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main.py
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main.py
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# Imports
from machine import Pin, I2C, PWM
from ssd1306 import SSD1306_I2C
import time
import math
import _thread
# Set up the button
button_l = Pin(8, Pin.IN, Pin.PULL_DOWN)
button_r = Pin(16, Pin.IN, Pin.PULL_DOWN)
# Set up I2C and the pins we're using for it
i2c=I2C(0,sda=Pin(0), scl=Pin(1), freq=400000)
# Set up the buzzer
buzzer = PWM(Pin(13))
# define music variables
volume = 10000
B6 = 1979
E7 = 2637
B3 = 246
E4 = 329
playJump = False
playDeath = False
playInteract = False
playBootup = False
playBootdown = False
# Short delay to stop I2C falling over
time.sleep(1)
# Define the display and size (128x32)
display = SSD1306_I2C(128, 32, i2c)
# Define functions & classes
def triangle(x,y,h,c):
w = int(math.ceil(h/(0.5*math.sqrt(3))))
display.line(x,y+h,math.ceil(x+w/2),y,c)
display.line(x+w,y+h,math.ceil(x+w/2),y,c)
display.line(x,y+h,x+w,y+h,c)
class Player:
x = 20
y = 20
speed = 10
jumpPower = 12
def move(self, t_x,t_y):
triangle(t_x,t_y,10,1)
self.x = t_x
self.y = t_y
def speedUp(self):
self.speed -= 0.01
def getSpeed(self):
return self.speed
def getX(self):
return self.x
def getY(self):
return self.y
def jump(self):
self.y -= self.jumpPower
def fall(self):
self.y += self.jumpPower
def draw(self):
t_x = self.getX()
t_y = self.getY()
display.fill_rect(t_x, t_y, 10, 10, 1)
class Obstacle:
x = 5
y = 5
def __init__(self, t_x=5, t_y=5):
self.x = t_x
self.y = t_y
def getX(self):
return self.x
def getY(self):
return self.y
def move(self):
self.x -= 5
def resetX(self):
self.x = 160
def draw(self):
triangle(self.getX(), self.getY(), 8, 1)
def drawLevel():
display.hline(0, 30, 200, 1)
drawObstacles()
player.draw()
def drawObstacles():
for obstacle in obstacles:
obstacle.draw()
def moveObstacles():
for obstacle in obstacles:
if obstacle.getX() <= 0:
obstacle.resetX()
else:
obstacle.move()
def gameOver():
onScreen = True
selected = 0
display.invert(0)
display.fill(0)
display.text("GAME OVER!", 0, 0, 1)
display.text("Score: "+str(score), 0, 12, 1)
display.text(">Restart Home", 0,24)
display.show()
while onScreen:
time.sleep(0.2)
if button_l():
if selected == 0:
selected = 1
display.fill(0)
display.text("GAME OVER!", 0, 0, 1)
display.text("Score: "+str(score), 0, 12, 1)
display.text(" Restart >Home", 0,24)
display.show()
else:
selected = 0
display.fill(0)
display.text("GAME OVER!", 0, 0, 1)
display.text("Score: "+str(score), 0, 12, 1)
display.text(">Restart Home", 0,24)
display.show()
if button_r():
if selected == 0:
onScreen = False
startGame()
else:
onScreen = False
home()
def startGame():
global game
global player
global obstacles
global playerIsInAir
global timeInAir
global score
global fallTime
game = True
player = Player()
obstacles = [Obstacle(60,21), Obstacle(110,21), Obstacle(160,21)]
playerIsInAir = False
timeInAir = 0
score = 0
fallTime = 1.15
display.fill(0)
display.show()
def home():
global playInteract
global playBootup
global playBootdown
onScreen = True
selection = 0
isOff = False
display.fill(0)
display.text("Cube Dash", 0, 0)
display.text(">Start Quit", 0, 24)
display.show()
while onScreen:
time.sleep(0.2)
if not isOff:
if button_l():
playInteract = True
if selection == 0:
selection = 1
display.fill(0)
display.text("Cube Dash", 0, 0)
display.text(" Start >Quit", 0, 24)
