added next major revision with cleanups and documentation
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gametest_rev2.py
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769
gametest_rev2.py
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#!/usr/bin/env python
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#coding=utf-8
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############################################
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########### GENERAL INFORMATION ############
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############################################
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"""
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This is the software for the project heisser_draht from the bfi itlabs st.stefan
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The idea of the game is to follow a wire with a ring, without touching it.
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The ones with the fastest times to reach the end (and with the least errors)
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are written onto the highscore table. Said table is temporary, and not saved on exit!
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The main game loop is running in 4 states:
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* The game is not running and not ending (State 0)
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This state is the default "starting" page of the game.
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The screen shows the highscore table, and the game waits for a start signal.
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* The game is running and not ending (State 1)
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This is the game running. A timer is displayed on screen.
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Errors are shown on screen aswell.
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The game is waiting for error signals and stop signals
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* The game is not running and ending (State 2)
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Once the stop signal has been reached in the running game, this state is reached.
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The game checks for highscores and asks for a name, should a highscore have been made.
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This state automatically ends after a few seconds and returns the game to State 0.
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* The game is neither running nor ending (State 3)
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This state is currently invalid and does nothing. it should never be reached.
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there's no functionality assigned to this, and this state is never run, but included
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for completeness sake.
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The game also features a (not entirely interactive) LED lighting control. The LEDs are supposed
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to be driven by a small MOSFET driver circuit. DO NOT ATTACH LEDS DIRECTLY!
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The correct type of LEDs are the ones that have a common 12V rail per segment, and are switched
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by clamping the ground. Those ground clamps are driven by the Raspberry via a PWM signal.
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Pin explanation:
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pin_blue, pin_green, pin_red
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Type: PWM Output
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Use: These pins are for controlling the lighting. They are to be connected to a MOSFET driver stage
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that clamps the ground.
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pin_start
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Type: Input, Pull Up
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Use: Start pin. If this is active, the game starts.
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pin_stop
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Type: Input, Pull Up
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Use: Stop pin. If this is active, the game ends
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pin_error
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Type: Input, Pull Up
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Use: This is to be attached to the game wire. If the wire is touched,
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the pin is pulled up and an error is registered.
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pin_shutdown
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Type: Input, Pull Up
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Use: Triggering this input causes a system shutdown.
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GPIO Pinout for assembly:
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3V3 (1) (2) 5V
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- (3) (4) 5V
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- (5) (6) GND
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- (7) (8) -
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GND (9) (10) -
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- (11) (12) -
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- (13) (14) GND
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- (15) (16) pin_blue
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3V3 (17) (18) pin_green
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- (19) (20) GND
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- (21) (22) pin_red
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- (23) (24) -
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GND (25) (26) -
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- (27) (28) -
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- (29) (30) GND
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- (31) (32) pin_start
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pin_error (33) (34) GND
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- (35) (36) pin_shutdown
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pin_stop (37) (38) -
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GND (39) (40) -
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Default state of pins:
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32: pull up
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33: pull up
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36: pull up
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37: pull up
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Make sure leds are on pull-up default pins
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so when their state is undefined, the led
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strips are switched off!
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22: pull up
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18: pull up
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16: pull up
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Credits:
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Based on a script made by TODO: source, although it has been heavily altered
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Changes made by: Clima Philip, Krajnc Moris, Glantschnig Raphael
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Hosted on:
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https://git.wolfsberg.local/philip.clima/heisser_draht
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"""
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############################################
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############# START OF IMPORTS #############
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############################################
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import signal
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import sys
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import os
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import pygame
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from PIL import Image
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from pygame.locals import *
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import RPi.GPIO as GPIO
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############################################
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############## END OF IMPORTS ##############
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############################################
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############################################
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########### START OF DEFINITIONS ###########
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############################################
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# base pygame settings
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pygame_fps = 30 #frames per second setting
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pygame_clock = pygame.time.Clock()
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# GPIO for Buttons
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pin_start = 32
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pin_stop = 37
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pin_error = 33
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pin_shutdown = 36
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# GPIO for LED
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pin_red = 22
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pin_green = 18
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pin_blue = 16
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# other constants
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# every time the wire is touched, some time is added as penalty.
