To use with CircuitPython, you need to first install a few libraries, into the lib folder on your CIRCUITPY drive. Then you need to update code.py with the example script.
Thankfully, we can do this in one go. In the example below, click the Download Project Bundle button below to download the necessary libraries and the code.py file in a zip file. Extract the contents of the zip file, open the directory Matrix_Portal_Eyes/ and then click on the directory that matches the version of CircuitPython you're using and copy the contents of that directory to your CIRCUITPY drive.
Your CIRCUITPY drive should now look similar to the following image:
# SPDX-FileCopyrightText: 2020 Phillip Burgess for Adafruit Industries
#
# SPDX-License-Identifier: MIT
"""
RASTER EYES for Adafruit Matrix Portal: animated spooky eyes.
"""
# pylint: disable=import-error
import math
import random
import time
import displayio
import adafruit_imageload
from adafruit_matrixportal.matrix import Matrix
# TO LOAD DIFFERENT EYE DESIGNS: change the middle word here (between
# 'eyes.' and '.data') to one of the folder names inside the 'eyes' folder:
from eyes.werewolf.data import EYE_DATA
#from eyes.cyclops.data import EYE_DATA
#from eyes.kobold.data import EYE_DATA
#from eyes.adabot.data import EYE_DATA
#from eyes.skull.data import EYE_DATA
# UTILITY FUNCTIONS AND CLASSES --------------------------------------------
# pylint: disable=too-few-public-methods
class Sprite(displayio.TileGrid):
"""Single-tile-with-bitmap TileGrid subclass, adds a height element
because TileGrid doesn't appear to have a way to poll that later,
object still functions in a displayio.Group.
"""
def __init__(self, filename, transparent=None):
"""Create Sprite object from color-paletted BMP file, optionally
set one color to transparent (pass as RGB tuple or list to locate
nearest color, or integer to use a known specific color index).
"""
bitmap, palette = adafruit_imageload.load(
filename, bitmap=displayio.Bitmap, palette=displayio.Palette)
if isinstance(transparent, (tuple, list)): # Find closest RGB match
closest_distance = 0x1000000 # Force first match
for color_index, color in enumerate(palette): # Compare each...
delta = (transparent[0] - ((color >> 16) & 0xFF),
transparent[1] - ((color >> 8) & 0xFF),
transparent[2] - (color & 0xFF))
rgb_distance = (delta[0] * delta[0] +
delta[1] * delta[1] +
delta[2] * delta[2]) # Actually dist^2
if rgb_distance < closest_distance: # but adequate for
closest_distance = rgb_distance # compare purposes,
closest_index = color_index # no sqrt needed
palette.make_transparent(closest_index)
elif isinstance(transparent, int):
palette.make_transparent(transparent)
super(Sprite, self).__init__(bitmap, pixel_shader=palette)
# ONE-TIME INITIALIZATION --------------------------------------------------
MATRIX = Matrix(bit_depth=6)
DISPLAY = MATRIX.display
# Order in which sprites are added determines the 'stacking order' and
# visual priority. Lower lid is added before the upper lid so that if they
# overlap, the upper lid is 'on top' (e.g. if it has eyelashes or such).
SPRITES = displayio.Group()
SPRITES.append(Sprite(EYE_DATA['eye_image'])) # Base image is opaque
SPRITES.append(Sprite(EYE_DATA['lower_lid_image'], EYE_DATA['transparent']))
SPRITES.append(Sprite(EYE_DATA['upper_lid_image'], EYE_DATA['transparent']))
SPRITES.append(Sprite(EYE_DATA['stencil_image'], EYE_DATA['transparent']))
DISPLAY.root_group = SPRITES
EYE_CENTER = ((EYE_DATA['eye_move_min'][0] + # Pixel coords of eye
EYE_DATA['eye_move_max'][0]) / 2, # image when centered
(EYE_DATA['eye_move_min'][1] + # ('neutral' position)
EYE_DATA['eye_move_max'][1]) / 2)
EYE_RANGE = (abs(EYE_DATA['eye_move_max'][0] - # Max eye image motion
EYE_DATA['eye_move_min'][0]) / 2, # delta from center
abs(EYE_DATA['eye_move_max'][1] -
EYE_DATA['eye_move_min'][1]) / 2)
UPPER_LID_MIN = (min(EYE_DATA['upper_lid_open'][0], # Motion bounds of
EYE_DATA['upper_lid_closed'][0]), # upper and lower
min(EYE_DATA['upper_lid_open'][1], # eyelids
EYE_DATA['upper_lid_closed'][1]))
UPPER_LID_MAX = (max(EYE_DATA['upper_lid_open'][0],
EYE_DATA['upper_lid_closed'][0]),
max(EYE_DATA['upper_lid_open'][1],
EYE_DATA['upper_lid_closed'][1]))
LOWER_LID_MIN = (min(EYE_DATA['lower_lid_open'][0],
EYE_DATA['lower_lid_closed'][0]),
min(EYE_DATA['lower_lid_open'][1],
EYE_DATA['lower_lid_closed'][1]))
LOWER_LID_MAX = (max(EYE_DATA['lower_lid_open'][0],
EYE_DATA['lower_lid_closed'][0]),
max(EYE_DATA['lower_lid_open'][1],
EYE_DATA['lower_lid_closed'][1]))
EYE_PREV = (0, 0)
EYE_NEXT = (0, 0)
MOVE_STATE = False # Initially stationary
MOVE_EVENT_DURATION = random.uniform(0.1, 3) # Time to first move
BLINK_STATE = 2 # Start eyes closed
BLINK_EVENT_DURATION = random.uniform(0.25, 0.5) # Time for eyes to open
TIME_OF_LAST_MOVE_EVENT = TIME_OF_LAST_BLINK_EVENT = time.monotonic()
# MAIN LOOP ----------------------------------------------------------------
while True:
NOW = time.monotonic()
# Eye movement ---------------------------------------------------------
if NOW - TIME_OF_LAST_MOVE_EVENT > MOVE_EVENT_DURATION:
TIME_OF_LAST_MOVE_EVENT = NOW # Start new move or pause
MOVE_STATE = not MOVE_STATE # Toggle between moving & stationary
if MOVE_STATE: # Starting a new move?
