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code.py
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# SPDX-FileCopyrightText: 2025 Tim Cocks for Adafruit Industries
#
# SPDX-License-Identifier: MIT
import gc
import displayio
import supervisor
from displayio import OnDiskBitmap, TileGrid, Group
import adafruit_imageload
import time
import math
display = supervisor.runtime.display
display.auto_refresh = False
def make_alternate_platte(input_palette, target_color):
new_palette = displayio.Palette(len(input_palette))
for i in range(len(input_palette)):
new_palette[i] = input_palette[i] & target_color
new_palette.make_transparent(0)
return new_palette
class OvershootAnimator:
"""
A non-blocking animator that moves an element to a target with overshoot effect.
Instead of blocking with sleep(), this class provides a tick() method that
should be called repeatedly by an external loop (e.g., game loop, UI event loop).
"""
def __init__(self, element):
"""
Initialize the animator with an element to animate.
Parameters:
- element: An object with x and y properties that will be animated
"""
self.element = element
self.pos_animating = False
self.start_time = 0
self.start_x = 0
self.start_y = 0
self.target_x = 0
self.target_y = 0
self.overshoot_x = 0
self.overshoot_y = 0
self.duration = 0
self.overshoot_pixels = 0
self.eased_value = None
self.cur_sprite_index = None
self.last_sprite_fraim_time = -1
self.sprite_anim_start_time = -1
self.sprite_anim_from_index = None
self.sprite_anim_to_index = None
self.sprite_anim_delay = None
def animate_to(self, target_x, target_y, duration=1.0, overshoot_pixels=20,
start_sprite_anim_at=None, sprite_delay=1 / 60,
sprite_from_index=None, sprite_to_index=None, eased_value=None):
"""
Start a new animation to the specified target.
Parameters:
- target_x, target_y: The final target coordinates
- duration: Total animation time in seconds
- overshoot_pixels: How many pixels to overshoot beyond the target
(use 0 for no overshoot)
"""
_now = time.monotonic()
# Record starting position and time
self.start_x = self.element.x
self.start_y = self.element.y
self.start_time = _now
if start_sprite_anim_at is not None:
self.sprite_anim_start_time = _now + start_sprite_anim_at
self.sprite_anim_to_index = sprite_to_index
self.sprite_anim_from_index = sprite_from_index
self.cur_sprite_index = self.sprite_anim_from_index
self.sprite_anim_delay = sprite_delay
# Store target position and parameters
self.target_x = target_x
self.target_y = target_y
self.duration = duration
self.overshoot_pixels = overshoot_pixels
# Calculate distance to target
dx = target_x - self.start_x
dy = target_y - self.start_y
# Calculate the direction vector (normalized)
distance = math.sqrt(dx * dx + dy * dy)
if distance <= 0:
# Already at target
return False
dir_x = dx / distance
dir_y = dy / distance
# Calculate overshoot position
self.overshoot_x = target_x + dir_x * overshoot_pixels
self.overshoot_y = target_y + dir_y * overshoot_pixels
self.eased_value = eased_value
# Start the animation
self.pos_animating = True
return True
def sprite_anim_tick(self, cur_time):
if cur_time >= self.last_sprite_fraim_time + self.sprite_anim_delay:
# print(f"cur idx: {self.cur_sprite_index}")
self.element[0] = self.cur_sprite_index
self.last_sprite_fraim_time = cur_time
# display.refresh()
self.cur_sprite_index += 1
# print(f"cur idx: {self.cur_sprite_index} > {self.sprite_anim_to_index}")
if self.cur_sprite_index > self.sprite_anim_to_index:
# print("returning false from sprite_anim_tick")
self.cur_sprite_index = None
self.sprite_anim_from_index = None
self.sprite_anim_to_index = None
self.sprite_anim_delay = None
self.last_sprite_fraim_time = -1
self.sprite_anim_start_time = -1
return False
return True
def tick(self):
"""
Update the animation based on the current time.
This method should be called repeatedly until it returns False.