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# number is in ms
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time_per_error = 5000
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# screen settings
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screen_size_x = 1920
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screen_size_y = 1080
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# name length for highscores
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max_name_length = 10
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# preset highscores
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hs1_name = "Fritz"
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hs2_name = "Bernd"
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hs3_name = "Max"
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hs1_time = 100
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hs2_time = 200
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hs3_time = 300
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############################################
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############ END OF DEFINITIONS ############
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############################################
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############################################
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####### START OF PRE-INITIALISATION ########
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############################################
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# here goes stuff that is requires by functions
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# so they can be properly defined
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# initialise the game
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pygame.init()
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# fonts
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pygame_font_1 = pygame.font.Font('freesansbold.ttf', 90)
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pygame_font_2 = pygame.font.Font('freesansbold.ttf', 65)
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pygame_font_3 = pygame.font.Font('freesansbold.ttf', 45)
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# colors
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pygame_color_green = pygame.Color(42, 217, 13)
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pygame_color_black = pygame.Color(0, 0, 0)
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pygame_color_white = pygame.Color(255, 255, 255)
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pygame_color_yellow = pygame.Color(255, 215, 0)
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pygame_color_grey = pygame.Color(196, 202, 206)
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pygame_color_brown = pygame.Color(177, 86, 15)
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# font colors
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pygame_font_main_color = pygame_color_black
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# initialise gpio
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GPIO.setmode(GPIO.BOARD)
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GPIO.setup(pin_start, GPIO.IN)
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GPIO.setup(pin_error, GPIO.IN)
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GPIO.setup(pin_shutdown, GPIO.IN)
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# predefinition of led variables, for use in functions
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led_red = 0
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led_green = 0
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led_blue = 0
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############################################
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######## END OF PRE-INITIALISATION #########
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############################################
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############################################
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###### START OF FUNCTION DEFINITIONS #######
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############################################
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def get_image_width(filepath):
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"""get the width of an image"""
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return (Image.open(filepath).size)[0]
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def get_image_height(filepath):
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"""get the height of an image"""
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return (Image.open(filepath).size)[1]
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def signal_handler(sig, frame):
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"""
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signal handler, later called to interpret
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ctrl+c as "quit" rather than "abort"
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"""
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print('Programm exiting')
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exit_application()
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def led_init():
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"""
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initialises the LED pins
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mind that the pins for the LEDs are pullup by default,
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which is on purpose, since this causes the LED strip to
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be turned off when the program isnt running or their state
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is undefined
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set the led pins to be outputs
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careful: these pins dont drive the
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led strip themselves, but rather 3
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n-channel mosfets, type IRLZ34N
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"""
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global led_red, led_green, led_blue
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GPIO.setup(pin_red, GPIO.OUT)
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GPIO.setup(pin_green, GPIO.OUT)
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GPIO.setup(pin_blue, GPIO.OUT)
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# set the pwm frequency to 100
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# if you experience strobing, try changing
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# the number
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led_red = GPIO.PWM(pin_red, 100)
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led_blue = GPIO.PWM(pin_blue, 100)
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led_green = GPIO.PWM(pin_green, 100)
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# start pwm generation with a duty cycle of 0
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led_green.start(0)
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led_blue.start(0)
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led_red.start(0)
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def change_red(amount):
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"""
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takes an input from 0 to 255 and converts it to Duty Cycle
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valid duty cycle values are between 0 and 100
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stores the new value in led_brightness_COLOUR
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this value is later read by the led_handler to set the
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corresponding duty cycles to allow fast interactive updating
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to be used by change_led_colour
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"""
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global led_red
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factor = 100/255
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led_green.ChangeDutyCycle(amount*factor)
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def change_green(amount):
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"""
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takes an input from 0 to 255 and converts it to Duty Cycle
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valid duty cycle values are between 0 and 100
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stores the new value in led_brightness_COLOUR
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this value is later read by the led_handler to set the
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corresponding duty cycles to allow fast interactive updating
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to be used by change_led_colour
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"""
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global led_green
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factor = 100/255
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led_green.ChangeDutyCycle(amount*factor)
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def change_blue(amount):
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"""
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takes an input from 0 to 255 and converts it to Duty Cycle
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valid duty cycle values are between 0 and 100
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stores the new value in led_brightness_COLOUR
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this value is later read by the led_handler to set the
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corresponding duty cycles to allow fast interactive updating
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to be used by change_led_colour
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"""
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global led_blue
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factor = 100/255
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led_blue.ChangeDutyCycle(amount*factor)
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def change_led_colour(red_amount, green_amount, blue_amount):
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"""
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takes an rgb value as input
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and converts it to duty cycles
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and then applies that.
