驴友花雕
发表于 2020-6-26 15:14:52
8、模拟计算器(shworld)
通过按键A向左移动光标,按键B向右移动光标
金手指Y键确认选择
支持多元运算,最长显示结果限定在16位左右,防止超出屏幕宽度
如果运算错误会输出显示,比如被除数为0或者其他错误乱输入
#MicroPython动手做(35)——小游戏
#模拟计算器
from mpython import *
#图片bitmap数组
bmp = bytearray([\
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])
#[建议]
#这一块由于数据太大写入太慢影响调试速度
#如果技术上跟的上的话,可以把背景事先截图,然后删掉代码,这样写入很快,然后盲按按钮调试
#主要逻辑是判断坐标来取值,把值拼接起来形成字符串,最后通过eval()函数运算
#实现方法很多种,自己的代码3个月后也不一定看懂,最好的教程是自己实现和学习
#by阿唯
#-------------------变量定义-------------------
#矩形光标的宽高
RECT_CURSOR=
#第一行各键序XY坐标,Y轴固定0
#偏移量13为矩形光标的宽度
KEY_ONE=
KEY_TWO=
KEY_THREE=
KEY_FOUR=
KEY_FIVE=
KEY_SIX=
KEY_SEVEN=
KEY_EIGHT=
KEY_NINE=
#第二行各键序XY坐标,Y轴固定13
KEY_ZERO=
KEY_ADD=
KEY_MINUS=
KEY_MULTI=
KEY_DIVIDE=
KEY_EQUAL=
KEY_CLEAR=
#定义键序坐标列表,用于按钮左右移动,通过列表索引的增减来移动
KEY_LIST=[KEY_ONE,KEY_TWO,KEY_THREE,KEY_FOUR,KEY_FIVE,KEY_SIX,
KEY_SEVEN,KEY_EIGHT,KEY_NINE,KEY_ZERO,KEY_ADD,KEY_MINUS,
KEY_MULTI,KEY_DIVIDE,KEY_EQUAL,KEY_CLEAR]
#定义键序值列表,用于取值运算和显示
KEY_LIST_VAL=["1","2","3","4","5","6","7","8","9","0","+","-","*","/","=","c"]
#当前键序0,即引用KEY_LIST,也就是默认在1的位置
KEY_INDEX=0
#数值内容,通过eval()对字符串表达式直接运算
RESULT_CALC=""
#-------------------函数方法-------------------
#移动光标,例moveCursor("left")
def moveCursor(direction=None):
oled.fill(0)
oled.bitmap(0, 0, bmp, 128, 64, 1)
oled.DispChar("输出:"+RESULT_CALC,10,37)
global KEY_INDEX #如果要对全局变量修改的话需要引用
if(direction=="left"): #如果是向左移动,则KEY_LIST索引-1
if KEY_INDEX>0: #只有索引>0才可以进行递减,防止越界
KEY_INDEX=KEY_INDEX-1
if(direction=="right"): #同理
if KEY_INDEX<15:
KEY_INDEX=KEY_INDEX+1
_x=KEY_LIST#通过KEY_LIST的索引来获取矩形光标的填充位置
_y=KEY_LIST
RECT_CURSOR_WIDTH=RECT_CURSOR #获取矩形光标的宽高
RECT_CURSOR_HEIGHT=RECT_CURSOR
oled.fill_rect(_x, _y, RECT_CURSOR_WIDTH, RECT_CURSOR_HEIGHT, 1) #填充画面
oled.show()
#-------------------程序入口-------------------
#第一次方向参数direction不传,用于渲染一次主画面
moveCursor()
#-------------------按钮监听-------------------
#按钮a触发事件
def on_button_a_down(_):
if button_a.value() == 1: return
moveCursor("left")
#按钮b触发事件
def on_button_b_down(_):
if button_b.value() == 1: return
moveCursor("right")
#按钮监听回调函数
button_a.irq(trigger=Pin.IRQ_FALLING, handler=on_button_a_down)
button_b.irq(trigger=Pin.IRQ_FALLING, handler=on_button_b_down)
#金手指触摸监听
while True:
time.sleep_ms(50) #延迟调高,按钮迟钝,反之延迟越低越容易误触
if(touchPad_Y.read() < 100):
keyVal=KEY_LIST_VAL#通过全局索引获取键值列表的值
if(KEY_INDEX<=9): #如果索引<=9,说明按的是前面10个数字,直接累加就行
RESULT_CALC=RESULT_CALC+keyVal
if(keyVal=="+"): #如果按的是+好,累加就可以,下面同理
RESULT_CALC=RESULT_CALC+"+"
if(keyVal=="-"):
RESULT_CALC=RESULT_CALC+"-"
if(keyVal=="*"):
RESULT_CALC=RESULT_CALC+"*"
if(keyVal=="/"):
RESULT_CALC=RESULT_CALC+"/"
if(keyVal=="="): #当按了等号后,会获得一个累加的字符串变量RESULT_CALC
try: #RESULT_CALC比如为"1+2*3",这里加try屏蔽运算错误
RESULT_CALC=str(eval(RESULT_CALC))#核心函数eval()进行字符串运算,运算不成立会报错
RESULT_CALC=RESULT_CALC[:16] #取结果集左边16位字符串,防止超出画面显示
moveCursor() #最后提前调用一次移动函数显示画面
RESULT_CALC="" #置结果集为空,不会生效,下一次移动才会生效
continue #跳出本次循环,不然最后moveCursor()又要重画一次
except: #异常处理
RESULT_CALC="输入错误"
moveCursor()
RESULT_CALC=""
continue
if(keyVal=="c"):
RESULT_CALC=""
moveCursor() #不传参数direction=None(不移动光标),直接渲染主画面
驴友花雕
发表于 2020-6-26 18:44:23
9、是男人就下一百层(luyi)
设置Y/O触摸键控制人物左右移动