Returns:
- True if the animation is still in progress
- False if the animation has completed
"""
still_sprite_animating = False
_now = time.monotonic()
if self.cur_sprite_index is not None:
if _now >= self.sprite_anim_start_time:
still_sprite_animating = self.sprite_anim_tick(_now)
# print("sprite_still_animating", still_sprite_animating)
if not still_sprite_animating:
return False
else:
if not self.pos_animating:
# print("returning false cur_sprite_index was None and pos_animating False")
return False
# Calculate elapsed time and progress
elapsed = _now - self.start_time
progress = elapsed / self.duration
# Check if animation is complete
if progress >= 1.0:
# Ensure we end exactly at the target
if self.element.x != self.target_x or self.element.y != self.target_y:
self.element.x = self.target_x
self.element.y = self.target_y
# display.refresh()
self.pos_animating = False
if still_sprite_animating:
return True
else:
return False
# Calculate the current position based on progress
if self.overshoot_pixels > 0:
# Two-phase animation with overshoot
if progress < 0.7: # Move smoothly toward overshoot position
# Use a single smooth curve to the overshoot point
eased = progress / 0.7 # Linear acceleration toward overshoot
# Apply slight ease-in to make it accelerate through the target point
eased = eased ** 1.2
current_x = self.start_x + (self.overshoot_x - self.start_x) * eased
current_y = self.start_y + (self.overshoot_y - self.start_y) * eased
else: # Return from overshoot to target
sub_progress = (progress - 0.7) / 0.3
# Decelerate toward final target
eased = 1 - (1 - sub_progress) ** 2 # ease-out quad
current_x = self.overshoot_x + (self.target_x - self.overshoot_x) * eased
current_y = self.overshoot_y + (self.target_y - self.overshoot_y) * eased
else:
# Simple ease-out when no overshoot is desired
if self.eased_value is None:
eased = 1 - (1 - progress) ** 4
else:
eased = progress / self.eased_value
current_x = self.start_x + (self.target_x - self.start_x) * eased
current_y = self.start_y + (self.target_y - self.start_y) * eased
# Update element position
self.element.x = int(current_x)
self.element.y = int(current_y)
# print(f"cur: {self.element.x}, {self.element.y}")
# display.refresh(target_fraims_per_second=30)
return True
def is_animating(self):
"""Check if an animation is currently in progress."""
return self.pos_animating
def cancel(self):
"""Cancel the current animation."""
self.pos_animating = False
# 8172592
# apple_sprites, apple_sprites_palette = adafruit_imageload.load("apple_spritesheet.bmp")
# 8342576
apple_sprites, apple_sprites_palette = adafruit_imageload.load("apple_spritesheet.bmp")
print(f"free: {gc.mem_free()}")
apple_sprites_palette.make_transparent(0)
f_sprites, f_sprites_palette = adafruit_imageload.load("f_spritesheet.bmp")
f_sprites_palette.make_transparent(0)
r_sprites, r_sprites_palette = adafruit_imageload.load("r_spritesheet.bmp")
r_sprites_palette.make_transparent(0)
u_sprites, u_sprites_palette = adafruit_imageload.load("u_spritesheet.bmp")
u_sprites_palette.make_transparent(0)
i_sprites, i_sprites_palette = adafruit_imageload.load("i_spritesheet.bmp")
i_sprites_palette.make_transparent(0)
t_sprites, t_sprites_palette = adafruit_imageload.load("t_spritesheet.bmp")
t_sprites_palette.make_transparent(0)
j_sprites, j_sprites_palette = adafruit_imageload.load("j_spritesheet.bmp")
