Add serial upload tool for rapid Lua game iteration
Implements a complete serial upload workflow that allows uploading and immediately testing Lua games via USB serial connection. New Components: - SerialUploader: Receives files via serial, writes to SD card - upload_game.py: Python tool for sending files from host computer - Protocol: Text-based with base64 encoding for reliability Key Features: - Uploads file to /games folder on SD card - Overwrites existing files (FA_CREATE_ALWAYS) - Auto-launches uploaded game immediately - Proper memory cleanup (prevents Lua state conflicts) SD Card Fixes: - Fixed SPI speed management (12.5MHz for SD, 32MHz for display) - Fixed SD write protocol (poll for data response token) - Added speed switching wrappers around all FatFS operations - Cleaned up excessive debug output Game Launcher Improvements: - Added clear_games() to prevent duplicate registrations - Added cleanup in select_game_by_name() to delete old instances - Added exact match priority in game selection - LuaGameLoader now has clear_factory_data() for memory cleanup Integration: - Added serial_uploader to CMakeLists.txt - Integrated into main loop in basic1.cpp - Re-scans games after upload to pick up new files Documentation: - UPLOAD_TOOL.md: Usage instructions - sd_card_best_practices.md: Critical lessons learned Known Issues: - Game launch after upload occasionally causes freeze (needs investigation) - Display may not refresh properly after upload Usage: python upload_game.py games/lua_examples/2048.lua /dev/tty.usbmodem101 Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -124,6 +124,7 @@ function draw()
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if state == STATE_MENU then
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renderer.text_scaled(game.width() / 2 - 15, game.height() / 2 - 30, "2048", true, 2)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 30, "Welcome Adolfo2!", true, 2)
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elseif state == STATE_PLAYING or state == STATE_WIN or state == STATE_GAME_OVER then
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-- Draw grid
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@@ -138,14 +139,14 @@ function draw()
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renderer.rect(tile_x, tile_y, tile_size, tile_size, true, false)
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else
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-- Filled tile
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renderer.rect(tile_x, tile_y, tile_size, tile_size, true, true)
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renderer.rect(tile_x+2, tile_y+2, tile_size-4, tile_size-4, true, true)
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-- Draw value (simplified)
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local text = tostring(value)
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if string.len(text) <= 2 then
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renderer.text_scaled(tile_x + 2, tile_y + 2, text, false, 2)
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renderer.text_scaled(tile_x + tile_size / 2 - 4, tile_y + tile_size / 2, text, false, 2)
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else
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renderer.text_scaled(tile_x + 1, tile_y + 2, text, false, 2)
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renderer.text_scaled(tile_x + tile_size / 2 - 8, tile_y + tile_size / 2, text, false, 2)
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end
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end
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end
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