#MicroPython动手做(35)——小游戏
#是男人就下一百层
from mpython import *
import time
def man(x, y):
global x1, y1, xman, x2, y2, x3, y3, x4, y4, x5, y5, x6, y6, x7, y7, x8, y8, x9, y9, x10, y10, yman, down
oled.fill_circle(x, (y - 25), 3, 1)
oled.fill_rect((x - 5), (y - 21), 10, 10, 1)
oled.fill_rect((x - 4), (y - 11), 3, 11, 1)
oled.fill_rect((x + 1), (y - 11), 3, 11, 1)
def dangban():
global x, y, x1, y1, xman, x2, y2, x3, y3, x4, y4, x5, y5, x6, y6, x7, y7, x8, y8, x9, y9, x10, y10, yman, down
oled.fill_rect(0, 0, 5, 8, 1)
oled.fill_rect(0, 8, 5, 8, 1)
oled.fill_rect(0, 17, 5, 8, 1)
oled.fill_rect(0, 26, 5, 8, 1)
oled.fill_rect(0, 35, 5, 8, 1)
oled.fill_rect(0, 44, 5, 8, 1)
oled.fill_rect(0, 53, 5, 8, 1)
oled.fill_rect(0, 62, 5, 8, 1)
from machine import Timer
_status_p = _status_y = _status_t = _status_h = _status_o = _status_n = 0
def on_touchpad_P_pressed():pass
def on_touchpad_P_unpressed():pass
def on_touchpad_Y_pressed():pass
def on_touchpad_Y_unpressed():pass
def on_touchpad_T_pressed():pass
def on_touchpad_T_unpressed():pass
def on_touchpad_H_pressed():pass
def on_touchpad_H_unpressed():pass
def on_touchpad_O_pressed():pass
def on_touchpad_O_unpressed():pass
def on_touchpad_N_pressed():pass
def on_touchpad_N_unpressed():pass
tim12 = Timer(12)
def timer12_tick(_):
global _status_p, _status_y, _status_t, _status_h, _status_o, _status_n
try:
touchPad_P.read();pass
except:
return
if touchPad_P.read() < 400:
if 1 != _status_p:_status_p = 1;on_touchpad_P_pressed()
elif 0 != _status_p:_status_p = 0;on_touchpad_P_unpressed()
if touchPad_Y.read() < 400:
if 1 != _status_y:_status_y = 1;on_touchpad_Y_pressed()
elif 0 != _status_y:_status_y = 0;on_touchpad_Y_unpressed()
if touchPad_T.read() < 400:
if 1 != _status_t:_status_t = 1;on_touchpad_T_pressed()
elif 0 != _status_t:_status_t = 0;on_touchpad_T_unpressed()
if touchPad_H.read() < 400:
if 1 != _status_h:_status_h = 1;on_touchpad_H_pressed()
elif 0 != _status_h:_status_h = 0;on_touchpad_H_unpressed()
if touchPad_O.read() < 400:
if 1 != _status_o:_status_o = 1;on_touchpad_O_pressed()
elif 0 != _status_o:_status_o = 0;on_touchpad_O_unpressed()
if touchPad_N.read() < 400:
if 1 != _status_n:_status_n = 1;on_touchpad_N_pressed()
elif 0 != _status_n:_status_n = 0;on_touchpad_N_unpressed()
tim12.init(period=100, mode=Timer.PERIODIC, callback=timer12_tick)
def on_touchpad_Y_pressed():
global x, y, x1, y1, xman, x2, y2, x3, y3, x4, y4, x5, y5, x6, y6, x7, y7, x8, y8, x9, y9, x10, y10, yman, down
xman = xman + -5
def on_touchpad_O_pressed():
global x, y, x1, y1, xman, x2, y2, x3, y3, x4, y4, x5, y5, x6, y6, x7, y7, x8, y8, x9, y9, x10, y10, yman, down
xman = xman + 5
def dangban2():
global x, y, x1, y1, xman, x2, y2, x3, y3, x4, y4, x5, y5, x6, y6, x7, y7, x8, y8, x9, y9, x10, y10, yman, down
oled.fill_rect(122, 0, 5, 8, 1)
oled.fill_rect(122, 8, 5, 8, 1)
oled.fill_rect(122, 17, 5, 8, 1)
oled.fill_rect(122, 26, 5, 8, 1)
oled.fill_rect(122, 35, 5, 8, 1)
oled.fill_rect(122, 44, 5, 8, 1)
oled.fill_rect(122, 53, 5, 8, 1)
oled.fill_rect(122, 62, 5, 8, 1)
x1 = 10
y1 = 59
x2 = 70
y2 = 95