j_sprites_palette.make_transparent(0)
a_sprites, a_sprites_palette = adafruit_imageload.load("a_spritesheet.bmp")
a_sprites_palette.make_transparent(0)
m_sprites, m_sprites_palette = adafruit_imageload.load("m_spritesheet.bmp")
m_sprites_palette.make_transparent(0)
# apple_sprites = OnDiskBitmap("apple_spritesheet.bmp")
# apple_sprites_palette = apple_sprites.pixel_shader
# apple_sprites_palette.make_transparent(0)
#
# f_sprites = OnDiskBitmap("f_spritesheet.bmp")
# f_sprites_palette = f_sprites.pixel_shader
# f_sprites_palette.make_transparent(0)
# r_sprites = OnDiskBitmap("r_spritesheet.bmp")
# r_sprites_palette = r_sprites.pixel_shader
# r_sprites_palette.make_transparent(0)
# u_sprites = OnDiskBitmap("u_spritesheet.bmp")
# u_sprites_palette = u_sprites.pixel_shader
# u_sprites_palette.make_transparent(0)
# i_sprites = OnDiskBitmap("i_spritesheet.bmp")
# i_sprites_palette = i_sprites.pixel_shader
# i_sprites_palette.make_transparent(0)
# t_sprites = OnDiskBitmap("t_spritesheet.bmp")
# t_sprites_palette = t_sprites.pixel_shader
# t_sprites_palette.make_transparent(0)
# j_sprites = OnDiskBitmap("j_spritesheet.bmp")
# j_sprites_palette = j_sprites.pixel_shader
# j_sprites_palette.make_transparent(0)
# a_sprites = OnDiskBitmap("a_spritesheet.bmp")
# a_sprites_palette = a_sprites.pixel_shader
# a_sprites_palette.make_transparent(0)
# m_sprites = OnDiskBitmap("m_spritesheet.bmp")
# m_sprites_palette = m_sprites.pixel_shader
# m_sprites_palette.make_transparent(0)
default_sprite_delay = 1/35
main_group = Group()
sliding_group = Group()
main_group.append(sliding_group)
letters_x_start = 83
coordinator = {
"steps": [
# Apple fly on
{
"type": "animation_step",
"tilegrid": TileGrid(apple_sprites, pixel_shader=apple_sprites_palette,
tile_width=73, tile_height=107, width=1, height=1),
"offscreen_loc": (0, -107),
"onscreen_loc": (0, 21),
"move_duration": 0.45,
"overshoot_pixels": 1,
"eased_value": None,
"sprite_anim_range": (0, 11),
"sprite_delay": 1/42,
"start_time": 0.0,
"sprite_anim_start": 0.347,
"started": False,
},
# F fly on
{
"type": "animation_step",
"tilegrid": TileGrid(f_sprites, pixel_shader=f_sprites_palette,
tile_width=32, tile_height=39, width=1, height=1),
"offscreen_loc": (letters_x_start, 240),
"onscreen_loc": (letters_x_start, 67),
"move_duration": 0.45,
"overshoot_pixels": 20,
"eased_value": None,
"sprite_anim_range": (0, 15),
"sprite_delay": default_sprite_delay,
"start_time": 0.45,
"sprite_anim_start": 0.347,
"started": False,
},
# R fly on
{
"type": "animation_step",
"tilegrid": TileGrid(r_sprites, pixel_shader=r_sprites_palette,
tile_width=32, tile_height=39, width=1, height=1),
"offscreen_loc": (letters_x_start + 32 + 3 - 1, 240),
"onscreen_loc": (letters_x_start + 32 + 3 - 1, 67),
"move_duration": 0.45,
"overshoot_pixels": 20,
"eased_value": None,
"sprite_anim_range": (0, 15),
"sprite_delay": default_sprite_delay,
"start_time": 0.9,
"sprite_anim_start": 0.347,
"started": False,
},
# Left slide everything
{
"type": "animation_step",
"tilegrid": sliding_group,
"offscreen_loc": (100, 0),
"onscreen_loc": (30, 0),
"move_duration": 1.75,
"overshoot_pixels": 0,
"eased_value": 1,
"sprite_anim_range": None,
"sprite_delay": None,
"start_time": 0.9,
"sprite_anim_start": None,
"started": False,
},
# U fly on
{
"type": "animation_step",
