|
| 1 | +import time |
| 2 | +import random |
| 3 | +import board |
| 4 | +import displayio |
| 5 | +import adafruit_imageload |
| 6 | + |
| 7 | +# display background color |
| 8 | +BACKGROUND_COLOR = 0x00AEF0 |
| 9 | + |
| 10 | +# how long to wait between animation frames in seconds |
| 11 | +ANIMATION_TIME = 0.3 |
| 12 | + |
| 13 | + |
| 14 | +class NekoAnimatedSprite(displayio.TileGrid): |
| 15 | + # how many pixels the cat will move for each step |
| 16 | + CONFIG_STEP_SIZE = 10 |
| 17 | + |
| 18 | + # how likely the cat is to stop moving to clean or sleep. |
| 19 | + # lower number means more likely to happen |
| 20 | + CONFIG_STOP_CHANCE_FACTOR = 30 |
| 21 | + |
| 22 | + # how likely the cat is to start moving after scratching a wall. |
| 23 | + # lower number means mroe likely to heppen |
| 24 | + CONFIG_START_CHANCE_FACTOR = 10 |
| 25 | + |
| 26 | + # Minimum time to stop and scratch in seconds. larger time means scratch for longer |
| 27 | + CONFIG_MIN_SCRATCH_TIME = 2 |
| 28 | + |
| 29 | + # State object indexes |
| 30 | + _ID = 0 |
| 31 | + _ANIMATION_LIST = 1 |
| 32 | + _MOVEMENT_STEP = 2 |
| 33 | + |
| 34 | + # last time an animation occurred |
| 35 | + LAST_ANIMATION_TIME = -1 |
| 36 | + |
| 37 | + # index of the sprite within the current animation that is currently showing |
| 38 | + CURRENT_ANIMATION_INDEX = 0 |
| 39 | + |
| 40 | + # last time the cat changed states |
| 41 | + # used to enforce minimum scratch time |
| 42 | + LAST_STATE_CHANGE_TIME = -1 |
| 43 | + |
| 44 | + # State objects |
| 45 | + # (ID, (Animation List), (Step Sizes)) |
| 46 | + STATE_SITTING = (0, (0,), (0, 0)) |
| 47 | + |
| 48 | + STATE_MOVING_LEFT = (1, (20, 21), (-CONFIG_STEP_SIZE, 0)) |
| 49 | + STATE_MOVING_UP = (2, (16, 17), (0, -CONFIG_STEP_SIZE)) |
| 50 | + STATE_MOVING_RIGHT = (3, (12, 13), (CONFIG_STEP_SIZE, 0)) |
| 51 | + STATE_MOVING_DOWN = (4, (8, 9), (0, CONFIG_STEP_SIZE)) |
| 52 | + STATE_MOVING_UP_RIGHT = ( |
| 53 | + 5, |
| 54 | + (14, 15), |
| 55 | + (CONFIG_STEP_SIZE // 2, -CONFIG_STEP_SIZE // 2), |
| 56 | + ) |
| 57 | + STATE_MOVING_UP_LEFT = ( |
| 58 | + 6, |
| 59 | + (18, 19), |
| 60 | + (-CONFIG_STEP_SIZE // 2, -CONFIG_STEP_SIZE // 2), |
| 61 | + ) |
| 62 | + STATE_MOVING_DOWN_LEFT = ( |
| 63 | + 7, |
| 64 | + (22, 23), |
| 65 | + (-CONFIG_STEP_SIZE // 2, CONFIG_STEP_SIZE // 2), |
| 66 | + ) |
| 67 | + STATE_MOVING_DOWN_RIGHT = ( |
| 68 | + 8, |
| 69 | + (10, 11), |
| 70 | + (CONFIG_STEP_SIZE // 2, CONFIG_STEP_SIZE // 2), |
| 71 | + ) |
| 72 | + |
| 73 | + STATE_SCRATCHING_LEFT = (9, (30, 31), (0, 0)) |
| 74 | + STATE_SCRATCHING_RIGHT = (10, (26, 27), (0, 0)) |
| 75 | + STATE_SCRATCHING_DOWN = (11, (24, 25), (0, 0)) |
| 76 | + STATE_SCRATCHING_UP = (12, (28, 29), (0, 0)) |
| 77 | + |
| 78 | + STATE_CLEANING = (13, (0, 0, 1, 1, 2, 3, 2, 3, 1, 1, 2, 3, 2, 3, 0, 0, 0), (0, 0)) |
| 79 | + STATE_SLEEPING = ( |
| 80 | + 14, |
| 81 | + ( |
| 82 | + 0, |
| 83 | + 0, |
| 84 | + 4, |
| 85 | + 4, |
| 86 | + 4, |
| 87 | + 0, |
| 88 | + 0, |
| 89 | + 4, |
| 90 | + 4, |
| 91 | + 4, |
| 92 | + 0, |
| 93 | + 0, |
| 94 | + 5, |
| 95 | + 6, |
| 96 | + 5, |
| 97 | + 6, |
| 98 | + 5, |
| 99 | + 6, |
| 100 | + 5, |
| 101 | + 6, |
| 102 | + 5, |
| 103 | + 6, |
| 104 | + 7, |
| 105 | + 7, |
| 106 | + 0, |
| 107 | + 0, |
| 108 | + 0, |
| 109 | + ), |
| 110 | + (0, 0), |
| 111 | + ) |
| 112 | + |
| 113 | + # these states count as "moving" |
| 114 | + MOVING_STATES = ( |
| 115 | + STATE_MOVING_UP, |
| 116 | + STATE_MOVING_DOWN, |
| 117 | + STATE_MOVING_LEFT, |