x3 = 30
y3 = 129
x4 = 60
y4 = 165
x5 = 90
y5 = 199
x6 = 70
y6 = 235
x7 = 55
y7 = 269
x8 = 40
y8 = 305
x9 = 20
y9 = 339
x10 = 50
y10 = 375
xman = 20
yman = 33
while True:
down = True
oled.fill(0)
dangban()
dangban2()
oled.fill_rect(x1, y1, 30, 5, 1)
oled.fill_rect(x2, y2, 25, 5, 1)
oled.fill_rect(x3, y3, 20, 5, 1)
oled.fill_rect(x4, y4, 30, 5, 1)
oled.fill_rect(x5, y5, 20, 5, 1)
oled.fill_rect(x6, y6, 25, 5, 1)
oled.fill_rect(x7, y7, 25, 5, 1)
oled.fill_rect(x8, y8, 30, 5, 1)
oled.fill_rect(x9, y9, 20, 5, 1)
oled.fill_rect(x10, y10, 30, 5, 1)
man(xman, yman)
oled.show()
if xman >= x1 and xman <= x1 + 30 and yman == y1:
down = False
if xman >= x2 and xman <= x2 + 25 and yman == y2:
down = False
if xman >= x3 and xman <= x3 + 20 and yman == y3:
down = False
if xman >= x4 and xman <= x4 + 30 and yman == y4:
down = False
if xman >= x5 and xman <= x5 + 20 and yman == y5:
down = False
if xman >= x6 and xman <= x6 + 25 and yman == y6:
down = False
if xman >= x7 and xman <= x7 + 25 and yman == y7:
down = False
if xman >= x8 and xman <= x8 + 30 and yman == y8:
down = False
if xman >= x9 and xman <= x9 + 20 and yman == y9:
down = False
if xman >= x10 and xman <= x10 + 30 and yman == y10:
down = False
if down:
yman = yman + 1
else:
yman = yman + -1
y1 = y1 + -1
y2 = y2 + -1
y3 = y3 + -1
y4 = y4 + -1
y5 = y5 + -1
y6 = y6 + -1
y7 = y7 + -1
y8 = y8 + -1
y9 = y9 + -1
y10 = y10 + -1
time.sleep_ms(50)
驴友花雕
发表于 2020-6-26 18:50:22
mPython实验图形编程
驴友花雕
发表于 2020-6-26 18:54:37
mPython实验图形编程2
驴友花雕
发表于 2020-6-26 18:59:35
mPython实验图形编程3
驴友花雕
发表于 2020-6-26 19:04:35
是男人就下一百层
驴友花雕
发表于 2020-6-26 19:13:14
10、秒表计时器
秒表主要是用来统计秒数的。它有一般有两个按键。A键和B键。
第一次按下A键时,开始计时。
第二次按下A键时,暂停计时。
再按下A键时,继续上一步暂停的计时。
按下B键,归零。
#MicroPython动手做(35)——小游戏
#秒表计时器
from mpython import *
import time
import framebuf
import font.digiface_44
from machine import Timer
def on_button_b_down(_):
global AKey, timeCount
time.sleep_ms(10)
if button_b.value() == 1: return
timeCount = 0
oled.fill(0)
display_font(font.digiface_44, "00:00", 2, 10, False, 2)
oled.show()
tim1.deinit()
AKey = 1
def timer1_tick(_):
global AKey, timeCount
# 大于等于60,表示已经计时1小时,超出设计范围,退出计时,并恢复初始
if timeCount // 60 >= 60:
oled.fill(0)
display_font(font.digiface_44, "00:00", 0, 0, False, 2)
oled.show()
tim1.deinit()
else:
timeCount = timeCount + 1
# 分的部分,如果是一位数(0-9),则在前面补0
if timeCount // 60 < 10:
# 秒的部分,如果是一位数(0-9),则在前面补0
if timeCount % 60 < 10:
oled.fill(0)
display_font(font.digiface_44, (''.join(])), 2, 10, False, 2)
oled.show()
else:
oled.fill(0)
display_font(font.digiface_44, (''.join(])), 2, 10, False, 2)
oled.show()
else:
if timeCount % 60 < 10:
oled.fill(0)
display_font(font.digiface_44, (''.join(])), 2, 10, False, 2)
oled.show()
else:
oled.fill(0)
display_font(font.digiface_44, (''.join(])), 2, 10, False, 2)
oled.show()
tim1 = Timer(1)
def on_button_a_down(_):
global AKey, timeCount
time.sleep_ms(10)
if button_a.value() == 1: return
if AKey == 1:
AKey = 0
tim1.init(period=1000, mode=Timer.PERIODIC, callback=timer1_tick)
else:
AKey = 1
tim1.deinit()
def display_font(_font, _str, _x, _y, _wrap, _z=0):
_start = _x
