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"""
================================================================================
HAL 9000: VECTOR BATTLEZONE v2.4 (Forward Kinematics & Modular Engine)
Hardware: RP2350 (Pico 2) | I2C1: SDA=GP14, SCL=GP15
Requires: hal_engine_01.py
================================================================================
"""
import machine
import time
import math
import random
import gc
from HAL_Engine_01 import FastOLED, Gamepad
# ==============================================================================
# 3D MATH & VECTOR DEFINITIONS
# ==============================================================================
VECTOR_FONT = {
'0': [((0,0),(2,0)), ((2,0),(2,4)), ((2,4),(0,4)), ((0,4),(0,0))],
'1': [((1,0),(1,4)), ((0,1),(1,0)), ((0,4),(2,4))],
'2': [((0,0),(2,0)), ((2,0),(2,2)), ((2,2),(0,2)), ((0,2),(0,4)), ((0,4),(2,4))],
'3': [((0,0),(2,0)), ((2,0),(2,4)), ((2,4),(0,4)), ((0,2),(2,2))],
'4': [((0,0),(0,2)), ((0,2),(2,2)), ((2,0),(2,4))],
'5': [((2,0),(0,0)), ((0,0),(0,2)), ((0,2),(2,2)), ((2,2),(2,4)), ((2,4),(0,4))],
'6': [((2,0),(0,0)), ((0,0),(0,4)), ((0,4),(2,4)), ((2,4),(2,2)), ((2,2),(0,2))],
'7': [((0,0),(2,0)), ((2,0),(2,4))],
'8': [((0,0),(2,0)), ((2,0),(2,4)), ((2,4),(0,4)), ((0,4),(0,0)), ((0,2),(2,2))],
'9': [((2,4),(2,0)), ((2,0),(0,0)), ((0,0),(0,2)), ((0,2),(2,2))],
'G': [((2,0),(0,0)), ((0,0),(0,4)), ((0,4),(2,4)), ((2,4),(2,2)), ((1,2),(2,2))],
'A': [((0,4),(0,0)), ((0,0),(2,0)), ((2,0),(2,4)), ((0,2),(2,2))],
'M': [((0,4),(0,0)), ((0,0),(1,2)), ((1,2),(2,0)), ((2,0),(2,4))],
'E': [((2,0),(0,0)), ((0,0),(0,4)), ((0,4),(2,4)), ((0,2),(2,2))],
'O': [((0,0),(2,0)), ((2,0),(2,4)), ((2,4),(0,4)), ((0,4),(0,0))],
'V': [((0,0),(1,4)), ((1,4),(2,0))],
'R': [((0,0),(0,4)), ((0,0),(2,0)), ((2,0),(2,2)), ((2,2),(0,2)), ((0,2),(2,4))],
' ': []
}
def draw_vector_text(oled, text, start_x, start_y):
for i, char in enumerate(str(text)):
if char in VECTOR_FONT:
for line in VECTOR_FONT[char]:
oled.line(start_x + (i * 4) + line[0][0], start_y + line[0][1],
start_x + (i * 4) + line[1][0], start_y + line[1][1], 1)
def generate_3d_text_model(text):
lines = []
scale = 1.5
char_spacing = 4
start_x = -(len(text) * char_spacing / 2.0)
for i, char in enumerate(text):
if char in VECTOR_FONT:
for line in VECTOR_FONT[char]:
lx1 = (start_x + (i * char_spacing) + line[0][0]) * scale
ly1 = (2 - line[0][1]) * scale
lx2 = (start_x + (i * char_spacing) + line[1][0]) * scale
ly2 = (2 - line[1][1]) * scale
lines.append((lx1, ly1, 0, lx2, ly2, 0))
return lines
SIN_LUT = [math.sin(i * math.pi / 360.0) for i in range(720)]
COS_LUT = [math.cos(i * math.pi / 360.0) for i in range(720)]
@micropython.native
def get_sin(angle): return SIN_LUT[int((angle % 6.2831853) * 114.59155) % 720]
@micropython.native
def get_cos(angle): return COS_LUT[int((angle % 6.2831853) * 114.59155) % 720]
@micropython.native
def clip_z(x1, y1, z1, x2, y2, z2, near_z=0.1):
if z1 < near_z and z2 < near_z: return None
