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"""
================================================================================
HAL 9000: VECTOR BATTLEZONE v3.5 (Debris Geometry Patch)
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 & FULL VECTOR FONT
# ==============================================================================
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))],
'A': [((0,4),(0,0)), ((0,0),(2,0)), ((2,0),(2,4)), ((0,2),(2,2))],
'B': [((0,0),(0,4)), ((0,0),(1.5,0)), ((1.5,0),(2,1)), ((2,1),(1.5,2)), ((1.5,2),(0,2)), ((1.5,2),(2,3)), ((2,3),(1.5,4)), ((1.5,4),(0,4))],
'C': [((2,0),(0,0)), ((0,0),(0,4)), ((0,4),(2,4))],
'D': [((0,0),(0,4)), ((0,0),(1.5,0)), ((1.5,0),(2,1)), ((2,1),(2,3)), ((2,3),(1.5,4)), ((1.5,4),(0,4))],
'E': [((2,0),(0,0)), ((0,0),(0,4)), ((0,4),(2,4)), ((0,2),(1.5,2))],
'F': [((0,4),(0,0)), ((0,0),(2,0)), ((0,2),(1.5,2))],
'G': [((2,0),(0,0)), ((0,0),(0,4)), ((0,4),(2,4)), ((2,4),(2,2)), ((1,2),(2,2))],
'H': [((0,0),(0,4)), ((2,0),(2,4)), ((0,2),(2,2))],
'I': [((1,0),(1,4)), ((0,0),(2,0)), ((0,4),(2,4))],
'J': [((0,3),(0,4)), ((0,4),(2,4)), ((2,4),(2,0)), ((2,0),(1,0))],
'K': [((0,0),(0,4)), ((2,0),(0,2)), ((0,2),(2,4))],
'L': [((0,0),(0,4)), ((0,4),(2,4))],
'M': [((0,4),(0,0)), ((0,0),(1,2)), ((1,2),(2,0)), ((2,0),(2,4))],
'N': [((0,4),(0,0)), ((0,0),(2,4)), ((2,4),(2,0))],
'O': [((0,0),(2,0)), ((2,0),(2,4)), ((2,4),(0,4)), ((0,4),(0,0))],
'P': [((0,4),(0,0)), ((0,0),(2,0)), ((2,0),(2,2)), ((2,2),(0,2))],
'Q': [((0,0),(2,0)), ((2,0),(2,4)), ((2,4),(0,4)), ((0,4),(0,0)), ((1,3),(2,4))],
'R': [((0,4),(0,0)), ((0,0),(2,0)), ((2,0),(2,2)), ((2,2),(0,2)), ((1,2),(2,4))],
'S': [((2,0),(0,0)), ((0,0),(0,2)), ((0,2),(2,2)), ((2,2),(2,4)), ((2,4),(0,4))],
'T': [((0,0),(2,0)), ((1,0),(1,4))],
'U': [((0,0),(0,4)), ((0,4),(2,4)), ((2,4),(2,0))],
'V': [((0,0),(1,4)), ((1,4),(2,0))],
'W': [((0,0),(0,4)), ((0,4),(1,2)), ((1,2),(2,4)), ((2,4),(2,0))],
'X': [((0,0),(2,4)), ((2,0),(0,4))],
'Y': [((0,0),(1,2)), ((2,0),(1,2)), ((1,2),(1,4))],
'Z': [((0,0),(2,0)), ((2,0),(0,4)), ((0,4),(2,4))],
'-': [((0,2),(2,2))],
'.': [((1,4),(1,4))],
' ': []
}
def draw_vector_text(oled, text, start_x, start_y, scale=1):
for i, char in enumerate(str(text)):
if char in VECTOR_FONT:
for line in VECTOR_FONT[char]:
oled.line(int(start_x + (i * 4 * scale) + line[0][0] * scale),
int(start_y + line[0][1] * scale),
int(start_x + (i * 4 * scale) + line[1][0] * scale),
int(start_y + line[1][1] * scale), 1)
def draw_invader(oled, x, y):
lines = [
(2, 0, 1), (8, 0, 1), (3, 1, 1), (7, 1, 1),
(2, 2, 7), (1, 3, 2), (4, 3, 3), (8, 3, 2),
(0, 4, 11), (0, 5, 1), (2, 5, 7), (10, 5, 1),
(0, 6, 1), (2, 6, 1), (8, 6, 1), (10, 6, 1),
(3, 7, 2), (6, 7, 2)
]
for lx, ly, ll in lines:
oled.hline(x + lx, y + ly, ll, 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 = 0
LEFT = 1
RIGHT = 2
BOTTOM = 4
