forked from Allen-Synthesis/EuroPi
-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathbouncing_pixels.py
More file actions
691 lines (589 loc) · 26.7 KB
/
bouncing_pixels.py
File metadata and controls
691 lines (589 loc) · 26.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
# Copyright 2025 Allen Synthesis
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
"""
A bunch of pixels bouncing around, inspired by the beloved bouncing DVD logo.
A gate is triggered each time a wall is hit. See `bouncing_pixels.md` for more information.
@author Jorin (jorin.se)
@year 2025
"""
try:
# Local development
from software.firmware.europi import *
from software.firmware.europi_script import EuroPiScript
from software.firmware.experimental.math_extras import rescale
from software.firmware.experimental.knobs import KnobBank
from software.firmware.experimental.thread import DigitalInputHelper
from software.firmware import configuration
except ImportError:
# Device import paths
from europi import * # type: ignore
from europi_script import EuroPiScript # type: ignore
from experimental.math_extras import rescale # type: ignore
from experimental.knobs import KnobBank # type: ignore
from experimental.thread import DigitalInputHelper # type: ignore
import configuration # type: ignore
from _thread import start_new_thread, allocate_lock
from cmath import phase, polar, rect
from math import degrees, e, inf, log, pi, radians
from random import uniform
from time import ticks_ms, ticks_diff, sleep_ms
tau = pi * 2
ARENA_HEIGHT = 480
UNITS_PER_PIXEL = ARENA_HEIGHT / oled.height
COLLISION_ID_UP = 0
COLLISION_ID_LEFT = 1
COLLISION_ID_RIGHT = 2
COLLISION_ID_DOWN = 3
COLLISION_ID_ANY = 4
COLLISION_ID_CORNER = 5
def exponential_interpolation(a, b, t):
"""Exponentially interpolate between a and b by t, where t=0 gives a and t=1 gives b.
This function uses e as the base which hopefully gives a "natural" feeling curve.
"""
return e ** (t * log(b + 1 - a)) - 1 + a
class Event:
"""A simple, synchronous event implementation. Handlers can be added either when instantiating,
or by using the += operator. The event is then emitted using the emit function.
"""
def __init__(self, *handlers):
# *handlers is a tuple, so we must explicitly create a mutable list to add given handlers to.
self.handlers = []
self.handlers.extend(handlers)
def __iadd__(self, handler):
"""Register an event handling function."""
self.handlers.append(handler)
return self
def emit(self, *args, **kwargs):
"""Emit the event, calling each handler synchronously in the order they were added.
Arguments are passed through to each handler, so it is up to the user to ensure that
the arguments match up.
"""
for handler in self.handlers:
handler(*args, **kwargs)
class Arena:
def __init__(self, config):
self.config = config
self.on_width_changed = Event()
# Height is constant, unlike width.
self.height = ARENA_HEIGHT # Simulated size
self.display_height = oled.height # Displayed arena height
self.draw_y_min = 0 # First y coordinate for the displayed arena
self.draw_y_max = ( # Last y coordinate for the displayed arena
self.draw_y_min + self.display_height
)
# Width is variable, but we initialise its variables here to ensure it can be referenced.
self.width = config.ARENA_WIDTH_MAX
self.display_width = oled.width
self.draw_x_min = 0
self.draw_x_max = oled.width
def set_width(self, width):
"""Set the arena's width."""
prev_width = self.width
self.width = clamp(width, self.config.ARENA_WIDTH_MIN, self.config.ARENA_WIDTH_MAX)
self.display_width = int(self.width / UNITS_PER_PIXEL)
self.draw_x_min = int(oled.width / 2 - self.display_width / 2)
self.draw_x_max = self.draw_x_min + self.display_width
self.on_width_changed.emit(prev_width, self.width)
def draw_boundary(self):
"""Draw the boundaries of the arena, one pixel outside of draw_x_min and draw_x_max.
This will fall outside of the bounds of the display when the arena covers the full screen, which is intentional.