if z1 >= near_z and z2 >= near_z: return (x1, y1, z1, x2, y2, z2)
if z1 < near_z:
t = (near_z - z1) / (z2 - z1)
x1 = x1 + (x2 - x1) * t; y1 = y1 + (y2 - y1) * t; z1 = near_z
else:
t = (near_z - z2) / (z1 - z2)
x2 = x2 + (x1 - x2) * t; y2 = y2 + (y1 - y2) * t; z2 = near_z
return (x1, y1, z1, x2, y2, z2)
@micropython.native
def clip_2d(x0, y0, x1, y1, xmin=0, ymin=0, xmax=99, ymax=31):
INSIDE, LEFT, RIGHT, BOTTOM, TOP = 0, 1, 2, 4, 8
def get_code(x, y):
c = INSIDE
if x < xmin: c |= LEFT
elif x > xmax: c |= RIGHT
if y < ymin: c |= BOTTOM
elif y > ymax: c |= TOP
return c
c0, c1 = get_code(x0, y0), get_code(x1, y1)
while True:
if not (c0 | c1): return int(x0), int(y0), int(x1), int(y1)
if c0 & c1: return None
c_out = c0 if c0 else c1
x, y = 0, 0
if c_out & TOP: x = x0 + (x1 - x0) * (ymax - y0) / (y1 - y0); y = ymax
elif c_out & BOTTOM: x = x0 + (x1 - x0) * (ymin - y0) / (y1 - y0); y = ymin
elif c_out & RIGHT: y = y0 + (y1 - y0) * (xmax - x0) / (x1 - x0); x = xmax
elif c_out & LEFT: y = y0 + (y1 - y0) * (xmin - x0) / (x1 - x0); x = xmin
if c_out == c0: x0, y0 = x, y; c0 = get_code(x0, y0)
else: x1, y1 = x, y; c1 = get_code(x1, y1)
@micropython.native
def draw_3d_line(oled, x1, y1, z1, x2, y2, z2, cx, cy, cz, cam_sin, cam_cos, cl_xmax=99, scx=50):
dx1, dy1, dz1 = x1 - cx, y1 - cy, z1 - cz
dx2, dy2, dz2 = x2 - cx, y2 - cy, z2 - cz
rx1 = dx1 * cam_cos - dz1 * cam_sin; rz1 = dx1 * cam_sin + dz1 * cam_cos
rx2 = dx2 * cam_cos - dz2 * cam_sin; rz2 = dx2 * cam_sin + dz2 * cam_cos
clipped_z = clip_z(rx1, dy1, rz1, rx2, dy2, rz2)
if not clipped_z: return
cx1, cy1, cz1, cx2, cy2, cz2 = clipped_z
FOV = 60
sx1 = int(scx + (cx1 / cz1) * FOV); sy1 = int(16 - (cy1 / cz1) * FOV)
sx2 = int(scx + (cx2 / cz2) * FOV); sy2 = int(16 - (cy2 / cz2) * FOV)
clipped_screen = clip_2d(sx1, sy1, sx2, sy2, xmax=cl_xmax)
if clipped_screen:
oled.line(clipped_screen[0], clipped_screen[1], clipped_screen[2], clipped_screen[3], 1)
@micropython.native
def draw_3d_point(oled, x, y, z, cx, cy, cz, cam_sin, cam_cos):
dx, dy, dz = x - cx, y - cy, z - cz
rx = dx * cam_cos - dz * cam_sin; rz = dx * cam_sin + dz * cam_cos
if rz > 0.1:
sx = int(50 + (rx / rz) * 60); sy = int(16 - (dy / rz) * 60)
if 0 <= sx < 99 and 0 <= sy < 32: oled.pixel(sx, sy, 1)
# ==============================================================================
# GAME ENTITIES
# ==============================================================================
class Tank:
def __init__(self, x, z):
self.x, self.z = float(x), float(z)
self.yaw = random.uniform(0, 6.28)
self.cooldown = random.randint(30, 90)
# HAL UPGRADE: Forward Kinematics Physics State
self.sway = 0.0
self.sway_vel = 0.0
o = 1.5
self.model = [
(-4, o, -6, 4, o, -6), (4, o, -6, 4, o, 6), (4, o, 6, -4, o, 6), (-4, o, 6, -4, o, -6),
(-3, o+4, -6, 3, o+4, -6), (3, o+4, -6, 3, o+4, 2), (3, o+4, 2, -3, o+4, 2), (-3, o+4, 2, -3, o+4, -6),
(-4, o, -6, -3, o+4, -6), (4, o, -6, 3, o+4, -6), (-4, o, 6, -3, o+4, 2), (4, o, 6, 3, o+4, 2),
(0, o+3, 2, 0, o+3, 10)
]