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"""
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global led_red, led_green, led_blue
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# sets an RGB value for the led strip.
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if red_amount < 0 or red_amount > 255:
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# valid rgb values should be between 0 and 255
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print('change_led_colour: invalid red value received: ' + str(red_amount))
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return False
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if green_amount < 0 or green_amount > 255:
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# valid rgb values should be between 0 and 255
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print('change_led_colour: invalid green value received: '+ str(green_amount))
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return False
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if blue_amount < 0 or blue_amount > 255:
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# valid rgb values should be between 0 and 255
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print('change_led_colour: invalid blue value received: ' + str(blue_amount))
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return False
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change_red(red_amount)
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change_blue(blue_amount)
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change_green(green_amount)
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return True
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def toggle_fullscreen():
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"""switches the game to fullscreen"""
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screen = pygame.display.get_surface()
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tmp = screen.convert()
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caption = pygame.display.get_caption()
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cursor = pygame.mouse.get_cursor() # Duoas 16-04-2007
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screen_width, screen_height = screen.get_width(), screen.get_height()
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flags = screen.get_flags()
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bits = screen.get_bitsize()
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pygame.display.quit()
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pygame.display.init()
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screen = pygame.display.set_mode((screen_width, screen_height), flags^FULLSCREEN, bits)
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screen.blit(tmp, (0, 0))
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pygame.display.set_caption(*caption)
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pygame.key.set_mods(0) # HACK: work-a-round for a SDL bug??
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pygame.mouse.set_cursor(*cursor) # Duoas 16-04-2007
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return screen
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def clear_screen():
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"""fills the screen with a colour"""
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screen.fill(pygame_color_white)
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def handle_events():
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"""looks for things to do every tick"""
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for event in pygame.event.get():
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if event.type == KEYDOWN and event.key == K_ESCAPE:
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exit_application()
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# shutdown raspberry if shutdown pin is detected
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if GPIO.INPUT(pin_shutdown):
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shutdown_raspberry()
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def exit_application():
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""" exit the application with proper cleanup"""
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pygame.quit()
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GPIO.cleanup()
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sys.exit()
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def shutdown_raspberry():
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"""shutdown the system with proper cleanup"""
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pygame.quit()
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GPIO.cleanup()
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os.system("sudo shutdown -h now")
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def enter_name():
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"""asks for a name on screen and then returns that name"""
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clear_screen()
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print('text entry started')
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name = ''
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while True:
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clear_screen()
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# add all needed surfaces
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highscore_surface = pygame_font_1.render('High Score!', True, pygame_font_main_color)
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highscore_rectangle = highscore_surface.get_rect()
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highscore_rectangle.topleft = (700, 250)
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screen.blit(highscore_surface, highscore_rectangle)
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textbox_text_surface = pygame_font_2.render('Enter Name:', True, pygame_font_main_color)
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textbox_text_rectangle = textbox_text_surface.get_rect()
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textbox_text_rectangle.topleft = (700, 400)
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textbox_surface = pygame_font_2.render(str(name), True, pygame_font_main_color)
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textbox_rectangle = textbox_surface.get_rect()
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textbox_rectangle.topleft = (800, 480)
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|
|
||||||
|
# draw everything
|
||||||
|
screen.blit(textbox_text_surface, textbox_text_rectangle)
|
||||||
|
screen.blit(textbox_surface, textbox_rectangle)
|
||||||
|
|
||||||
|
# add the border and logos
|
||||||
|
draw_border()
|
||||||
|
draw_logos()
|
||||||
|
|
||||||
|
# display everything
|
||||||
|
pygame.display.flip()
|
||||||
|
|
||||||
|
# handle key events
|
||||||
|
for event in pygame.event.get():
|
||||||
|
# read new keys for as long as the max length for the name hasnt been reached
|
||||||
|
if len(name) < max_name_length:
|
||||||
|
if event.type == KEYDOWN:
|
||||||
|
# if someone presses the erase key, erase 1 letter
|
||||||
|
if event.key == pygame.K_BACKSPACE:
|
||||||
|
name = name[:-1]
|
||||||
|
# if enter is pressed with at least 1 letter as the name,
|
||||||
|
# return the name
|
||||||
|
elif event.key == pygame.K_RETURN and len(name) > 0:
|
||||||
|
clear_screen()