"""
oled.vline(self.draw_x_min - 1, 0, oled.height, 1)
oled.vline(self.draw_x_max + 1, 0, oled.height, 1)
class Ball:
def __init__(self, arena, config):
self.config = config
self.BOUNCE_ANGLE_DEVIATION_MAX = radians(config.BOUNCE_ANGLE_DEVIATION_MAX)
self.arena = arena
self.on_over_speed = Event(getattr(self, config.OVER_SPEED_BEHAVIOUR))
self.on_under_speed = Event(getattr(self, config.UNDER_SPEED_BEHAVIOUR))
self.on_collide = Event()
arena.on_width_changed += self.translate_x
self.reset()
def __repr__(self):
speed, direction = polar(self.velocity)
return f"Ball at ({self.pos.real}, {self.pos.imag}), velocity {speed}/s {int(degrees(direction))}°"
def if_active(fn):
"""Functions wrapped with this function will only run if self.active is true.
This is needed to avoid processing when over/under speed behaviour is set to deactivate.
"""
def inner(self, *args, **kwargs):
if not self.active:
return
fn(self, *args, **kwargs)
return inner
@if_active
def draw(self):
arena = self.arena
x = int(rescale(self.pos.real, 0, arena.width, arena.draw_x_min, arena.draw_x_max))
y = int(rescale(self.pos.imag, 0, arena.height, arena.draw_y_min, arena.draw_y_max))
oled.pixel(x, y, 1)
def translate_x(self, old_width: float, new_width: float):
"""Translate the ball's x so that it's the same relative distance from the edges with new_width as it was with old_width."""
new_x = new_width * self.pos.real / old_width
self.pos = complex(new_x, self.pos.imag)
def reset(self):
"""Reset the ball, randomising its position, velocity, bounciness, acceleration, and marking it as active."""
self.pos = complex(uniform(0, self.arena.width), uniform(0, self.arena.height))
self.velocity = rect(
uniform(self.config.START_SPEED_MIN, self.config.START_SPEED_MAX), uniform(0, tau)
)
self.bounciness = uniform(self.config.BOUNCINESS_MIN, self.config.BOUNCINESS_MAX)
self.acceleration = uniform(self.config.ACCEL_MIN, self.config.ACCEL_MAX)
self.active = True
@if_active
def impulse(self):
"""Apply an impulse of speed in a random direction to the ball."""
self.velocity += rect(
uniform(
self.config.IMPULSE_SPEED_VARIATION_MIN, self.config.IMPULSE_SPEED_VARIATION_MAX
)
* self.impulse_speed,
uniform(0, tau),
)
def deactivate(self):
"""Set the ball to inactive, meaning it won't be processed by functions that are wrapped by @if_active."""
self.active = False
def noop(self):
"""Do nothing. This is used as a possible under speed behaviour."""
pass
@if_active
def tick(self, delta: float):
# Apply acceleration
delta_v = rect(self.acceleration * delta, phase(self.velocity))
self.velocity += delta_v
# Grab the speed and direction of the resulting velocity for later use
speed, direction = polar(self.velocity)
# Apply velocity and check whether collisions happened
delta_x = self.velocity.real * delta
delta_y = self.velocity.imag * delta
collide_x = (self.pos.real + delta_x) // self.arena.width
collide_y = (self.pos.imag + delta_y) // self.arena.height
self.pos += complex(
delta_x - delta_x * abs(collide_x) * 2,
delta_y - delta_y * abs(collide_y) * 2,
)
if collide_x != 0:
if collide_x != 1: # Left
self.on_collide.emit(COLLISION_ID_LEFT)
if collide_x != -1: # Right
self.on_collide.emit(COLLISION_ID_RIGHT)
if (
self.pos.imag < self.config.CORNER_COLLISION_MARGIN
or self.arena.height - self.pos.imag < self.config.CORNER_COLLISION_MARGIN
):
self.on_collide.emit(COLLISION_ID_CORNER)
speed *= self.bounciness
direction = (
pi
- direction
+ uniform(-self.BOUNCE_ANGLE_DEVIATION_MAX, self.BOUNCE_ANGLE_DEVIATION_MAX)
)
if collide_y != 0:
if collide_y != 1: # Up
self.on_collide.emit(COLLISION_ID_UP)
if collide_y != -1: # Down
self.on_collide.emit(COLLISION_ID_DOWN)
speed *= self.bounciness
direction = -direction + uniform(
-self.BOUNCE_ANGLE_DEVIATION_MAX, self.BOUNCE_ANGLE_DEVIATION_MAX
)
# Update velocity based on changes to speed and direction stemming from collisions
self.velocity = rect(speed, direction)