| 118 | + STATE_MOVING_RIGHT, |
| 119 | + STATE_MOVING_UP_LEFT, |
| 120 | + STATE_MOVING_UP_RIGHT, |
| 121 | + STATE_MOVING_DOWN_LEFT, |
| 122 | + STATE_MOVING_DOWN_RIGHT, |
| 123 | + ) |
| 124 | + |
| 125 | + # current state private field |
| 126 | + _CURRENT_STATE = STATE_SITTING |
| 127 | + |
| 128 | + # current animation list |
| 129 | + CURRENT_ANIMATION = _CURRENT_STATE[_ANIMATION_LIST] |
| 130 | + |
| 131 | + """ |
| 132 | + Neko Animated Cat Sprite. Extends displayio.TileGrid manages changing the visible |
| 133 | + sprite image to animate the cat in it's various states. |
| 134 | +
|
| 135 | + :param float animation_time: How long to wait in-between animation frames. Unit is seconds. |
| 136 | + default is 0.3 seconds |
| 137 | + :param tuple display_size: Tuple containing width and height of display. |
| 138 | + Defaults to values from board.DISPLAY. Used to determine with we are at the edge |
| 139 | + so we know to start scratching. |
| 140 | + """ |
| 141 | + |
| 142 | + def __init__(self, animation_time=0.3, display_size=None): |
| 143 | + if not display_size: |
| 144 | + # if display_size was not passed, try to use defaults from board |
| 145 | + if "DISPLAY" in dir(board): |
| 146 | + self._display_size = (board.DISPLAY.width, board.DISPLAY.height) |
| 147 | + else: |
| 148 | + raise RuntimeError( |
| 149 | + "Must pass display_size argument if not using built-in display." |
| 150 | + ) |
| 151 | + else: |
| 152 | + # use the display_size that was passed in |
| 153 | + self._display_size = display_size |
| 154 | + |
| 155 | + # Load the sprite sheet bitmap and palette |
| 156 | + sprite_sheet, palette = adafruit_imageload.load( |
| 157 | + "/neko_cat_spritesheet.bmp", |
| 158 | + bitmap=displayio.Bitmap, |
| 159 | + palette=displayio.Palette, |
| 160 | + ) |
| 161 | + |
| 162 | + # make the first color transparent |
| 163 | + palette.make_transparent(0) |
| 164 | + |
| 165 | + # Create a sprite tilegrid as self |
| 166 | + super().__init__( |
| 167 | + sprite_sheet, |
| 168 | + pixel_shader=palette, |
| 169 | + width=1, |
| 170 | + height=1, |
| 171 | + tile_width=32, |
| 172 | + tile_height=32, |
| 173 | + ) |
| 174 | + |
| 175 | + self.x = 0 |
| 176 | + self.y = 0 |
| 177 | + |
| 178 | + # set the animation time into a private field |
| 179 | + self._animation_time = animation_time |
| 180 | + |
| 181 | + def _advance_animation_index(self): |
| 182 | + """ |
| 183 | + Helper function to increment the animation index, and wrap it back around to |
| 184 | + 0 after it reaches the final animation in the list. |
| 185 | + :return: None |
| 186 | + """ |
| 187 | + self.CURRENT_ANIMATION_INDEX += 1 |
| 188 | + if self.CURRENT_ANIMATION_INDEX >= len(self.CURRENT_ANIMATION): |
| 189 | + self.CURRENT_ANIMATION_INDEX = 0 |
| 190 | + |
| 191 | + @property |
| 192 | + def animation_time(self): |
| 193 | + """ |
| 194 | + How long to wait in-between animation frames. Unit is seconds. |
| 195 | +
|
| 196 | + :return: animation_time |
| 197 | + """ |
| 198 | + return self._animation_time |
| 199 | + |
| 200 | + @animation_time.setter |
| 201 | + def animation_time(self, new_time): |
| 202 | + self._animation_time = new_time |
| 203 | + |
| 204 | + @property |
| 205 | + def current_state(self): |
| 206 | + """ |
| 207 | + The current state object. |
| 208 | + (ID, (Animation List), (Step Sizes)) |
| 209 | +
|
| 210 | + :return tuple: current state object |
| 211 | + """ |
| 212 | + return self._CURRENT_STATE |
| 213 | + |
| 214 | + @current_state.setter |
