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@samneggs
Created October 21, 2025 14:55
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Star Raiders on Pi Pico 2 in MicroPython
# wav player
# https://antirez.com/news/143
# ffmpeg -i ohno.wav -ar 24000 -acodec pcm_u8 -f u8 def_fire.raw
from machine import Pin, PWM, mem32, mem8
from time import sleep_us, sleep
from rp2 import PIO, StateMachine, asm_pio
from uctypes import addressof
from rp2 import DMA
import gc, array, sys
sys.path.append("/gauntlet")
sys.path.append("/starraiders")
PIO0_BASE = const(0x50200000)
PIO1_BASE = const(0x50300000)
TXF0 = const(0x010)
DMA_BASE = const(0x50000000)
CH0_READ = const(0x00)
CH0_WRITE = const(0x04)
CH0_TRANS_COUNT = const(0x08)
CH0_CTRL_TRIG = const(0x0c)
CH1_READ = const(0x40)
CH1_WRITE = const(0x44)
CH1_TRANS_COUNT = const(0x48)
CH1_CTRL_TRIG = const(0x4c)
CH2_READ = const(0x80)
CH2_WRITE = const(0x84)
CH2_TRANS_COUNT = const(0x88)
CH2_CTRL_TRIG = const(0x8c)
CH1_AL1_TRANS_COUNT_TRIG = const(0x05c)
CH1_DBG_TCR = const(0x844)
CHAN_ABORT = const(0x464)
DREQ_PIO0_TX0 = const(0)
DREQ_PIO1_TX0 = const(8)
@asm_pio(sideset_init=PIO.OUT_LOW)
def pwm_prog():
pull(noblock) .side(0)
out(x,8)
mov(y, isr) # ISR must be preloaded with PWM count max
label("pwmloop")
jmp(x_not_y, "skip")
nop() .side(1)
label("skip")
jmp(y_dec, "pwmloop")
class PIOPWM:
def __init__(self, sm_id, pin , max_count, count_freq):
self._sm = StateMachine(sm_id, pwm_prog, freq=2 * count_freq, sideset_base=Pin(pin))
# Use exec() to load max count into ISR
self.sm_id = sm_id
self._sm.put(max_count)
self._sm.exec("pull()")
self._sm.exec("mov(isr, osr)")
self._sm.active(1)
self._max_count = max_count
self.addr = array.array('I',(0,0))
def set(self, value):
# Minimum value is -1 (completely turn off), 0 actually still produces narrow pulse
value = max(value, -1)
value = min(value, self._max_count)
self._sm.put(value)
@micropython.viper
def effect(self,datainptr:ptr32,length:int):
dma_base = ptr32(DMA_BASE)
addrptr = ptr32(self.addr)
addrptr[0] = int(datainptr)
if int(self.sm_id) == 0:
dma_base[CHAN_ABORT//4] = 0b01
if dma_base[CHAN_ABORT//4] != 0: pass
dma_base[CH0_READ//4] = int(datainptr)
dma_base[CH0_WRITE//4] = int(PIO0_BASE + TXF0 )
dma_base[CH0_TRANS_COUNT//4] = length
# EN DATA_SIZE INC_READ INC_WRITE CHAIN_TO DREQ
dma_base[CH0_CTRL_TRIG//4] = 1 | 0<<2 | 1<<4 | 0<<6 | 0<<13 | DREQ_PIO0_TX0<<17
else:
dma_base[CHAN_ABORT//4] = 0b10
if dma_base[CHAN_ABORT//4] != 0: pass
dma_base[CH1_READ//4] = int(datainptr)
dma_base[CH1_WRITE//4] = int(PIO1_BASE + TXF0 )
dma_base[CH1_TRANS_COUNT//4] = length | int(1<<28)
dma_base[CH2_READ//4] = int(addrptr) # pointer to CH1_READ
dma_base[CH2_WRITE//4] = int(DMA_BASE+CH1_READ) # reset CH1_READ
dma_base[CH2_TRANS_COUNT//4] = 1
dma_base[CH2_CTRL_TRIG//4] = 1 | 2<<2 | 0<<4 | 0<<6 | 1<<13 | 0x3f<<17
# EN DATA_SIZE INC_READ INC_WRITE CHAIN_TO DREQ
dma_base[CH1_CTRL_TRIG//4] = 1 | 0<<2 | 1<<4 | 0<<6 | 2<<13 | DREQ_PIO1_TX0<<17
@micropython.viper
def set_volume(volume:int): # 0-9
buff_in = ptr8(buf2)
buff_out = ptr8(BUFF_OUTPUT)
# new_sample = 128 + ((sample - 128) * volume) // 9
for i in range(int(len(buf2))):
sample = buff_in[i]
buff_out[i] = 128 + ((sample - 128) * volume * 1000) // (9 * 300)
if __name__=='__main__':
pwm1 = PIOPWM(0, 20, max_count=(1 << 10) - 1, count_freq=20_000_000)
pwm2 = PIOPWM(4, 21, max_count=(1 << 10) - 1, count_freq=20_000_000)
FIRE_BUTTON = Pin(14, Pin.IN, Pin.PULL_UP)
BOMB_BUTTON = Pin(15, Pin.IN, Pin.PULL_UP)
f = open("/starraiders/engines.raw","rb")
buf2 = f.read() #+ bytearray(100_000)
fadein = bytearray(range(0,128))
fadeout = bytearray(range(128,0,-1))
#buf2 = fadein + buf2 + fadeout
f.close()
BUFF_OUTPUT = bytearray(len(buf2))
f = open("/starraiders/command.raw","rb")
buf1 = f.read()
buf1 = fadein + buf1 + fadeout
f.close()
#machine.freq(220_000_000) #220
#machine.mem32[0x40010048] = 1<<11 # enable peri_ctrl clock
length1 = len(buf1)
length2 = len(buf2)
print(length2)
print('buf1 ', hex(addressof(buf1)))
print('buf2 ', hex(addressof(buf2)))
print('ch0 write error',mem32[DMA_BASE + CH0_CTRL_TRIG] & (1<<29)) # write error?
mem32[DMA_BASE + CH1_CTRL_TRIG] = (1<<30) # clear error
print('ch0 read error',mem32[DMA_BASE + CH0_CTRL_TRIG] & (1<<30)) # read error?
print('ch1 write error',mem32[DMA_BASE + CH1_CTRL_TRIG] & (1<<29)) # write error?
print('ch1 read error',mem32[DMA_BASE + CH1_CTRL_TRIG] & (1<<30)) # read error?
while True:
if FIRE_BUTTON.value() == 0:
pwm1.effect(buf1,length1)
if BOMB_BUTTON.value() == 0:
for volume in range(10):
#volume = (volume + 1) % 10
set_volume(volume)
pwm2.effect(BUFF_OUTPUT,length2)
sleep(.3)
#mem32[0x5000000c] = 0
sleep_us(250_000)
while mem32[DMA_BASE + CH0_CTRL_TRIG] & (1<<26):pass # wait till done
while mem32[DMA_BASE + CH1_CTRL_TRIG] & (1<<26):pass # wait till done
pwm1._sm.active(0)
pwm2._sm.active(0)
# Star Raiders 240x160 on core 1
from st7796 import LCD_3inch5
from gt911 import GT911
from random import randint
from machine import freq, I2C, Pin
import time, _thread, gc, framebuf , array, math, sys
from time import sleep_ms, sleep_us
from math import sin, cos, radians
from draw_number import Draw_number
from joystick import Joystick
sys.path.append("/starraiders")
from spritedata import *
from pwm_dma5 import PIOPWM
SOUND_ON = const(1)
MAXSCREEN_X = const(240)
MAXSCREEN_Y = const(160)
SCALE = const(16)
SHOWING = const(0)
EXIT = const(1)
BROWN = const(0x6092)
BLUE = const(0b_11111_00000_00000)
GREEN = const(0b111_00000_00000_111)
DK_GREEN = const(0b111_00000_00000_011)
YELLOW = const(0xff)
PINK = const(0x1ff8)
LT_PINK= const(0b000_11111_11111_110)
PURPLE = const(0x1188)
RED = const(0b_00000_11111_00000)
GREY = const(0b000_11000_11000_110)
WHITE = const(0xffff)
LT_GREY= const(0b_000_10000_10000_100)
LT_BLUE= const(0b_100_11111_10000_101)
FPS_CORE0 = const(0)
FPS_CORE1 = const(1)
SCORE = const(2)
LIVES = const(3)
HEALTH = const(4)
MEM_FREE = const(5)
TEMP1 = const(6)
TEMP2 = const(7)
NUM_VALUES = const(10)
NUM_STARS = const(200)
NUM_EXPLODE = const(70)
PLAYER_X = const(0)
PLAYER_Y = const(1)
PLAYER_Z = const(2)
PLAYER_SPEED = const(3)
PLAYER_VX = const(4)
PLAYER_VY = const(5)
PLAYER_VZ = const(6)
PLAYER_DEG = const(7)
PLAYER_FIRE = const(8)
PLAYER_KILLED = const(9)
PLAYER_ENERGY = const(10)
PLAYER_HUD = const(11)
PLAYER_LAST_ENERGY_UPDATE = const(12)
PLAYER_PITCH = const(13)
PLAYER_YAW = const(14)
PLAYER_CLOSE = const(15)
PLAYER_RANGE = const(16)
PLAYER_THETA = const(17)
PLAYER_PHI = const(18)
PLAYER_CHART_X = const(19)
PLAYER_CHART_Y = const(20)
PLAYER_HIT = const(21)
PLAYER_CONTROLS= const(22)
PLAYER_PARAMS = const(23)
CONTROLS_ATTACK = const(0b01)
CONTROLS_SHIELD = const(0b10)
HUD_ATTACK = const(0b000_0001)
HUD_CROSS = const(0b000_0010)
HUD_SCAN = const(0b000_0100)
HUD_CHART = const(0b000_1000)
HUD_SHIELD = const(0b001_0000)
HUD_TOUCH = const(0b010_0000)
HUD_HYPER = const(0b100_0000)
HUD_TEXT1_Y = const(141)
HUD_TEXT2_Y = const(150)
CROSS_VX = const(MAXSCREEN_X // 2)
CROSS_VY1 = const(MAXSCREEN_Y // 2 - 12)