# Travelled more than one width or height in one tick, or speed is above threshold.
# TODO: we should be able to account for multiple collisions in one tick and not need this check
if abs(collide_x) > 1 or abs(collide_y) > 1 or speed > self.config.OVER_SPEED_THRESHOLD:
self.on_over_speed.emit()
# Speed too low
if speed < self.config.UNDER_SPEED_THRESHOLD:
self.on_under_speed.emit()
class Gate:
def __init__(self, cv, gate_hold_length):
self.cv = cv
self.gate_hold_length = gate_hold_length
self.opened = None
def on(self):
self.cv.on()
self.opened = ticks_ms()
def off(self):
self.cv.off()
self.opened = None
def tick(self, delta: float):
if self.opened is None:
return
if ticks_diff(ticks_ms(), self.opened) >= self.gate_hold_length:
self.off()
class BouncingPixels(EuroPiScript):
def __init__(self):
super().__init__()
self.is_running = False
# This lock is for both the arena and the balls.
# Since changing arena size changes ball positions, it is a shared lock.
self.state_lock = allocate_lock()
saved_state = self.load_state_json()
self.state_saved = False
self.k1_bank = (
KnobBank.builder(k1)
.with_unlocked_knob("speed")
.with_locked_knob(
"ball_count", initial_percentage_value=saved_state.get("ball_count", 0.0)
)
.build()
)
self.k2_bank = (
KnobBank.builder(k2)
.with_unlocked_knob("width")
.with_locked_knob("impulse_speed", initial_percentage_value=saved_state.get("impulse_speed", 0.5))
.build()
)
# Initialise some internal state variables
self.b1_pressed = None
self.b2_pressed = None
self.ball_count = 1
self.time_factor = 1
# Trackers of inputs
# -1 as a starting value means they always get updated on first poll.
self.speed_input = -1.0
self.width_input = -1.0
self.ball_count_input = -1.0
self.impulse_speed_input = -1.0
self.ain_input = -1.0
# We store analogue input values in these. Although we only change change one as determined by
# config.AIN_FUNCTION, we do need to reference them all when their respective knobs change.
self.speed_ain_term = 0.0
self.width_ain_term = 0.0
self.ball_count_ain_term = 0.0
self.impulse_speed_ain_term = 0.0
# Initialise input events
self.on_speed_input = Event(self.mark_state_unsaved, self.apply_speed)
self.on_width_input = Event(self.mark_state_unsaved, self.apply_width)
self.on_ball_count_input = Event(self.mark_state_unsaved, self.apply_ball_count)
self.on_impulse_speed_input = Event(self.mark_state_unsaved, self.apply_impulse_speed)
self.on_ain_input = Event(
# To avoid excess compute spent on string formatting or dict lookups in the main loop, we keep an assortment of
# set and apply functions so that we can assign them once and for all here.
getattr(self, f"update_{self.config.AIN_FUNCTION}_ain_term"),
getattr(self, f"apply_{self.config.AIN_FUNCTION}"),
)
# Create the playing field and gate abstractions
self.arena = Arena(self.config)
self.balls = [
Ball(arena=self.arena, config=self.config) for _ in range(self.config.BALL_COUNT_MAX)
]
hold_lengths = [
self.config.GATE_HOLD_LENGTH_TOP,
self.config.GATE_HOLD_LENGTH_LEFT,
self.config.GATE_HOLD_LENGTH_RIGHT,
self.config.GATE_HOLD_LENGTH_BOTTOM,
self.config.GATE_HOLD_LENGTH_ANY,
self.config.GATE_HOLD_LENGTH_CORNER,
]
self.gates = [Gate(cv, hold_length) for cv, hold_length in zip(cvs, hold_lengths)]