|
||||||
|
return name
|
||||||
|
# if enter is pressed without any letters in the name,
|
||||||
|
# dont return a name. do nothing instead.
|
||||||
|
elif event.key == pygame.K_RETURN:
|
||||||
|
# do nothing
|
||||||
|
pass
|
||||||
|
# if escape is pressed, exit.
|
||||||
|
# this prevents lockups since the main game loop is not running inside this function.
|
||||||
|
elif event.key == pygame.K_ESCAPE:
|
||||||
|
exit_application()
|
||||||
|
# for any other key, add the letter to the name
|
||||||
|
# Caution: this includes all sorts of weird letters, control sequences, and other unprintable chars.
|
||||||
|
else:
|
||||||
|
name += event.unicode
|
||||||
|
# none of the following may be needed
|
||||||
|
# TODO: Testing
|
||||||
|
# if someone presses the erase key, erase 1 letter
|
||||||
|
#elif event.key == pygame.K_BACKSPACE:
|
||||||
|
# name = name[:-1]
|
||||||
|
#
|
||||||
|
#elif event.type == KEYDOWN and event.key == pygame.K_RETURN:
|
||||||
|
# clear_screen()
|
||||||
|
# return name
|
||||||
|
|
||||||
|
# this part of the code should be unreachable, and only here in case the event handling goes wrong horribly.
|
||||||
|
clear_screen()
|
||||||
|
name = 'Error'
|
||||||
|
return name
|
||||||
|
|
||||||
|
def check_highscores(time):
|
||||||
|
"""
|
||||||
|
check if a new highscore has been made
|
||||||
|
this is coded in a horrible way and adding more than 3 high scores with this sorta system would be too much work.
|
||||||
|
"""
|
||||||
|
global hs1_time, hs2_time, hs3_time, hs1_name, hs2_name, hs3_name
|
||||||
|
if time <= hs1_time:
|
||||||
|
print('new high score:'+str(time))
|
||||||
|
# make the second the third
|
||||||
|
hs3_time = hs2_time
|
||||||
|
hs3_name = hs2_name
|
||||||
|
|
||||||
|
# make the first the second
|
||||||
|
hs2_time = hs1_time
|
||||||
|
hs2_name = hs1_name
|
||||||
|
|
||||||
|
# new high score
|
||||||
|
hs1_time = time
|
||||||
|
hs1_name = enter_name()
|
||||||
|
return True
|
||||||
|
elif time <= hs2_time:
|
||||||
|
print('new second:'+str(time))
|
||||||
|
|
||||||
|
# make the second the third
|
||||||
|
hs3_time = hs2_time
|
||||||
|
hs3_name = hs2_name
|
||||||
|
|
||||||
|
# new second time
|
||||||
|
hs2_time = time
|
||||||
|
hs2_name = enter_name()
|
||||||
|
return True
|
||||||
|
elif time <= hs3_time:
|
||||||
|
print('new third:'+str(time))
|
||||||
|
hs3_time = time
|
||||||
|
hs3_name = enter_name()
|
||||||
|
return True
|
||||||
|
else:
|
||||||
|
return False
|
||||||
|
|
||||||
|
def draw_border():
|
||||||
|
"""draw logos"""
|
||||||
|
screen.blit(img_itlablogo_image, (screen_size_x-img_itlablogo_imagex-20, screen_size_y-img_itlablogo_imagey-20))
|
||||||
|
# TODO: Metallic Logo
|
||||||
|
|
||||||
|
def draw_logos():
|
||||||
|
"""draw rectangle border around everything"""
|
||||||
|
pygame.draw.rect(screen, pygame_color_black, (500, 200, (screen_size_x-500*2), (screen_size_y-200*2)), 5)
|
||||||
|
|
||||||
|
def show_debug():
|
||||||
|
"""show debug information"""
|
||||||
|
print('#############')
|
||||||
|
print('Game running: ' + str(game_running))
|
||||||
|
print('Game ending: ' + str(game_ending))
|
||||||
|
print('Pin status: ')
|
||||||
|
print('Start pin: ' + str(GPIO.INPUT(pin_start)))
|
||||||
|
print('Error pin: ' + str(GPIO.INPUT(pin_error)))