def update(self, px, pz):
dx, dz = px - self.x, pz - self.z
actual_turn = 0.0
if dx**2 + dz**2 < 20000:
target_yaw = math.atan2(dx, dz)
yaw_diff = (target_yaw - self.yaw) % 6.283
if yaw_diff > math.pi: yaw_diff -= 6.283
if abs(yaw_diff) > 0.1:
actual_turn = 0.04 if yaw_diff > 0 else -0.04
self.yaw += actual_turn
else:
self.cooldown -= 1
if self.cooldown <= 0:
self.cooldown = 45
return True
# --- Antenna Spring-Mass Damper Physics ---
# 1. Inertia: Turn pushes the antenna the opposite way
self.sway_vel -= actual_turn * 0.8
# 2. Rumble: Simulate rough terrain while driving
self.sway_vel += random.uniform(-0.02, 0.02)
# 3. Hooke's Law: Pull back to center
self.sway_vel -= self.sway * 0.15
# 4. Damping: Friction to stop infinite oscillation
self.sway_vel *= 0.85
# Apply to angle
self.sway += self.sway_vel
self.x += get_sin(self.yaw) * 0.4
self.z += get_cos(self.yaw) * 0.4
return False
def draw(self, oled, cx, cy, cz, cam_sin, cam_cos):
tsin, tcos = get_sin(self.yaw), get_cos(self.yaw)
# Draw Chassis
for lx1, ly1, lz1, lx2, ly2, lz2 in self.model:
wx1 = lx1 * tcos + lz1 * tsin + self.x; wz1 = -lx1 * tsin + lz1 * tcos + self.z
wx2 = lx2 * tcos + lz2 * tsin + self.x; wz2 = -lx2 * tsin + lz2 * tcos + self.z
draw_3d_line(oled, wx1, ly1, wz1, wx2, ly2, wz2, cx, cy, cz, cam_sin, cam_cos)
# Draw Dynamic Segmented Whip Antenna
ax, ay, az = 0.0, 5.5, -5.0 # Local start point (top rear of hull)
seg_len = 3.5 # 3 segments = 10.5 total height (roughly 2x tank height)
for i in range(1, 4):
# The bend becomes more severe higher up the antenna
bend = self.sway * i
# Calculate next local joint based on bend angle
nx = ax + math.sin(bend) * seg_len
ny = ay + math.cos(bend) * seg_len
nz = az # Stays flat relative to local Z plane
# Transform Segment Start to World Space
wx1 = ax * tcos + az * tsin + self.x
wz1 = -ax * tsin + az * tcos + self.z
# Transform Segment End to World Space
wx2 = nx * tcos + nz * tsin + self.x
wz2 = -nx * tsin + nz * tcos + self.z
draw_3d_line(oled, wx1, ay, wz1, wx2, ny, wz2, cx, cy, cz, cam_sin, cam_cos)
# Advance joint
ax, ay, az = nx, ny, nz
def build_static_world():
ARENA = ["X.^.....^.X", ".X.......X.", "^....X....^", "...........", "...X...X...", "...........", "^....X....^", ".X.......X.", "X.^.....^.X"]
lines = []
for row_idx, row in enumerate(ARENA):
for col_idx, char in enumerate(row):
if char == '.': continue
wx, wz = (col_idx - 5) * 40, (row_idx - 4) * 40
if char == 'X':
s, h = 6, 14
lines.append([wx, wz, [(wx-s, 0, wz-s, wx+s, 0, wz-s), (wx+s, 0, wz-s, wx+s, 0, wz+s), (wx+s, 0, wz+s, wx-s, 0, wz+s), (wx-s, 0, wz+s, wx-s, 0, wz-s), (wx-s, h, wz-s, wx+s, h, wz-s), (wx+s, h, wz-s, wx+s, h, wz+s), (wx+s, h, wz+s, wx-s, h, wz+s), (wx-s, h, wz+s, wx-s, h, wz-s), (wx-s, 0, wz-s, wx-s, h, wz-s), (wx+s, 0, wz-s, wx+s, h, wz-s), (wx+s, 0, wz+s, wx+s, h, wz+s), (wx-s, 0, wz+s, wx-s, h, wz+s)]])
elif char == '^':
s, h = 8, 18