CROSS_VY2 = const(MAXSCREEN_Y // 2 - 5)
CROSS_VY3 = const(MAXSCREEN_Y // 2 + 5)
CROSS_VY4 = const(MAXSCREEN_Y // 2 + 12)
CROSS_HY = const(MAXSCREEN_Y // 2)
CROSS_HX1 = const(MAXSCREEN_X // 2 - 20)
CROSS_HX2 = const(MAXSCREEN_X // 2 - 5)
CROSS_HX3 = const(MAXSCREEN_X // 2 + 5)
CROSS_HX4 = const(MAXSCREEN_X // 2 + 20)
ACOMP_R1X = const(180)
ACOMP_R1Y = const(110)
ACOMP_R1W = const(45)
ACOMP_R1H = const(30)
ACOMP_R2X = const(ACOMP_R1X + 10)
ACOMP_R2Y = const(ACOMP_R1Y + 10)
ACOMP_R2W = const(ACOMP_R1W - 20)
ACOMP_R2H = const(ACOMP_R1H - 20)
ACOMP_VX = const(ACOMP_R1X + ACOMP_R1W // 2)
ACOMP_VY1 = const(ACOMP_R1Y)
ACOMP_VY2 = const(ACOMP_R2Y)
ACOMP_VY3 = const(ACOMP_R2Y + ACOMP_R2H)
ACOMP_VY4 = const(ACOMP_R1Y + ACOMP_R1H - 1)
ACOMP_HY = const(ACOMP_R1Y + ACOMP_R1H // 2)
ACOMP_HX1 = const(ACOMP_R1X)
ACOMP_HX2 = const(ACOMP_R2X)
ACOMP_HX3 = const(ACOMP_R2X + ACOMP_R2W)
ACOMP_HX4 = const(ACOMP_R1X + ACOMP_R1W - 1)
# Galactic chart sector constants
SECTOR_EMPTY = const(0) # Empty sector
SECTOR_STARBASE = const(26) # Starbase sector (custom char)
SECTOR_4ZYLON = const(27) # 4 Zylon fighter sector
SECTOR_3ZYLON = const(28) # 3 Zylon fighter sector
SECTOR_2ZYLON = const(29) # 2 Zylon fighter sector
CHART_WIDTH = const(16) # Chart grid width
CHART_HEIGHT = const(8) # Chart grid height
CHART_SECTORS = const(128) # Total sectors (16x8)
CHART_X = const(6) # galactic chart grid
CHART_Y = const(20)
CHART_SIZE = const(14) #
TYPE = const(4)
TYPE_NONE = const(0)
TYPE_STAR = const(1)
TYPE_EXP = const(2)
# game parameters
SHOW_FPS = const(0)
CHART_X_TEMP = const(1)
CHART_Y_TEMP = const(2)
SECTOR_ENEMY_COUNT = const(4) # Track remaining enemies in current sector
SECTOR_STARBASE_PARTS = const(5) # Track starbase parts (bit flags: 1=left, 2=center, 4=right)
HYPER_STAGE = const(6) # 0=off, 1-200=init, 201-500=control, 501-600=re-entry
HYPER_X = const(7)
HYPER_Y = const(8)
ENEMY_TORPEDOS = const(9)
GAME_PARAMS = const(10)
COORD_SCALE = const(16) # 16
MAX_OBJECTS = const(300)
COORD_RANGE = const(2000000)
OBJ_NONE = const(0)
OBJ_TORPEDO = const(1)
OBJ_FIGHTER = const(2)
OBJ_STARBASER = const(3)
OBJ_STARBASEC = const(4)
OBJ_STARBASEL = const(5)
OBJ_TRANSFER = const(6)
OBJ_METEOR = const(7)
OBJ_CRUISER = const(8)
OBJ_BASESTAR = const(9)
OBJ_WARPTARGET = const(10)
OBJ_STAR = const(11)
OBJ_EXPLOSION = const(12)
OBJ_ENEMY_TORPEDO = const(13)
OBJ_COLORS = array.array('H',(LT_PINK,GREY,YELLOW,YELLOW,YELLOW,GREY,LT_BLUE,GREY,DK_GREEN,LT_BLUE))
# object parameters
X_COORD = const(0)
Y_COORD = const(1)
Z_COORD = const(2)
VX_COORD = const(3)
VY_COORD = const(4)
VZ_COORD = const(5)
OBJ_TYPE = const(6)
OBJ_LIFE = const(7)
OBJ_PARAMS = const(8)
ENGINE_ENERGY_DRAIN = array.array('i',([
0, # Speed 0: 0 units/sec
10, # Speed 1: 1.0 units/sec
15, # Speed 2: 1.5 units/sec
20, # Speed 3: 2.0 units/sec
25, # Speed 4: 2.5 units/sec
35, # Speed 5: 3.5 units/sec
50, # Speed 6: 5.0 units/sec
75, # Speed 7: 7.5 units/sec
112, # Speed 8: 11.25 units/sec
150 # Speed 9: 15.0 units/sec
]))
ENERGY_SCALE = const(10)
SPRITE_WIDTH = const(7)
SPRITE_HEIGHT = const(7)
SPRITE_FIGHTER = bytearray([
0,0,0,0,0,0,0,
1,0,0,0,0,0,1,
1,0,1,1,1,0,1,
1,1,1,1,1,1,1,
1,1,1,1,1,1,1,
1,0,1,1,1,0,1,
1,0,0,0,0,0,1
])
CHAR_MAP = bytearray((
0x00, 0x7F, 0x47, 0x47, 0x47, 0x47, 0x47, 0x7F, # 0
0x00, 0x30, 0x10, 0x10, 0x10, 0x38, 0x38, 0x38, # 1
0x00, 0x78, 0x08, 0x08, 0x78, 0x40, 0x40, 0x78, # 2
0x00, 0x78, 0x08, 0x08, 0x7C, 0x0C, 0x0C, 0x7C, # 3
0x00, 0x60, 0x60, 0x60, 0x6C, 0x7C, 0x0C, 0x0C, # 4
0x00, 0x78, 0x40, 0x40, 0x78, 0x08, 0x08, 0x78, # 5
0x00, 0x78, 0x48, 0x40, 0x40, 0x7E, 0x42, 0x7E, # 6
0x00, 0x7C, 0x44, 0x04, 0x1C, 0x10, 0x10, 0x10, # 7
0x00, 0x38, 0x28, 0x28, 0x7C, 0x6C, 0x6C, 0x7C, # 8
0x00, 0x7C, 0x44, 0x44, 0x7C, 0x0C, 0x0C, 0x0C, # 9
0x38, 0x38, 0x38, 0x00, 0x00, 0x38, 0x38, 0x38, # Custom character ':'
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0xFF, # Custom character 'BORDER SOUTHWEST'
0x00, 0x3C, 0x20, 0x20, 0x78, 0x60, 0x60, 0x7C, # Custom character 'E'
0x00, 0x66, 0x99, 0x99, 0x99, 0x66, 0x00, 0x00, # Custom character 'INFINITY'
0x00, 0x00, 0x00, 0x7E, 0x00, 0x00, 0x00, 0x00, # Custom character '-'
0x00, 0x18, 0x18, 0x18, 0x7E, 0x18, 0x18, 0x18, # Custom character '+'
0x00, 0x18, 0x7E, 0xDB, 0x99, 0xDB, 0x7E, 0x18, # Custom character 'PHI'
0x66, 0x66, 0x66, 0x66, 0x66, 0x2C, 0x38, 0x30, # Custom character 'V'
0x00, 0x7C, 0x44, 0x44, 0x7C, 0x68, 0x6C, 0x6C, # Custom character 'R'
0x00, 0x1C, 0x3E, 0x63, 0x5D, 0x63, 0x3E, 0x1C, # Custom character 'THETA'
0x00, 0x46, 0x46, 0x44, 0x7C, 0x64, 0x66, 0x66, # Custom character 'K'
0xFE, 0x92, 0x10, 0x18, 0x18, 0x18, 0x18, 0x18, # Custom character 'T'
0xFC, 0x8C, 0x8C, 0x80, 0x80, 0x80, 0x84, 0xFC, # Custom character 'C'
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, # Custom character 'BORDER SOUTH'
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, # Custom character 'BORDER WEST'
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, # Custom character 'CORNER SOUTHWEST'
0x80, 0xAA, 0x9C, 0xBE, 0x9C, 0xAA, 0x80, 0xFF, # Custom character 'STARBASE SECTOR'
0x80, 0x98, 0x80, 0xB6, 0x80, 0x8C, 0x80, 0xFF, # Custom character '4-ZYLON SECTOR'
0x80, 0x8E, 0x80, 0xB8, 0x80, 0x9C, 0x80, 0xFF, # Custom character '3-CYCLON SECTOR'
0x80, 0xB0, 0x98, 0xBE, 0x98, 0xB0, 0x80, 0xFF)) # Custom character '2-ZYLON SECTOR'
CHAR_INFINITY = const(13)
CHAR_PHI = const(16)
CHAR_THETA = const(19)
@micropython.viper
def draw_viper(num: int, x_offset: int, y_offset: int, color: int, size: int):
char_ptr = ptr8(CHAR_MAP)
screen_ptr = ptr16(LCD.fbdraw)
char = 0
width = MAXSCREEN_X
offset = width * (y_offset - 1) + x_offset
first = 1
negative = 0
if num < 0:
num *= -1
negative = 1
while num > 0 or first:
first = 0
total = num // 10
digit = num - (total * 10)
num = total
for y in range(8):
row_data = char_ptr[digit * 8 + y]
for x in range(8):
if row_data & (1 << (7-x)) > 0:
addr = size * y * width + x - (char * 8) + offset
screen_ptr[addr] = color
if size > 1:
screen_ptr[width + addr] = color
if size > 2:
screen_ptr[2 * width + addr] = color
char += 1
if negative:
addr -= 8 + 4 * width
for i in range(4):
screen_ptr[addr-i] = color
@micropython.viper
def draw_char(num: int, x_offset: int, y_offset: int, color: int):
char_ptr = ptr8(CHAR_MAP) # Get character bitmap data pointer
screen_ptr = ptr16(LCD.fbdraw) # Get screen buffer pointer
width = MAXSCREEN_X # Screen width for address calculation
offset = width * y_offset + x_offset # Calculate starting screen address
for y in range(8): # Loop through 8 rows of character
row_data = char_ptr[num * 8 + y] # Get bitmap row for this character
for x in range(8): # Loop through 8 bits in row
if row_data & (1 << (7-x)) > 0: # Check if pixel should be drawn
addr = y * width + x + offset # Calculate pixel screen address
screen_ptr[addr] = color # Draw pixel with specified color
def init_game():
global GAME, ASTEROID, PLAYER, SPACE, ISIN, ICOS, POLY_SMALL_BUTTON, POLY_LARGE_BUTTON, OBJECTS
PLAYER = array.array('i', [0] * PLAYER_PARAMS)