for _c in _str:
_d = _font.get_ch(_c)
if _wrap and _x > 128 - _d: _x = _start; _y += _d
if _c == '1' and _z > 0: oled.fill_rect(_x, _y, _d, _d, 0)
oled.blit(framebuf.FrameBuffer(bytearray(_d), _d, _d,
framebuf.MONO_HLSB), (_x+int(_d/_z)) if _c=='1' and _z>0 else _x, _y)
_x += _d
button_b.irq(trigger=Pin.IRQ_FALLING, handler=on_button_b_down)
button_a.irq(trigger=Pin.IRQ_FALLING, handler=on_button_a_down)
oled.fill(0)
oled.DispChar("秒表计时器", 34, 26, 1)
oled.show()
time.sleep(3)
oled.fill(0)
display_font(font.digiface_44, "00:00", 2, 10, False, 2)
oled.show()
timeCount = 0
# A中,1表示初始状态,接下来要计数,当它变成0时,表示接下来需要暂停
AKey = 1
驴友花雕
发表于 2020-6-26 19:18:04
mPython X 实验图形编程
驴友花雕
发表于 2020-6-26 19:21:53
mPython X 实验图形编程
驴友花雕
发表于 2020-6-26 19:26:13
秒表计时器
驴友花雕
发表于 2020-6-26 20:20:37
11、俄罗斯方块
#MicroPython动手做(35)——小游戏
#俄罗斯方块
from mpython import *
import math
import random, time
class Brick():
def __init__(self, p_position):
self.position = p_position
def draw(self):
x = self.position * brick_size
y = self.position * brick_size
oled.fill_rect(brick_size * (field_height - 1) - x, y, brick_size, brick_size, 1)
class Block():
def __init__(self, p_bricks_layout, p_direction):
self.bricks_layout = p_bricks_layout
self.direction = p_direction
self.init_position = (field_width // 2 - 2, 0)
self.cur_layout = self.bricks_layout
self.position = self.init_position
self.stopped = False
self.move_interval = 500
self.last_move = 0
self.bricks = []
for (x, y) in self.cur_layout:
self.bricks.append(Brick((self.position + x, self.position + y)))
def draw(self):
for brick in self.bricks:
brick.draw()
def isLegal(self, layout, position):
(x0, y0) = position
for (x, y) in layout:
if x + x0 < 0 or y + y0 < 0 or x + x0 >= field_width or y + y0 >= field_height:
return False
if field_map != 0:
return False
return True
def left(self):
new_position = (self.position - 1, self.position)
if self.isLegal(self.cur_layout, new_position):
self.position = new_position
self.refresh_bircks()
def right(self):
new_position = (self.position + 1, self.position)
if self.isLegal(self.cur_layout, new_position):
self.position = new_position
self.refresh_bircks()
def down(self):
(x, y) = (self.position, self.position + 1)
while self.isLegal(self.cur_layout, (x, y)):
self.position = (x, y)
self.refresh_bircks()
y += 1
def refresh_bircks(self):
for (brick, (x, y)) in zip(self.bricks, self.cur_layout):
brick.position = (self.position + x, self.position + y)
def stop(self):
global field_bricks
global score
self.stopped = True
ys = []
for brick in self.bricks:
field_bricks.append(brick)
(x, y) = brick.position
if y not in ys:
ys.append(y)
field_map = 1
eliminate_count = 0
ys.sort()
for y in ys:
if 0 in field_map:
continue
eliminate_count += 1
for fy in range(y, 0, -1):
field_map = field_map[:]
field_map =
tmp_field_bricks = []
for fb in field_bricks:
(fx, fy) = fb.position
if fy < y:
fb.position = (fx, fy + 1)
tmp_field_bricks.append(fb)
elif fy > y:
tmp_field_bricks.append(fb)
field_bricks = tmp_field_bricks
if eliminate_count == 1:
score += 1
elif eliminate_count == 2:
score += 2
