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() # CircuitPython 6 & 7 compatible # game message background bmp file game_message_background = open("tilegame_assets/game_message_background.bmp", "rb") odb = displayio.OnDiskBitmap(game_message_background) bg_grid = displayio.TileGrid(odb, pixel_shader=getattr(odb, 'pixel_shader', displayio.ColorConverter())) # # CircuitPython 7+ compatible # 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
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