ASTEROID = array.array('i', [randint(-100, 100), randint(-50, 50), randint(50, 150), randint(2, 5)])
GAME = array.array('i', 0 for _ in range(GAME_PARAMS))
OBJECTS = array.array('i', [0] * (MAX_OBJECTS * OBJ_PARAMS))
ISIN = array.array('i', int(sin(radians(i)) * (1 << SCALE)) for i in range(360))
ICOS = array.array('i', int(cos(radians(i)) * (1 << SCALE)) for i in range(360))
size = 12
POLY_SMALL_BUTTON = array.array('h',[0,0,size,0, # -
size+size//2,size, # \
size,size*2, # /
0,size*2, # -
-size//2,size, # \
0,0]) # /
hsize = 130
vsize = 10
POLY_LARGE_BUTTON = array.array('h',[0,0,hsize,0,# -
hsize+vsize//2,vsize, # \
hsize,vsize*2, # /
0,vsize*2, # -
-vsize//2,vsize, # \
0,0]) # /
GAME[SHOW_FPS] = 36 * 3
PLAYER[PLAYER_SPEED] = 0
PLAYER[PLAYER_ENERGY] = 99990
PLAYER[PLAYER_X] = 0
PLAYER[PLAYER_Y] = 0
PLAYER[PLAYER_Z] = 0
PLAYER[PLAYER_VX] = 0
PLAYER[PLAYER_VY] = 0
PLAYER[PLAYER_VZ] = 0
PLAYER[PLAYER_PITCH] = 0
PLAYER[PLAYER_YAW] = 0
#PLAYER[PLAYER_HUD] |= HUD_CROSS
#PLAYER[PLAYER_HUD] |= HUD_ATTACK
#PLAYER[PLAYER_HUD] |= HUD_SHIELD
PLAYER[PLAYER_LAST_ENERGY_UPDATE] = int(time.ticks_ms())
PLAYER[PLAYER_CHART_X] = randint(0,15)
PLAYER[PLAYER_CHART_Y] = randint(0,7)
GAME[CHART_X_TEMP] = PLAYER[PLAYER_CHART_X]
GAME[CHART_Y_TEMP] = PLAYER[PLAYER_CHART_Y]
def init_sounds(warp=False):
global SOUND1, SOUND2, COMMAND_SOUND, PHOTON_SOUND, EXPLOSION_SOUND, ENGINE_SOUND, ENGINE_SOUND2
gc.collect()
fadein = bytearray(range(0,128))
fadeout = bytearray(range(128,0,-1))
f = open("/starraiders/command.raw","rb")
COMMAND_SOUND = fadein + f.read() + fadeout
f.close()
f = open("/starraiders/photon3.raw","rb")
PHOTON_SOUND = fadein + f.read() + fadeout
f.close()
f = open("/starraiders/explosion.raw","rb")
EXPLOSION_SOUND = fadein + f.read(40_000) + fadeout #60k
f.close()
f = open("/starraiders/engines.raw","rb")
ENGINE_SOUND = f.read()
f.close()
ENGINE_SOUND2 = ENGINE_SOUND[:]
SOUND1 = PIOPWM(0, 20, max_count=(1 << 10) - 1, count_freq=20_000_000)
SOUND2 = PIOPWM(4, 21, max_count=(1 << 10) - 1, count_freq=20_000_000)
if SOUND_ON == 0:
SOUND1._sm.active(0)
SOUND2._sm.active(0)
def init_stars3d():
for i in range(30,NUM_STARS):
x = randint(-10000,10000)
y = randint(-10000,10000)
z = randint( 10000,20000)
create_object(i, OBJ_STAR, x,y,z)
@micropython.viper
def init_hyperstars():
isin = ptr32(ISIN)
icos = ptr32(ICOS)
for i in range(30,NUM_STARS):
deg = int(randint(0,359))
x = icos[deg] * int(randint(-1000,1000)) >> SCALE
y = isin[deg] * int(randint(-1000,1000)) >> SCALE
z = randint( 30000,50000)
create_object(i, OBJ_STAR, x,y,z)
def init_sector(): # Initialize sector based on chart position
global SPACE, PLAYER, GALACTIC_CHART # Access global variables
for i in range(1, 20): # Clear existing major objects
base = i * OBJ_PARAMS
OBJECTS[base + OBJ_TYPE] = OBJ_NONE
chart_x = PLAYER[PLAYER_CHART_X] # Get current chart X position
chart_y = PLAYER[PLAYER_CHART_Y] # Get current chart Y position
sector_idx = chart_y * CHART_WIDTH + chart_x # Calculate sector index
sector_content = GALACTIC_CHART[sector_idx] # Get sector content type
if sector_content == SECTOR_STARBASE: # Starbase sector
create_starbase(1) # Create starbase at slot 1-3
GAME[SECTOR_STARBASE_PARTS] = 1
elif sector_content == SECTOR_4ZYLON: # 4 enemy fighters
create_fighter(1, OBJ_FIGHTER) # Create fighter at slot 1
create_fighter(2, OBJ_FIGHTER) # Create fighter at slot 2
create_fighter(3, OBJ_CRUISER) # Create cruiser at slot 3
create_fighter(4, OBJ_BASESTAR) # Create basestar at slot 4
GAME[SECTOR_ENEMY_COUNT] = 4
elif sector_content == SECTOR_3ZYLON: # 3 enemy fighters
create_fighter(1, OBJ_FIGHTER) # Create fighter at slot 1
create_fighter(2, OBJ_FIGHTER) # Create fighter at slot 2
create_fighter(3, OBJ_CRUISER) # Create cruiser at slot 3
GAME[SECTOR_ENEMY_COUNT] = 3
elif sector_content == SECTOR_2ZYLON: # 2 enemy fighters
create_fighter(1, OBJ_FIGHTER) # Create fighter at slot 1
create_fighter(2, OBJ_FIGHTER) # Create fighter at slot 2
GAME[SECTOR_ENEMY_COUNT] = 2
if GAME[SECTOR_ENEMY_COUNT] > 0:
PLAYER[PLAYER_HIT] = 45
for i in range(2): # Add random meteors
create_meteor(15 + i) # Create meteor at slot 15+
def init_galactic_chart():
"""Initialize galactic chart with random sector populations"""
global GALACTIC_CHART
GALACTIC_CHART = array.array('i', [SECTOR_EMPTY] * CHART_SECTORS) # Initialize empty sectors
# Populate sectors with random content
for sector in range(CHART_SECTORS):
rand_val = randint(0, 100) # Random percentage for sector type
if rand_val < 5: # 5% chance of starbase
GALACTIC_CHART[sector] = SECTOR_STARBASE
elif rand_val < 10: # 10% chance of 4 enemy fighters
GALACTIC_CHART[sector] = SECTOR_4ZYLON
elif rand_val < 20: # 20% chance of 3 enemy fighters
GALACTIC_CHART[sector] = SECTOR_3ZYLON
elif rand_val < 30: # 30% chance of 2 enemy fighters
GALACTIC_CHART[sector] = SECTOR_2ZYLON
else: # 25% chance of empty sector
GALACTIC_CHART[sector] = SECTOR_EMPTY
@micropython.viper
def set_volume(volume:int): # 0-9
buff_in = ptr8(ENGINE_SOUND)
buff_out = ptr8(ENGINE_SOUND2)
for i in range(int(len(ENGINE_SOUND))):
sample = buff_in[i]
buff_out[i] = 128 + ((sample - 128) * volume * 1000) // (9 * 300)
def create_object(index, obj_type, x=0, y=0, z=0, vx=0, vy=0, vz=0):
"""Create a space object at given index with coordinates and velocity"""
if 0 <= index < MAX_OBJECTS:
base = index * OBJ_PARAMS
OBJECTS[base + X_COORD] = x
OBJECTS[base + Y_COORD] = y
OBJECTS[base + Z_COORD] = z
OBJECTS[base + VX_COORD] = vx
OBJECTS[base + VY_COORD] = vy
OBJECTS[base + VZ_COORD] = vz
OBJECTS[base + OBJ_TYPE] = obj_type
return True
return False
def create_fighter(index, ship_type):
base_range = 30000
spread = 20000
x = randint(-spread, spread)
y = randint(-spread//2, spread//2)
z = base_range + randint(-10000, 5000)
vx = randint(-100, 100)
vy = randint(-100, 100)
vz = randint(-100, 100)
create_object(index, ship_type, x, y, z, vx, vy, vz)
def create_starbase(base_index):
base_x = randint(-80000, 80000) # 40
base_y = randint(-50000, 50000) # 20
base_z = randint(-200000, 200000)
create_object(base_index + 1, OBJ_STARBASEC, base_x, base_y, base_z)
def create_meteor(index):
range_limit = 60000
x = randint(-range_limit, range_limit)
y = randint(-range_limit//2, range_limit//2)
z = randint(-range_limit, range_limit)
vx = randint(-100, 100)
vy = randint(-50, 50)
vz = randint(-200, -50)
create_object(index, OBJ_METEOR, x, y, z, vx, vy, vz)
@micropython.viper
def create_photon(): # Fixed photon creation
objects = ptr32(OBJECTS) # Get objects array pointer
player = ptr32(PLAYER) # Get player data pointer
SOUND1.effect(PHOTON_SOUND,int(len(PHOTON_SOUND)))
player[PLAYER_FIRE] ^= 1
if player[PLAYER_FIRE]:
photon_x = 1000
else:
photon_x = -1300
photon_y = 500
photon_z = 0
# Photon moves forward in player's current direction
photon_vx = player[PLAYER_YAW] << 2 # X velocity based on yaw
photon_vy = player[PLAYER_PITCH] << 2 # Y velocity based on pitch
photon_vz = 1000 # Fast forward velocity
torpedo_count = 0 # Initialize counter
