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basic1/TEMPLATE_USAGE.md
2026-01-29 15:58:58 -05:00

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# Reactive Game Template - Usage Guide
## Overview
This template provides a clean, event-driven architecture for building games and interactive applications on Raspberry Pi Pico (RP2350) with displays. It's designed to be efficient, power-conscious, and optimized for e-ink displays.
## Architecture
### Event-Driven Design
```
Interrupt (Touch/Button) → Set Flag → Main Loop Wakes → Process Input → Update Game State → Refresh Display → Sleep
```
The template follows a reactive pattern:
1. **Sleep**: CPU waits for interrupts using `__wfi()` (very power efficient)
2. **Wake**: Interrupt handler sets a flag and wakes CPU
3. **Process**: Main loop processes the input event
4. **Update**: Game logic updates state based on input
5. **Render**: Display refreshes only if needed
6. **Repeat**: Back to sleep
### Key Components
#### 1. Input Event System
- **InputEvent Structure**: Unified representation of all inputs
- **InputType Enum**: Touch (down/move/up), buttons, gestures
- **Interrupt Handlers**: Minimal ISRs that only set flags
- **Processing Functions**: `process_touch_input()` and `process_button_input()`
#### 2. Game State Management
- **GameState Structure**: All game-specific data in one place
- **GameConfig Structure**: Configurable parameters (debounce, features, debug)
- **No Global Variables**: State is passed to functions explicitly
#### 3. Game Logic Functions
- **game_init()**: Initialize game state at startup
- **game_update()**: Handle input events and update state
- **game_draw()**: Render UI and game graphics
## Creating Your Own Game
### Step 1: Define Your Game State
Modify the `GameState` structure to hold your game-specific data:
```cpp
struct GameState {
// Example for a Snake game
int snake_x[100];
int snake_y[100];
int snake_length;
int food_x;
int food_y;
int direction;
uint32_t score;
bool game_over;
};
```
### Step 2: Initialize Your Game
Implement `game_init()` to set initial values:
```cpp
void game_init(GameState* state) {
// Snake starts in center
state->snake_x[0] = V_WIDTH / 2;
state->snake_y[0] = V_HEIGHT / 2;
state->snake_length = 3;
state->direction = 0; // Right
state->score = 0;
state->game_over = false;
// Place first food
place_random_food(state);
}
```
### Step 3: Handle Input
Implement `game_update()` to respond to input events:
```cpp
bool game_update(GameState* state, const InputEvent& input, const GameConfig& config, LowLevelRenderer* renderer) {
bool needs_refresh = false;
switch (input.type) {
case INPUT_BUTTON_0:
// Turn left
state->direction = (state->direction + 3) % 4;
needs_refresh = true;
break;
case INPUT_BUTTON_1:
// Turn right
state->direction = (state->direction + 1) % 4;
needs_refresh = true;
break;
case INPUT_TOUCH_DOWN:
// Touch to restart if game over
if (state->game_over) {
game_init(state);
needs_refresh = true;
}
break;
}
// Update snake position
update_snake_position(state);
check_collisions(state);
return needs_refresh;
}
```
### Step 4: Draw Your Game
Implement `game_draw()` to render graphics:
```cpp
void game_draw(const GameState* state, LowLevelRenderer* renderer, LowLevelGUI* gui) {
// Draw game board
LowLevelWindow *w1 = gui->draw_new_window(10, 10, V_WIDTH - 20, V_HEIGHT - 20, "Snake Game");
// Draw snake
for (int i = 0; i < state->snake_length; i++) {
renderer->draw_filled_rectangle(state->snake_x[i], state->snake_y[i], 10, 10, true, 1);
}
// Draw food
renderer->draw_filled_circle(state->food_x, state->food_y, 5, true);
// Draw score
char score_text[20];
snprintf(score_text, sizeof(score_text), "Score: %d", state->score);
renderer->draw_string(20, 30, score_text, true);
// Game over message
if (state->game_over) {
renderer->draw_string(V_WIDTH/2 - 40, V_HEIGHT/2, "GAME OVER", true);
renderer->draw_string(V_WIDTH/2 - 50, V_HEIGHT/2 + 20, "Touch to restart", true);
}
}
```
### Step 5: Adjust Configuration
Modify `GameConfig` in main() for your game's needs:
```cpp
GameConfig config = {
.touch_debounce_ms = 50, // Slower for menu navigation
.button_debounce_ms = 100, // Longer for game controls
.enable_gestures = false, // Not needed for snake
.enable_continuous_draw = false,
.debug_verbose = true // Enable during development
};
```
## Example Game Ideas
### 1. Tic-Tac-Toe
- **Input**: Touch to place X/O, buttons to switch players
- **State**: 3x3 grid, current player, win condition
- **Drawing**: Grid lines, X and O symbols
- **Ideal for**: E-ink displays (few updates)
### 2. Pong
- **Input**: Buttons to move paddle up/down
- **State**: Paddle positions, ball position/velocity, score
- **Drawing**: Paddles, ball, center line, score