|
||||||
|
print('Shutdown pin: ' + str(GPIO.input(pin_shutdown)))
|
||||||
|
print('#############')
|
||||||
|
|
||||||
|
############################################
|
||||||
|
####### END OF FUNCTION DEFINITIONS ########
|
||||||
|
############################################
|
||||||
|
|
||||||
|
############################################
|
||||||
|
######### START OF INITIALISATION ##########
|
||||||
|
############################################
|
||||||
|
|
||||||
|
# signal handing setup for controlled exit via ctrl+c
|
||||||
|
signal.signal(signal.SIGINT, signal_handler)
|
||||||
|
|
||||||
|
# hide mouse from screen
|
||||||
|
pygame.mouse.set_visible(False)
|
||||||
|
|
||||||
|
# start fullscreen mode with defined screen geometrics
|
||||||
|
screen = pygame.display.set_mode((screen_size_x, screen_size_y), pygame.FULLSCREEN)
|
||||||
|
#pygame.display.set_caption('Heisser Draht') # not required for fullscreen application
|
||||||
|
|
||||||
|
# currently unused because its not needed
|
||||||
|
#screen = toggle_fullscreen()
|
||||||
|
|
||||||
|
# define image variables
|
||||||
|
img_itlablogo = 'img/itlablogo.png'
|
||||||
|
img_itlablogo_image = pygame.image.load(img_itlablogo)
|
||||||
|
img_itlablogo_imagex = get_image_width(img_itlablogo)
|
||||||
|
img_itlablogo_imagey = get_image_height(img_itlablogo)
|
||||||
|
|
||||||
|
# TODO: Metallic Logo einfügen
|
||||||
|
#img_metalliclogo = 'img/metalliclogo.png'
|
||||||
|
#img_metalliclogo_image = pygame.image.load(img_metalliclogo)
|
||||||
|
#img_metalliclogo_imagex = get_image_width(img_metalliclogo)
|
||||||
|
#img_metalliclogo_imagey = get_image_height(img_metalliclogo)
|
||||||
|
|
||||||
|
# initialise led strip
|
||||||
|
led_init()
|
||||||
|
|
||||||
|
# set the start state
|
||||||
|
game_running = False
|
||||||
|
game_ending = False
|
||||||
|
|
||||||
|
# enable the one-shot for changing the LEDs
|
||||||
|
game_just_started = True
|
||||||
|
|
||||||
|
# set start inhibitor to false by default
|
||||||
|
pin_start_inhibit = False
|
||||||
|
|
||||||
|
############################################
|
||||||
|
########## END OF INITIALISATION ###########
|
||||||
|
############################################
|
||||||
|
|
||||||
|
############################################
|
||||||
|
######### START OF MAIN GAME LOOP ##########
|
||||||
|
############################################
|
||||||
|
|
||||||
|
while True:
|
||||||
|
# default actions to be done every cycle
|
||||||
|
clear_screen()
|
||||||
|
handle_events()
|
||||||
|
show_debug()
|
||||||
|
print(str(pygame.time.get_ticks()))
|
||||||
|
|
||||||
|
# State 0
|
||||||
|
|
||||||
|
if not game_running and not game_ending:
|
||||||
|
# one shot for changing the led colour
|
||||||
|
if game_just_started:
|
||||||
|
print('game just started, changed colour of leds to green')
|
||||||
|
change_led_colour(0, 200, 0)
|
||||||
|
game_just_started = False
|
||||||
|
|
||||||
|
# reset all the surfaces to be empty
|
||||||
|
time_surface = 0
|
||||||
|
errors_surface = 0
|
||||||
|
time_rectangle = 0
|
||||||
|
errors_rectangle = 0
|
||||||
|
|
||||||
|
# fill all surfaces again to contain the proper text
|
||||||
|
header_surface = pygame_font_1.render('Dr' + u'ü' + 'cken Sie Start!', True, pygame_font_main_color)
