|
| 1 | +import gc |
| 2 | +import random |
| 3 | +import time |
| 4 | +from collections import namedtuple |
| 5 | + |
| 6 | +from explorer import BLACK, GREEN, RED, WHITE, display, i2c |
| 7 | +from qwstpad import ADDRESSES, QwSTPad |
| 8 | + |
| 9 | +""" |
| 10 | +A single player QwSTPad game demo. Navigate a set of mazes from the start (red) to the goal (green). |
| 11 | +Mazes get bigger / harder with each increase in level. |
| 12 | +Makes use of 1 QwSTPad and a Pimoroni Explorer |
| 13 | +
|
| 14 | +Controls: |
| 15 | +* U = Move Forward |
| 16 | +* D = Move Backward |
| 17 | +* R = Move Right |
| 18 | +* L = Move left |
| 19 | +* + = Continue (once the current level is complete) |
| 20 | +""" |
| 21 | + |
| 22 | +# General Constants |
| 23 | +I2C_ADDRESS = ADDRESSES[0] # The I2C address of the connected QwSTPad |
| 24 | +BRIGHTNESS = 1.0 # The brightness of the LCD backlight (from 0.0 to 1.0) |
| 25 | + |
| 26 | +# Colour Constants (RGB565) |
| 27 | +PLAYER = display.create_pen(227, 231, 110) |
| 28 | +WALL = display.create_pen(127, 125, 244) |
| 29 | +BACKGROUND = display.create_pen(60, 57, 169) |
| 30 | +PATH = display.create_pen((227 + 60) // 2, (231 + 57) // 2, (110 + 169) // 2) |
| 31 | + |
| 32 | +# Gameplay Constants |
| 33 | +Position = namedtuple("Position", ("x", "y")) |
| 34 | +MIN_MAZE_WIDTH = 2 |
| 35 | +MAX_MAZE_WIDTH = 5 |
| 36 | +MIN_MAZE_HEIGHT = 2 |
| 37 | +MAX_MAZE_HEIGHT = 5 |
| 38 | +WALL_SHADOW = 2 |
| 39 | +WALL_GAP = 1 |
| 40 | +TEXT_SHADOW = 2 |
| 41 | +MOVEMENT_SLEEP = 0.1 |
| 42 | +DIFFICULT_SCALE = 0.5 |
| 43 | + |
| 44 | +# Variables |
| 45 | +complete = False # Has the game been completed? |
| 46 | +level = 0 # The current "level" the player is on (affects difficulty) |
| 47 | + |
| 48 | +# Get the width and height from the display |
| 49 | +WIDTH, HEIGHT = display.get_bounds() |
| 50 | + |
| 51 | + |
| 52 | +# Classes |
| 53 | +class Cell: |
| 54 | + def __init__(self, x, y): |
| 55 | + self.x = x |
| 56 | + self.y = y |
| 57 | + self.bottom = True |
| 58 | + self.right = True |
| 59 | + self.visited = False |
| 60 | + |
| 61 | + @staticmethod |
| 62 | + def remove_walls(current, next): |
| 63 | + dx, dy = current.x - next.x, current.y - next.y |
| 64 | + if dx == 1: |
| 65 | + next.right = False |
| 66 | + if dx == -1: |
| 67 | + current.right = False |
| 68 | + if dy == 1: |
| 69 | + next.bottom = False |
| 70 | + if dy == -1: |
| 71 | + current.bottom = False |
| 72 | + |
| 73 | + |
| 74 | +class MazeBuilder: |
| 75 | + def __init__(self): |
| 76 | + self.width = 0 |
| 77 | + self.height = 0 |
| 78 | + self.cell_grid = [] |
| 79 | + self.maze = [] |
| 80 | + |
| 81 | + def build(self, width, height): |
| 82 | + if width <= 0: |
| 83 | + raise ValueError("width out of range. Expected greater than 0") |
| 84 | + |
| 85 | + if height <= 0: |
| 86 | + raise ValueError("height out of range. Expected greater than 0") |
| 87 | + |
| 88 | + self.width = width |
| 89 | + self.height = height |
| 90 | + |
| 91 | + # Set the starting cell to the centre |
| 92 | + cx = (self.width - 1) // 2 |
| 93 | + cy = (self.height - 1) // 2 |
| 94 | + |
| 95 | + gc.collect() |
| 96 | + |