TOP = 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 = get_code(x0, y0)
c1 = 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 = 0
y = 0
if c_out & TOP:
x = x0 + (x1 - x0) * (ymax - y0) / (y1 - y0) if y1 != y0 else x0
y = ymax
elif c_out & BOTTOM:
x = x0 + (x1 - x0) * (ymin - y0) / (y1 - y0) if y1 != y0 else x0
y = ymin
elif c_out & RIGHT:
y = y0 + (y1 - y0) * (xmax - x0) / (x1 - x0) if x1 != x0 else y0
x = xmax
elif c_out & LEFT:
y = y0 + (y1 - y0) * (xmin - x0) / (x1 - x0) if x1 != x0 else y0
x = xmin
if c_out == c0:
x0 = x
y0 = y
c0 = get_code(x0, y0)
else:
x1 = x
y1 = 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 = x1 - cx
dy1 = y1 - cy
dz1 = z1 - cz
dx2 = x2 - cx
dy2 = y2 - cy
dz2 = 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 = x - cx
dy = y - cy
dz = 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 = float(x)
self.z = float(z)
self.yaw = random.uniform(0, 6.28)
self.cooldown = random.randint(30, 90)
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 = px - self.x
dz = 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
self.sway_vel -= actual_turn * 0.8
self.sway_vel += random.uniform(-0.02, 0.02)
self.sway_vel -= self.sway * 0.15
self.sway_vel *= 0.85
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 = get_sin(self.yaw)
tcos = get_cos(self.yaw)
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)
ax = 0.0
ay = 5.5
az = -5.0
seg_len = 3.5
for i in range(1, 4):
bend = self.sway * i
nx = ax + math.sin(bend) * seg_len
ny = ay + math.cos(bend) * seg_len
nz = az
wx1 = ax * tcos + az * tsin + self.x
wz1 = -ax * tsin + az * tcos + self.z
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)
ax = nx
ay = ny
az = nz
class Saucer:
def __init__(self):
self.active = False
self.x = 0.0
self.y = 0.0
self.z = 0.0
self.move_angle = 0.0
self.zig_timer = 0
raw_model = [(-3, 2, 3, 2), (-8, 0.5, -3, 2), (8, 0.5, 3, 2), (-8, 0.5, 8, 0.5), (-8, -0.5, 8, -0.5), (-8, -0.5, -8, 0.5), (8, -0.5, 8, 0.5), (-3, -2, 3, -2), (-8, -0.5, -3, -2), (8, -0.5, 3, -2)]
self.model = [(a*0.7, b*0.7, c*0.7, d*0.7) for a, b, c, d in raw_model]
def spawn(self, px, pz, pyaw):
self.active = True
ang = pyaw + random.uniform(-0.8, 0.8)
self.x = px + get_sin(ang) * 120
self.z = pz + get_cos(ang) * 120
self.y = 30.0
self.zig_timer = 0
def update(self, px, pz):
if not self.active:
return False
if self.y > 6.0:
self.y -= 0.3
self.zig_timer -= 1
if self.zig_timer <= 0:
self.zig_timer = random.randint(15, 45)
ang_to_player = math.atan2(px - self.x, pz - self.z)
self.move_angle = ang_to_player + random.uniform(-0.8, 0.8)
self.x += get_sin(self.move_angle) * 1.5
self.z += get_cos(self.move_angle) * 1.5
if (self.x - px)**2 + (self.z - pz)**2 < 64:
return True
return False
def draw(self, oled, cx, cy, cz, cam_sin, cam_cos, frames):
if not self.active:
return
def draw_billboard_line(lx1, ly1, lx2, ly2):
wx1 = self.x + lx1 * cam_cos