elif eliminate_count == 3:
score += 4
elif eliminate_count == 4:
score += 6
def update(self, time):
self.draw()
if time - self.last_move >= self.move_interval:
new_position = (self.position, self.position + 1)
if self.isLegal(self.cur_layout, new_position):
self.position = new_position
self.refresh_bircks()
self.last_move = time
else:
self.stop()
def rotate(self):
new_direction = (self.direction + 1) % len(self.bricks_layout)
new_layout = self.bricks_layout
if not self.isLegal(new_layout, self.position):
return
self.direction = new_direction
self.cur_layout = new_layout
for (brick, (x, y)) in zip(self.bricks, self.cur_layout):
brick.position = (self.position + x, self.position + y)
self.refresh_bircks()
self.draw()
# 0: oooo
# 1: oo
# oo
# 2: o
# ooo
# 3: o
# oo
# o
# 4:o
# oo
# o
# 5: ooo
# o
# 6: ooo
# o
bricks_layout_0 = (((0, 0), (0, 1), (0, 2), (0, 3)), ((0, 1), (1, 1), (2, 1), (3, 1)))
bricks_layout_1 = (((1, 0), (2, 0), (1, 1), (2, 1)), )
bricks_layout_2 = (
((1, 0), (0, 1), (1, 1), (2, 1)),
((0, 1), (1, 0), (1, 1), (1, 2)),
((1, 2), (0, 1), (1, 1), (2, 1)),
((2, 1), (1, 0), (1, 1), (1, 2)),
)
bricks_layout_3 = (
((0, 1), (1, 1), (1, 0), (2, 0)),
((0, 0), (0, 1), (1, 1), (1, 2)),
)
bricks_layout_4 = (
((0, 0), (1, 0), (1, 1), (2, 1)),
((1, 0), (1, 1), (0, 1), (0, 2)),
)
bricks_layout_5 = (
((0, 0), (1, 0), (1, 1), (1, 2)),
((0, 2), (0, 1), (1, 1), (2, 1)),
((1, 0), (1, 1), (1, 2), (2, 2)),
((2, 0), (2, 1), (1, 1), (0, 1)),
)
bricks_layout_6 = (
((2, 0), (1, 0), (1, 1), (1, 2)),
((0, 0), (0, 1), (1, 1), (2, 1)),
((0, 2), (1, 2), (1, 1), (1, 0)),
((2, 2), (2, 1), (1, 1), (0, 1)),
)
field_width, field_height = 16, 30
brick_size = 4
field_map = [ for i in range(field_height)]
field_bricks = []
score = 0
running = True
threshhold = 400
def drawField():
for brick in field_bricks:
brick.draw()
def getBlock():
block_type = random.randint(0, 6)
if block_type == 0:
return Block(bricks_layout_0, random.randint(0, len(bricks_layout_0) - 1))
elif block_type == 1:
return Block(bricks_layout_1, random.randint(0, len(bricks_layout_1) - 1))
elif block_type == 2:
return Block(bricks_layout_2, random.randint(0, len(bricks_layout_2) - 1))
elif block_type == 3:
return Block(bricks_layout_3, random.randint(0, len(bricks_layout_3) - 1))
elif block_type == 4:
return Block(bricks_layout_4, random.randint(0, len(bricks_layout_4) - 1))
elif block_type == 5:
return Block(bricks_layout_5, random.randint(0, len(bricks_layout_5) - 1))
elif block_type == 6:
return Block(bricks_layout_6, random.randint(0, len(bricks_layout_6) - 1))
def run():
global running
btn_n_stat, btn_o_stat, btn_t_stat, btn_p_stat = * 4
while running:
cur_block = getBlock()
if not cur_block.isLegal(cur_block.cur_layout, cur_block.position):
cur_block.draw()
running = False
continue
while not cur_block.stopped:
oled.fill(0)
ticks = time.ticks_ms()
cur_block.update(ticks)
drawField()
oled.show()
if touchPad_T.read() < threshhold and btn_t_stat == 0:
cur_block.rotate()
btn_t_stat = 1
elif touchPad_T.read() >= threshhold:
btn_t_stat = 0
if touchPad_P.read() < threshhold and btn_p_stat == 0:
cur_block.down()
btn_p_stat = 1
elif touchPad_P.read() >= threshhold:
btn_p_stat = 0
if touchPad_N.read() < threshhold and btn_n_stat == 0:
cur_block.left()
btn_n_stat = 1
elif touchPad_N.read() >= threshhold:
btn_n_stat = 0
if touchPad_O.read() < threshhold and btn_o_stat == 0:
cur_block.right()
btn_o_stat = 1
elif touchPad_O.read() >= threshhold:
btn_o_stat = 0
oled.fill(0)
oled.text('Game over!', 25, 20)
oled.text('Score:%d' % score, 25, 32)
oled.show()
if __name__ == '__main__':
run()
驴友花雕
发表于 2020-6-26 20:47:33
驴友花雕
发表于 2020-6-27 08:13:33
12、 乒乓球
#MicroPython动手做(35)——小游戏
# 乒乓球
from mpython import *
import music
class Pong():
def __init__(self):
self.running = True
self.start = False
self.ball_rad = 5
self.bats_position = 0
self.bats_width = 15
self.bats_height = 4
self.ball_x = self.bats_width // 2
self.ball_y = 64 - (self.ball_rad + self.bats_height + 1)
self.inc_x, self.inc_y = 1, 1
self.score = 0
def collision(self):
if self.ball_x >= 128 - self.ball_rad or self.ball_x < self.ball_rad:
self.inc_x = -self.inc_x
if self.ball_y >= 64 - (self.ball_rad + self.bats_height) or self.ball_y <= self.ball_rad:
self.inc_y = -self.inc_y
def update(self):
self.ball_x = self.ball_x + self.inc_x
self.ball_y = self.ball_y + self.inc_y
self.bats_position = min(max(self.bats_position, 0), 128 - self.bats_width)
def is_hit(self):
# print('ball:', self.ball_x, self.ball_y, 'bats:', self.bats_position)
if self.ball_y >= 64 - (self.ball_rad + self.bats_height):
if self.ball_x >= self.bats_position + self.bats_width + self.ball_rad or self.ball_x <= self.bats_position - self.ball_rad:
return False
self.score += 1
return True
def run(self):
while self.running:
if button_a.value() == 0 and button_b.value() == 1:
self.bats_position -= 2
self.start = True
if button_a.value() == 1 and button_b.value() == 0:
self.bats_position += 2
self.start = True
if self.start:
self.update()
self.collision()
if self.is_hit() == False:
self.running = False
continue
oled.fill(0)
oled.fill_circle(self.ball_x, self.ball_y, self.ball_rad, 1)
oled.fill_rect(self.bats_position, 64 - self.bats_height, self.bats_width, self.bats_height, 1)
oled.show()
oled.text('Game over!', 20, 20)
oled.text('Score %d' % self.score, 20, 32)
oled.show()
if __name__ == '__main__':
pong = Pong()
pong.run()
驴友花雕
发表于 2020-6-27 08:34:29
本帖最后由 驴友花雕 于 2020-6-27 08:35 编辑
#MicroPython动手做(35)——小游戏
# 乒乓球(实验视频)
https://v.youku.com/v_show/id_XN ... oneSokuUgc_1.dtitle
https://v.youku.com/v_show/id_XNDcyODQ0MzYyNA==.html?spm=a2h0c.8166622.PhoneSokuUgc_1.dtitle
驴友花雕
发表于 2020-6-27 08:41:14
13、飞行小鸟
#MicroPython动手做(35)——小游戏
#飞行小鸟
from mpython import *
from framebuf import FrameBuffer
import framebuf
import time, uos,urandom
# 16 x 12
BIRD = bytearray([
0x7, 0xe0, 0x18, 0xf0, 0x21, 0xf8, 0x71, 0xec, 0xf9, 0xec, 0xfc, 0xfc, 0xbe, 0x7e, 0x4c, 0x81, 0x71, 0x7e, 0x40,
0x82, 0x30, 0x7c, 0xf, 0x80
])
# 16 x 32
PIPE_TOP = bytearray([
0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20,
0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c,