| 97 | + # Create a grid of cells for building a maze |
| 98 | + self.cell_grid = [[Cell(x, y) for y in range(self.height)] for x in range(self.width)] |
| 99 | + cell_stack = [] |
| 100 | + |
| 101 | + # Retrieve the starting cell and mark it as visited |
| 102 | + current = self.cell_grid[cx][cy] |
| 103 | + current.visited = True |
| 104 | + |
| 105 | + # Loop until every cell has been visited |
| 106 | + while True: |
| 107 | + next = self.choose_neighbour(current) |
| 108 | + # Was a valid neighbour found? |
| 109 | + if next is not None: |
| 110 | + # Move to the next cell, removing walls in the process |
| 111 | + next.visited = True |
| 112 | + cell_stack.append(current) |
| 113 | + Cell.remove_walls(current, next) |
| 114 | + current = next |
| 115 | + |
| 116 | + # No valid neighbour. Backtrack to a previous cell |
| 117 | + elif len(cell_stack) > 0: |
| 118 | + current = cell_stack.pop() |
| 119 | + |
| 120 | + # No previous cells, so exit |
| 121 | + else: |
| 122 | + break |
| 123 | + |
| 124 | + gc.collect() |
| 125 | + |
| 126 | + # Use the cell grid to create a maze grid of 0's and 1s |
| 127 | + self.maze = [] |
| 128 | + |
| 129 | + row = [1] |
| 130 | + for x in range(0, self.width): |
| 131 | + row.append(1) |
| 132 | + row.append(1) |
| 133 | + self.maze.append(row) |
| 134 | + |
| 135 | + for y in range(0, self.height): |
| 136 | + row = [1] |
| 137 | + for x in range(0, self.width): |
| 138 | + row.append(0) |
| 139 | + row.append(1 if self.cell_grid[x][y].right else 0) |
| 140 | + self.maze.append(row) |
| 141 | + |
| 142 | + row = [1] |
| 143 | + for x in range(0, self.width): |
| 144 | + row.append(1 if self.cell_grid[x][y].bottom else 0) |
| 145 | + row.append(1) |
| 146 | + self.maze.append(row) |
| 147 | + |
| 148 | + self.cell_grid.clear() |
| 149 | + gc.collect() |
| 150 | + |
| 151 | + self.grid_columns = (self.width * 2 + 1) |
| 152 | + self.grid_rows = (self.height * 2 + 1) |
| 153 | + |
| 154 | + def choose_neighbour(self, current): |
| 155 | + unvisited = [] |
| 156 | + for dx in range(-1, 2, 2): |
| 157 | + x = current.x + dx |
| 158 | + if x >= 0 and x < self.width and not self.cell_grid[x][current.y].visited: |
| 159 | + unvisited.append((x, current.y)) |
| 160 | + |
| 161 | + for dy in range(-1, 2, 2): |
| 162 | + y = current.y + dy |
| 163 | + if y >= 0 and y < self.height and not self.cell_grid[current.x][y].visited: |
| 164 | + unvisited.append((current.x, y)) |
| 165 | + |
| 166 | + if len(unvisited) > 0: |
| 167 | + x, y = random.choice(unvisited) |
| 168 | + return self.cell_grid[x][y] |
| 169 | + |
| 170 | + return None |
| 171 | + |
| 172 | + def maze_width(self): |
| 173 | + return (self.width * 2) + 1 |
| 174 | + |
| 175 | + def maze_height(self): |
| 176 | + return (self.height * 2) + 1 |
| 177 | + |
| 178 | + def draw(self, display): |
| 179 | + # Draw the maze we have built. Each '1' in the array represents a wall |
| 180 | + for row in range(self.grid_rows): |
| 181 | + for col in range(self.grid_columns): |
| 182 | + # Calculate the screen coordinates |
| 183 | + x = (col * wall_separation) + offset_x |
| 184 | + y = (row * wall_separation) + offset_y |
