CircuitPython Setup for the PyBadge and PyGamer
First, to make sure you're running the most recent version of CircuitPython for the PyBadge or PyGamer:
Or
If you have an Edge Badge the process is the same as PyBadge, but use the button below to download the firmware file.
If you have a Pew Pew M4 the process is very similar as the others, but there is no button for the reset pin. Short the R (reset) and - (GND) pins with a wire twice in quick succession to access the BOOT drive. Use the button below to download the firmware file.
Or
CircuitPython Libraries
You'll need a few CircuitPython libraries in the lib folder on the CIRCUITPY drive of your device for the code to work. Head to https://circuitpython.org/libraries to download the latest library bundle matching the major version of CircuitPython now on your board (5 for CircuitPython 5.x, etc.). The procedure is available in the Grand Central M4 Express guide.
Once you've downloaded the libraries bundle, add these library directories to the lib folder on the CIRCUITPY drive:
- adafruit_display_text
- adafruit_imageload
Tilegame Assets
Included with this project is a directory called tilegame_assets. You must copy this directory onto the CIRCUITPY drive. This contains the artwork, maps, and other modules needed for the game.
With everything in place you drive should have these files on it:
It's okay if your device has other files as well, but it must have these ones at a minimum.
Project Files
To get all the code and files for this project, click Download: Project Zip in the code box below. Unzip them and place a copy of them on the CIRCUITPY drive of your device in the directories noted above.
# SPDX-FileCopyrightText: 2020 FoamyGuy for Adafruit Industries
#
# SPDX-License-Identifier: MIT
import time
import random
import gc
import board
import displayio
import adafruit_imageload
import ugame
import terminalio
from adafruit_display_text import label
from tilegame_assets.tiles import TILES
from tilegame_assets.states import (
STATE_PLAYING,
STATE_MAPWIN,
STATE_WAITING,
STATE_LOST_SPARKY,
STATE_MINERVA,
)
from tilegame_assets.fun_facts import FACTS
from tilegame_assets.text_helper import wrap_nicely
# pylint: disable=bad-continuation
# Direction constants for comparison
UP = 0
DOWN = 1
RIGHT = 2
LEFT = 3
# how long to wait between rendering frames
FPS_DELAY = 1 / 60
# how many tiles can fit on thes screen. Tiles are 16x16 pixels
SCREEN_HEIGHT_TILES = 8
SCREEN_WIDTH_TILES = 10
# list of maps in order they should be played
MAPS = ["map0.csv", "map1.csv"]
GAME_STATE = {
# hold the map state as it came out of the csv. Only holds non-entities.
"ORIGINAL_MAP": {},
# hold the current map state as it changes. Only holds non-entities.
"CURRENT_MAP": {},
# Dictionary with touple keys that map to lists of entity objects.
# Each one has the index of the sprite in the ENTITY_SPRITES list
# and the tile type string
"ENTITY_SPRITES_DICT": {},
# hold the location of the player in tile coordinates
"PLAYER_LOC": (0, 0),
# list of items the player has in inventory
"INVENTORY": [],
# how many hearts there are in this map level
"TOTAL_HEARTS": 0,
# sprite object to draw for the player
"PLAYER_SPRITE": None,
# size of the map
"MAP_WIDTH": 0,
"MAP_HEIGHT": 0,
# which map level within MAPS we are currently playing
"MAP_INDEX": 0,
# current state of the state machine
"STATE": STATE_PLAYING,
}
# dictionary with tuple keys that map to tile type values
# e.x. {(0,0): "left_wall", (1,1): "floor"}
CAMERA_VIEW = {}
# how far offset the camera is from the GAME_STATE['CURRENT_MAP']
# used to determine where things are at in the camera view vs. the MAP
CAMERA_OFFSET_X = 0
CAMERA_OFFSET_Y = 0
# list of sprite objects, one for each entity
ENTITY_SPRITES = []
# list of entities that need to be on the screen currently based on the camera view
NEED_TO_DRAW_ENTITIES = []
def get_tile(coords):
"""
:param coords: (x, y) tuple
:return: tile name of the tile at the given coords from GAME_STATE['CURRENT_MAP']
"""
return GAME_STATE["CURRENT_MAP"][coords[0], coords[1]]
def get_tile_obj(coords):
"""
:param coords: (x, y) tuple
:return: tile object with stats and behavior for the tile at the given coords.