lines.append([wx, wz, [(wx-s, 0, wz-s, wx+s, 0, wz-s), (wx+s, 0, wz-s, wx+s, 0, wz+s), (wx+s, 0, wz+s, wx-s, 0, wz+s), (wx-s, 0, wz+s, wx-s, 0, wz-s), (wx-s, 0, wz-s, wx, h, wz), (wx+s, 0, wz-s, wx, h, wz), (wx+s, 0, wz+s, wx, h, wz), (wx-s, 0, wz+s, wx, h, wz)]])
return lines
def generate_cracks():
cracks = []
targets = [(0,0), (127,0), (0,31), (127,31), (64,0), (64,31), (0,16), (127,16), (32,0), (96,0), (32,31), (96,31)]
cx, cy = 64, 16
for tx, ty in targets:
steps = 4; x1, y1 = cx, cy
for i in range(1, steps + 1):
t = i / steps; bx = cx + (tx - cx) * t; by = cy + (ty - cy) * t
if i < steps: bx += random.uniform(-6, 6); by += random.uniform(-6, 6)
cracks.append((int(x1), int(y1), int(bx), int(by)))
x1, y1 = bx, by
return cracks
# ==============================================================================
# MAIN GAME LOOP
# ==============================================================================
def run_battlezone():
print("HAL 9000: Initializing Simulation v2.4 (Kinematic Antennas Active)")
i2c = machine.I2C(1, sda=machine.Pin(14), scl=machine.Pin(15), freq=1000000)
oled = FastOLED(i2c)
gamepad = Gamepad()
px, py, pz, pyaw = 0.0, 3.0, 0.0, 0.0
score, game_state, death_timer, player_fire_cooldown, level_clear_timer = 0, 0, 0, 0, 0
static_objects = build_static_world()
tanks = [Tank(random.choice([-30, 0, 30]), random.randint(60, 140)) for _ in range(3)]
ground_dots = [[random.uniform(-150, 150), random.uniform(-150, 150)] for _ in range(60)]
player_missiles, enemy_missiles, debris, cracks = [], [], [], []
game_over_mesh = generate_3d_text_model("GAME OVER")
debug_fps, frames, current_fps, last_time = False, 0, 0, time.ticks_ms()
gc.collect()
try:
while True:
pad = gamepad.read()
frames += 1
now = time.ticks_ms()
if time.ticks_diff(now, last_time) >= 1000:
current_fps = frames; frames = 0; last_time = now
if game_state == 3:
if pad[6]:
px, py, pz, pyaw, score = 0.0, 3.0, 0.0, 0.0, 0
game_state, death_timer, player_fire_cooldown, level_clear_timer = 0, 0, 0, 0
tanks = [Tank(random.choice([-30, 0, 30]), random.randint(60, 140)) for _ in range(3)]
player_missiles.clear(); enemy_missiles.clear(); debris.clear()
continue
oled.restore_snapshot()
tz = 30 + math.sin(frames * 0.3) * 3.0
for lx1, ly1, lz1, lx2, ly2, lz2 in game_over_mesh:
draw_3d_line(oled, lx1, ly1, lz1 + tz, lx2, ly2, lz2 + tz, 0, 0, 0, 0.0, 1.0, cl_xmax=127, scx=64)
oled.show()
continue
if game_state == 1:
death_timer += 1
if death_timer > 30:
game_state = 2; death_timer = 0
oled.take_snapshot()
elif game_state == 2:
death_timer += 1
if death_timer > 60: game_state = 3
cam_sin, cam_cos = get_sin(pyaw), get_cos(pyaw)
if game_state == 0:
if pad[0]: px += cam_sin * 2.0; pz += cam_cos * 2.0
if pad[1]: px -= cam_sin * 2.0; pz -= cam_cos * 2.0
if pad[2]: pyaw -= 0.12
if pad[3]: pyaw += 0.12
if player_fire_cooldown > 0: player_fire_cooldown -= 1
if pad[4] and len(player_missiles) < 3 and player_fire_cooldown == 0:
player_missiles.append([px, py-0.5, pz, pyaw, 25])
player_fire_cooldown = 15
for obj in static_objects:
ox, oz = obj[0], obj[1]
dx, dz = px - ox, pz - oz