| 215 | + def current_state(self, new_state): |
| 216 | + # update the current state object |
| 217 | + self._CURRENT_STATE = new_state |
| 218 | + # update the current animation list |
| 219 | + self.CURRENT_ANIMATION = new_state[self._ANIMATION_LIST] |
| 220 | + # reset current animation index to 0 |
| 221 | + self.CURRENT_ANIMATION_INDEX = 0 |
| 222 | + # show the first sprite in the animation |
| 223 | + self[0] = self.CURRENT_ANIMATION[self.CURRENT_ANIMATION_INDEX] |
| 224 | + # update the last state change time |
| 225 | + self.LAST_STATE_CHANGE_TIME = time.monotonic() |
| 226 | + |
| 227 | + def animate(self): |
| 228 | + """ |
| 229 | + If enough time has passed since the previous animation then |
| 230 | + execute the next animation step by changing the currently visible sprite and |
| 231 | + advancing the animation index. |
| 232 | +
|
| 233 | + :return bool: True if an animation frame occured. False if it's not time yet |
| 234 | + for an animation frame. |
| 235 | + """ |
| 236 | + _now = time.monotonic() |
| 237 | + # is it time to do an animation step? |
| 238 | + if _now > self.LAST_ANIMATION_TIME + self.animation_time: |
| 239 | + # update the visible sprite |
| 240 | + self[0] = self.CURRENT_ANIMATION[self.CURRENT_ANIMATION_INDEX] |
| 241 | + # advance the animation index |
| 242 | + self._advance_animation_index() |
| 243 | + # update the last animation time |
| 244 | + self.LAST_ANIMATION_TIME = _now |
| 245 | + return True |
| 246 | + |
| 247 | + # Not time for animation step yet |
| 248 | + return False |
| 249 | + |
| 250 | + @property |
| 251 | + def is_moving(self): |
| 252 | + """ |
| 253 | + Is the cat currently moving or not. |
| 254 | +
|
| 255 | + :return bool: True if cat is in a moving state. False otherwise. |
| 256 | + """ |
| 257 | + return self.current_state in self.MOVING_STATES |
| 258 | + |
| 259 | + def update(self): |
| 260 | + # pylint: disable=too-many-branches |
| 261 | + """ |
| 262 | + Attempt to do animation step. Move if in a moving state. Change states if needed. |
| 263 | +
|
| 264 | + :return: None |
| 265 | + """ |
| 266 | + _now = time.monotonic() |
| 267 | + # attempt animation |
| 268 | + did_animate = self.animate() |
| 269 | + |
| 270 | + # if we did do an animation step |
| 271 | + if did_animate: |
| 272 | + # if cat is in a moving state |
| 273 | + if self.is_moving: |
| 274 | + # random chance to start sleeping or cleaning |
| 275 | + _roll = random.randint(0, self.CONFIG_STOP_CHANCE_FACTOR - 1) |
| 276 | + if _roll == 0: |
| 277 | + # change to new state: sleeping or cleaning |
| 278 | + _chosen_state = random.choice( |
| 279 | + (self.STATE_CLEANING, self.STATE_SLEEPING) |
| 280 | + ) |
| 281 | + self.current_state = _chosen_state |
| 282 | + else: # cat is not moving |
| 283 | + |
| 284 | + # if we are currently in a scratching state |
| 285 | + if len(self.current_state[self._ANIMATION_LIST]) <= 2: |
| 286 | + |
| 287 | + # check if we have scratched the minimum time |
| 288 | + if ( |
| 289 | + _now |
| 290 | + >= self.LAST_STATE_CHANGE_TIME + self.CONFIG_MIN_SCRATCH_TIME |
| 291 | + ): |
| 292 | + # minimum scratch time has elapsed |
| 293 | + |
| 294 | + # random chance to start moving |
| 295 | + _roll = random.randint(0, self.CONFIG_START_CHANCE_FACTOR - 1) |
| 296 | + if _roll == 0: |
| 297 | + # start moving in a random direction |
| 298 | + _chosen_state = random.choice(self.MOVING_STATES) |
| 299 | + self.current_state = _chosen_state |
| 300 | + |