"""
return TILES[GAME_STATE["CURRENT_MAP"][coords[0], coords[1]]]
#
def is_tile_moveable(tile_coords):
"""
Check the can_walk property of the tile at the given coordinates
:param tile_coords: (x, y) tuple
:return: True if the player can walk on this tile. False otherwise.
"""
return TILES[GAME_STATE["CURRENT_MAP"][tile_coords[0], tile_coords[1]]]["can_walk"]
print("after funcs {}".format(gc.mem_free()))
# display object variable
display = board.DISPLAY
# Load the sprite sheet (bitmap)
sprite_sheet, palette = adafruit_imageload.load(
"tilegame_assets/sprite_sheet.bmp",
bitmap=displayio.Bitmap,
palette=displayio.Palette,
)
# make green be transparent so entities can be drawn on top of map tiles
palette.make_transparent(0)
# Create the castle TileGrid
castle = displayio.TileGrid(
sprite_sheet,
pixel_shader=palette,
width=10,
height=8,
tile_width=16,
tile_height=16,
)
# Create a Group to hold the sprite and castle
group = displayio.Group()
# Add castle to the group
group.append(castle)
def load_map(file_name):
# pylint: disable=global-statement,too-many-statements,too-many-nested-blocks,too-many-branches
global ENTITY_SPRITES, CAMERA_VIEW
# empty the sprites from the group
for cur_s in ENTITY_SPRITES:
group.remove(cur_s)
# remove player sprite
try:
group.remove(GAME_STATE["PLAYER_SPRITE"])
except ValueError:
pass
# reset map and other game state objects
GAME_STATE["ORIGINAL_MAP"] = {}
GAME_STATE["CURRENT_MAP"] = {}
ENTITY_SPRITES = []
GAME_STATE["ENTITY_SPRITES_DICT"] = {}
CAMERA_VIEW = {}
GAME_STATE["INVENTORY"] = []
GAME_STATE["TOTAL_HEARTS"] = 0
# Open and read raw string from the map csv file
f = open("tilegame_assets/{}".format(file_name), "r")
map_csv_str = f.read()
f.close()
# split the raw string into lines
map_csv_lines = map_csv_str.replace("\r", "").split("\n")
# set the WIDTH and HEIGHT variables.
# this assumes the map is rectangular.
GAME_STATE["MAP_HEIGHT"] = len(map_csv_lines)
GAME_STATE["MAP_WIDTH"] = len(map_csv_lines[0].split(","))
# loop over each line storing index in y variable
for y, line in enumerate(map_csv_lines):
# ignore empty line
if line != "":
# loop over each tile type separated by commas, storing index in x variable
for x, tile_name in enumerate(line.split(",")):
print("%s '%s'" % (len(tile_name), str(tile_name)))
# if the tile exists in our main dictionary
if tile_name in TILES.keys():
# if the tile is an entity
if (
"entity" in TILES[tile_name].keys()
and TILES[tile_name]["entity"]
):
# set the map tiles to floor
GAME_STATE["ORIGINAL_MAP"][x, y] = "floor"
GAME_STATE["CURRENT_MAP"][x, y] = "floor"
if tile_name == "heart":
GAME_STATE["TOTAL_HEARTS"] += 1
# if it's the player
if tile_name == "player":
# Create the sprite TileGrid
GAME_STATE["PLAYER_SPRITE"] = displayio.TileGrid(
sprite_sheet,
pixel_shader=palette,
width=1,
height=1,
tile_width=16,
tile_height=16,
default_tile=TILES[tile_name]["sprite_index"],
)
# set the position of sprite on screen
GAME_STATE["PLAYER_SPRITE"].x = x * 16
GAME_STATE["PLAYER_SPRITE"].y = y * 16
# set position in x,y tile coords for reference later
GAME_STATE["PLAYER_LOC"] = (x, y)
# add sprite to the group
group.append(GAME_STATE["PLAYER_SPRITE"])
else: # not the player
# Create the sprite TileGrid
entity_srite = displayio.TileGrid(
sprite_sheet,
pixel_shader=palette,
width=1,
height=1,
tile_width=16,
tile_height=16,
default_tile=TILES[tile_name]["sprite_index"],
)
# set the position of sprite on screen
# default to off the edge
entity_srite.x = -16
entity_srite.y = -16
# add the sprite object to ENTITY_SPRITES list
ENTITY_SPRITES.append(entity_srite)
# print("setting GAME_STATE['ENTITY_SPRITES_DICT'][%s,%s]" % (x,y))
# create an entity obj
_entity_obj = {
"entity_sprite_index": len(ENTITY_SPRITES) - 1,
"map_tile_name": tile_name,
}
# if there are no entities at this location yet
if (x, y) not in GAME_STATE["ENTITY_SPRITES_DICT"]:
# create a list and add it to the dictionary at the x,y location
GAME_STATE["ENTITY_SPRITES_DICT"][x, y] = [_entity_obj]