| 185 | + |
| 186 | + if self.maze[row][col] == 1: |
| 187 | + # Draw a wall shadow |
| 188 | + display.set_pen(BLACK) |
| 189 | + display.rectangle(x + WALL_SHADOW, y + WALL_SHADOW, wall_size, wall_size) |
| 190 | + |
| 191 | + # Draw a wall top |
| 192 | + display.set_pen(WALL) |
| 193 | + display.rectangle(x, y, wall_size, wall_size) |
| 194 | + |
| 195 | + if self.maze[row][col] == 2: |
| 196 | + # Draw the player path |
| 197 | + display.set_pen(PATH) |
| 198 | + display.rectangle(x, y, wall_size, wall_size) |
| 199 | + |
| 200 | + |
| 201 | +class Player(object): |
| 202 | + def __init__(self, x, y, colour, pad): |
| 203 | + self.x = x |
| 204 | + self.y = y |
| 205 | + self.colour = colour |
| 206 | + self.pad = pad |
| 207 | + |
| 208 | + def position(self, x, y): |
| 209 | + self.x = x |
| 210 | + self.y = y |
| 211 | + |
| 212 | + def update(self, maze): |
| 213 | + # Read the player's gamepad |
| 214 | + button = self.pad.read_buttons() |
| 215 | + |
| 216 | + if button['L'] and maze[self.y][self.x - 1] != 1: |
| 217 | + self.x -= 1 |
| 218 | + time.sleep(MOVEMENT_SLEEP) |
| 219 | + |
| 220 | + elif button['R'] and maze[self.y][self.x + 1] != 1: |
| 221 | + self.x += 1 |
| 222 | + time.sleep(MOVEMENT_SLEEP) |
| 223 | + |
| 224 | + elif button['U'] and maze[self.y - 1][self.x] != 1: |
| 225 | + self.y -= 1 |
| 226 | + time.sleep(MOVEMENT_SLEEP) |
| 227 | + |
| 228 | + elif button['D'] and maze[self.y + 1][self.x] != 1: |
| 229 | + self.y += 1 |
| 230 | + time.sleep(MOVEMENT_SLEEP) |
| 231 | + |
| 232 | + maze[self.y][self.x] = 2 |
| 233 | + |
| 234 | + def draw(self, display): |
| 235 | + display.set_pen(self.colour) |
| 236 | + display.rectangle(self.x * wall_separation + offset_x, |
| 237 | + self.y * wall_separation + offset_y, |
| 238 | + wall_size, wall_size) |
| 239 | + |
| 240 | + |
| 241 | +def build_maze(): |
| 242 | + global wall_separation |
| 243 | + global wall_size |
| 244 | + global offset_x |
| 245 | + global offset_y |
| 246 | + global start |
| 247 | + global goal |
| 248 | + |
| 249 | + difficulty = int(level * DIFFICULT_SCALE) |
| 250 | + width = random.randrange(MIN_MAZE_WIDTH, MAX_MAZE_WIDTH) |
| 251 | + height = random.randrange(MIN_MAZE_HEIGHT, MAX_MAZE_HEIGHT) |
| 252 | + builder.build(width + difficulty, height + difficulty) |
| 253 | + |
| 254 | + wall_separation = min(HEIGHT // builder.grid_rows, |
| 255 | + WIDTH // builder.grid_columns) |
| 256 | + wall_size = wall_separation - WALL_GAP |
| 257 | + |
| 258 | + offset_x = (WIDTH - (builder.grid_columns * wall_separation) + WALL_GAP) // 2 |
| 259 | + offset_y = (HEIGHT - (builder.grid_rows * wall_separation) + WALL_GAP) // 2 |
| 260 | + |
| 261 | + start = Position(1, builder.grid_rows - 2) |
| 262 | + goal = Position(builder.grid_columns - 2, 1) |
| 263 | + |
| 264 | + |
| 265 | +# Create the maze builder and build the first maze and put |
| 266 | +builder = MazeBuilder() |
| 267 | +build_maze() |
| 268 | + |
| 269 | +# Create the player object if a QwSTPad is connected |
| 270 | +try: |
| 271 | + player = Player(*start, PLAYER, QwSTPad(i2c, I2C_ADDRESS)) |
| 272 | +except OSError: |
| 273 | + print("QwSTPad: Not Connected ... Exiting") |