for i in range(MAX_OBJECTS): # Check all objects
base = i * OBJ_PARAMS # Calculate base offset
if objects[base + OBJ_TYPE] == OBJ_TORPEDO: # Found existing torpedo
torpedo_count += 1 # Increment counter
# Find empty slot for photon
for i in range(MAX_OBJECTS): # Search all slots
base = i * OBJ_PARAMS # Calculate base offset
if (objects[base + OBJ_TYPE] == OBJ_TORPEDO and torpedo_count == 2) or (objects[base + OBJ_TYPE] == OBJ_NONE and torpedo_count < 2) : # Found empty slot
objects[base + X_COORD] = photon_x # Set X position
objects[base + Y_COORD] = photon_y # Set Y position
objects[base + Z_COORD] = photon_z # Set Z position
objects[base + VX_COORD] = photon_vx # Set X velocity
objects[base + VY_COORD] = photon_vy # Set Y velocity
objects[base + VZ_COORD] = photon_vz # Set Z velocity
objects[base + OBJ_TYPE] = OBJ_TORPEDO # Set object type
objects[base + OBJ_LIFE] = 200
return # Exit after creating one
# TODO
@micropython.viper
def create_enemy_torpedo(enemy_index:int): # Enemy fires at player
objects = ptr32(OBJECTS)
game = ptr32(GAME)
base = enemy_index * OBJ_PARAMS
if game[ENEMY_TORPEDOS] > 2 :return # max enemy torpedo
enemy_x = objects[base + X_COORD]
enemy_y = objects[base + Y_COORD]
enemy_z = objects[base + Z_COORD] # Get enemy position
# Calculate vector to player (at 0,0,0)
target_vx = -enemy_x // 100 # Aim toward player X
target_vy = -enemy_y // 100 # Aim toward player Y
target_vz = -enemy_z // 50 # Aim toward player Z
for i in range(MAX_OBJECTS): # Search all slots
base = i * OBJ_PARAMS # Calculate base offset
if objects[base + OBJ_TYPE] == OBJ_NONE:
objects[base + OBJ_LIFE] = 200
create_object(i, # available slot
OBJ_ENEMY_TORPEDO, # Enemy torpedo type
enemy_x, enemy_y, enemy_z, # Start at enemy position
target_vx, target_vy, target_vz) # Velocity toward player
game[ENEMY_TORPEDOS] += 1
return
@micropython.viper
def create_explosion(x:int,y:int, z:int):
SOUND1.effect(EXPLOSION_SOUND,int(len(EXPLOSION_SOUND)))
objects = ptr32(OBJECTS)
total = 0
for i in range(MAX_OBJECTS): # Process all objects
base = i * OBJ_PARAMS # Calculate base offset
obj_type = objects[base + OBJ_TYPE]
if obj_type == OBJ_NONE:
objects[base + OBJ_TYPE] = OBJ_EXPLOSION
objects[base + OBJ_LIFE] = 200
objects[base + X_COORD] = x + int(randint(-500, 500)) # Random X position
objects[base + Y_COORD] = y + int(randint(-500, 500)) # Random Y position
objects[base + Z_COORD] = z + int(randint(-500, 500)) # Random Z distance
objects[base + VX_COORD] = int(randint(-50, 50))
objects[base + VY_COORD] = int(randint(-50, 50))
objects[base + VZ_COORD] = int(randint(-50, 50))
total += 1
if total == NUM_EXPLODE: return
@micropython.viper
def check_collision(torpedo_index: int) -> int: # Check torpedo collision with all objects
player = ptr32(PLAYER)
game = ptr32(GAME)
objects = ptr32(OBJECTS) # Get objects array pointer
torpedo_base = torpedo_index * OBJ_PARAMS # Calculate torpedo base offset
if objects[torpedo_base + OBJ_TYPE] != OBJ_TORPEDO: # Not a torpedo
return 0 # No collision possible
torpedo_x = objects[torpedo_base + X_COORD] # Get torpedo X position
torpedo_y = objects[torpedo_base + Y_COORD] # Get torpedo Y position
torpedo_z = objects[torpedo_base + Z_COORD] # Get torpedo Z position
for i in range(MAX_OBJECTS): # Check all objects
if i == torpedo_index: # Skip self
continue # Move to next object
target_base = i * OBJ_PARAMS # Calculate target base offset
target_type = objects[target_base + OBJ_TYPE] # Get target object type
if target_type == OBJ_NONE or target_type == OBJ_TORPEDO: # Skip empty slots and torpedoes
continue # Move to next object
if target_type == OBJ_STAR or target_type == OBJ_EXPLOSION: # Skip non-collidable objects
continue # Move to next object
target_x = objects[target_base + X_COORD] # Get target X position
target_y = objects[target_base + Y_COORD] # Get target Y position
target_z = objects[target_base + Z_COORD] # Get target Z position
dx = (torpedo_x - target_x) >> 2 # Calculate X distance
dy = (torpedo_y - target_y) >> 2 # Calculate Y distance
dz = (torpedo_z - target_z) >> 2 # Calculate Z distance
distance_sq = dx*dx + dy*dy + dz*dz # Calculate distance squared
collision_threshold = 1000000 # Collision distance threshold
if target_type == OBJ_FIGHTER or target_type == OBJ_CRUISER: # Small ships
collision_threshold = 80000 # Smaller collision radius
elif target_type >= OBJ_STARBASEL and target_type <= OBJ_STARBASER: # Starbase parts
collision_threshold = 150000 # Larger collision radius
elif target_type == OBJ_BASESTAR: # Large enemy ship
collision_threshold = 200000 # Largest collision radius
elif target_type == OBJ_METEOR: # Space rocks
collision_threshold = 120000 # Medium collision radius
if 0 < distance_sq <= collision_threshold: # Collision detected
objects[torpedo_base + OBJ_TYPE] = OBJ_NONE # Remove torpedo
objects[target_base + OBJ_TYPE] = OBJ_NONE
create_explosion(target_x,target_y,target_z)
player[PLAYER_KILLED] += 1
if target_type == OBJ_FIGHTER or target_type == OBJ_CRUISER or target_type == OBJ_BASESTAR:
game[SECTOR_ENEMY_COUNT] -= 1 # Decrement enemy count
if game[SECTOR_ENEMY_COUNT] < 0:
game[SECTOR_ENEMY_COUNT] = 0
if target_type == OBJ_STARBASEC:
game[SECTOR_STARBASE_PARTS] -= 1 # Decrement base count
if game[SECTOR_STARBASE_PARTS] < 0:
game[SECTOR_STARBASE_PARTS] = 0
update_galactic_chart() # Update chart in real-time
return target_type # Return hit object type
return 0 # No collision found
@micropython.viper
def read_joystick():
player = ptr32(PLAYER)
joy = ptr32(JOY.movement)
game = ptr32(GAME)
JOY.read_movement()
x = joy[0]
y = joy[1]
if -32 < x < 32: # Reduced deadband for finer control
x = 0
if -32 < y < 32: # Reduced deadband for finer control
y = 0
amt = 5 #
if player[PLAYER_HUD] & HUD_CHART:
game[CHART_X_TEMP] = (game[CHART_X_TEMP] + int(x > 0) - int(x < 0)) % 16
game[CHART_Y_TEMP] = (game[CHART_Y_TEMP] - int(y > 0) + int(y < 0)) % 8
elif 0 < game[HYPER_STAGE] < 200:
pass
else:
player[PLAYER_YAW] = -x >> amt
player[PLAYER_PITCH] = (y >> amt)
if game[HYPER_STAGE] > 0:
game[HYPER_X] += int(randint(-60000,60000)) - (x * 100)
game[HYPER_Y] += int(randint(-60000,60000)) + (y * 100)
def read_touch():
n, points = touch.read_points()
x_touch = points[0][0]
y_touch = 320 - points[0][1] - 20
if PLAYER[PLAYER_HUD] & HUD_CHART: return # return if showing chart
if n > 0 and x_touch > 375 and y_touch > 50 and not(PLAYER[PLAYER_HUD] & HUD_TOUCH): # show touch screen
PLAYER[PLAYER_HUD] ^= HUD_TOUCH
return
if n > 0 and (PLAYER[PLAYER_HUD] & HUD_TOUCH):
SOUND1.effect(COMMAND_SOUND,int(len(COMMAND_SOUND)))
#print(x_touch,y_touch)
if y_touch < 50: # speed
speed = x_touch // 46
if speed < 0: speed = 0
if speed > 9: speed = 9
PLAYER[PLAYER_HUD] ^= HUD_TOUCH
PLAYER[PLAYER_SPEED] = speed
set_volume(speed)
SOUND2.effect(ENGINE_SOUND2,int(len(ENGINE_SOUND2)))
elif 100 < y_touch < 140 and x_touch < 330: # attack computer
PLAYER[PLAYER_HUD] ^= HUD_ATTACK
PLAYER[PLAYER_HUD] ^= HUD_TOUCH
elif 150 < y_touch < 190 and 330 < x_touch < 380: # shields