else:
# append the entity to the existing list in the dictionary
GAME_STATE["ENTITY_SPRITES_DICT"][x, y].append(
_entity_obj
)
else: # tile is not entity
# set the tile_name into MAP dictionaries
GAME_STATE["ORIGINAL_MAP"][x, y] = tile_name
GAME_STATE["CURRENT_MAP"][x, y] = tile_name
else: # tile type wasn't found in dict
print("tile: %s not found in TILES dict" % tile_name)
# add all entity sprites to the group
print("appending {} sprites".format(len(ENTITY_SPRITES)))
for entity in ENTITY_SPRITES:
group.append(entity)
print("loading map")
load_map(MAPS[GAME_STATE["MAP_INDEX"]])
# Add the Group to the Display
display.root_group = group
# variables to store previous value of button state
prev_up = False
prev_down = False
prev_left = False
prev_right = False
# helper function returns true if player is allowed to move given direction
# based on can_walk property of the tiles next to the player
def can_player_move(direction):
try:
if direction == UP:
tile_above_coords = (
GAME_STATE["PLAYER_LOC"][0],
GAME_STATE["PLAYER_LOC"][1] - 1,
)
return TILES[
GAME_STATE["CURRENT_MAP"][tile_above_coords[0], tile_above_coords[1]]
]["can_walk"]
if direction == DOWN:
tile_below_coords = (
GAME_STATE["PLAYER_LOC"][0],
GAME_STATE["PLAYER_LOC"][1] + 1,
)
return TILES[
GAME_STATE["CURRENT_MAP"][tile_below_coords[0], tile_below_coords[1]]
]["can_walk"]
if direction == LEFT:
tile_left_of_coords = (
GAME_STATE["PLAYER_LOC"][0] - 1,
GAME_STATE["PLAYER_LOC"][1],
)
return TILES[
GAME_STATE["CURRENT_MAP"][
tile_left_of_coords[0], tile_left_of_coords[1]
]
]["can_walk"]
if direction == RIGHT:
tile_right_of_coords = (
GAME_STATE["PLAYER_LOC"][0] + 1,
GAME_STATE["PLAYER_LOC"][1],
)
return TILES[
GAME_STATE["CURRENT_MAP"][
tile_right_of_coords[0], tile_right_of_coords[1]
]
]["can_walk"]
except KeyError:
return False
return None
# set the appropriate tiles into the CAMERA_VIEW dictionary
# based on given starting coords and size
def set_camera_view(startX, startY, width, height):
# pylint: disable=global-statement
global CAMERA_OFFSET_X
global CAMERA_OFFSET_Y
# set the offset variables for use in other parts of the code
CAMERA_OFFSET_X = startX
CAMERA_OFFSET_Y = startY
# loop over the rows and indexes in the desired size section
for y_index, y in enumerate(range(startY, startY + height)):
# loop over columns and indexes in the desired size section
for x_index, x in enumerate(range(startX, startX + width)):
# print("setting camera_view[%s,%s]" % (x_index,y_index))
try:
# set the tile at the current coordinate of the MAP into the CAMERA_VIEW
CAMERA_VIEW[x_index, y_index] = GAME_STATE["CURRENT_MAP"][x, y]
except KeyError:
# if coordinate is out of bounds set it to floor by default
CAMERA_VIEW[x_index, y_index] = "floor"
# draw the current CAMERA_VIEW dictionary and the GAME_STATE['ENTITY_SPRITES_DICT']
def draw_camera_view():
# list that will hold all entities that have been drawn based on their MAP location
# any entities not in this list should get moved off the screen
drew_entities = []
# print(CAMERA_VIEW)
# pylint: disable=too-many-nested-blocks
# loop over y tile coordinates
for y in range(0, SCREEN_HEIGHT_TILES):
# loop over x tile coordinates
for x in range(0, SCREEN_WIDTH_TILES):
# tile name at this location
tile_name = CAMERA_VIEW[x, y]
# if tile exists in the main dictionary
if tile_name in TILES.keys():
# if there are entity(s) at this location
if (x + CAMERA_OFFSET_X, y + CAMERA_OFFSET_Y) in GAME_STATE[
"ENTITY_SPRITES_DICT"
]:
# default background for entities is floor
castle[x, y] = TILES["floor"]["sprite_index"]
# if it's not the player
if tile_name != "player":
# loop over all entities at this location
for entity_obj_at_tile in GAME_STATE["ENTITY_SPRITES_DICT"][
x + CAMERA_OFFSET_X, y + CAMERA_OFFSET_Y
]:
# set appropriate x,y screen coordinates
# based on tile coordinates
ENTITY_SPRITES[
int(entity_obj_at_tile["entity_sprite_index"])
].x = (x * 16)
ENTITY_SPRITES[
int(entity_obj_at_tile["entity_sprite_index"])
].y = (y * 16)