display.show()
elif selection == 1:
selection = 0
display.fill(0)
display.text("Cube Dash", 0, 0)
display.text(">Start Quit", 0, 24)
display.show()
elif button_r():
playInteract = True
if selection == 0:
onScreen = False
startGame()
elif selection == 1:
playBootdown = True
isOff = True
display.poweroff()
else:
if button_l() or button_r():
playBootup = True
isOff = False
display.poweron()
def secondThread():
global playJump
global playDeath
global playInteract
global playBootup
global playBootdown
while True:
time.sleep(0.05)
if playJump:
jumpSFX()
playJump = False
elif playDeath:
deathSFX()
playDeath = False
elif playInteract:
interactSFX()
playInteract = False
elif playBootup:
bootupSFX()
playBootup = False
elif playBootdown:
bootdownSFX()
playBootdown = False
def jumpSFX():
buzzer.duty_u16(volume)
buzzer.freq(B6)
time.sleep(0.05)
buzzer.duty_u16(0)
time.sleep(0.1)
buzzer.duty_u16(volume)
buzzer.freq(E7)
time.sleep(0.05)
buzzer.duty_u16(0)
time.sleep(0.1)
def deathSFX():
buzzer.duty_u16(volume)
buzzer.freq(E4)
time.sleep(0.05)
buzzer.duty_u16(0)
time.sleep(0.1)
buzzer.duty_u16(volume)
buzzer.freq(B3)
time.sleep(0.05)
buzzer.duty_u16(0)
time.sleep(0.1)
def interactSFX():
buzzer.duty_u16(volume)
buzzer.freq(B6)
time.sleep(0.05)
buzzer.duty_u16(0)
time.sleep(0.1)
def bootupSFX():
buzzer.duty_u16(volume)
buzzer.freq(B3)
time.sleep(0.05)
buzzer.duty_u16(0)
time.sleep(0.1)
buzzer.duty_u16(volume)
buzzer.freq(B6)
time.sleep(0.05)
buzzer.duty_u16(0)
time.sleep(0.1)
buzzer.duty_u16(volume)
buzzer.freq(E7)
time.sleep(0.05)
buzzer.duty_u16(0)
time.sleep(0.1)
buzzer.duty_u16(volume)
buzzer.freq(E7)
time.sleep(0.05)
buzzer.duty_u16(0)
time.sleep(0.1)
def bootdownSFX():
buzzer.duty_u16(volume)
buzzer.freq(E7)
time.sleep(0.05)
buzzer.duty_u16(0)
time.sleep(0.1)
buzzer.duty_u16(volume)
buzzer.freq(E7)
time.sleep(0.05)
buzzer.duty_u16(0)
time.sleep(0.1)
time.sleep(0.1)
buzzer.duty_u16(volume)
buzzer.freq(B6)
time.sleep(0.05)
buzzer.duty_u16(0)
buzzer.duty_u16(volume)
buzzer.freq(B3)
time.sleep(0.05)
buzzer.duty_u16(0)
# Create variables
game = False
player = Player()
obstacles = [Obstacle(60,21), Obstacle(110,21), Obstacle(160,21)]
playerIsInAir = False
timeInAir = 0
score = 0
fallTime = 1.15
def mainThread():
global game
global player
global obstacles
global playerIsInAir
global timeInAir
global score
global fallTime
global playJump
global playDeath
home()
while game:
display.fill(0)
drawLevel()
speed = player.getSpeed()
fallTime = 1.15/10*speed
time.sleep(speed/60)
moveObstacles()
if button_l() == 1 and not playerIsInAir:
player.jump()
playJump = True
if player.getY() < 20:
playerIsInAir = True
if playerIsInAir:
timeInAir += speed/60
if playerIsInAir and timeInAir > fallTime:
player.fall()
playerIsInAir = False
timeInAir = 0
score += 1
display.text("Score: "+str(score),0,0)
if not int(math.floor(score/100.0))%2 == 0:
display.invert(1)
else:
display.invert(0)
if not int(math.floor(score/10.0))%15 == 0 and score > 200:
player.speedUp()
elif not int(math.floor(score/10.0))%10 == 0 and score > 600:
player.speedUp()
elif not int(math.floor(score/10.0))%5 == 0 and score > 1000:
player.speedUp()
elif not int(math.floor(score/10.0))%3 == 0 and score > 2000:
player.speedUp()
display.show()
for obstacle in obstacles:
if player.getX() == obstacle.getX() and not playerIsInAir:
game = False
playDeath = True
gameOver()
second_thread = _thread.start_new_thread(secondThread, ())
mainThread()