0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0xff, 0xff, 0x80, 0xf, 0x80,
0xf, 0x80, 0xf, 0x80, 0xf, 0xff, 0xff
])
PIPE_DOWN = bytearray([
0xff, 0xff, 0x80, 0xf, 0x80, 0xf, 0x80, 0xf, 0x80, 0xf, 0xff, 0xff, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c,
0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20,
0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c,
0x20, 0x1c, 0x20, 0x1c, 0x20, 0x1c
])
# Bitmap images
bird_size = (16, 12)
pipe_size = (16, 32)
WIDTH = 128
HEIGHT = 64
"""飞行小鸟类"""
class Bird:
def __init__(self):
self.height = bird_size
self.y = HEIGHT // 2 - self.height // 2
self.wing_power = 4
self.gravity = 0.8
self.vel = -self.wing_power
# 下落
def drop(self):
self.vel += self.gravity
self.y = int(self.y + self.vel)
# 飞行
def flap(self):
self.vel = -self.wing_power
# 是否坠落
def crashed(self):
y_limit = HEIGHT - self.height
return self.y > y_limit
"""障碍类"""
class Obstacle:
def __init__(self, x,size ):
self.size =size
self.gap = urandom.randint(6 + self.size, HEIGHT - 6 - self.size) # 随机生成间隙大小
self.x = x # 距离鸟大小
self.score = 0 # 分数
self.rate = 3 # 速率
# 移动
def scroll(self):
self.x -= self.rate
if self.x < -pipe_size:
self.score += 1
self.x = WIDTH
self.gap = urandom.randint(6 + self.size, HEIGHT - 6 - self.size)
# 是否碰撞
def collided(self, y):
if self.x < bird_size and self.x > -pipe_size and \
(self.gap - y > self.size or y + bird_size - self.gap > self.size):
return True
else:
return False
class Game():
def __init__(self,gap_size):
# 创建鸟和管道的framebuffer
self.bird_fb = FrameBuffer(BIRD, bird_size, bird_size, framebuf.MONO_HLSB)
self.pipe_top_fb = FrameBuffer(PIPE_TOP, pipe_size, pipe_size, framebuf.MONO_HLSB)
self.pipe_down_fb = FrameBuffer(PIPE_DOWN, pipe_size, pipe_size, framebuf.MONO_HLSB)
self.gap_size = gap_size
self.high_score = 0
self.pressed= False
self.game_state = 0
self.flappy_bird =None
self.obstacle_1 =None
self.obstacle_2 =None
# 保存最高分
def write_high_score(self,n):
f = open('fb_high_score.txt', 'w')
f.write(str(n))
f.close()
# 读取最高分
def read_high_score(self):
if 'fb_high_score' in uos.listdir():
f = open('fb_high_score.txt', 'r')
high_score = f.read()
f.close()
return int(high_score)
else:
self.write_high_score(0)
return 0
# 绘制
def draw(self):
oled.fill(0)
oled.blit(self.bird_fb, 0, self.flappy_bird.y)
oled.blit(self.pipe_top_fb, self.obstacle_1.x, self.obstacle_1.gap - self.gap_size - pipe_size)
oled.blit(self.pipe_down_fb, self.obstacle_1.x, self.obstacle_1.gap + self.gap_size)
oled.blit(self.pipe_top_fb, self.obstacle_2.x, self.obstacle_2.gap - self.gap_size - pipe_size)
oled.blit(self.pipe_down_fb, self.obstacle_2.x, self.obstacle_2.gap + self.gap_size)
oled.fill_rect(WIDTH // 2 - 13, 0, 26, 9, 0)
oled.text('%03d' % (self.obstacle_1.score + self.obstacle_2.score), WIDTH // 2 - 12, 0)
oled.show()
def _clicked(self):
if button_a.value() == 0 and not self.pressed:
self.pressed = True
return True
elif button_a.value() == 1 and self.pressed:
self.pressed = False
return False
# 开机画面
def game_start(self):
oled.fill(0)
oled.blit(self.pipe_down_fb, (WIDTH - pipe_size) // 2, HEIGHT - 12)