# add the index of the entity sprite to the draw_entities
# list so we know not to hide it later.
drew_entities.append(
entity_obj_at_tile["entity_sprite_index"]
)
else: # no entities at this location
# set the sprite index of this tile into the CASTLE dictionary
castle[x, y] = TILES[tile_name]["sprite_index"]
else: # tile type not found in main dictionary
# default to floor tile
castle[x, y] = TILES["floor"]["sprite_index"]
# if the player is at this x,y tile coordinate accounting for camera offset
if GAME_STATE["PLAYER_LOC"] == ((x + CAMERA_OFFSET_X, y + CAMERA_OFFSET_Y)):
# set player sprite screen coordinates
GAME_STATE["PLAYER_SPRITE"].x = x * 16
GAME_STATE["PLAYER_SPRITE"].y = y * 16
# loop over all entity sprites
for index in range(0, len(ENTITY_SPRITES)):
# if the sprite wasn't drawn then it's outside the camera view
if index not in drew_entities:
# hide the sprite by moving it off screen
ENTITY_SPRITES[index].x = int(-16)
ENTITY_SPRITES[index].y = int(-16)
# variable to store timestamp of last drawn frame
last_update_time = 0
# variables to store movement offset values
x_offset = 0
y_offset = 0
def show_splash(new_text, color, vertical_offset=18):
text_area.text = ""
text_area.text = new_text
text_area.anchor_point = (0, 0)
text_area.anchored_position = (0, vertical_offset)
text_area.color = color
group.append(splash)
# Make the splash context
splash = displayio.Group()
# game message background bmp file
odb = displayio.OnDiskBitmap("tilegame_assets/game_message_background.bmp")
bg_grid = displayio.TileGrid(odb, pixel_shader=odb.pixel_shader)
splash.append(bg_grid)
# Text for the message
text_group = displayio.Group(x=14, y=8)
text_area = label.Label(terminalio.FONT, text=" " * 180, color=0xD39AE5)
text_group.append(text_area)
splash.append(text_group)
# main loop
while True:
# set the current button values into variables
cur_btn_vals = ugame.buttons.get_pressed()
cur_up = cur_btn_vals & ugame.K_UP
cur_down = cur_btn_vals & ugame.K_DOWN
cur_right = cur_btn_vals & ugame.K_RIGHT
cur_left = cur_btn_vals & ugame.K_LEFT
cur_a = cur_btn_vals & ugame.K_O or cur_btn_vals & ugame.K_X
if GAME_STATE["STATE"] == STATE_WAITING:
print(cur_a)
if cur_a:
GAME_STATE["STATE"] = STATE_PLAYING
group.remove(splash)
if GAME_STATE["STATE"] == STATE_PLAYING:
# check for up button press / release
if not cur_up and prev_up:
if can_player_move(UP):
x_offset = 0
y_offset = -1
# check for down button press / release
if not cur_down and prev_down:
if can_player_move(DOWN):
x_offset = 0
y_offset = 1
# check for right button press / release
if not cur_right and prev_right:
if can_player_move(RIGHT):
x_offset = 1
y_offset = 0
# check for left button press / release
if not cur_left and prev_left:
if can_player_move(LEFT):
x_offset = -1
y_offset = 0
# if any offset is not zero then we need to process player movement
if x_offset != 0 or y_offset != 0:
# variable to store if player is allowed to move
can_move = False
# coordinates the player is moving to
moving_to_coords = (
GAME_STATE["PLAYER_LOC"][0] + x_offset,
GAME_STATE["PLAYER_LOC"][1] + y_offset,
)
# tile name of the spot player is moving to
moving_to_tile_name = GAME_STATE["CURRENT_MAP"][
