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code.py
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# SPDX-License-Identifier: MIT
# SPDX-FileCopyrightText: Copyright 2024 Sam Blenny
#
# Hardware:
# - Adafruit ESP32-S3 TFT Feather - 4MB Flash, 2MB PSRAM (#5483)
# - Adafruit USB Host FeatherWing with MAX3421E (#5858)
# - 8BitDo SN30 Pro USB gamepad
#
# Pinouts:
# | TFT feather | USB Host | ST7789 TFT |
# | ----------- | -------- | ---------- |
# | SCK | SCK | |
# | MOSI | MOSI | |
# | MISO | MISO | |
# | D9 | IRQ | |
# | D10 | CS | |
# | TFT_CS | | CS |
# | TFT_DC | | DC |
#
# Related Documentation:
# - https://learn.adafruit.com/adafruit-esp32-s3-tft-feather
# - https://learn.adafruit.com/adafruit-1-14-240x135-color-tft-breakout
# - https://learn.adafruit.com/adafruit-usb-host-featherwing-with-max3421e
# - https://docs.circuitpython.org/en/latest/shared-bindings/displayio/
# - https://docs.circuitpython.org/projects/display_text/en/latest/api.html
# - https://learn.adafruit.com/circuitpython-display_text-library?view=all
#
from board import D9, D10, SPI, TFT_CS, TFT_DC
from digitalio import DigitalInOut, Direction
from displayio import Bitmap, Group, Palette, TileGrid, release_displays
from fourwire import FourWire
import gc
from max3421e import Max3421E
from micropython import const
from supervisor import ticks_ms
from usb.core import USBError
from terminalio import FONT
from time import sleep
from adafruit_display_text import bitmap_label
import adafruit_imageload
from adafruit_st7789 import ST7789
from catapult import Catapult
from gamepad import (
XInputGamepad, UP, DOWN, LEFT, RIGHT, START, SELECT, A, B, X, Y)
from skeletons import Skeletons
from statemachine import StateMachine
def handle_input(machine, prev, buttons, repeat):
# Respond to gamepad button state change events.
#
# This function translates from the packed bitfield of gamepad button
# states into the state machine's input event constants. If you wanted to
# remap the gamepad buttons, or convert this program to use a different
# type of gamepad (or keyboard, or mouse, etc), this function would be a
# great place to start. If you want to change how the input device works
# here, you'll probably also need to make some matching changes in main().
#
diff = prev ^ buttons
mh = machine.handleGamepad
#print(f"{buttons:016b}")
if repeat:
# Check for hold-time triggered repeating events
if (buttons & A):
mh(machine.A_HOLD)
else:
# Check for edge-triggered events
if (diff & A) and (buttons & A): # A pressed
mh(machine.A_DN)
elif (diff & A) and (not (buttons & A)): # A released
mh(machine.A_UP)
elif (diff & SELECT) and (buttons == SELECT): # SELECT pressed
mh(machine.SELECT)
elif (diff & START) and (buttons == START): # START pressed
mh(machine.START)
def elapsed_ms(prev, now):
# Calculate elapsed ms between two timestamps from supervisor.ticks_ms().
#
# The CircuitPython ticks counter rolls over at 2**29, so this uses a bit
# mask of (2**29)-1 = 0x3fffffff for the subtraction. If you want to learn
# more about why doing it this way gives the correct result even when the
# interval spans a rollover, try reading about "modular arithmetic",
# "integer overflow", and "two's complement" arithmetic.
#
MASK = const(0x3fffffff)
return (now - prev) & MASK
def main():
# This function has initialization code and the main event loop. Under
# normal circumstances, this function does not return.
# The Feather TFT defaults to using the built-in display for a console.
# So, first, release the default display so we can re-initialize it below.
release_displays()
gc.collect()
# Initialize SPI bus which gets shared by ST7783 (TFT) and Max3421E (USB)
spi = SPI()
# Initialize ST7789 display with native display size of 240x135px.
# IMPORTANT: Note how auto_refresh is set to false. This gives the state
# machine and event loop code (see below) more direct control over when the
# display refreshes. The point is to minimize SPI bus contention between
# the display and the USB host chip, and to hopefully reduce tearing.
#
TFT_W = const(240)
TFT_H = const(135)
bus = FourWire(spi, command=TFT_DC, chip_select=TFT_CS)
display = ST7789(bus, rotation=270, width=TFT_W, height=TFT_H, rowstart=40,
colstart=53, auto_refresh=False)
gc.collect()