# Register external event handlers.
self.digital_input_helper = DigitalInputHelper(
on_b1_rising=self.b1_rising,
on_b1_falling=self.b1_falling,
on_b2_rising=self.b2_rising,
on_b2_falling=self.b2_falling,
on_din_rising=getattr(self, self.config.DIN_FUNCTION)
)
for ball in self.balls:
ball.on_collide += self.report_collision
@classmethod
def config_points(cls):
return [
configuration.floatingPoint(
"POLL_FREQUENCY", minimum=5.0, maximum=inf, default=30.0, danger=True
),
configuration.floatingPoint(
"SAVE_PERIOD", minimum=0.0, maximum=inf, default=5000.0, danger=True
),
configuration.floatingPoint(
"RENDER_FREQUENCY", minimum=1.0, maximum=inf, default=30.0, danger=True
),
configuration.floatingPoint(
"LONG_PRESS_LENGTH", minimum=0.0, maximum=inf, default=500.0
),
configuration.floatingPoint("TIMESCALE_MIN", minimum=-inf, maximum=inf, default=0.0),
configuration.floatingPoint("TIMESCALE_MAX", minimum=-inf, maximum=inf, default=100.0),
configuration.floatingPoint(
"KNOB_CHANGE_THRESHOLD", minimum=0.0, maximum=0.1, default=0.01
),
configuration.choice("DIN_FUNCTION", choices=["impulse", "reset"], default="impulse"),
configuration.choice(
"AIN_FUNCTION",
choices=["speed", "impulse_speed", "ball_count", "width"],
default="speed",
),
configuration.floatingPoint(
"GATE_HOLD_LENGTH_TOP", minimum=1.0, maximum=10_000.0, default=25.0
),
configuration.floatingPoint(
"GATE_HOLD_LENGTH_LEFT", minimum=1.0, maximum=10_000.0, default=25.0
),
configuration.floatingPoint(
"GATE_HOLD_LENGTH_RIGHT", minimum=1.0, maximum=10_000.0, default=25.0
),
configuration.floatingPoint(
"GATE_HOLD_LENGTH_BOTTOM", minimum=1.0, maximum=10_000.0, default=25.0
),
configuration.floatingPoint(
"GATE_HOLD_LENGTH_ANY", minimum=1.0, maximum=10_000.0, default=10.0
),
configuration.floatingPoint(
"GATE_HOLD_LENGTH_CORNER", minimum=1.0, maximum=10_000.0, default=100.0
),
configuration.floatingPoint(
"ARENA_WIDTH_MIN",
minimum=ARENA_HEIGHT * 2.0 / oled.height,
maximum=ARENA_HEIGHT * oled.width / oled.height,
default=ARENA_HEIGHT * 2.0 / oled.height,
),
configuration.floatingPoint(
"ARENA_WIDTH_MAX",
minimum=ARENA_HEIGHT * 2.0 / oled.height,
maximum=ARENA_HEIGHT * oled.width / oled.height,
default=ARENA_HEIGHT * oled.width / oled.height,
),
configuration.integer("BALL_COUNT_MIN", minimum=1, maximum=100, default=1),
configuration.integer("BALL_COUNT_MAX", minimum=1, maximum=100, default=100),
configuration.floatingPoint(
"CORNER_COLLISION_MARGIN",
minimum=0.0,
maximum=ARENA_HEIGHT / 2.0,
default=ARENA_HEIGHT / oled.height,
),
configuration.floatingPoint("START_SPEED_MIN", minimum=0.0, maximum=inf, default=10.0),
configuration.floatingPoint("START_SPEED_MAX", minimum=0.0, maximum=inf, default=100.0),
configuration.floatingPoint("ACCEL_MIN", minimum=-inf, maximum=inf, default=-5.0),
configuration.floatingPoint("ACCEL_MAX", minimum=-inf, maximum=inf, default=5.0),
configuration.floatingPoint("BOUNCINESS_MIN", minimum=0.0001, maximum=inf, default=0.8),
configuration.floatingPoint("BOUNCINESS_MAX", minimum=0.0001, maximum=inf, default=1.2),
configuration.floatingPoint(
"BOUNCE_ANGLE_DEVIATION_MAX", minimum=0.0, maximum=180.0, default=15.0
),
configuration.choice(
"UNDER_SPEED_BEHAVIOUR",
choices=["impulse", "reset", "deactivate", "noop"],
default="reset",
),
configuration.choice(
