CircuitPython Usage
To use the game, you need to add the game program files to the CIRCUITPY drive. The game consists of a handful of Python files and bitmaps.
Thankfully, installing everything be done in one go. In the code block below, click the Download Project Bundle button to download the necessary libraries and game files in a zip file.
Connect your board to your computer via a known good data+power USB cable. The board should show up in your File Explorer/Finder (depending on your operating system) as a flash drive named CIRCUITPY.
Extract the contents of the zip file, copy the lib directory files to CIRCUITPY/lib. Copy the entire contents of the appropriate CircuitPython folder to your CIRCUITPY drive. The program should self start.
# SPDX-FileCopyrightText: 2025 Melissa LeBlanc-Williams for Adafruit Industries # SPDX-License-Identifier: MIT """ An implementation of a match3 jewel swap game. The idea is to move one character at a time to line up at least 3 characters. """ import time from displayio import Group, OnDiskBitmap, TileGrid, Bitmap, Palette from adafruit_display_text.bitmap_label import Label from adafruit_display_text.text_box import TextBox from eventbutton import EventButton import supervisor import terminalio from adafruit_usb_host_mouse import find_and_init_boot_mouse from gamelogic import GameLogic, SELECTOR_SPRITE, EMPTY_SPRITE, GAMEBOARD_POSITION GAMEBOARD_SIZE = (8, 7) HINT_TIMEOUT = 10 # seconds before hint is shown GAME_PIECES = 7 # Number of different game pieces (set between 3 and 8) # pylint: disable=ungrouped-imports if hasattr(supervisor.runtime, "display") and supervisor.runtime.display is not None: # use the built-in HSTX display for Metro RP2350 display = supervisor.runtime.display else: # pylint: disable=ungrouped-imports from displayio import release_displays import picodvi import board import framebufferio # initialize display release_displays() fb = picodvi.Framebuffer( 320, 240, clk_dp=board.CKP, clk_dn=board.CKN, red_dp=board.D0P, red_dn=board.D0N, green_dp=board.D1P, green_dn=board.D1N, blue_dp=board.D2P, blue_dn=board.D2N, color_depth=16, ) display = framebufferio.FramebufferDisplay(fb) def get_color_index(color, shader=None): for index, palette_color in enumerate(shader): if palette_color == color: return index return None # Load the spritesheet sprite_sheet = OnDiskBitmap("/bitmaps/game_sprites.bmp") sprite_sheet.pixel_shader.make_transparent( get_color_index(0x00ff00, sprite_sheet.pixel_shader) ) # Main group will hold all the visual layers main_group = Group() display.root_group = main_group # Add Background to the Main Group background = Bitmap(display.width, display.height, 1) bg_color = Palette(1) bg_color[0] = 0x333333 main_group.append(TileGrid( background, pixel_shader=bg_color )) # Add Game grid, which holds the game board, to the main group game_grid = TileGrid( sprite_sheet, pixel_shader=sprite_sheet.pixel_shader, width=GAMEBOARD_SIZE[0], height=GAMEBOARD_SIZE[1], tile_width=32, tile_height=32, x=GAMEBOARD_POSITION[0], y=GAMEBOARD_POSITION[1], default_tile=EMPTY_SPRITE, ) main_group.append(game_grid) # Add a special selection groupd to highlight the selected piece and allow animation selected_piece_group = Group() selected_piece = TileGrid( sprite_sheet, pixel_shader=sprite_sheet.pixel_shader, width=1, height=1, tile_width=32, tile_height=32, x=0, y=0, default_tile=EMPTY_SPRITE, ) selected_piece_group.append(selected_piece) selector = TileGrid( sprite_sheet, pixel_shader=sprite_sheet.pixel_shader, width=1, height=1, tile_width=32, tile_height=32, x=0, y=0, default_tile=SELECTOR_SPRITE, ) selected_piece_group.append(selector) selected_piece_group.hidden = True main_group.append(selected_piece_group) # Add a group for the swap piece to help with animation swap_piece = TileGrid( sprite_sheet, pixel_shader=sprite_sheet.pixel_shader, width=1, height=1, tile_width=32, tile_height=32, x=0, y=0, default_tile=EMPTY_SPRITE, ) swap_piece.hidden = True main_group.append(swap_piece) # Add foreground foreground_bmp = OnDiskBitmap("/bitmaps/foreground.bmp") foreground_bmp.pixel_shader.make_transparent(0) foreground_tg = TileGrid(foreground_bmp, pixel_shader=foreground_bmp.pixel_shader) foreground_tg.x = 0 foreground_tg.y = 0 main_group.append(foreground_tg) # Add a group for the UI Elements ui_group = Group() main_group.append(ui_group) # Create the mouse graphics and add to the main group time.sleep(1) # Allow time for USB host to initialize mouse = find_and_init_boot_mouse("/bitmaps/mouse_cursor.bmp") if mouse is None: raise RuntimeError("No mouse found connected to USB Host") main_group.append(mouse.tilegrid) # Create the game logic object # pylint: disable=no-value-for-parameter, too-many-function-args game_logic = GameLogic( display, mouse, game_grid, swap_piece, selected_piece_group, GAME_PIECES, HINT_TIMEOUT ) def update_ui(): # Update the UI elements with the current game state score_label.text = f"Score:\n{game_logic.score}" waiting_for_release = False game_over_shown = False # Create the UI Elements # Label for the Score score_label = Label( terminalio.FONT, color=0xffff00, x=5, y=10, ) ui_group.append(score_label) message_dialog = Group() message_dialog.hidden = True def reset(): global game_over_shown # pylint: disable=global-statement # Reset the game logic game_logic.reset() message_dialog.hidden = True game_over_shown = False def hide_group(group): group.hidden = True reset() reset_button = EventButton( reset, label="Reset", width=40, height=16, x=5, y=50, style=EventButton.RECT, ) ui_group.append(reset_button) message_label = TextBox( terminalio.FONT, text="", color=0x333333, background_color=0xEEEEEE, width=display.width // 3, height=90, align=TextBox.ALIGN_CENTER, padding_top=5, ) message_label.anchor_point = (0, 0) message_label.anchored_position = ( display.width // 2 - message_label.width // 2, display.height // 2 - message_label.height // 2, ) message_dialog.append(message_label) message_button = EventButton( (hide_group, message_dialog), label="OK", width=40, height=16, x=display.width // 2 - 20, y=display.height // 2 - message_label.height // 2 + 60, style=EventButton.RECT, ) message_dialog.append(message_button) ui_group.append(message_dialog) # main loop while True: update_ui() # update mouse game_logic.update_mouse() if not message_dialog.hidden: if message_button.handle_mouse( (mouse.x, mouse.y), game_logic.pressed_btns and "left" in game_logic.pressed_btns, waiting_for_release ): game_logic.waiting_for_release = True continue if reset_button.handle_mouse( (mouse.x, mouse.y), game_logic.pressed_btns is not None and "left" in game_logic.pressed_btns, game_logic.waiting_for_release ): game_logic.waiting_for_release = True # process gameboard click if no menu game_logic.update() game_over = game_logic.check_for_game_over() if game_over and not game_over_shown: message_label.text = ("No more moves available. your final score is:\n" + str(game_logic.score)) message_dialog.hidden = False game_over_shown = True
Display Size
Some versions of CircuitPython default to a higher resolution. To ensure the display gets automatically configured for the 320x240 resolution, which the Matching game is designed for, add a CIRCUITPY_DISPLAY_WIDTH
variable with value 320
to the settings.toml file in the root directory of the CIRCUITPY drive. If you do not already have a settings.toml file, follow the instructions on this guide page to create one.
# This file is where you keep private settings, passwords, and tokens! # If you put them in the code you risk committing that info or sharing it CIRCUITPY_DISPLAY_WIDTH=320
Drive Structure
After copying the files, your drive should look like the listing below. It can contain other files as well, but must contain these at a minimum.

Page last edited June 11, 2025
Text editor powered by tinymce.