.DOWN)
display = board.DISPLAY
display.brightness = 1.0
screen = displayio.Group() # group that holds everything
display.show(screen) # add main group to display
sprites,sprites_pal = adafruit_imageload.load('staroids-sprites.bmp')
sprites_pal.make_transparent(0)
shipimg = displayio.Bitmap(30,30, len(sprites_pal))
roid0img = displayio.Bitmap(30,30, len(sprites_pal))
roid1img = displayio.Bitmap(30,30, len(sprites_pal))
## background image, hubble star field
# https://www.nasa.gov/feature/goddard/2019/hubble-astronomers-assemble-wide-view-of-the-evolving-universe/
#bgimg, bgpal = adafruit_imageload.load("staroids-sprites.bmp")
bgimg, bgpal = adafruit_imageload.load("bg_starfield.bmp")
screen.append(displayio.TileGrid(bgimg, pixel_shader=bgpal))
ship = displayio.Group()
ship_grid = displayio.TileGrid(shipimg, pixel_shader=sprites_pal)
ship.append(ship_grid)
screen.append(ship)
roid0 = displayio.Group()
roid0_grid = displayio.TileGrid(roid0img, pixel_shader=sprites_pal)
roid0.append(roid0_grid)
screen.append(roid0)
roid1 = displayio.Group()
roid1_grid = displayio.TileGrid(roid1img, pixel_shader=sprites_pal)
roid1.append(roid1_grid)
screen.append(roid1)
ship_pos = [display.width/2, display.height/2]
ship_v = [0.5,0.2]
ship_angle = 0.0
roid0_v = [-0.3,-0.2]
roid0_pos = [display.width/2, display.height/2]
roid0_angle = 0
roid1_v = [0.22,-0.4]
roid1_pos = [display.width/2, display.height/2]
roid1_angle = 0
print("starting rotating..")
last_debug_time = 0
while True:
# display ship based on rotation and thrusting or not
# bitmaptools.rotozoom(shipimg, shipimg_full, angle=ship_angle, ox=15, oy=15, px=15, py=15)
if button_F.value: # thrusting!
bitmaptools.rotozoom(shipimg, sprites, angle=ship_angle, ox=15, oy=15,
px=45, py=15, source_clip0=(30,0), source_clip1=(59,29))
else: # coasting (doing tilegrid by hand here because seems the only way)
bitmaptools.rotozoom(shipimg, sprites, angle=ship_angle, ox=15, oy=15,
px=15, py=15, source_clip0=(0,0), source_clip1=(29,29))
# display asteroid
bitmaptools.rotozoom(roid0img, sprites, angle=roid0_angle, ox=15, oy=15,
px=15, py=45, source_clip0=(0,29), source_clip1=(29,59))
bitmaptools.rotozoom(roid1img, sprites, angle=roid0_angle, ox=15, oy=15,
px=45, py=45, source_clip0=(30,29), source_clip1=(59,59))
# check on the user
if button_L.value: # rotate left
ship_angle = ship_angle - 0.1
if button_R.value: # rotate right
ship_angle = ship_angle + 0.1
if button_F.value: # thrust!
ship_v[0] = min(2, ship_v[0] + (math.sin(ship_angle)/10) )
ship_v[1] = min(2, ship_v[1] - (math.cos(ship_angle)/10) )
# update ship position
ship_pos = (ship_pos[0] + ship_v[0], ship_pos[1] + ship_v[1])
ship.x, ship.y = int(ship_pos[0]) % display.width, int(ship_pos[1]) % display.height
# update roids position
roid0_angle += 0.01
roid0_pos = (roid0_pos[0] + roid0_v[0], roid0_pos[1] + roid0_v[1])
roid0.x,roid0.y = (int(roid0_pos[0] % display.width), int(roid0_pos[1]) % display.height)
roid1_angle += 0.01
roid1_pos = (roid1_pos[0] + roid1_v[0], roid1_pos[1] + roid1_v[1])
roid1.x,roid1.y = (int(roid1_pos[0] % display.width), int(roid1_pos[1]) % display.height)
time.sleep(0.015) # sets framerate
# debug
if time.monotonic() - last_debug_time > 0.1:
last_debug_time = time.monotonic()
print("ship_pos:", ship.x,ship.y, "ship_v:",ship_v,"angle:",ship_angle)
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