dist_sq = dx**2 + dz**2
if dist_sq < 256:
dist = math.sqrt(dist_sq)
if dist == 0: dist = 0.1
overlap = 16.0 - dist
px += (dx / dist) * overlap
pz += (dz / dist) * overlap
if len(tanks) == 0:
level_clear_timer += 1
if level_clear_timer > 120:
for _ in range(3):
spawn_ang = pyaw + random.uniform(-1.0, 1.0)
dist = random.uniform(120, 180)
tanks.append(Tank(px + get_sin(spawn_ang)*dist, pz + get_cos(spawn_ang)*dist))
level_clear_timer = 0
for t in tanks:
fired = t.update(px, pz)
if fired and len(enemy_missiles) < 3: enemy_missiles.append([t.x, 4.5, t.z, t.yaw, 30])
for m in player_missiles[:]:
hit = False
m_sin, m_cos = get_sin(m[3]), get_cos(m[3])
m[0] += m_sin * 8.0; m[2] += m_cos * 8.0; m[4] -= 1
for t in tanks:
if (m[0] - t.x)**2 + (m[2] - t.z)**2 < 64:
hit = True
score += int(math.sqrt((px - t.x)**2 + (pz - t.z)**2)) * 10
if score > 9999: score = 9999
tsin, tcos = get_sin(t.yaw), get_cos(t.yaw)
for lx1, ly1, lz1, lx2, ly2, lz2 in t.model:
wx1 = lx1 * tcos + lz1 * tsin + t.x; wz1 = -lx1 * tsin + lz1 * tcos + t.z
wx2 = lx2 * tcos + lz2 * tsin + t.x; wz2 = -lx2 * tsin + lz2 * tcos + t.z
debris.append([wx1, ly1, wz1, wx2, ly2, wz2, random.uniform(-1.5, 1.5), random.uniform(1.0, 3.0), random.uniform(-1.5, 1.5), random.randint(15, 30)])
tanks.remove(t)
break
if hit or m[4] <= 0:
if m in player_missiles: player_missiles.remove(m)
for em in enemy_missiles[:]:
em_sin, em_cos = get_sin(em[3]), get_cos(em[3])
em[0] += em_sin * 7.0; em[2] += em_cos * 7.0; em[4] -= 1
if (em[0] - px)**2 + (em[2] - pz)**2 < 16:
game_state = 1
oled.clear()
oled.hline(0, 16, 99, 1)
for dot in ground_dots: draw_3d_point(oled, dot[0], 0, dot[1], px, py, pz, cam_sin, cam_cos)
for obj in static_objects:
for lx1, ly1, lz1, lx2, ly2, lz2 in obj[2]: draw_3d_line(oled, lx1, ly1, lz1, lx2, ly2, lz2, px, py, pz, cam_sin, cam_cos)
for t in tanks: t.draw(oled, px, py, pz, cam_sin, cam_cos)
for d in debris: draw_3d_line(oled, d[0], d[1], d[2], d[3], d[4], d[5], px, py, pz, cam_sin, cam_cos)
oled.fill_rect(100, 0, 28, 32, 0)
oled.vline(99, 0, 32, 1)
radar_cx, radar_cy = 114, 16
oled.pixel(radar_cx, radar_cy, 1)
R_SCALE = 0.05
for obj in static_objects:
rx = (obj[0] - px) * cam_cos - (obj[1] - pz) * cam_sin; rz = (obj[0] - px) * cam_sin + (obj[1] - pz) * cam_cos
sx, sy = int(radar_cx + rx * R_SCALE), int(radar_cy - rz * R_SCALE)
if 101 <= sx <= 126 and 1 <= sy <= 30: oled.pixel(sx, sy, 1)
for t in tanks:
rx = (t.x - px) * cam_cos - (t.z - pz) * cam_sin; rz = (t.x - px) * cam_sin + (t.z - pz) * cam_cos
sx, sy = int(radar_cx + rx * R_SCALE), int(radar_cy - rz * R_SCALE)
if 101 <= sx <= 126 and 1 <= sy <= 30: oled.fill_rect(sx-1, sy-1, 3, 3, 1)
draw_vector_text(oled, f"{score:04d}", 102, 2)
oled.take_snapshot()
oled.show()
cracks = generate_cracks()
break
if em[4] <= 0:
if em in enemy_missiles: enemy_missiles.remove(em)
for dot in ground_dots:
if (dot[0] - px)**2 + (dot[1] - pz)**2 > 22500:
ang = pyaw + random.uniform(-1.5, 1.5)
dot[0] = px + get_sin(ang) * 140; dot[1] = pz + get_cos(ang) * 140