PLAYER[PLAYER_HUD] ^= HUD_SHIELD
PLAYER[PLAYER_HUD] ^= HUD_TOUCH
elif 190 < y_touch < 230 and x_touch < 330: # long range scan
PLAYER[PLAYER_HUD] ^= HUD_SCAN
PLAYER[PLAYER_HUD] ^= HUD_TOUCH
elif y_touch > 210 and 330 < x_touch < 380: # galactic chart
PLAYER[PLAYER_HUD] ^= HUD_TOUCH
PLAYER[PLAYER_HUD] |= HUD_CHART
@micropython.asm_thumb
def calculate_true_distance(r0, r1, r2) -> int:
vmov(s0, r0) # Move x to floating point register s0
vcvt_f32_s32(s0, s0) # Convert x to float
vmul(s0, s0, s0) # Calculate x*x
vmov(s1, r1) # Move y to floating point register s1
vcvt_f32_s32(s1, s1) # Convert y to float
vmul(s1, s1, s1) # Calculate y*y
vmov(s2, r2) # Move z to floating point register s2
vcvt_f32_s32(s2, s2) # Convert z to float
vmul(s2, s2, s2) # Calculate z*z
vadd(s0, s0, s1) # Add x*x + y*y
vadd(s0, s0, s2) # Add (x*x + y*y) + z*z
vsqrt(s0, s0) # Calculate square root of sum
vcvt_s32_f32(s0, s0) # Convert result back to integer
vmov(r0, s0) # Move result to r0 for return
@micropython.viper
def update_all_objects(): # Unified update function
game = ptr32(GAME)
objects = ptr32(OBJECTS) # Get objects array pointer
isin = ptr32(ISIN) # Get sine lookup table
icos = ptr32(ICOS) # Get cosine lookup table
player = ptr32(PLAYER) # Get player data pointer
player_speed = player[PLAYER_SPEED] # Current forward speed
player_pitch = player[PLAYER_PITCH] # Current pitch rotation
player_yaw = player[PLAYER_YAW] # Current yaw rotation
forward_velocity = player_speed << 5 # Calculate forward movement
min_distance = 1<<29
close_obj = 0
for i in range(MAX_OBJECTS): # Process all objects
base = i * OBJ_PARAMS # Calculate base offset
if objects[base + OBJ_TYPE] != OBJ_NONE: # Skip empty slots
rel_x = objects[base + X_COORD] # Get current X position
rel_y = objects[base + Y_COORD] # Get current Y position
rel_z = objects[base + Z_COORD] # Get current Z position
obj_type = objects[base + OBJ_TYPE] # Get object type
if obj_type == OBJ_METEOR: # Check meteor collision with player
distance = int(calculate_true_distance(rel_x >> 2, rel_y >> 2, rel_z >> 2))
if distance < 1000: # Collision threshold
player[PLAYER_HIT] = 5 # Flash damage indicator
objects[base + OBJ_TYPE] = OBJ_NONE # Remove meteor
create_explosion(rel_x,rel_y,rel_z) # Create explosion effect
continue
if obj_type == OBJ_ENEMY_TORPEDO: # Check enemy torpedo collision with player
distance = int(calculate_true_distance(rel_x >> 2, rel_y >> 2, rel_z >> 2))
if distance < 1000: # Collision threshold (same as meteor)
player[PLAYER_HIT] = 5 # Flash damage indicator
player[PLAYER_ENERGY] -= 1000 # Reduce player energy
objects[base + OBJ_TYPE] = OBJ_NONE # Remove torpedo
game[ENEMY_TORPEDOS] -= 1 # Decrement enemy torpedo count
create_explosion(rel_x, rel_y, rel_z) # Create explosion effect
continue # Skip to next object
if obj_type == OBJ_STARBASEC: # Check meteor collision with player
distance = int(calculate_true_distance(rel_x >> 2, rel_y >> 2, rel_z >> 2))
if distance < 1000: # Collision threshold
player[PLAYER_ENERGY] = 99999 # refuel
if 1 < obj_type < 10 and obj_type != 7: # Track targetable objects
distance = int(calculate_true_distance(rel_x >> 2, rel_y >> 2, rel_z >> 2))
if distance < min_distance: # Find closest object
min_distance = distance
close_obj = i
player[PLAYER_THETA] = rel_x // 100 # Store angle to target
player[PLAYER_PHI] = rel_y // 100 # Store angle to target
# Apply rotation only if joystick input detected
if player_yaw != 0: # Horizontal rotation (yaw)
cos_yaw = int(icos[(-player_yaw) % 360]) # Get cosine value
sin_yaw = int(isin[(-player_yaw) % 360]) # Get sine value
rel_x_scaled = rel_x >> 8 # Pre-scale to prevent overflow
rel_z_scaled = rel_z >> 8 # Pre-scale to prevent overflow
new_x = ((rel_x_scaled * cos_yaw - rel_z_scaled * sin_yaw) >> SCALE) << 8 # Rotate and scale back
new_z = ((rel_x_scaled * sin_yaw + rel_z_scaled * cos_yaw) >> SCALE) << 8 # Rotate and scale back
rel_x = new_x # Update X position
rel_z = new_z # Update Z position
if player_pitch != 0: # Vertical rotation (pitch)
cos_pitch = icos[(-player_pitch) % 360] # Get cosine value
sin_pitch = isin[(-player_pitch) % 360] # Get sine value
rel_y_scaled = rel_y >> 8 # Pre-scale to prevent overflow
rel_z_scaled = rel_z >> 8 # Pre-scale to prevent overflow
new_y = ((rel_y_scaled * cos_pitch - rel_z_scaled * sin_pitch) >> SCALE) << 8 # Rotate and scale back
new_z = ((rel_y_scaled * sin_pitch + rel_z_scaled * cos_pitch) >> SCALE) << 8 # Rotate and scale back
rel_y = new_y # Update Y position
rel_z = new_z # Update Z position
# Apply forward movement (player moving through space)
rel_z -= forward_velocity # Move object away from player
# Apply object's own velocity (intrinsic movement)
rel_x += objects[base + VX_COORD] # Add object X velocity
rel_y += objects[base + VY_COORD] # Add object Y velocity
rel_z += objects[base + VZ_COORD] # Add object Z velocity
# Update final positions
objects[base + X_COORD] = rel_x # Store new X position
objects[base + Y_COORD] = rel_y # Store new Y position
objects[base + Z_COORD] = rel_z # Store new Z position
# Handle objects that moved behind player
if rel_z <= 0: # Object passed behind player
if obj_type == OBJ_STAR or obj_type == OBJ_METEOR: # Stars get repositioned
objects[base + X_COORD] = int(randint(-20000, 20000)) # Random X position
objects[base + Y_COORD] = int(randint(-20000, 20000)) # Random Y position
objects[base + Z_COORD] = int(randint(10000, 50000)) # Random Z distance
objects[base + OBJ_LIFE] = 1 # Reset star life
elif (obj_type == OBJ_FIGHTER or obj_type == OBJ_CRUISER or obj_type == OBJ_BASESTAR) and int(randint(0,100)) > 90: # enemy (front) fire torpedo
create_enemy_torpedo(i)
# Check torpedo collisions TODO
if obj_type == OBJ_TORPEDO or obj_type == OBJ_ENEMY_TORPEDO: # Process torpedo
objects[base + OBJ_LIFE] -= 1 # Decrement torpedo life
if objects[base + OBJ_LIFE] <= 0: # Torpedo expired
objects[base + OBJ_TYPE] = OBJ_NONE # Remove torpedo
if obj_type == OBJ_ENEMY_TORPEDO:
game[ENEMY_TORPEDOS] -= 1
hit_type = int(check_collision(i)) # Check for collisions
if hit_type != 0: # Hit detected
pass # Score handled in check_collision
if obj_type == OBJ_EXPLOSION and objects[base + OBJ_LIFE] > 0: # Process explosion
if objects[base + OBJ_LIFE] == 1 or objects[base + Z_COORD] < 0: # Explosion ended
objects[base + OBJ_LIFE] = 0 # Clear life
objects[base + OBJ_TYPE] = OBJ_NONE # Remove explosion
else:
objects[base + OBJ_LIFE] -= 1 # Decrement explosion life
if obj_type == OBJ_STAR and objects[base + OBJ_LIFE] > 0: # Process star streaking
objects[base + OBJ_LIFE] += 1 # Increment star trail
player[PLAYER_CLOSE] = close_obj # Store closest object index
if min_distance == 1<<29 : # No objects in range
player[PLAYER_RANGE] = 0 # Clear range indicator
player[PLAYER_THETA] = 0 # Clear theta angle
player[PLAYER_PHI] = 0 # Clear phi angle
else:
player[PLAYER_RANGE] = min_distance // 10 # Store range to closest object
@micropython.viper
def update_energy():
player = ptr32(PLAYER)
ticks = int(time.ticks_ms())