moving_to_coords[0], moving_to_coords[1]
]
# if there are entity(s) at spot the player is moving to
if moving_to_coords in GAME_STATE["ENTITY_SPRITES_DICT"]:
print("found entity(s) where we are moving to")
# loop over all entities at the location player is moving to
for entity_obj in GAME_STATE["ENTITY_SPRITES_DICT"][
moving_to_coords
]:
print("checking entity %s" % entity_obj["map_tile_name"])
# if the entity has a before_move behavior function
if "before_move" in TILES[entity_obj["map_tile_name"]].keys():
print(
"calling before_move %s, %s, %s"
% (
moving_to_coords,
GAME_STATE["PLAYER_LOC"],
entity_obj,
)
)
# call the before_move behavior function act upon it's result
if TILES[entity_obj["map_tile_name"]]["before_move"](
moving_to_coords,
GAME_STATE["PLAYER_LOC"],
entity_obj,
GAME_STATE,
):
# all the movement if it returned true
can_move = True
else:
# break and don't allow movement if it returned false
break
else: # entity does not have a before_move function
# allow movement
can_move = True
if can_move:
# set the player loc variable to the new coords
GAME_STATE["PLAYER_LOC"] = moving_to_coords
else: # no entities at the location player is moving to
# set player loc variable to new coords
GAME_STATE["PLAYER_LOC"] = moving_to_coords
# reset movement offset variables
y_offset = 0
x_offset = 0
# set previous button values for next iteration
prev_up = cur_up
prev_down = cur_down
prev_right = cur_right
prev_left = cur_left
# current time
now = time.monotonic()
# if it has been long enough based on FPS delay
if now > last_update_time + FPS_DELAY:
# Set camera to 10x8 centered on the player
# Clamped to (0, MAP_WIDTH) and (0, MAP_HEIGHT)
set_camera_view(
max(
min(
GAME_STATE["PLAYER_LOC"][0] - 4,
GAME_STATE["MAP_WIDTH"] - SCREEN_WIDTH_TILES,
),
0,
),
max(
min(
GAME_STATE["PLAYER_LOC"][1] - 3,
GAME_STATE["MAP_HEIGHT"] - SCREEN_HEIGHT_TILES,
),
0,
),
10,
8,
)
# draw the camera
draw_camera_view()
# if player beat this map
if GAME_STATE["STATE"] == STATE_MAPWIN:
GAME_STATE["MAP_INDEX"] += 1
# if player has beaten all maps
if GAME_STATE["MAP_INDEX"] >= len(MAPS):
GAME_STATE["MAP_INDEX"] = 0
GAME_STATE["STATE"] = STATE_WAITING
load_map(MAPS[GAME_STATE["MAP_INDEX"]])
show_splash(
"You Win \n =D \nCongratulations. \nStart Over?", 0x29C1CF
)
else:
# prompt to start next
GAME_STATE["STATE"] = STATE_WAITING
load_map(MAPS[GAME_STATE["MAP_INDEX"]])
show_splash(
"You beat this level\n =D \nCongratulations. \nStart Next?",
0x29C1CF,
)
# game over from sparky
elif GAME_STATE["STATE"] == STATE_LOST_SPARKY:
GAME_STATE["MAP_INDEX"] = 0
GAME_STATE["STATE"] = STATE_WAITING
game_over_text = (
"Be careful not to \ntouch Sparky unless \n"
"you've collected \nenough Mho's.\nStarting Over"
)
load_map(MAPS[GAME_STATE["MAP_INDEX"]])
show_splash(game_over_text, 0x25AFBB)
# talking to minerva
elif GAME_STATE["STATE"] == STATE_MINERVA:
GAME_STATE["STATE"] = STATE_WAITING
random_fact = random.choice(FACTS)
minerva_txt = wrap_nicely("Minerva: {}".format(random_fact), 23)
show_splash(minerva_txt, 0xD39AE5, 0)
# store the last update time
last_update_time = now
Page last edited January 22, 2025
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