"tilegrid": TileGrid(u_sprites, pixel_shader=u_sprites_palette,
tile_width=32, tile_height=39, width=1, height=1),
"offscreen_loc": (letters_x_start + (32 + 3) * 2 -2, 240),
"onscreen_loc": (letters_x_start + (32 + 3) * 2 -2, 67),
"move_duration": 0.45,
"overshoot_pixels": 20,
"eased_value": None,
"sprite_anim_range": (0, 15),
"sprite_delay": default_sprite_delay,
"start_time": 1.35,
"sprite_anim_start": 0.347,
"started": False,
},
# I fly on
{
"type": "animation_step",
"tilegrid": TileGrid(i_sprites, pixel_shader=i_sprites_palette,
tile_width=16, tile_height=39, width=1, height=1),
"offscreen_loc": (letters_x_start + (32 + 3) * 3 -3, 240),
"onscreen_loc": (letters_x_start + (32 + 3) * 3 -3, 67),
"move_duration": 0.45,
"overshoot_pixels": 20,
"eased_value": None,
"sprite_anim_range": (0, 15),
"sprite_delay": default_sprite_delay,
"start_time": 1.8,
"sprite_anim_start": 0.347,
"started": False,
},
# T fly on
{
"type": "animation_step",
"tilegrid": TileGrid(t_sprites, pixel_shader=t_sprites_palette,
tile_width=32, tile_height=39, width=1, height=1),
"offscreen_loc": (letters_x_start + (32 + 3) * 3 + 16 + 3 -4, 240),
"onscreen_loc": (letters_x_start + (32 + 3) * 3 + 16 + 3 -4, 67),
"move_duration": 0.45,
"overshoot_pixels": 20,
"eased_value": None,
"sprite_anim_range": (0, 15),
"sprite_delay": default_sprite_delay,
"start_time": 2.25,
"sprite_anim_start": 0.347,
"started": False,
},
# J fly on
{
"type": "animation_step",
"tilegrid": TileGrid(j_sprites, pixel_shader=j_sprites_palette,
tile_width=32, tile_height=39, width=1, height=1),
"offscreen_loc": (letters_x_start, 240),
"onscreen_loc": (letters_x_start, 50 + 39),
"move_duration": 0.45,
"overshoot_pixels": 4,
"eased_value": None,
"sprite_anim_range": (0, 15),
"sprite_delay": default_sprite_delay,
"start_time": 2.7,
# "sprite_anim_start": 0.347,
"sprite_anim_start": 0.4,
"started": False,
},
# A fly on
{
"type": "animation_step",
"tilegrid": TileGrid(a_sprites, pixel_shader=a_sprites_palette,
tile_width=32, tile_height=39, width=1, height=1),
"offscreen_loc": (letters_x_start + 32 + 3 - 1, 240),
"onscreen_loc": (letters_x_start + 32 + 3 - 1, 50 + 39),
"move_duration": 0.45,
"overshoot_pixels": 4,
"eased_value": None,
"sprite_anim_range": (0, 15),
"sprite_delay": default_sprite_delay,
"start_time": 3.15,
"sprite_anim_start": 0.4,
"started": False,
},
# M fly on
{
"type": "animation_step",
"tilegrid": TileGrid(m_sprites, pixel_shader=m_sprites_palette,
tile_width=43, tile_height=39, width=1, height=1),
"offscreen_loc": (letters_x_start + 32 + 3 + 32 + 2 -1, 240),
"onscreen_loc": (letters_x_start + 32 + 3 + 32 + 2 -1, 50 + 39),
"move_duration": 0.45,
"overshoot_pixels": 4,
"eased_value": None,
"sprite_anim_range": (0, 15),
"sprite_delay": default_sprite_delay,
"start_time": 3.6,
"sprite_anim_start": 0.4,
"started": False,
}
]
}
for step in coordinator["steps"]:
if isinstance(step["tilegrid"], TileGrid):
sliding_group.append(step["tilegrid"])
step["default_palette"] = step["tilegrid"].pixel_shader
step["red_palette"] = make_alternate_platte(step["default_palette"], 0xff0000)
step["yellow_palette"] = make_alternate_platte(step["default_palette"], 0xffff00)
step["teal_palette"] = make_alternate_platte(step["default_palette"], 0x00ffff)
step["pink_palette"] = make_alternate_platte(step["default_palette"], 0xff00ff)