dt = ticks - player[PLAYER_LAST_ENERGY_UPDATE]
speed = player[PLAYER_SPEED]
if speed < 0 or speed > 9:
speed = 0
engine_drain = int(ENGINE_ENERGY_DRAIN[speed])
total_drain = engine_drain + 5
if player[PLAYER_HUD] & HUD_ATTACK:
total_drain += 5
if player[PLAYER_HUD] & HUD_SHIELD:
total_drain += 20
energy_loss = (total_drain * dt) // 1000
player[PLAYER_ENERGY] -= energy_loss
player[PLAYER_LAST_ENERGY_UPDATE] = ticks
if player[PLAYER_ENERGY] < 0:
player[PLAYER_ENERGY] = 0
def update_galactic_chart(): # Update chart when enemies destroyed
global GALACTIC_CHART, PLAYER, GAME
chart_x = PLAYER[PLAYER_CHART_X] # Get current chart position
chart_y = PLAYER[PLAYER_CHART_Y]
sector_idx = chart_y * CHART_WIDTH + chart_x
current_sector = GALACTIC_CHART[sector_idx]
enemy_count = GAME[SECTOR_ENEMY_COUNT]
starbase_parts = GAME[SECTOR_STARBASE_PARTS]
if current_sector == SECTOR_STARBASE: # Starbase sector
if starbase_parts == 0: # All starbase parts destroyed
if enemy_count <= 0: # No enemies left
GALACTIC_CHART[sector_idx] = SECTOR_EMPTY
elif current_sector == SECTOR_4ZYLON: # 4-enemy sector
if enemy_count == 3:
GALACTIC_CHART[sector_idx] = SECTOR_3ZYLON
elif enemy_count == 2:
GALACTIC_CHART[sector_idx] = SECTOR_2ZYLON
elif enemy_count <= 1:
GALACTIC_CHART[sector_idx] = SECTOR_EMPTY
elif current_sector == SECTOR_3ZYLON: # 3-enemy sector
if enemy_count == 2:
GALACTIC_CHART[sector_idx] = SECTOR_2ZYLON
elif enemy_count <= 1:
GALACTIC_CHART[sector_idx] = SECTOR_EMPTY
elif current_sector == SECTOR_2ZYLON: # 2-enemy sector
if enemy_count <= 1:
GALACTIC_CHART[sector_idx] = SECTOR_EMPTY
@micropython.viper
def update_hyper():
game = ptr32(GAME)
player = ptr32(PLAYER)
if game[HYPER_STAGE] == 1:
game[HYPER_X] = 0
game[HYPER_Y] = 0
init_hyperstars()
player[PLAYER_SPEED] = 9
game[HYPER_STAGE] += 1
if 1 < game[HYPER_STAGE] < 300:
speed = 1 + game[HYPER_STAGE] // 10 # 13
set_volume(speed)
if game[HYPER_STAGE] > 300:
SOUND1.effect(COMMAND_SOUND,int(len(COMMAND_SOUND)))
player[PLAYER_SPEED] = 2
set_volume(2)
game[HYPER_STAGE] = 0
offset_x = (game[HYPER_X] >> SCALE) // 20
offset_y = (game[HYPER_Y] >> SCALE) // 20
#print(offset_x,offset_y)
#player[PLAYER_CHART_X] = (player[PLAYER_CHART_X] + offset_x) % 16
#player[PLAYER_CHART_Y] = (player[PLAYER_CHART_Y] + offset_y) % 8
init_sector()
@micropython.viper
def draw_hyper_target():
game = ptr32(GAME) # Get game state pointer
screen = ptr16(LCD.fbdraw) # Get screen buffer pointer
shape_tab = ptr8(PLSHAP1TAB) # Get shape bitmap data
offset_tab = ptr8(PLSHAPOFFTAB) # Get shape offset lookup
height_tab = ptr8(PLSHAPHEIGHTTAB) # Get shape height lookup
target_x_scaled = game[HYPER_X] # Get target X coordinate (SCALE value)
target_y_scaled = game[HYPER_Y] # Get target Y coordinate (SCALE value)
screen_x = (target_x_scaled >> SCALE) + MAXSCREEN_X // 2 - 6 # Convert to screen X
screen_y = (target_y_scaled >> SCALE) + MAXSCREEN_Y // 2 - 5 # Convert to screen Y
if screen_x < 0 or screen_x >= MAXSCREEN_X or screen_y < 0 or screen_y >= MAXSCREEN_Y: # Check bounds
return # Exit if off screen
offset = 0xc1
height = 0x0c
color = 0xff # Set target color
for row in range(height): # Loop through shape rows
byte_idx = offset + row # Calculate byte index
pixel_data = int(shape_tab[byte_idx]) # Get pixel row data
for bit in range(8): # Loop through bits in row
if pixel_data & (1 << (7 - bit)): # Check if pixel is set
x = screen_x + bit * 2 # Calculate pixel X position
y = screen_y + row # Calculate pixel Y position
if 0 <= x < MAXSCREEN_X and 0 <= y < MAXSCREEN_Y: # Check pixel bounds
addr = y * MAXSCREEN_X + x # Calculate screen address
screen[addr] = color # Draw left pixel
screen[addr + 1] = color # Draw right pixel (2x width)
@micropython.viper
def draw_long_range():
objects = ptr32(OBJECTS)
screen = ptr16(LCD.fbdraw)
sprite = ptr8(PLSHAP2TAB)
player = ptr32(PLAYER)
offset = 0xb1
height = 5
screen_x = MAXSCREEN_X//2 - 6
screen_y = MAXSCREEN_Y//2 - 5
color = WHITE
for row in range(height): # Loop through shape rows
byte_idx = offset + row # Calculate byte index
pixel_data = int(sprite[byte_idx]) # Get pixel row data
for bit in range(8): # Loop through bits in row
if pixel_data & (1 << (7 - bit)): # Check if pixel is set
x = screen_x + bit * 2 # Calculate pixel X position
y = screen_y + row * 2 # Calculate pixel Y position
if 0 <= x < MAXSCREEN_X and 0 <= y < MAXSCREEN_Y: # Check pixel bounds
addr = y * MAXSCREEN_X + x # Calculate screen address
screen[addr] = color # Draw left pixel
screen[addr + 1] = color # Draw right pixel (2x width)
screen[addr+MAXSCREEN_X] = color # Draw left pixel
screen[addr+MAXSCREEN_X + 1] = color # Draw right pixel (2x width)
@micropython.viper
def draw_long_objects(): # Draw objects in long-range scanner view
objects = ptr32(OBJECTS) # Get objects array pointer
screen = ptr16(LCD.fbdraw) # Get screen buffer pointer
player = ptr32(PLAYER) # Get player data pointer
center_x = MAXSCREEN_X // 2 # Scanner center X position
center_y = MAXSCREEN_Y // 2 # Scanner center Y position
for i in range(MAX_OBJECTS): # Loop through all objects
base = i * OBJ_PARAMS # Calculate base offset
obj_type = objects[base + OBJ_TYPE] # Get object type
if obj_type != OBJ_NONE and obj_type != OBJ_STAR and obj_type != OBJ_EXPLOSION and obj_type != OBJ_METEOR : # Skip empty, stars, explosions
x = objects[base + X_COORD] # Get object X coordinate
y = objects[base + Y_COORD] # Get object Y coordinate
z = objects[base + Z_COORD] # Get object Z coordinate
scanner_x = center_x + (x >> 12) # Scale X coordinate (divide by 4096)
scanner_y = center_y - (z >> 12) # Scale Z coordinate (flip for top-down view)
if 0 <= scanner_x < MAXSCREEN_X and 0 <= scanner_y < MAXSCREEN_Y: # Check if pixel is within screen bounds
addr = scanner_y * MAXSCREEN_X + scanner_x # Calculate screen address
screen[addr] = WHITE # Draw white pixel for object
@micropython.viper
def draw_attack():
objects = ptr32(OBJECTS) # Get objects array pointer
screen = ptr16(LCD.fbdraw) # Get screen buffer pointer
sprite = ptr8(PLSHAP2TAB) # Get sprite data pointer
player = ptr32(PLAYER) # Get player data pointer
if player[PLAYER_RANGE] == 0: return # No objects in range
close_obj = player[PLAYER_CLOSE] # Get closest object index
if close_obj <= 0: return # Invalid object index
base = close_obj * OBJ_PARAMS # Calculate object base offset
obj_z = objects[base + Z_COORD] # Get object Z coordinate
if obj_z <= 0: return # Object is behind player, don't draw
offset = 13 # Sprite offset in data
height = 8 # Sprite height
screen_x = 200 + player[PLAYER_THETA] // 15 # Calculate screen X from angle
screen_y = 120 + player[PLAYER_PHI] // 15 # Calculate screen Y from angle
if screen_x > 220: screen_x = 220
if screen_y > 135: screen_y = 135
if screen_x < 180: screen_x = 180
if screen_y < 110: screen_y = 110
color = WHITE # Set drawing color
for row in range(height): # Loop through sprite rows
byte_idx = offset + row # Calculate byte index
pixel_data = int(sprite[byte_idx]) # Get pixel row data
for bit in range(8): # Loop through bits in row