"OVER_SPEED_BEHAVIOUR", choices=["reset", "deactivate"], default="reset"
),
configuration.floatingPoint(
"UNDER_SPEED_THRESHOLD", minimum=0.0, maximum=inf, default=5.0
),
configuration.floatingPoint(
"OVER_SPEED_THRESHOLD", minimum=0.0, maximum=inf, default=1.0e6
),
configuration.floatingPoint("IMPULSE_SPEED_MIN", minimum=0.0, maximum=inf, default=0.0),
configuration.floatingPoint(
"IMPULSE_SPEED_MAX", minimum=0.0, maximum=inf, default=1.0e5
),
configuration.floatingPoint(
"IMPULSE_SPEED_VARIATION_MIN", minimum=0.0, maximum=inf, default=0.5
),
configuration.floatingPoint(
"IMPULSE_SPEED_VARIATION_MAX", minimum=0.0, maximum=inf, default=2.0
),
]
# Button handlers
def b1_rising(self):
self.k1_bank.set_current("ball_count")
self.k2_bank.set_current("impulse_speed")
self.b1_pressed = ticks_ms()
def b1_falling(self):
self.k1_bank.set_current("speed")
self.k2_bank.set_current("width")
delta = ticks_diff(ticks_ms(), self.b1_pressed)
if delta <= self.config.LONG_PRESS_LENGTH:
self.reset()
self.b1_pressed = None
def b2_rising(self):
self.k1_bank.set_current("ball_count")
self.k2_bank.set_current("impulse_speed")
self.b2_pressed = ticks_ms()
def b2_falling(self):
self.k1_bank.set_current("speed")
self.k2_bank.set_current("width")
delta = ticks_diff(ticks_ms(), self.b2_pressed)
if delta <= self.config.LONG_PRESS_LENGTH:
self.impulse()
self.b2_pressed = None
def mark_state_unsaved(self):
"""Denote that the state saved onto storage does not match current knob state."""
self.state_saved = False
def save_state(self):
"""Save knob states to storage and denote that storage matches current knob state."""
self.save_state_json(
{
"speed": self.speed_input,
"width": self.width_input,
"ball_count": self.ball_count_input,
"impulse_speed": self.impulse_speed_input,
}
)
self.state_saved = True
# Event handlers to save analogue input into respective variables
def update_speed_ain_term(self):
self.speed_ain_term = ain.percent()
def update_width_ain_term(self):
self.width_ain_term = ain.percent()
def update_ball_count_ain_term(self):
self.ball_count_ain_term = ain.percent()
def update_impulse_speed_ain_term(self):
self.impulse_speed_ain_term = ain.percent()
# Event handlers to apply knob and analogue input values
def apply_speed(self):
input_sum = self.speed_input + self.speed_ain_term
self.time_factor = exponential_interpolation(
self.config.TIMESCALE_MIN, self.config.TIMESCALE_MAX, input_sum
)
def apply_width(self):
input_sum = self.width_input + self.width_ain_term
width = rescale(
input_sum, 0.0, 1.0, self.config.ARENA_WIDTH_MIN, self.config.ARENA_WIDTH_MAX
)
self.arena.set_width(width)
def apply_ball_count(self):
input_sum = self.ball_count_input + self.ball_count_ain_term
self.ball_count = int(
exponential_interpolation(
self.config.BALL_COUNT_MIN, self.config.BALL_COUNT_MAX, input_sum
)
)
def apply_impulse_speed(self):
# Impulse strength is calibrated so that an input of 0 gives 0.1 and an input of 1 gives 100.
input_sum = self.impulse_speed_input + self.impulse_speed_ain_term
impulse_speed = exponential_interpolation(
self.config.IMPULSE_SPEED_MIN, self.config.IMPULSE_SPEED_MAX, input_sum
)
for ball in self.balls:
ball.impulse_speed = impulse_speed
def report_collision(self, collision_id: int):
"""Open the gate corresponding to the given collision ID, as well as the any gate."""