oled.blit(self.bird_fb, (WIDTH - bird_size) // 2, HEIGHT - 12 - bird_size)
oled.rect(0, 0, WIDTH, HEIGHT, 1)
oled.text('F L A P P Y', WIDTH // 2 - 44, 3)
oled.text('B I R D', WIDTH // 2 - 28, 13)
oled.text('Record: ' + '%03d' % self.high_score, WIDTH // 2 - 44, HEIGHT // 2 - 6)
oled.show()
self.game_state = 1
def game_waiting(self):
if self._clicked():
self.flappy_bird = Bird() # 实例小鸟对象
self.obstacle_1 = Obstacle(WIDTH,self.gap_size) # 实例第一个障碍对象
self.obstacle_2 = Obstacle(WIDTH + (WIDTH + pipe_size) // 2,self.gap_size) # 实例第二个障碍对象
self.game_state = 2
def game_running(self):
if self._clicked():
self.flappy_bird.flap()
self.flappy_bird.drop()
if self.flappy_bird.crashed():
self.flappy_bird.y = HEIGHT - self.flappy_bird.height # 边界限制
self.game_state = 3
self.obstacle_1.scroll()
self.obstacle_2.scroll()
if self.obstacle_1.collided(self.flappy_bird.y) or self.obstacle_2.collided(self.flappy_bird.y):
self.game_state = 3
self.draw()
def game_over(self):
oled.fill_rect(WIDTH // 2 - 32, 10, 64, 23, 0)
oled.rect(WIDTH // 2 - 32, 10, 64, 23, 1)
oled.text('G A M E', WIDTH // 2 - 28, 13)
oled.text('O V E R', WIDTH // 2 - 28, 23)
self.score = self.obstacle_1.score + self.obstacle_2.score
if self.score > self.high_score:
self.high_score = self.score
oled.fill_rect(WIDTH // 2 - 48, 37, 96, 14, 0)
oled.rect(WIDTH // 2 - 48, 37, 96, 14, 1)
oled.text('New record!', WIDTH // 2 - 44, 40)
self.write_high_score(self.high_score)
oled.show()
try:
self.send_score(self.score)
except:
pass
self.game_state = 1
def run(self):
while True:
if self.game_state == 0: self.game_start()
elif self.game_state == 1: self.game_waiting()
elif self.game_state == 2: self.game_running()
elif self.game_state == 3: self.game_over()
if __name__ == '__main__':
game=Game(gap_size = 16)
game.run()
驴友花雕
发表于 2020-6-27 09:42:57
且听风吟丶
发表于 2020-6-27 21:41:43
希望我也能做一个出来
驴友花雕
发表于 2020-6-28 05:25:06
且听风吟丶 发表于 2020-6-27 21:41
希望我也能做一个出来
一定可以的
驴友花雕
发表于 2020-6-28 12:29:22
14、打砖块(大于)
#MicroPython动手做(35)——小游戏
#打砖块
import time
import random
from mpython import *
random.seed(time.ticks_cpu())
my_listy = []
my_listx = []
m = 0
n = 0
score = 0
x = random.randint(35, 90)
y = 60
cx = 1
cy = -1
Lx = 50
for count in range(3):
m = 0
for count in range(16):
my_listx.append(m)
m = m + 8
n = 0
for count in range(3):
for count in range(16):
my_listy.append(n)
n = n + 8
while True:
m = 0
n = 0
oled.fill(0)
for count in range(48):
oled.rect(my_listx, my_listy, 8, 8, 1)
if y <= my_listy + 10:
if x >= my_listx and x <= my_listx + 8:
my_listx = (-40)
my_listy = (-40)
cy = 1
score = score + 1
m = m + 1
n = n + 1
oled.fill_rect(Lx, 62, 30, 2, 1)
oled.circle(x, y, 3, 1)
oled.show()
if button_a.value() == 0:
Lx = Lx + -3
if Lx <= 0:
Lx = 0
if button_b.value() == 0:
Lx = Lx + 3
if Lx >= 107:
Lx = 107
x = x + cx
y = y + cy
if x <= 2:
cx = 1
if x >= 125:
cx = -1
if y <= 2:
cy = 1
if y > 60:
if x >= Lx - 2 and x <= Lx + 32:
cy = -1
else:
oled.fill(0)
oled.DispChar(str("游戏结束,得分为:") + str(score), 0, 16, 1)
oled.show()
break
驴友花雕
发表于 2020-6-28 12:33:01
mPython X 实验图形编程
驴友花雕
发表于 2020-6-28 12:36:28
mPython X 实验图形编程2