for d in debris[:]:
d[0]+=d[6]; d[1]+=d[7]; d[2]+=d[8]; d[3]+=d[6]; d[4]+=d[7]; d[5]+=d[8]; d[7]-=0.25
if d[1]<0: d[1]=0
if d[4]<0: d[4]=0
d[9]-=1
if d[9]<=0: debris.remove(d)
if game_state == 0:
oled.clear()
oled.hline(0, 16, 99, 1)
for dot in ground_dots: draw_3d_point(oled, dot[0], 0, dot[1], px, py, pz, cam_sin, cam_cos)
for obj in static_objects:
for lx1, ly1, lz1, lx2, ly2, lz2 in obj[2]: draw_3d_line(oled, lx1, ly1, lz1, lx2, ly2, lz2, px, py, pz, cam_sin, cam_cos)
for t in tanks: t.draw(oled, px, py, pz, cam_sin, cam_cos)
for m in player_missiles + enemy_missiles:
s = 1.5; msin, mcos = get_sin(m[3]), get_cos(m[3])
draw_3d_line(oled, -s*mcos+m[0], m[1]+s, s*msin+m[2], s*mcos+m[0], m[1]+s, -s*msin+m[2], px, py, pz, cam_sin, cam_cos)
draw_3d_line(oled, -s*mcos+m[0], m[1]-s, s*msin+m[2], s*mcos+m[0], m[1]-s, -s*msin+m[2], px, py, pz, cam_sin, cam_cos)
draw_3d_line(oled, -s*mcos+m[0], m[1]-s, s*msin+m[2], -s*mcos+m[0], m[1]+s, s*msin+m[2], px, py, pz, cam_sin, cam_cos)
draw_3d_line(oled, s*mcos+m[0], m[1]-s, -s*msin+m[2], s*mcos+m[0], m[1]+s, -s*msin+m[2], px, py, pz, cam_sin, cam_cos)
for d in debris: draw_3d_line(oled, d[0], d[1], d[2], d[3], d[4], d[5], px, py, pz, cam_sin, cam_cos)
oled.fill_rect(100, 0, 28, 32, 0)
oled.vline(99, 0, 32, 1)
radar_cx, radar_cy = 114, 16
oled.pixel(radar_cx, radar_cy, 1)
R_SCALE = 0.05
for obj in static_objects:
rx=(obj[0]-px)*cam_cos-(obj[1]-pz)*cam_sin; rz=(obj[0]-px)*cam_sin+(obj[1]-pz)*cam_cos
sx, sy = int(radar_cx+rx*R_SCALE), int(radar_cy-rz*R_SCALE)
if 101<=sx<=126 and 1<=sy<=30: oled.pixel(sx,sy,1)
for t in tanks:
rx=(t.x-px)*cam_cos-(t.z-pz)*cam_sin; rz=(t.x-px)*cam_sin+(t.z-pz)*cam_cos
sx, sy = int(radar_cx+rx*R_SCALE), int(radar_cy-rz*R_SCALE)
if 101<=sx<=126 and 1<=sy<=30: oled.fill_rect(sx-1,sy-1,3,3,1)
for em in enemy_missiles:
if (frames % 4) < 2:
rx=(em[0]-px)*cam_cos-(em[2]-pz)*cam_sin; rz=(em[0]-px)*cam_sin+(em[2]-pz)*cam_cos
sx, sy = int(radar_cx+rx*R_SCALE), int(radar_cy-rz*R_SCALE)
if 101<=sx<=126 and 1<=sy<=30: oled.pixel(sx,sy,1)
draw_vector_text(oled, f"{score:04d}", 102, 2)
if debug_fps: draw_vector_text(oled, f"{current_fps:02d}", 118, 26)
oled.show()
elif game_state == 1:
oled.restore_snapshot()
crack_limit = int((death_timer / 30) * len(cracks))
for i in range(crack_limit):
cx1, cy1, cx2, cy2 = cracks[i]
clipped = clip_2d(cx1, cy1, cx2, cy2, xmax=127)
if clipped: oled.line(clipped[0], clipped[1], clipped[2], clipped[3], 1)
oled.show()
elif game_state == 2:
oled.restore_snapshot()
t = min(1.0, death_timer / 60.0)
tz, ty = 150 - (120 * t), -math.sin(t * math.pi) * 8.0
for lx1, ly1, lz1, lx2, ly2, lz2 in game_over_mesh:
draw_3d_line(oled, lx1, ly1 + ty, lz1 + tz, lx2, ly2 + ty, lz2 + tz, 0, 0, 0, 0.0, 1.0, cl_xmax=127, scx=64)
oled.show()
except KeyboardInterrupt:
oled.clear(); oled.show()
print("HAL 9000: Battlezone Terminated.")
run_battlezone()9dd42891cThis file is pinned to the selected release. Download the original to open it in your design tool.