wy1 = self.y + ly1
wz1 = self.z - lx1 * cam_sin
wx2 = self.x + lx2 * cam_cos
wy2 = self.y + ly2
wz2 = self.z - lx2 * cam_sin
draw_3d_line(oled, wx1, wy1, wz1, wx2, wy2, wz2, cx, cy, cz, cam_sin, cam_cos)
for lx1, ly1, lx2, ly2 in self.model:
draw_billboard_line(lx1, ly1, lx2, ly2)
for i in range(3):
lx = math.sin(frames * 0.3 + i * 2.09) * 4.2
draw_billboard_line(lx, -0.35, lx, 0.35)
def explode(self, cam_sin, cam_cos):
deb = []
for lx1, ly1, lx2, ly2 in self.model:
wx1 = self.x + lx1 * cam_cos
wy1 = self.y + ly1
wz1 = self.z - lx1 * cam_sin
wx2 = self.x + lx2 * cam_cos
wy2 = self.y + ly2
wz2 = self.z - lx2 * cam_sin
deb.append([wx1, wy1, wz1, wx2, wy2, wz2, random.uniform(-3, 3), random.uniform(1, 5), random.uniform(-3, 3), random.randint(20, 40)])
return deb
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 = (col_idx - 5) * 40
wz = (row_idx - 4) * 40
if char == 'X':
s = 6
h = 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 = 8
h = 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 = []
for tx, ty in [(0,0), (127,0), (0,31), (127,31), (64,0), (64,31), (0,16), (127,16), (32,0), (96,0), (32,31), (96,31)]:
x1 = 64
y1 = 16
for i in range(1, 5):
bx = 64 + (tx - 64) * (i/4)
by = 16 + (ty - 16) * (i/4)
if i < 4:
bx += random.uniform(-6, 6)
by += random.uniform(-6, 6)
cracks.append((int(x1), int(y1), int(bx), int(by)))
x1 = bx
y1 = by
return cracks
# ==============================================================================
# MAIN ENGINE
# ==============================================================================
def run_battlezone():
i2c = machine.I2C(1, sda=machine.Pin(14), scl=machine.Pin(15), freq=1000000)
oled = FastOLED(i2c)
gamepad = Gamepad()
game_state = 4
score = 0
high_scores = [10000, 7500, 5000]
recent_score_index = -1
px = 0.0
py = 3.0
pz = 0.0
pyaw = 0.0
death_timer = 0
player_fire_cooldown = 0
level_clear_timer = 0
tanks_destroyed_counter = 0
ufo_timer = 0
frames = 0
last_state_time = time.ticks_ms()
static_objects = build_static_world()
tanks = []
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")
ufo = Saucer()
def reset_game():
nonlocal px, py, pz, pyaw, score, death_timer, player_fire_cooldown, level_clear_timer
nonlocal tanks_destroyed_counter, ufo_timer, tanks, player_missiles, enemy_missiles, debris
nonlocal recent_score_index
px = 0.0
py = 3.0
pz = 0.0
pyaw = 0.0
score = 0
death_timer = 0
player_fire_cooldown = 0
level_clear_timer = 0
tanks_destroyed_counter = 0
ufo_timer = 0
recent_score_index = -1
ufo.active = False
tanks = [Tank(random.choice([-30, 0, 30]), random.randint(60, 140)) for _ in range(3)]
player_missiles.clear()
enemy_missiles.clear()
debris.clear()
def check_high_score(s):
nonlocal recent_score_index
high_scores.append(s)
high_scores.sort(reverse=True)
while len(high_scores) > 3:
high_scores.pop()
if s in high_scores:
recent_score_index = high_scores.index(s)