MOVE_EVENT_DURATION = random.uniform(0.08, 0.17) # Move time
ANGLE = random.uniform(0, math.pi * 2)
EYE_NEXT = (math.cos(ANGLE) * EYE_RANGE[0], # (0,0) in center,
math.sin(ANGLE) * EYE_RANGE[1]) # NOT pixel coords
else: # Starting a new pause
MOVE_EVENT_DURATION = random.uniform(0.04, 3) # Hold time
EYE_PREV = EYE_NEXT
# Fraction of move elapsed (0.0 to 1.0), then ease in/out 3*e^2-2*e^3
RATIO = (NOW - TIME_OF_LAST_MOVE_EVENT) / MOVE_EVENT_DURATION
RATIO = 3 * RATIO * RATIO - 2 * RATIO * RATIO * RATIO
EYE_POS = (EYE_PREV[0] + RATIO * (EYE_NEXT[0] - EYE_PREV[0]),
EYE_PREV[1] + RATIO * (EYE_NEXT[1] - EYE_PREV[1]))
# Blinking -------------------------------------------------------------
if NOW - TIME_OF_LAST_BLINK_EVENT > BLINK_EVENT_DURATION:
TIME_OF_LAST_BLINK_EVENT = NOW # Start change in blink
BLINK_STATE += 1 # Cycle paused/closing/opening
if BLINK_STATE == 1: # Starting a new blink (closing)
BLINK_EVENT_DURATION = random.uniform(0.03, 0.07)
elif BLINK_STATE == 2: # Starting de-blink (opening)
BLINK_EVENT_DURATION *= 2
else: # Blink ended,
BLINK_STATE = 0 # paused
BLINK_EVENT_DURATION = random.uniform(BLINK_EVENT_DURATION * 3, 4)
if BLINK_STATE: # Currently in a blink?
# Fraction of closing or opening elapsed (0.0 to 1.0)
RATIO = (NOW - TIME_OF_LAST_BLINK_EVENT) / BLINK_EVENT_DURATION
if BLINK_STATE == 2: # Opening
RATIO = 1.0 - RATIO # Flip ratio so eye opens instead of closes
else: # Not blinking
RATIO = 0
# Eyelid tracking ------------------------------------------------------
# Initial estimate of 'tracked' eyelid positions
UPPER_LID_POS = (EYE_DATA['upper_lid_center'][0] + EYE_POS[0],
EYE_DATA['upper_lid_center'][1] + EYE_POS[1])
LOWER_LID_POS = (EYE_DATA['lower_lid_center'][0] + EYE_POS[0],
EYE_DATA['lower_lid_center'][1] + EYE_POS[1])
# Then constrain these to the upper/lower lid motion bounds
UPPER_LID_POS = (min(max(UPPER_LID_POS[0],
UPPER_LID_MIN[0]), UPPER_LID_MAX[0]),
min(max(UPPER_LID_POS[1],
UPPER_LID_MIN[1]), UPPER_LID_MAX[1]))
LOWER_LID_POS = (min(max(LOWER_LID_POS[0],
LOWER_LID_MIN[0]), LOWER_LID_MAX[0]),
min(max(LOWER_LID_POS[1],
LOWER_LID_MIN[1]), LOWER_LID_MAX[1]))
# Then interpolate between bounded tracked position to closed position
UPPER_LID_POS = (UPPER_LID_POS[0] + RATIO *
(EYE_DATA['upper_lid_closed'][0] - UPPER_LID_POS[0]),
UPPER_LID_POS[1] + RATIO *
(EYE_DATA['upper_lid_closed'][1] - UPPER_LID_POS[1]))
LOWER_LID_POS = (LOWER_LID_POS[0] + RATIO *
(EYE_DATA['lower_lid_closed'][0] - LOWER_LID_POS[0]),
LOWER_LID_POS[1] + RATIO *
(EYE_DATA['lower_lid_closed'][1] - LOWER_LID_POS[1]))
# Move eye sprites -----------------------------------------------------
SPRITES[0].x, SPRITES[0].y = (int(EYE_CENTER[0] + EYE_POS[0] + 0.5),
int(EYE_CENTER[1] + EYE_POS[1] + 0.5))
SPRITES[2].x, SPRITES[2].y = (int(UPPER_LID_POS[0] + 0.5),
int(UPPER_LID_POS[1] + 0.5))
SPRITES[1].x, SPRITES[1].y = (int(LOWER_LID_POS[0] + 0.5),
int(LOWER_LID_POS[1] + 0.5))
And that’s it! If all the right files are copied over, the creature eyes should begin running automatically.
If you want to select a different creature (a few designs are included) or create your own, that’s explained next…
Page last edited February 24, 2025
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