self.gates[COLLISION_ID_ANY].on()
self.gates[collision_id].on()
def reset(self):
"""Reset all balls and gates."""
for ball in self.balls:
ball.reset()
for gate in self.gates:
gate.off()
def impulse(self):
"""Apply an impulse to all balls currently in play."""
for i in range(self.ball_count):
self.balls[i].impulse()
def poll(self):
"""Poll for input and emit corresponding events when changes are detected"""
new_speed_input = self.k1_bank.speed.percent()
new_width_input = self.k2_bank.width.percent()
new_ball_count_input = self.k1_bank.ball_count.percent()
new_impulse_speed_input = self.k2_bank.impulse_speed.percent()
new_ain_input = ain.percent()
with self.state_lock:
self.digital_input_helper.update()
# The difference between the new and registered input must exceed the threshold in order to trigger a change.
# This reduces jitter, but decreases accuracy.
if abs(new_speed_input - self.speed_input) > self.config.KNOB_CHANGE_THRESHOLD:
self.speed_input = new_speed_input
self.on_speed_input.emit()
if (
abs(new_impulse_speed_input - self.impulse_speed_input)
> self.config.KNOB_CHANGE_THRESHOLD
):
self.impulse_speed_input = new_impulse_speed_input
self.on_impulse_speed_input.emit()
# Since the rest of the parameters require a button to be held, they will not jitter once the button is released
# and no threshold check should be needed.
if new_ball_count_input != self.ball_count_input:
self.ball_count_input = new_ball_count_input
self.on_ball_count_input.emit()
if new_width_input != self.width_input:
self.width_input = new_width_input
self.on_width_input.emit()
if new_ain_input != self.ain_input:
self.ain_input = new_ain_input
self.on_ain_input.emit()
def tick(self, delta: float):
"""Process a tick in the simulation.
Delta should already include any time scaling, meaning that this function is
naive to any time scale.
"""
any_active = False
with self.state_lock:
for i in range(self.ball_count):
self.balls[i].tick(delta)
any_active = any_active or self.balls[i].active
if not any_active:
self.reset()
for gate in self.gates:
gate.tick(delta)
def render(self):
"""Render the display.
This is the only function that should call any drawing commands.
"""
oled.fill(0)
with self.state_lock:
self.arena.draw_boundary()
for i in range(self.ball_count):
if not self.balls[i].active:
continue
self.balls[i].draw()
oled.show()
def main(self):
"""Start the application."""
# Per chrisib's recommendation after some display-related errors,
# the render thread specifically runs on cpu0 as this might be the
# cpu that handles i2c communication with the display.
self.is_running = True
try:
proc_thread = start_new_thread(self.proc_thread, ())
self.render_thread()
except KeyboardInterrupt:
self.is_running = False
finally:
print("User aborted. Exiting.")
def proc_thread(self):
"""Run the simulation, poll inputs, and save state as necessary."""
prev_cycle = None
last_poll = None
poll_period = 1000.0 / self.config.POLL_FREQUENCY
usb_connected_at_start = usb_connected.value()
while usb_connected.value() == usb_connected_at_start and self.is_running:
cycle_start = ticks_ms()
delta = ticks_diff(cycle_start, prev_cycle) / 1000
# Poll inputs at limited frequency
time_since_poll = ticks_diff(cycle_start, last_poll)
if time_since_poll > poll_period:
self.poll()
last_poll = cycle_start
# Save at limited frequency
if not self.state_saved and self.last_saved() > self.config.SAVE_PERIOD:
self.save_state()
self.tick(delta * self.time_factor)
prev_cycle = cycle_start
def render_thread(self):
"""Render at limited frequency."""
render_period = 1000.0 / self.config.RENDER_FREQUENCY
usb_connected_at_start = usb_connected.value()
while usb_connected.value() == usb_connected_at_start and self.is_running:
cycle_start = ticks_ms()
self.render()
cycle_finish = ticks_ms()
time_taken = ticks_diff(cycle_finish, cycle_start)
wait = int(max(0.0, render_period - time_taken))
sleep_ms(wait)
if __name__ == "__main__":
BouncingPixels().main()