if pixel_data & (1 << (7 - bit)): # Check if pixel should be drawn
x = screen_x + bit * 1 # Calculate pixel X position
y = screen_y + row # Calculate pixel Y position
if 0 <= x < MAXSCREEN_X and 0 <= y < MAXSCREEN_Y: # Check bounds
addr = y * MAXSCREEN_X + x # Calculate screen address
screen[addr] = color # Draw pixel
@micropython.viper
def draw_all_objects():
objects = ptr32(OBJECTS) # Get objects array pointer
screen = ptr16(LCD.fbdraw) # Get screen buffer pointer
game = ptr32(GAME)
for index in range(MAX_OBJECTS): # Process all objects
i = index * OBJ_PARAMS # Calculate base offset
obj_type = objects[OBJ_TYPE + i] # Get object type
if obj_type != OBJ_NONE: # Skip empty slots
x = objects[X_COORD + i] # Get X coordinate
y = objects[Y_COORD + i] # Get Y coordinate
z = objects[Z_COORD + i] # Get Z coordinate
if z > 0: # Only draw objects in front
focal_length = 200 # Perspective focal length
scale = (focal_length << COORD_SCALE) // z # Calculate perspective scale
screen_x = (x * scale >> COORD_SCALE) + MAXSCREEN_X // 2 # Convert to screen X
screen_y = (y * scale >> COORD_SCALE) + MAXSCREEN_Y // 2 # Convert to screen Y
# Check if object is visible on screen
if 0 <= screen_x < MAXSCREEN_X and 0 <= screen_y < MAXSCREEN_Y:
distance = (int(calculate_true_distance(x>>3, y>>3, z>>3))) >> 7 # Calculate distance
if obj_type == OBJ_STAR or obj_type == OBJ_EXPLOSION: # Render stars
if distance < 40: # Only bright enough stars
brightness = 40 - distance # Calculate brightness
if brightness > 0: # Valid brightness
if brightness > 31: brightness = 31 # Clamp maximum
color1 = (brightness << 11) | (brightness << 6) | brightness # Create color
color = ((color1 << 8) & 0xff00) | ((color1 >> 8) & 0xff) # Byte swap
screen[screen_y * MAXSCREEN_X + screen_x] = color # Draw pixel
if game[HYPER_STAGE] > 0:
LCD.fbdraw.line(MAXSCREEN_X//2, MAXSCREEN_Y//2,screen_x,screen_y,color)
else: # Render other objects
distance >>= 2 # Scale down distance
size = 7 if distance > 6 else distance # Calculate size
if size >= 0 and game[HYPER_STAGE] == 0: # Valid size
if obj_type == OBJ_STARBASEC:
draw_object_shape(OBJ_STARBASEL, screen_x, screen_y+4, size) # Draw object
draw_object_shape(OBJ_STARBASEC, screen_x+16, screen_y, size) # Draw object
draw_object_shape(OBJ_STARBASER, screen_x+32, screen_y+4, size) # Draw object
else:
draw_object_shape(obj_type, screen_x, screen_y, size) # Draw object
# Shape type 0 (PHOTON TORPEDO) into PLSHAP1TAB
# Shape type 1 (ZYLON FIGHTER) into PLSHAP2TAB
# Shape type 2 (STARBASE RIGHT) into PLSHAP2TAB
# Shape type 3 (STARBASE CENTER) into PLSHAP1TAB
# Shape type 4 (STARBASE LEFT) into PLSHAP2TAB
# Shape type 5 (TRANSFER VESSEL) into PLSHAP1TAB
# Shape type 6 (METEOR) into PLSHAP1TAB
# Shape type 7 (ZYLON CRUISER) into PLSHAP2TAB
# Shape type 8 (ZYLON BASESTAR) into PLSHAP2TAB
# Shape type 9 (HYPERWARP TARGET MARKER) into PLSHAP1TAB
@micropython.viper
def draw_object_shape(obj_type: int, screen_x: int, screen_y: int, size: int):
colors = ptr16(OBJ_COLORS)
screen = ptr16(LCD.fbdraw)
offset_tab = ptr8(PLSHAPOFFTAB)
height_tab = ptr8(PLSHAPHEIGHTTAB)
if obj_type == 13:
obj_type = 1
if (obj_type < 1 or obj_type > 10 or size < 0 or size > 7):
return
type_idx = (obj_type - 1) * 8
offset = int(offset_tab[type_idx + size])
height = int(height_tab[type_idx + size]) + 1
if height == 0:
return
use_shap2 = 0
if obj_type == 2 or obj_type == 5:
use_shap2 = 1
elif obj_type == 3 or obj_type == 8 or obj_type == 9:
use_shap2 = 1
if use_shap2:
shape_tab = ptr8(PLSHAP2TAB)
else:
shape_tab = ptr8(PLSHAP1TAB)
color = colors[obj_type - 1]
for row in range(height):
byte_idx = offset + row
pixel_data = int(shape_tab[byte_idx])
if obj_type == 1:
pixel_data &= int(randint(0,0xff))
for bit in range(8):
if pixel_data & (1 << (7 - bit)):
x = screen_x + bit * 2
y = screen_y + row
if 0 <= x < MAXSCREEN_X and 0 <= y < MAXSCREEN_Y:
addr = y * MAXSCREEN_X + x
screen[addr] = color
screen[addr+1] = color
@micropython.viper
def draw_touch():
player = ptr32(PLAYER)
speed = player[PLAYER_SPEED]
#LCD.fill2(LCD.fbdraw,0b0011_00000_00000_000)
LCD.fbdraw.text('ENGINE CONTROL',70,0,0xff) # ggg_bbbbb_rrrrr_ggg
LCD.fbdraw.poly(speed * 24 + 5, 9,POLY_SMALL_BUTTON,0b000_11111_00000_000,1)
for i in range(0,10):
draw_viper(i, i * 24 + 6, 13, 0xff,2)
#LCD.fbdraw.rect(i * 24, 10, 24, 20,LT_BLUE)
LCD.fbdraw.poly(i * 24 + 5, 9,POLY_SMALL_BUTTON,LT_BLUE)
if player[PLAYER_HUD] & HUD_ATTACK:
LCD.fbdraw.poly(140, 0 * 20 + 54,POLY_SMALL_BUTTON,0b000_11111_00000_000,1) # attack
if player[PLAYER_HUD] & HUD_SHIELD:
LCD.fbdraw.poly(170, 1 * 20 + 54,POLY_SMALL_BUTTON,0b000_11111_00000_000,1) # shields
if player[PLAYER_HUD] & HUD_SCAN:
LCD.fbdraw.poly(140, 2 * 20 + 54,POLY_SMALL_BUTTON,0b000_11111_00000_000,1) # long range scan
for i in range(2):
LCD.fbdraw.poly(i*30+140, i * 20 + 52,POLY_SMALL_BUTTON,LT_BLUE)
LCD.fbdraw.poly(i*30+140, i * 20 + 92,POLY_SMALL_BUTTON,LT_BLUE)
LCD.fbdraw.text('ATTACK COMPUTER',10,60,0xff)
LCD.fbdraw.text(' SHIELDS',40,80,0xff)
LCD.fbdraw.text('LONG RANGE SCAN',10,100,0xff)
LCD.fbdraw.text(' GALACTIC CHART',10,120,0xff)
@micropython.viper
def draw_chart_enhanced():
player = ptr32(PLAYER) # Get player data pointer
chart = ptr32(GALACTIC_CHART) # Get chart data pointer
char_map = ptr8(CHAR_MAP) # Get character bitmap data
screen = ptr16(LCD.fbdraw) # Get screen buffer pointer
game = ptr32(GAME)
chart_x = game[CHART_X_TEMP] # Current cursor X position
chart_y = game[CHART_Y_TEMP] # Current cursor Y position
LCD.fbdraw.text('GALACTIC CHART', 60, 0, LT_BLUE) # Draw title
# Draw grid lines and sector content
for y in range(CHART_HEIGHT + 1): # Draw horizontal grid lines
line_y = CHART_Y + CHART_SIZE * y # Calculate line Y position
LCD.fbdraw.line(CHART_X, line_y, CHART_X + CHART_SIZE * CHART_WIDTH, line_y, LT_BLUE)
for x in range(CHART_WIDTH + 1): # Draw vertical grid lines
line_x = CHART_X + CHART_SIZE * x # Calculate line X position
LCD.fbdraw.line(line_x, CHART_Y, line_x, CHART_Y + CHART_SIZE * CHART_HEIGHT, LT_BLUE)
# Draw sector content using custom characters
for sector_y in range(CHART_HEIGHT): # Loop through chart rows
for sector_x in range(CHART_WIDTH): # Loop through chart columns
sector_idx = sector_y * CHART_WIDTH + sector_x # Calculate sector index
sector_content = chart[sector_idx] # Get sector content
if sector_content != SECTOR_EMPTY: # Non-empty sector
pixel_x = CHART_X + sector_x * CHART_SIZE - 1 # Center X in cell
pixel_y = CHART_Y + sector_y * CHART_SIZE + 0 # Center Y in cell
# Draw custom character bitmap for sector content
for char_y in range(1,7): # Character height
char_row = int(char_map[sector_content * 8 + char_y]) # Get character row
for char_x in range(1,7): # Character width
if char_row & (1 << (7 - char_x)): # Pixel is set
draw_x = pixel_x + char_x * 2 # Calculate pixel X
draw_y = pixel_y + (char_y * 2) # Calculate pixel Y
if 0 <= draw_x < MAXSCREEN_X and 0 <= draw_y < MAXSCREEN_Y:
addr = draw_y * MAXSCREEN_X + draw_x # Calculate screen address