| 274 | + raise SystemExit |
| 275 | + |
| 276 | +print("QwSTPad: Connected ... Starting") |
| 277 | + |
| 278 | +# Turn on the display |
| 279 | +display.set_backlight(BRIGHTNESS) |
| 280 | + |
| 281 | +# Wrap the code in a try block, to catch any exceptions (including KeyboardInterrupt) |
| 282 | +try: |
| 283 | + # Loop forever |
| 284 | + while True: |
| 285 | + if not complete: |
| 286 | + # Update the player's position in the maze |
| 287 | + player.update(builder.maze) |
| 288 | + |
| 289 | + # Check if any player has reached the goal position |
| 290 | + if player.x == goal.x and player.y == goal.y: |
| 291 | + complete = True |
| 292 | + else: |
| 293 | + # Check for the player wanting to continue |
| 294 | + if player.pad.read_buttons()['+']: |
| 295 | + complete = False |
| 296 | + level += 1 |
| 297 | + build_maze() |
| 298 | + player.position(*start) |
| 299 | + |
| 300 | + # Clear the screen to the background colour |
| 301 | + display.set_pen(BACKGROUND) |
| 302 | + display.clear() |
| 303 | + |
| 304 | + # Draw the maze walls |
| 305 | + builder.draw(display) |
| 306 | + |
| 307 | + # Draw the start location square |
| 308 | + display.set_pen(RED) |
| 309 | + display.rectangle(start.x * wall_separation + offset_x, |
| 310 | + start.y * wall_separation + offset_y, |
| 311 | + wall_size, wall_size) |
| 312 | + |
| 313 | + # Draw the goal location square |
| 314 | + display.set_pen(GREEN) |
| 315 | + display.rectangle(goal.x * wall_separation + offset_x, |
| 316 | + goal.y * wall_separation + offset_y, |
| 317 | + wall_size, wall_size) |
| 318 | + |
| 319 | + # Draw the player |
| 320 | + player.draw(display) |
| 321 | + |
| 322 | + # Display the level |
| 323 | + display.set_pen(BLACK) |
| 324 | + display.text(f"Lvl: {level}", 2 + TEXT_SHADOW, 2 + TEXT_SHADOW, WIDTH, 1) |
| 325 | + display.set_pen(WHITE) |
| 326 | + display.text(f"Lvl: {level}", 2, 2, WIDTH, 1) |
| 327 | + |
| 328 | + if complete: |
| 329 | + # Draw banner shadow |
| 330 | + display.set_pen(BLACK) |
| 331 | + display.rectangle(4, 94, WIDTH, 50) |
| 332 | + # Draw banner |
| 333 | + display.set_pen(PLAYER) |
| 334 | + display.rectangle(0, 90, WIDTH, 50) |
| 335 | + |
| 336 | + # Draw text shadow |
| 337 | + display.set_pen(BLACK) |
| 338 | + display.text("Maze Complete!", WIDTH // 6 + TEXT_SHADOW, 96 + TEXT_SHADOW, WIDTH, 3) |
| 339 | + display.text("Press + to continue", WIDTH // 6 + 10 + TEXT_SHADOW, 120 + TEXT_SHADOW, WIDTH, 2) |
| 340 | + |
| 341 | + # Draw text |
| 342 | + display.set_pen(WHITE) |
| 343 | + display.text("Maze Complete!", WIDTH // 6, 96, WIDTH, 3) |
| 344 | + display.text("Press + to continue", WIDTH // 6 + 10, 120, WIDTH, 2) |
| 345 | + |
| 346 | + # Update the screen |
| 347 | + display.update() |
| 348 | + |
| 349 | +# Handle the QwSTPad being disconnected unexpectedly |
| 350 | +except OSError: |
| 351 | + print("QwSTPad: Disconnected .. Exiting") |
| 352 | + |
| 353 | +# Turn off the LEDs of the connected QwSTPad |
| 354 | +finally: |
| 355 | + try: |
| 356 | + player.pad.clear_leds() |
| 357 | + except OSError: |
| 358 | + pass |
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