# Load PNG images and put them into TileGrid objects:
# This is is the most memory intensive thing in the whole program. Doing
# these large heap allocations early, then keeping the objects around for
# the the length of the program, helps to avoid memory fragmentation.
#
gc.collect()
# Background image with moon, trees, hill, and grass
(bmp0, pal0) = adafruit_imageload.load(
"pumpkin-toss-bkgnd.png", bitmap=Bitmap, palette=Palette)
bkgnd = TileGrid(bmp0, pixel_shader=pal0)
gc.collect()
# Title screen overlay
gc.collect()
(bmp1, pal1) = adafruit_imageload.load(
"pumpkin-toss-title.png", bitmap=Bitmap, palette=Palette)
x = ((TFT_W // 2) - bmp1.width) // 2
y = ((TFT_H // 2) - bmp1.height) // 2
title_screen = TileGrid(bmp1, pixel_shader=pal1, x=x, y=y)
# Shared spritesheet for catapult, pumpkin and skeleton animation cycles
(bmp2, pal2) = adafruit_imageload.load(
"pumpkin-toss-sprites.png", bitmap=Bitmap, palette=Palette)
gc.collect()
# Mark background color (black) as transparent
pal2.make_transparent(0)
# Prepare instances of the Catapult and Skeletons classes using the shared
# spritesheet. These objects manage the details of setting TileGrid tiles
# to draw animation cycles for sprites. The main reasons for these classes
# are:
# 1. Have a dedicated spot for the lists of tile numbers that define each
# frame of the various animation cycles
# 2. Export functions and constants that the state machine can use to
# control animations at a higher level of abstraction (without having to
# clutter the state machine code with tile numbers from the spritesheet)
# The x,y coordinates come from my bkgnd-with-grid.jpeg reference image.
#
cat = Catapult(bmp2, pal2, x=0, y=25, splat_y=57, chg_x=0, chg_y=8)
skels = Skeletons(bmp2, pal2, x0=54, x1=116, y=44)
# Make a text label for status messages
status = bitmap_label.Label(FONT, text="", color=0xFF8000)
status.x = 8 # NOTE: these are 1x coordinates! (sprites use 2x)
status.y = 8 # NOTE: these are 1x coordinates! (sprites use 2x)
# Arrange all the TileGrids and sub-groups into the root display group. The
# sprites and background use 2x scaling (grp2), but the status line goes in
# a 1x scaled group (grp1) because the built-in font looks huge at 2x.
#
grp1 = Group(scale=1)
grp2 = Group(scale=2)
grp2.append(bkgnd)
grp2.append(skels.group())
grp2.append(cat.group())
grp2.append(title_screen)
grp1.append(grp2)
grp1.append(status)
display.root_group = grp1
display.refresh()
# This initializes the state machine object, giving it references to the
# sprite manager objects (Catapult and Skeletons) and status text label
# object. The point of structuring the code this way is to have the state
# machine be responsible for higher level timing and sprite behavior, while
# the sprite managers take care of low-level details about TileGrid
# changes. There's also some subtle memory allocation and data flow stuff
# going on here, with the goal of keeping display updates smooth, at a
# steady frame rate:
#
# 1. The sprite manager objects (cat and skels) contain references to
# large bitmaps which were loaded above from PNG files. Allocating
# these objects early and keeping references to them alive for the whole
# length of the program helps to avoid memory fragmentation, flash
# access, and pressure on the garbage collector. This should reduce
# timing jitter due to memory allocations and garbage collection.
#
# 2. The state machine causes the sprite manager objects to update TileGrid
# tile numbers, but calls to displayio.Display.refresh() only happen
# in the event loop, here in the main() function (remember the display
# was initialized with auto_refresh=false). This allows several tile
# updates for different sprites to happen together in the same animation
# frame, with hopefully just one display refresh per frame.
#
machine = StateMachine(grp2, cat, skels, title_screen, status)
# Initialize MAX3421E USB host chip which is needed by usb.core to make
# gamepad input work.
print("Initializing USB host port...")
gc.collect()
usbHost = Max3421E(spi, chip_select=D10, irq=D9)
gc.collect()
sleep(0.1)
# Initialize gamepad manager object (see gamepad.py)
gp = XInputGamepad()
# Gamepad status update strings for debug prints on the serial console and
# display status line
GP_FIND = 'Finding USB gamepad'
GP_READY = 'gamepad ready'
GP_ERR1 = 'USB ERR1: bug in code.py?'
GP_ERR2 = 'USB ERR2: gamepad unplugged?'