|
||||||
|
header_rectangle = header_surface.get_rect()
|
||||||
|
header_rectangle.topleft = (560, 250)
|
||||||
|
|
||||||
|
highscore_header_surface = pygame_font_2.render('Highscores:', True, pygame_font_main_color)
|
||||||
|
highscore_header_rectangle = highscore_header_surface.get_rect()
|
||||||
|
highscore_header_rectangle = (770, 410)
|
||||||
|
|
||||||
|
score1_surface = pygame_font_3.render(hs1_name + ": " + str(hs1_time/1000) + 's', True, pygame_color_yellow)
|
||||||
|
score1_rectangle = score1_surface.get_rect()
|
||||||
|
score1_rectangle.topleft = (820, 540)
|
||||||
|
|
||||||
|
score2_surface = pygame_font_3.render(hs2_name + ": " + str(hs2_time/1000) + 's', True, pygame_color_grey)
|
||||||
|
score2_rectangle = score2_surface.get_rect()
|
||||||
|
score2_rectangle.topleft = (820, 630)
|
||||||
|
|
||||||
|
score3_surface = pygame_font_3.render(hs3_name + ": " + str(hs3_time/1000) + 's', True, pygame_color_brown)
|
||||||
|
score3_rectangle = score3_surface.get_rect()
|
||||||
|
score3_rectangle.topleft = (820, 720)
|
||||||
|
|
||||||
|
# draw headline, highscore headline, the 3 scores, as well as the logos to the screen
|
||||||
|
screen.blit(header_surface, header_rectangle)
|
||||||
|
screen.blit(highscore_header_surface, highscore_header_rectangle)
|
||||||
|
screen.blit(score1_surface, score1_rectangle)
|
||||||
|
screen.blit(score2_surface, score2_rectangle)
|
||||||
|
screen.blit(score3_surface, score3_rectangle)
|
||||||
|
|
||||||
|
# event handling for if the start button is pushed
|
||||||
|
#wait for the user to press start button
|
||||||
|
if GPIO.input(pin_start) and not pin_start_inhibit:
|
||||||
|
# change game state to running and not ending
|
||||||
|
game_running = True
|
||||||
|
game_ending = False
|
||||||
|
|
||||||
|
# set an inhibitor bit to stop the contact from possibly vibrating and
|
||||||
|
# causing a stop of the game immediately after start
|
||||||
|
pin_start_inhibit = True
|
||||||
|
timer_pin_start_inhibit_starttime = pygame.time.get_ticks()
|
||||||
|
|
||||||
|
# reset errors
|
||||||
|
errors = 0
|
||||||
|
error_added = False
|
||||||
|
error_cooldown_start = 0
|
||||||
|
|
||||||
|
# change the headline
|
||||||
|
header_surface = pygame_font_1.render('Spiel l' + u'ä' + 'uft!', True, pygame_font_main_color)
|
||||||
|
|
||||||
|
# start the timer
|
||||||
|
timer_game_running_start = pygame.time.get_ticks()
|
||||||
|
|
||||||
|
# change led colour to blue
|
||||||
|
change_led_colour(0, 0, 200)
|
||||||
|
|
||||||
|
# State 1
|
||||||
|
|
||||||
|
if game_running and not game_ending:
|
||||||
|
|
||||||
|
# reset the highscore check
|
||||||
|
highscore_checked = False
|
||||||
|
|
||||||
|
# if the start pin is inhibited and at least 3 seconds have passed,
|
||||||
|
# one shot: stop blocking the pin
|
||||||
|
if pin_start_inhibit:
|
||||||
|
if (pygame.time.get_ticks()-timer_pin_start_inhibit_starttime) > 3000:
|
||||||
|
pin_start_inhibit = False
|
||||||
|
|
||||||
|
# add errors if error pin is detected, only once per 500 ms
|
||||||
|
if GPIO.input(pin_error):
|
||||||
|
if not error_added:
|
||||||
|
errors += 1
|
||||||
|
error_added = True
|
||||||
|
error_cooldown_start = pygame.time.get_ticks()
|
||||||
|
change_led_colour(200, 0, 0)