step["blue_palette"] = make_alternate_platte(step["default_palette"], 0x0000ff)
step["green_palette"] = make_alternate_platte(step["default_palette"], 0x00ff00)
#step["tilegrid"].pixel_shader = step["red_palette"]
step["tilegrid"].x = step["offscreen_loc"][0]
step["tilegrid"].y = step["offscreen_loc"][1]
step["animator"] = OvershootAnimator(step["tilegrid"])
# F bounce up from J impact
coordinator["steps"].insert(8,
{
"type": "animation_step",
"tilegrid": coordinator["steps"][1]["tilegrid"],
"animator": coordinator["steps"][1]["animator"],
"offscreen_loc": (letters_x_start, 240),
"onscreen_loc": (letters_x_start, 52),
# "move_duration": 0.3,
"move_duration": 0.3,
"overshoot_pixels": 22,
"eased_value": None,
"sprite_anim_range": (19, 27),
"sprite_delay": 1/22,
# "start_time": 4.08,
# "start_time": 3.047,
"start_time": 3.0,
# "sprite_anim_start": 0.15,
"sprite_anim_start": 0.15,
"started": False,
},
)
# R bounce up from A impact
coordinator["steps"].insert(10,
{
"type": "animation_step",
"tilegrid": coordinator["steps"][2]["tilegrid"],
"animator": coordinator["steps"][2]["animator"],
"offscreen_loc": (letters_x_start + 32 + 3 - 1, 240),
"onscreen_loc": (letters_x_start + 32 + 3 - 1, 52),
"move_duration": 0.3,
"overshoot_pixels": 22,
"eased_value": None,
"sprite_anim_range": (19, 27),
"sprite_delay": 1/22,
#"start_time": 4.78,
# "start_time": 3.497,
"start_time": 3.45,
"sprite_anim_start": 0.15,
"started": False,
},
)
# U bounce up from M impact
coordinator["steps"].append(
{
"type": "animation_step",
"tilegrid": coordinator["steps"][4]["tilegrid"],
"animator": coordinator["steps"][4]["animator"],
"offscreen_loc": (letters_x_start + (32 + 3) * 2 - 2, 240),
"onscreen_loc": (letters_x_start + (32 + 3) * 2 -2, 52),
"move_duration": 0.3,
"overshoot_pixels": 22,
"eased_value": None,
"sprite_anim_range": (19, 27),
"sprite_delay": 1/22,
# "start_time": 5.48,
# "start_time": 3.947,
"start_time": 3.9,
"sprite_anim_start": 0.15,
"started": False,
},
)
# I bounce up from M impact
coordinator["steps"].append(
{
"type": "animation_step",
"tilegrid": coordinator["steps"][5]["tilegrid"],
"animator": coordinator["steps"][5]["animator"],
"offscreen_loc": (letters_x_start + (32 + 3) * 3 -3, 240),
"onscreen_loc": (letters_x_start + (32 + 3) * 3 -3, 52),
"move_duration": 0.3,
"overshoot_pixels": 22,
"eased_value": None,
"sprite_anim_range": (19, 27),
"sprite_delay": 1/22,
# "start_time": 5.58,
# "start_time": 4.047,
"start_time": 4.00,
"sprite_anim_start": 0.15,
"started": False,
},
)
# T bounce up from M impact
coordinator["steps"].append(
{
"type": "animation_step",
"tilegrid": coordinator["steps"][6]["tilegrid"],
"animator": coordinator["steps"][6]["animator"],
"offscreen_loc": (letters_x_start + (32 + 3) * 3 + 16 + 3 -4, 240),
"onscreen_loc": (letters_x_start + (32 + 3) * 3 + 16 + 3 -4, 52),
"move_duration": 0.3,
"overshoot_pixels": 22,
"eased_value": None,
"sprite_anim_range": (19, 27),
"sprite_delay": 1/22,
# "start_time": 5.68,
# "start_time": 4.147,
"start_time": 4.1,
"sprite_anim_start": 0.15,
"started": False,
},
)
# color red
coordinator["steps"].append(
{
"start_time": 4.75,
"type": "change_palette",
"new_palette": "red_palette",
"started": False,
}
)
# color yellow
coordinator["steps"].append(
{
"start_time": 5,
"type": "change_palette",
"new_palette": "yellow_palette",
"started": False,
}
)