# Cache frequently used callables to save time on dictionary name lookups
# (this is a standard MicroPython performance boosting trick)
_collect = gc.collect
_elapsed = elapsed_ms
_ms = ticks_ms
_refresh = display.refresh
# MAIN EVENT LOOP
# This sets up a loop to run the following sequence over and over:
#
# 1. Attempt to poll a USB gamepad for button press inputs
#
# 2. Check for gamepad input events, and if needed, call the appropriate
# state machine input event handler
#
# 3. Call the state machine's tick() function to update animations and
# other timer-controlled state
#
# 4. If requested by the state machine, refresh the display
#
# Initialize timers for gamepad button hold detection.
DELAY_MS = const(133) # Gamepad button hold delay before repeat (ms)
REPEAT_MS = const(133) # Gamepad button interval between repeats (ms)
prev_ms = _ms()
hold_tmr = 0
repeat_tmr = 0
# OUTER LOOP: try to connect to a USB gamepad.
print(GP_FIND)
status.text = GP_FIND
_refresh()
while True:
_collect()
# Begin by updating the display, even if gamepad is not connected
now_ms = _ms()
interval = _elapsed(prev_ms, now_ms)
if interval >= 16:
prev_ms = now_ms
# Update animations and display if needed
if machine.tick(interval):
_refresh()
try:
# Attempt to connect to USB gamepad
if gp.find_and_configure():
status.text = "" # clear the "Finding USB gamepad" status text
_refresh()
print(gp.device_info_str())
connected = True
prev_btn = 0
hold_tmr = 0
repeat_tmr = 0
# INNER LOOP: gamepad is connected, so start polling buttons
#
# IMPORTANT: gp.poll() here is a generator that polls the
# gamepad buttons at the start of each iteration through this
# loop. Doing it this way avoids many memory allocations that
# would be required to poll using a regular class method call.
# The point of this approach is to get a better frame rate with
# less of latency and jitter.
#
for buttons in gp.poll():
# Update A-button timers
now_ms = _ms()
interval = _elapsed(prev_ms, now_ms)
prev_ms = now_ms
if buttons & A:
hold_tmr += interval
repeat_tmr += interval
else:
hold_tmr = 0
repeat_tmr = 0
# Handle hold-time triggered gamepad input events
if hold_tmr >= DELAY_MS:
if hold_tmr == repeat_tmr:
# First re-trigger event after initial delay
repeat_tmr -= DELAY_MS
handle_input(machine, prev_btn, buttons, True)
elif repeat_tmr >= REPEAT_MS:
# Another re-trigger event after repeat interval
repeat_tmr -= REPEAT_MS
handle_input(machine, prev_btn, buttons, True)
# Handle edge-triggered gamepad input events
if prev_btn != buttons:
handle_input(machine, prev_btn, buttons, False)
# Save button values
prev_btn = buttons
#
# --- UPDATE ANIMATIONS & DISPLAY --------------------------
# This part is short but very important. The call to
# .tick() below lets the state machine update the animation
# cycles for sprites and do whatever other timer-based
# things need to be done. You could implement this in a
# different way using async, but I prefer it this way. The
# advantage of this approach is you can see how the gamepad
# polling and state machine updates take turns.
#
need_refresh = machine.tick(interval)
if need_refresh:
_refresh()
# Doing garbage collection after every refresh makes
# the loop run slower. But, it seems to reduce jitter,
# making for a smoother frame rate. It's too close to
# make an easy call, but this method seems to look
# subjectively a little better than other ways I tried.
_collect()
# ---------------------------------------------------------
#
# [END OF INNER LOOP]
# Making it here means gp.poll() decided to end the loop with a
# `return`, which is possible but not normal (see gamepad.py).
print(GP_ERR1)
print(GP_FIND)
status.text = GP_ERR1
_refresh()
else:
# Making it here means no gamepad is connected, and when
# gp.find_and_configure() looked, it did not find one. This
# normal and often happens at boot time because it takes a
# while for all the USB stuff to initialize.
#
# Since there is no gamepad yet, wait a bit, then try again.
#
sleep(0.1)
except USBError as e:
# Making it here means there was a USBError exception during a call
# to gp.find_and_configure() or gp.poll().
#
# This is normal when someone unplugs the gamepad. When that
# happens, it's usually possible to reconnect without resetting
# CircuitPython. But, sometimes, more serious and mysterious
# USBError exceptions happen and usb.core gets confused. In that
# case, further calls to find_and_configure() don't work until
# after resetting the board.
#
# So, hope for the best, log the error, and stay in the outer loop
# so it can attempt to find a gamepad.
#
print(GP_ERR2)
print(GP_FIND)
status.text = GP_ERR2
_refresh()
main()