- **Note**: May need timer-based updates for ball movement
### 3. Memory Card Game
- **Input**: Touch cards to flip, buttons to navigate
- **State**: Card positions, flipped states, matches found
- **Drawing**: Card grid, symbols when flipped
- **Ideal for**: E-ink displays (turn-based)
### 4. Calculator
- **Input**: Touch for number buttons, physical buttons for operations
- **State**: Current value, operation mode, history
- **Drawing**: Display, button grid
- **Perfect for**: E-ink displays (minimal updates)
### 5. Drawing Board (Current Example)
- **Input**: Touch to draw, buttons to clear/undo
- **State**: Last position, stroke history
- **Drawing**: Lines following touch movement
- **Ideal for**: TFT displays (frequent updates)
## Input Handling Best Practices
### Touch Input
```cpp
case INPUT_TOUCH_DOWN:
// First touch - capture position
state->start_x = input.x;
state->start_y = input.y;
break;
case INPUT_TOUCH_MOVE:
// Continuous drawing/dragging
if (config.enable_continuous_draw) {
draw_line(state->last_x, state->last_y, input.x, input.y);
}
break;
case INPUT_TOUCH_UP:
// Touch released - finalize action
calculate_gesture(state->start_x, state->start_y, input.x, input.y);
break;
```
### Button Input
```cpp
case INPUT_BUTTON_0:
// First button - navigation/cancel
navigate_menu_prev(state);
break;
case INPUT_BUTTON_1:
// Second button - selection/confirm
select_menu_item(state);
break;
```
### Gesture Input
```cpp
case INPUT_GESTURE:
switch(input.gesture_code) {
case 0x10: // Move Up
scroll_up(state);
break;
case 0x18: // Move Down
scroll_down(state);
break;
case 0x48: // Zoom In
increase_scale(state);
break;
}
break;
```
## E-Ink Display Optimization
### Minimize Refreshes
- Only return `true` from `game_update()` when display actually changes
- Batch updates: collect multiple changes before refreshing
- Use partial refresh when available
### Visual Design Tips
1. **High Contrast**: Use solid blacks and whites
2. **Clear Shapes**: Avoid thin lines (use 2px minimum)
3. **Large Text**: Use readable fonts (5x5 or larger)
4. **Simple Graphics**: Minimize complex patterns
5. **Static Elements**: Redraw only changed areas when possible
### Example Pattern
```cpp
bool game_update(GameState* state, const InputEvent& input, const GameConfig& config, LowLevelRenderer* renderer) {
bool needs_refresh = false;
// Collect all changes
if (input.type == INPUT_BUTTON_0) {
state->menu_index++;
needs_refresh = true;
}
// Only redraw if something changed
return needs_refresh;
}
```
## Power Efficiency
### Sleep Between Events
The template uses `__wfi()` to put CPU to sleep:
```cpp
while (1) {
__wfi(); // CPU sleeps here until interrupt
// Process input...
}
```
### Reduce Polling
- Use interrupt-driven input (already implemented)
- Avoid tight loops checking hardware
- Let ISRs wake the CPU only when needed
### Display Power
```cpp
// For e-ink: Turn off display after inactivity
if (time_since_last_input > SLEEP_TIMEOUT) {
display->sleep();
}
```
## GUI Components Available
The template includes a full GUI system with these components:
```cpp
// Windows
gui->draw_new_window(x, y, width, height, "Title");
// Buttons
gui->draw_button(window, x, y, "Label", pressed, rounded);
// Checkboxes
gui->draw_checkbox(window, x, y, "Label", checked);
// Radio Buttons
gui->draw_radio_button(window, x, y, "Label", selected);
// Sliders
gui->draw_slider(window, x, y, width, height, position, "Label");
// Status Bars
gui->draw_status_bar(window, x, y, width, "Label", "Sublabel", percentage, "Value");
// Gauges
gui->draw_circular_gauge(window, x, y, width, "Label", percentage);
// Text Boxes
gui->draw_textbox(window, x, y, width, height, "Content", focused);
// Tabs
gui->draw_tab(window, x, y, width, height, "Label", selected);
// Notifications
gui->draw_notification(window, x, y, width, "Time", "Message");
// Clock
gui->draw_large_clock(window, x, y, "12:30");
// Calendar
gui->draw_calendar(window, x, y, month, year);
```
## Debugging Tips
### Enable Verbose Mode
```cpp
GameConfig config = {
.debug_verbose = true // Print debug messages
};
```
### Monitor Input Events
```cpp
if (config.debug_verbose) {
printf("Input: type=%d x=%d y=%d\n", input.type, input.x, input.y);
}
```
### Check State Changes
```cpp
if (config.debug_verbose) {
printf("Score: %d, Lives: %d\n", state->score, state->lives);
}
```
### Serial Monitor
Connect via USB and monitor output:
```bash
screen /dev/cu.usbmodem101
```
## Multi-Board Support
The template works across different board configurations:
- **Pico 2 with TFT + Touch**: Full interactive drawing
- **Pico 2 with E-ink + Buttons**: Button-based navigation
- **Feather boards**: Various display combinations
Board-specific configuration is handled automatically through `board_config.h`.