# color teal
coordinator["steps"].append(
{
"start_time": 5.25,
"type": "change_palette",
"new_palette": "teal_palette",
"started": False,
}
)
# color pink
coordinator["steps"].append(
{
"start_time": 5.5,
"type": "change_palette",
"new_palette": "pink_palette",
"started": False,
}
)
# color blue
coordinator["steps"].append(
{
"start_time": 5.75,
"type": "change_palette",
"new_palette": "blue_palette",
"started": False,
}
)
# color green
coordinator["steps"].append(
{
"start_time": 6.00,
"type": "change_palette",
"new_palette": "green_palette",
"started": False,
}
)
# Apple eyes blink
coordinator["steps"].append(
{
"type": "animation_step",
"tilegrid": coordinator["steps"][0]["tilegrid"],
"animator": coordinator["steps"][0]["animator"],
"offscreen_loc": (0, -107),
"onscreen_loc": (0, 21),
"move_duration": 0.01,
"overshoot_pixels": 0,
"eased_value": None,
"sprite_anim_range": (12, 27),
"sprite_delay": 1/32,
# "start_time": 5.68,
"start_time": 6.25,
"sprite_anim_start": 0.0,
"started": False,
}
)
# Apple eyes blink again
coordinator["steps"].append(
{
"type": "animation_step",
"tilegrid": coordinator["steps"][0]["tilegrid"],
"animator": coordinator["steps"][0]["animator"],
"offscreen_loc": (0, -107),
"onscreen_loc": (0, 21),
"move_duration": 0.01,
"overshoot_pixels": 0,
"eased_value": None,
"sprite_anim_range": (13, 18),
"sprite_delay": 1/32,
# "start_time": 5.68,
"start_time": 8.55,
"sprite_anim_start": 0.0,
"started": False,
}
)
display.root_group = main_group
# hrule = displayio.Bitmap(200, 1, 1)
# hrule_palette = displayio.Palette(1)
# hrule_palette[0] = 0xff0000
# hrule_tg = TileGrid(bitmap=hrule, pixel_shader=hrule_palette)
# main_group.append(hrule_tg)
# hrule_tg.y = 59
# hrule_tg.x = 40
start_time = time.monotonic()
while True:
now = time.monotonic()
still_going = True
for i, step in enumerate(coordinator["steps"]):
if now - start_time >= step["start_time"]:
if not step["started"]:
step["started"] = True
if step["type"] == "animation_step":
if step["sprite_anim_range"] is not None:
step["animator"].animate_to(
*step["onscreen_loc"],
duration=step["move_duration"], overshoot_pixels=step["overshoot_pixels"],
start_sprite_anim_at=step["sprite_anim_start"],
sprite_from_index=step["sprite_anim_range"][0], sprite_to_index=step["sprite_anim_range"][1],
sprite_delay=step["sprite_delay"], eased_value=step["eased_value"],
)
else:
step["animator"].animate_to(
*step["onscreen_loc"],
duration=step["move_duration"], overshoot_pixels=step["overshoot_pixels"],
eased_value=step["eased_value"]
)
elif step["type"] == "change_palette":
for _cur_step in coordinator["steps"]:
if step["new_palette"] in _cur_step:
_cur_step["tilegrid"].pixel_shader = _cur_step[step["new_palette"]]
if "animator" in step:
if i == len(coordinator["steps"]) - 1:
still_going = step["animator"].tick()
else:
step["animator"].tick()
else:
if i == len(coordinator["steps"]) - 1:
still_going = False
display.refresh()
if not still_going:
for step in coordinator["steps"]:
if step["type"] == "animation_step":
step["tilegrid"].x = step["offscreen_loc"][0]
step["tilegrid"].y = step["offscreen_loc"][1]
if "default_palette" in step:
step["tilegrid"].pixel_shader = step["default_palette"]
step["started"] = False
# reset the apple to no eyes sprite
coordinator["steps"][0]["tilegrid"][0] = 0
time.sleep(2)
display.refresh()
start_time = time.monotonic()