|
||||||
|
|
||||||
|
# if an error happened, error_added is set to true - which prohibits adding another error.
|
||||||
|
# after 500 ms error_added is set to false again.
|
||||||
|
# this provides a cooldown
|
||||||
|
if error_added and (pygame.time.get_ticks()-error_cooldown_start) > 500:
|
||||||
|
error_added = False
|
||||||
|
change_led_colour(0, 0, 200)
|
||||||
|
|
||||||
|
# calculate the current time
|
||||||
|
timer_game_running = (pygame.time.get_ticks() - timer_game_running_start) + (errors * time_per_error)
|
||||||
|
|
||||||
|
# fill the surface with the current time and errors
|
||||||
|
time_surface = pygame_font_2.render('Zeit: ' + str(timer_game_running/1000) + 's', True, pygame_font_main_color)
|
||||||
|
time_rectangle = time_surface.get_rect()
|
||||||
|
time_rectangle.topleft = (640, 480)
|
||||||
|
|
||||||
|
errors_surface = pygame_font_2.render('Fehler: ' + str(errors), True, pygame_font_main_color)
|
||||||
|
errors_rectangle = errors_surface.get_rect()
|
||||||
|
errors_rectangle.topleft = (640, 560)
|
||||||
|
|
||||||
|
clear_screen()
|
||||||
|
|
||||||
|
# draw errors, time and headline to the screen
|
||||||
|
screen.blit(errors_surface, errors_rectangle) #errors
|
||||||
|
screen.blit(time_surface, time_rectangle) #time
|
||||||
|
screen.blit(header_surface, header_rectangle) #header
|
||||||
|
|
||||||
|
# display everything
|
||||||
|
#pygame.display.flip()
|
||||||
|
|
||||||
|
# if another push of start is detected (i.e. the game is ending!)
|
||||||
|
if GPIO.input(pin_stop):
|
||||||
|
# change led colour to red
|
||||||
|
change_led_colour(200, 0, 200)
|
||||||
|
|
||||||
|
# reset the one shot latch for the end of game timer
|
||||||
|
timer_game_ending_started = False
|
||||||
|
|
||||||
|
# change the state to not running and ending
|
||||||
|
game_running = False
|
||||||
|
game_ending = True
|
||||||
|
|
||||||
|
# State 2
|
||||||
|
|
||||||
|
if not game_running and game_ending:
|
||||||
|
# check highscores only once when game ended
|
||||||
|
if not highscore_checked:
|
||||||
|
check_highscores(timer_game_running)
|
||||||
|
highscore_checked = True
|
||||||
|
|
||||||
|
# timer for ending the game after 5 seconds
|
||||||
|
if not timer_game_ending_started:
|
||||||
|
timer_game_ending_timout = pygame.time.get_ticks()
|
||||||
|
timer_game_ending_started = True
|
||||||
|
|
||||||
|
clear_screen()
|
||||||
|
|
||||||
|
# change the headline to game over
|
||||||
|
header_surface = pygame_font_1.render('Game over!', True, pygame_font_main_color)
|
||||||
|
|
||||||
|
# draw errors, time, and new headline to the screen
|
||||||
|
screen.blit(errors_surface, errors_rectangle) #errors
|
||||||
|
screen.blit(time_surface, time_rectangle) #time
|
||||||
|
screen.blit(header_surface, header_rectangle) #header
|
||||||
|
|
||||||
|
# if 5 seconds have passed since the game state changed to ending (see: timer_game_ending_timeout)
|
||||||
|
if ((pygame.time.get_ticks()-timer_game_ending_timout)/1000) > 5:
|
||||||
|
# reset game_just_started flag to enable the one shot led change in the first state
|
||||||
|
game_just_started = True
|
||||||
|
|
||||||
|
# change state
|
||||||
|
game_running = False
|
||||||
|
game_ending = False
|
||||||
|
|
||||||
|
# reset highscore one shot
|
||||||
|
highscore_checked = False
|
||||||
|
|
||||||
|
# reset timer started one shot
|
||||||
|
timer_game_ending_started = False
|
||||||
|
|
||||||
|
# unblock the start pin unconditionally
|
||||||
|
pin_start_inhibit = False
|
||||||
|
|
||||||
|
# State 3
|
||||||
|
|
||||||
|
if game_running and game_ending:
|
||||||
|
# something went horribly wrong...
|
||||||
|
# this state is never supposed to be reached
|
||||||
|
pass
|
||||||
|
|
||||||
|
# overlaying structure - this is to be drawn no matter what's below
|
||||||
|
draw_border()
|
||||||
|
draw_logos()
|
||||||
|
|
||||||
|
# flip everything, update display, do a tick
|
||||||
|
pygame.display.flip()
|
||||||
|
pygame.display.update()
|
||||||
|
pygame_clock.tick(pygame_fps)
|
||||||
|
|
||||||
|
############################################
|
||||||
|
########## END OF MAIN GAME LOOP ###########
|
||||||
|
############################################
|
Loading…
Reference in New Issue
Block a user