screen[addr] = YELLOW # Draw pixel in yellow
screen[addr+1] = YELLOW # Draw pixel in yellow
screen[addr+MAXSCREEN_X] = YELLOW # Draw pixel in yellow
screen[addr+MAXSCREEN_X+1] = YELLOW # Draw pixel in yellow
# Draw cursor highlight
cursor_x = CHART_X + chart_x * CHART_SIZE # Cursor X position
cursor_y = CHART_Y + chart_y * CHART_SIZE # Cursor Y position
LCD.fbdraw.rect(cursor_x, cursor_y, CHART_SIZE, CHART_SIZE, WHITE) # Draw cursor rectangle
current_x = CHART_X + player[PLAYER_CHART_X] * CHART_SIZE # Cursor X position
current_y = CHART_Y + player[PLAYER_CHART_Y] * CHART_SIZE # Cursor Y position
LCD.fbdraw.rect(current_x, current_y, CHART_SIZE, CHART_SIZE, GREEN) # Draw current rectangle
def test_draw_objects():
for j in range(7):
for i in range(1,11):
draw_object_shape(i, i * 20,j * 20,j)
@micropython.viper
def draw():
game = ptr32(GAME)
player = ptr32(PLAYER)
status = ptr8(LCD.aux)
joy = ptr32(JOY.movement)
if player[PLAYER_HIT] > 0: # Check if hit flash active
player[PLAYER_HIT] -= 1 # Decrement timer
hit_val = player[PLAYER_HIT] # Get current timer value
if hit_val < 5: # Original hit flash (values 1-5)
LCD.fill2(LCD.fbdraw, RED) # Show red screen
elif hit_val == 9:
hit_val = 0
else: # Warp flash sequence (values 10+)
cycle = (60 - hit_val) // 15 # Which flash cycle (0-5)
phase = (60 - hit_val) % 20 # Position in cycle (0-9)
if cycle < 6 and phase < 5: # Show flash for first 5 ticks of each cycle
LCD.fill2(LCD.fbdraw, RED) # Show red screen
else: # Off period
LCD.fill2(LCD.fbdraw, 0x0) # Show black screen
else:
LCD.fill2(LCD.fbdraw, 0x0) # Normal black background
if not player[PLAYER_HUD] & HUD_SCAN:
draw_all_objects()
if game[SHOW_FPS] > 0:
game[SHOW_FPS] -= 1
draw_num.draw(FPS_CORE0,220,0)
draw_num.draw(FPS_CORE1,220,10)
if player[PLAYER_HUD] & HUD_ATTACK and not(player[PLAYER_HUD] & HUD_TOUCH or player[PLAYER_HUD] & HUD_CHART or player[PLAYER_HUD] & HUD_SCAN): # crosshairs
LCD.fbdraw.line(CROSS_VX, CROSS_VY1, CROSS_VX, CROSS_VY2, LT_BLUE)
LCD.fbdraw.line(CROSS_VX, CROSS_VY3, CROSS_VX, CROSS_VY4, LT_BLUE)
LCD.fbdraw.line(CROSS_HX1, CROSS_HY, CROSS_HX2, CROSS_HY, LT_BLUE)
LCD.fbdraw.line(CROSS_HX3, CROSS_HY, CROSS_HX4, CROSS_HY, LT_BLUE)
if player[PLAYER_HUD] & HUD_ATTACK and not(player[PLAYER_HUD] & HUD_TOUCH or player[PLAYER_HUD] & HUD_CHART or player[PLAYER_HUD] & HUD_SCAN): # attack computer
LCD.fbdraw.rect(ACOMP_R1X, ACOMP_R1Y, ACOMP_R1W, ACOMP_R1H, LT_BLUE)
LCD.fbdraw.rect(ACOMP_R2X, ACOMP_R2Y, ACOMP_R2W, ACOMP_R2H, LT_BLUE)
LCD.fbdraw.line(ACOMP_VX, ACOMP_VY1, ACOMP_VX, ACOMP_VY2, LT_BLUE)
LCD.fbdraw.line(ACOMP_VX, ACOMP_VY3, ACOMP_VX, ACOMP_VY4, LT_BLUE)
LCD.fbdraw.line(ACOMP_HX1, ACOMP_HY, ACOMP_HX2, ACOMP_HY, LT_BLUE)
LCD.fbdraw.line(ACOMP_HX3, ACOMP_HY, ACOMP_HX4, ACOMP_HY, LT_BLUE)
draw_attack()
if player[PLAYER_HUD] & HUD_TOUCH:
draw_touch()
if player[PLAYER_HUD] & HUD_CHART:
draw_chart_enhanced()
if game[HYPER_STAGE] > 0:
draw_hyper_target()
if player[PLAYER_HUD] & HUD_SCAN and not(player[PLAYER_HUD] & HUD_TOUCH or player[PLAYER_HUD] & HUD_CHART) :
draw_long_range()
draw_long_objects()
LCD.fbdraw.text('V: K: E: T:',0,HUD_TEXT1_Y,0xff)
draw_viper(player[PLAYER_SPEED],20,HUD_TEXT1_Y,0xffff,1)
draw_viper(player[PLAYER_KILLED],80,HUD_TEXT1_Y,0xffff,1)
draw_viper(player[PLAYER_ENERGY] // ENERGY_SCALE ,150,HUD_TEXT1_Y,0xffff,1)
draw_viper(player[PLAYER_CLOSE],190,HUD_TEXT1_Y,0xffff,1)
draw_char(CHAR_PHI,0,HUD_TEXT2_Y,0xff)
draw_char(CHAR_THETA,55,HUD_TEXT2_Y,0xff)
LCD.fbdraw.text(' : : R:',0,HUD_TEXT2_Y,0xff)
if -300 < player[PLAYER_THETA] < 300 and player[PLAYER_CLOSE] > 0:
draw_viper(player[PLAYER_THETA],40,HUD_TEXT2_Y,0xffff,1)
else:
draw_char(CHAR_INFINITY,20,HUD_TEXT2_Y,0xffff)
if -300 < player[PLAYER_PHI] < 300 and player[PLAYER_CLOSE] > 0:
draw_viper(player[PLAYER_PHI],100,HUD_TEXT2_Y,0xffff,1)
else:
draw_char(CHAR_INFINITY,80,HUD_TEXT2_Y,0xffff)
if -9999 < player[PLAYER_RANGE] < 9999 and player[PLAYER_CLOSE] > 0:
draw_viper(player[PLAYER_RANGE],150,HUD_TEXT2_Y,0xffff,1)
else:
draw_char(CHAR_INFINITY,130,HUD_TEXT2_Y,0xffff)
status[SHOWING] = 0
@micropython.viper
def main(): # Fixed main loop
init_sounds()
init_game() # Initialize game state
init_stars3d() # Create background stars
init_galactic_chart()
init_sector()
status = ptr8(LCD.aux) # Get LCD status pointer
player = ptr32(PLAYER) # Get player data pointer
game = ptr32(GAME)
gc.collect() # Clean up memory
print(gc.mem_free()) # Show available memory
set_volume(0)
SOUND2.effect(ENGINE_SOUND2,int(len(ENGINE_SOUND2)))
# Timing variables
ticks_joystick = 0 # Last joystick update time
ticks_button = 0 # Last button press time
ticks_energy = 0 # Last energy update time
ticks_touch = 0 # Last touch update time
while not status[EXIT]: # Main game loop
while not status[SHOWING]: sleep_ms(1) # Wait for display ready
draw_num.fb = LCD.fbdraw # Set number drawing buffer
ticks = int(time.ticks_ms()) # Get current time
joystick_delay = 10
if player[PLAYER_HUD] & HUD_CHART:
joystick_delay = 200
if JOY.is_second_pressed():
player[PLAYER_HUD] ^= HUD_CHART
if player[PLAYER_CHART_X] != game[CHART_X_TEMP] or player[PLAYER_CHART_Y] != game[CHART_Y_TEMP]:
player[PLAYER_CHART_X] = game[CHART_X_TEMP]
player[PLAYER_CHART_Y] = game[CHART_Y_TEMP]
game[HYPER_STAGE] = 1
if ticks - ticks_joystick > joystick_delay: # joystick update
ticks_joystick = ticks # Update timer
read_joystick() # Read joystick position
# Handle fire button
if ticks - ticks_button > 300 and JOY.is_fire_pressed(): # Fire rate limit
ticks_button = ticks # Update timer
create_photon() # Create photon torpedo
# Update energy consumption
if ticks - ticks_energy > 100: # 10Hz energy update
ticks_energy = ticks # Update timer
update_energy() # Update energy levels
# Read touch input
if ticks - ticks_touch > 200: # 5Hz touch update
ticks_touch = ticks # Update timer
read_touch() # Read touch screen
# Check for low energy warning
if player[PLAYER_ENERGY] < 1000: # Energy critical
pass # Add warning logic here
if game[HYPER_STAGE] > 0:
update_hyper()
draw_num.update_all() # Update display numbers
update_all_objects() # Update all object positions
draw() # Render frame
draw_num.set(FPS_CORE0, ticks) # Update FPS counter
def shutdown():
LCD.aux[EXIT] = 1
sleep_ms(200)
LCD.off()
sleep_ms(200)
freq(150_000_000,48_000_000)
print('core0 done')
@micropython.viper
def core1():
status = ptr8(LCD.aux)
sleep_ms(300)
while not status[EXIT]:
ticks=int(time.ticks_ms())
status[SHOWING] = 1
LCD.show_all()
LCD.flip()
draw_num.set(FPS_CORE1, ticks)
print('core1 done')
if __name__=='__main__':
JOY = Joystick()
JOY.pot_scale = 8
touch = GT911(I2C(0, scl=9,sda=8,freq=400_000), reset_pin=7, irq_pin=0, touch_points=3)
n, points = touch.read_points()
gc.collect()
sleep_ms(500)
print(gc.mem_free())
freq(220_000_000)
machine.mem32[0x40010048] = 1<<11
LCD = LCD_3inch5(MAXSCREEN_X,MAXSCREEN_Y)
draw_num = Draw_number(LCD.fbdraw,MAXSCREEN_X)
_thread.start_new_thread(core1, ())
try:
main()
shutdown()
except KeyboardInterrupt :
shutdown()
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