| 301 | + else: # if we are sleeping or cleaning or another complex animation state |
| 302 | + |
| 303 | + # if we have done every step of the animation |
| 304 | + if self.CURRENT_ANIMATION_INDEX == 0: |
| 305 | + # change to a random moving state |
| 306 | + _chosen_state = random.choice(self.MOVING_STATES) |
| 307 | + self.current_state = _chosen_state |
| 308 | + |
| 309 | + # If we are far enough away from side walls to step in the current moving direction |
| 310 | + if ( |
| 311 | + 0 |
| 312 | + <= (self.x + self.current_state[self._MOVEMENT_STEP][0]) |
| 313 | + < (self._display_size[0] - self.tile_width) |
| 314 | + ): |
| 315 | + |
| 316 | + # move the cat horizontally by current state step size x |
| 317 | + self.x += self.current_state[self._MOVEMENT_STEP][0] |
| 318 | + |
| 319 | + else: # we ran into a side wall |
| 320 | + if self.x > self.CONFIG_STEP_SIZE: |
| 321 | + # ran into right wall |
| 322 | + self.x = self._display_size[0] - self.tile_width - 1 |
| 323 | + # change state to scratching right |
| 324 | + self.current_state = self.STATE_SCRATCHING_RIGHT |
| 325 | + else: |
| 326 | + # ran into left wall |
| 327 | + self.x = 1 |
| 328 | + # change state to scratching left |
| 329 | + self.current_state = self.STATE_SCRATCHING_LEFT |
| 330 | + |
| 331 | + # If we are far enough away from top and bottom walls |
| 332 | + # to step in the current moving direction |
| 333 | + if ( |
| 334 | + 0 |
| 335 | + <= (self.y + self.current_state[self._MOVEMENT_STEP][1]) |
| 336 | + < (self._display_size[1] - self.tile_height) |
| 337 | + ): |
| 338 | + |
| 339 | + # move the cat vertically by current state step size y |
| 340 | + self.y += self.current_state[self._MOVEMENT_STEP][1] |
| 341 | + |
| 342 | + else: # ran into top or bottom wall |
| 343 | + if self.y > self.CONFIG_STEP_SIZE: |
| 344 | + # ran into bottom wall |
| 345 | + self.y = self._display_size[1] - self.tile_height - 1 |
| 346 | + # change state to scratching down |
| 347 | + self.current_state = self.STATE_SCRATCHING_DOWN |
| 348 | + else: |
| 349 | + # ran into top wall |
| 350 | + self.y = 1 |
| 351 | + # change state to scratching up |
| 352 | + self.current_state = self.STATE_SCRATCHING_UP |
| 353 | + |
| 354 | + |
| 355 | +# default to built-in display |
| 356 | +display = board.DISPLAY |
| 357 | + |
| 358 | +# create displayio Group |
| 359 | +main_group = displayio.Group() |
| 360 | + |
| 361 | +# create background group |
| 362 | +background_group = displayio.Group(scale=16) |
| 363 | +background_bitmap = displayio.Bitmap(20, 15, 1) |
| 364 | +background_palette = displayio.Palette(1) |
| 365 | +background_palette[0] = BACKGROUND_COLOR |
| 366 | +background_tilegrid = displayio.TileGrid( |
| 367 | + background_bitmap, pixel_shader=background_palette |
| 368 | +) |
| 369 | +background_group.append(background_tilegrid) |
| 370 | + |
| 371 | +# add background to main_group |
| 372 | +main_group.append(background_group) |
| 373 | + |
| 374 | +# create Neko |
| 375 | +neko = NekoAnimatedSprite(animation_time=ANIMATION_TIME) |
| 376 | + |
| 377 | +# put Neko in center of display |
| 378 | +neko.x = display.width // 2 - neko.tile_width // 2 |
| 379 | +neko.y = display.height // 2 - neko.tile_height // 2 |
| 380 | + |
| 381 | +# add neko to main_group |
| 382 | +main_group.append(neko) |
| 383 | + |
| 384 | +# show main_group on the display |
| 385 | +display.show(main_group) |
| 386 | + |
| 387 | +while True: |
| 388 | + # update Neko to do animations and movements |
| 389 | + neko.update() |
0 commit comments