## Advanced Patterns
### Timer-Based Updates
For games needing periodic updates (not just reactive):
```cpp
// In main(), before loop:
uint32_t last_game_tick = 0;
const uint32_t TICK_INTERVAL_MS = 100;
// In main loop:
uint32_t now = to_ms_since_boot(get_absolute_time());
bool needs_tick = (now - last_game_tick >= TICK_INTERVAL_MS);
if (needs_tick) {
// Update game logic (physics, AI, etc.)
update_game_tick(&game_state);
last_game_tick = now;
refresh_screen(bit_buffer, display);
}
```
### Animation
```cpp
// Smooth movement over multiple frames
void animate_sprite(GameState* state) {
state->sprite_x += state->velocity_x;
state->sprite_y += state->velocity_y;
state->frame_count++;
}
```
### State Machines
```cpp
enum GameMode {
MODE_MENU,
MODE_PLAYING,
MODE_PAUSED,
MODE_GAME_OVER
};
struct GameState {
GameMode mode;
// ... other fields
};
bool game_update(GameState* state, const InputEvent& input, ...) {
switch(state->mode) {
case MODE_MENU:
return handle_menu_input(state, input);
case MODE_PLAYING:
return handle_game_input(state, input);
case MODE_PAUSED:
return handle_pause_input(state, input);
case MODE_GAME_OVER:
return handle_gameover_input(state, input);
}
}
```
## Common Pitfalls
### 1. Forgetting to Return True
```cpp
// Wrong:
bool game_update(...) {
state->score++;
// No return - screen won't refresh!
}
// Right:
bool game_update(...) {
state->score++;
return true; // Signal refresh needed
}
```
### 2. Drawing in game_update()
```cpp
// Wrong:
bool game_update(...) {
renderer->draw_line(...); // Drawing here!
return true;
}
// Right:
bool game_update(...) {
state->line_end_x = input.x; // Update state only
return true;
}
// Drawing happens in main loop when refresh is needed
```
### 3. Blocking in ISR
```cpp
// Wrong:
void touch_interrupt_handler(...) {
touch->read_touch(&data); // Slow I2C operation in ISR!
printf("Touch!\n"); // Serial output in ISR!
}
// Right:
void touch_interrupt_handler(...) {
touch_interrupt_flag = true; // Just set flag
}
```
### 4. Not Clearing Buffer Before Redraw
```cpp
// When redrawing entire UI:
memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8); // Clear first
game_draw(&game_state, &renderer, &gui); // Then draw
```
## Performance Considerations
### Memory Usage
- Frame buffer: `V_WIDTH * V_HEIGHT / 8` bytes (e.g., 13KB for 296x128)
- Keep GameState small for fast copying
- Use `uint8_t` instead of `int` where possible
### CPU Usage
- Interrupt-driven design minimizes CPU usage
- `__wfi()` puts CPU to sleep between events
- Typical power draw: < 1mA while sleeping
### Display Refresh Times
- E-ink: 1-4 seconds for full refresh
- TFT: < 50ms for full screen
- Partial updates much faster
## Next Steps
1. **Start Simple**: Begin with basic button navigation
2. **Add Features**: Gradually add game mechanics
3. **Test on Hardware**: Verify on your target board
4. **Optimize**: Tune debounce, refresh strategy for your needs
5. **Polish**: Add animations, sounds, save states
## Example Projects
Check out these example implementations:
- **Button Game** (current): Focus switching and click counting
- **Drawing Board**: Touch-based freehand drawing
- **Snake Game**: Classic snake with button controls
- **Calculator**: Touch-based number pad with operations
## Resources
- **Board Configs**: `board_configs/` directory
- **Display Drivers**: `display/` directory
- **Font Files**: `fonts/` directory
- **Refactoring Plan**: `REFACTORING_PLAN.md` - Implementation details
## Support
For issues or questions:
1. Check serial output with `screen /dev/cu.usbmodem101`
2. Enable `debug_verbose` in GameConfig
3. Review the refactoring plan for architecture details
4. Test with minimal game logic first
Happy coding! 🎮