else:
recent_score_index = -1
gc.collect()
try:
while True:
pad = gamepad.read()
frames += 1
now = time.ticks_ms()
if game_state == 4:
oled.clear()
draw_vector_text(oled, "RASPBERRY", 28, 2, scale=2)
draw_vector_text(oled, "ZONE 3D", 36, 12, scale=2)
if (frames % 30) < 15:
draw_vector_text(oled, "PRESS START", 20, 22, scale=2)
oled.show()
if time.ticks_diff(now, last_state_time) > 10000:
game_state = 5
last_state_time = now
if pad[6]:
reset_game()
game_state = 0
elif game_state == 5:
oled.clear()
draw_vector_text(oled, "HIGH SCORES", 42, 2)
for idx, val in enumerate(high_scores):
draw_vector_text(oled, f"{idx+1}. {val:05d}", 42, 12 + (idx * 7))
if idx == recent_score_index and (frames % 30) < 22:
draw_invader(oled, 26, 11 + (idx * 7))
oled.show()
if time.ticks_diff(now, last_state_time) > 10000:
game_state = 4
last_state_time = now
if pad[6]:
reset_game()
game_state = 0
elif game_state == 3:
oled.restore_snapshot()
tz = 30 + math.sin(frames * 0.15) * 10.0
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()
if time.ticks_diff(now, last_state_time) > 5000 or pad[6]:
check_high_score(score)
game_state = 5
last_state_time = now
elif game_state == 1:
death_timer += 1
oled.restore_snapshot()
crack_limit = min(len(cracks), int((death_timer / 60.0) * 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()
if death_timer >= 60:
game_state = 2
death_timer = 0
elif game_state == 2:
death_timer += 1
oled.restore_snapshot()
t = min(1.0, death_timer / 60.0)
tz = 150 - (120 * t)
ty = -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()
if death_timer > 60:
game_state = 3
last_state_time = now
elif game_state == 0:
cam_sin = get_sin(pyaw)
cam_cos = get_cos(pyaw)
if tanks_destroyed_counter >= 3 and not ufo.active:
if ufo_timer == 0:
ufo_timer = random.randint(75, 450)
else:
ufo_timer -= 1
if ufo_timer <= 0:
ufo.spawn(px, pz, pyaw)
tanks_destroyed_counter = 0
if ufo.active:
if ufo.update(px, pz):
game_state = 1
oled.take_snapshot()
cracks = generate_cracks()
death_timer = 0
continue
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:
vy = 0.0
c_dist = 999999
for t in tanks:
d = math.sqrt((t.x-px)**2 + (t.z-pz)**2)
if d < c_dist:
c_dist = d
if ufo.active:
u_dist = math.sqrt((ufo.x-px)**2 + (ufo.z-pz)**2)
if u_dist < c_dist and ((cam_sin * (ufo.x-px)/u_dist) + (cam_cos * (ufo.z-pz)/u_dist)) > 0.7:
vy = (ufo.y - 2.5) / (u_dist / 8.0) if u_dist > 0 else 0
player_missiles.append([px, py-0.5, pz, pyaw, 25, vy])
player_fire_cooldown = 15
for obj in static_objects:
dx = px - obj[0]
dz = pz - obj[1]
dist_sq = dx**2 + dz**2
if dist_sq < 256:
dist = math.sqrt(dist_sq) or 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):
ang = pyaw + random.uniform(-1.0, 1.0)
dist = random.uniform(120, 180)
tanks.append(Tank(px + get_sin(ang)*dist, pz + get_cos(ang)*dist))
level_clear_timer = 0
for t in tanks:
if t.update(px, pz) and len(enemy_missiles) < 3:
enemy_missiles.append([t.x, 4.5, t.z, t.yaw, 30])
for m in player_missiles[:]:
hit = False
msin = get_sin(m[3])
mcos = get_cos(m[3])
m[0] += msin * 8.0
m[2] += mcos * 8.0
m[1] += m[5]
m[4] -= 1
if ufo.active and (m[0] - ufo.x)**2 + (m[2] - ufo.z)**2 < 100 and abs(m[1] - ufo.y) < 6.0:
hit = True
score += 500
debris.extend(ufo.explode(cam_sin, cam_cos))
ufo.active = False
if not hit:
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 > 99999:
score = 99999
ts = get_sin(t.yaw)
tc = get_cos(t.yaw)
for l1, l2, l3, l4, l5, l6 in t.model:
w1 = l1*tc + l3*ts + t.x
w2 = -l1*ts + l3*tc + t.z
w3 = l4*tc + l6*ts + t.x
w4 = -l4*ts + l6*tc + t.z
debris.append([w1, l2, w2, w3, l5, w4, random.uniform(-1.5, 1.5), random.uniform(1, 3), random.uniform(-1.5, 1.5), random.randint(15, 30)])
tanks.remove(t)
tanks_destroyed_counter += 1
break
if hit or m[4] <= 0:
if m in player_missiles:
player_missiles.remove(m)
for em in enemy_missiles[:]:
emsin = get_sin(em[3])
emcos = get_cos(em[3])
em[0] += emsin * 7.0
em[2] += emcos * 7.0
em[4] -= 1
if (em[0] - px)**2 + (em[2] - pz)**2 < 16:
game_state = 1
oled.take_snapshot()
cracks = generate_cracks()
death_timer = 0
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)
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)
if ufo.active:
ufo.draw(oled, px, py, pz, cam_sin, cam_cos, frames)
for m in player_missiles + enemy_missiles:
s = 1.5
ms = get_sin(m[3])
mc = get_cos(m[3])
wx1 = -s * mc + m[0]
wz1 = s * ms + m[2]
wx2 = s * mc + m[0]
wz2 = -s * ms + m[2]
yt = m[1] + s
yb = m[1] - s
draw_3d_line(oled, wx1, yt, wz1, wx2, yt, wz2, px, py, pz, cam_sin, cam_cos)
draw_3d_line(oled, wx1, yb, wz1, wx2, yb, wz2, px, py, pz, cam_sin, cam_cos)
draw_3d_line(oled, wx1, yt, wz1, wx1, yb, wz1, px, py, pz, cam_sin, cam_cos)
draw_3d_line(oled, wx2, yt, wz2, wx2, yb, wz2, 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 = 114
radar_cy = 16
r_scale = 0.05
oled.pixel(radar_cx, radar_cy, 1)
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 = int(radar_cx + rx * r_scale)
sy = 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 = int(radar_cx + rx * r_scale)
sy = 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 = int(radar_cx + rx * r_scale)
sy = int(radar_cy - rz * r_scale)
if 101 <= sx <= 126 and 1 <= sy <= 30:
oled.pixel(sx, sy, 1)
if ufo.active and (frames % 4) < 2:
rx = (ufo.x-px)*cam_cos - (ufo.z-pz)*cam_sin
rz = (ufo.x-px)*cam_sin + (ufo.z-pz)*cam_cos
sx = int(radar_cx + rx * r_scale)
sy = int(radar_cy - rz * r_scale)
if 101 <= sx <= 126 and 1 <= sy <= 30:
oled.hline(sx-1, sy, 3, 1)
draw_vector_text(oled, f"{score:05d}", 102, 2)
oled.show()
except KeyboardInterrupt:
oled.clear()
oled.show()
print("HAL 9000: System Terminated.")
run_battlezone()9dd42891cThis file is pinned to the selected release. Download the original to open it in your design tool.