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Code — bouncing_pixels

# Copyright 2025 Allen Synthesis
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
"""
A bunch of pixels bouncing around, inspired by the beloved bouncing DVD logo.
A gate is triggered each time a wall is hit. See `bouncing_pixels.md` for more information.
@author Jorin (jorin.se)
@year 2025
"""
try:
# Local development
from software.firmware.europi import *
from software.firmware.europi_script import EuroPiScript
from software.firmware.experimental.math_extras import rescale
from software.firmware.experimental.knobs import KnobBank
from software.firmware.experimental.thread import DigitalInputHelper
from software.firmware import configuration
except ImportError:
# Device import paths
from europi import * # type: ignore
from europi_script import EuroPiScript # type: ignore
from experimental.math_extras import rescale # type: ignore
from experimental.knobs import KnobBank # type: ignore
from experimental.thread import DigitalInputHelper # type: ignore
import configuration # type: ignore
from _thread import start_new_thread, allocate_lock
from cmath import phase, polar, rect
from math import degrees, e, inf, log, pi, radians
from random import uniform
from time import ticks_ms, ticks_diff, sleep_ms
tau = pi * 2
ARENA_HEIGHT = 480
UNITS_PER_PIXEL = ARENA_HEIGHT / oled.height
COLLISION_ID_UP = 0
COLLISION_ID_LEFT = 1
COLLISION_ID_RIGHT = 2
COLLISION_ID_DOWN = 3
COLLISION_ID_ANY = 4
COLLISION_ID_CORNER = 5
def exponential_interpolation(a, b, t):
"""Exponentially interpolate between a and b by t, where t=0 gives a and t=1 gives b.
This function uses e as the base which hopefully gives a "natural" feeling curve.
"""
return e ** (t * log(b + 1 - a)) - 1 + a
class Event:
"""A simple, synchronous event implementation. Handlers can be added either when instantiating,
or by using the += operator. The event is then emitted using the emit function.
"""
def __init__(self, *handlers):
# *handlers is a tuple, so we must explicitly create a mutable list to add given handlers to.
self.handlers = []
self.handlers.extend(handlers)
def __iadd__(self, handler):
"""Register an event handling function."""
self.handlers.append(handler)
return self
def emit(self, *args, **kwargs):
"""Emit the event, calling each handler synchronously in the order they were added.
Arguments are passed through to each handler, so it is up to the user to ensure that
the arguments match up.
"""
for handler in self.handlers:
handler(*args, **kwargs)
class Arena:
def __init__(self, config):
self.config = config
self.on_width_changed = Event()
# Height is constant, unlike width.
self.height = ARENA_HEIGHT # Simulated size
self.display_height = oled.height # Displayed arena height
self.draw_y_min = 0 # First y coordinate for the displayed arena
self.draw_y_max = ( # Last y coordinate for the displayed arena
self.draw_y_min + self.display_height
)
# Width is variable, but we initialise its variables here to ensure it can be referenced.
self.width = config.ARENA_WIDTH_MAX
self.display_width = oled.width
self.draw_x_min = 0
self.draw_x_max = oled.width
def set_width(self, width):
"""Set the arena's width."""
prev_width = self.width
self.width = clamp(width, self.config.ARENA_WIDTH_MIN, self.config.ARENA_WIDTH_MAX)
self.display_width = int(self.width / UNITS_PER_PIXEL)
self.draw_x_min = int(oled.width / 2 - self.display_width / 2)
self.draw_x_max = self.draw_x_min + self.display_width
self.on_width_changed.emit(prev_width, self.width)
def draw_boundary(self):
"""Draw the boundaries of the arena, one pixel outside of draw_x_min and draw_x_max.
This will fall outside of the bounds of the display when the arena covers the full screen, which is intentional.
"""
oled.vline(self.draw_x_min - 1, 0, oled.height, 1)
oled.vline(self.draw_x_max + 1, 0, oled.height, 1)
class Ball:
def __init__(self, arena, config):
self.config = config
self.BOUNCE_ANGLE_DEVIATION_MAX = radians(config.BOUNCE_ANGLE_DEVIATION_MAX)
self.arena = arena
self.on_over_speed = Event(getattr(self, config.OVER_SPEED_BEHAVIOUR))
self.on_under_speed = Event(getattr(self, config.UNDER_SPEED_BEHAVIOUR))
self.on_collide = Event()
arena.on_width_changed += self.translate_x
self.reset()
def __repr__(self):
speed, direction = polar(self.velocity)
return f"Ball at ({self.pos.real}, {self.pos.imag}), velocity {speed}/s {int(degrees(direction))}°"
def if_active(fn):
"""Functions wrapped with this function will only run if self.active is true.
This is needed to avoid processing when over/under speed behaviour is set to deactivate.
"""
def inner(self, *args, **kwargs):
if not self.active:
return
fn(self, *args, **kwargs)
return inner
@if_active
def draw(self):
arena = self.arena
x = int(rescale(self.pos.real, 0, arena.width, arena.draw_x_min, arena.draw_x_max))
y = int(rescale(self.pos.imag, 0, arena.height, arena.draw_y_min, arena.draw_y_max))
oled.pixel(x, y, 1)
def translate_x(self, old_width: float, new_width: float):
"""Translate the ball's x so that it's the same relative distance from the edges with new_width as it was with old_width."""
new_x = new_width * self.pos.real / old_width
self.pos = complex(new_x, self.pos.imag)
def reset(self):
"""Reset the ball, randomising its position, velocity, bounciness, acceleration, and marking it as active."""
self.pos = complex(uniform(0, self.arena.width), uniform(0, self.arena.height))
self.velocity = rect(
uniform(self.config.START_SPEED_MIN, self.config.START_SPEED_MAX), uniform(0, tau)
)
self.bounciness = uniform(self.config.BOUNCINESS_MIN, self.config.BOUNCINESS_MAX)
self.acceleration = uniform(self.config.ACCEL_MIN, self.config.ACCEL_MAX)
self.active = True
@if_active
def impulse(self):
"""Apply an impulse of speed in a random direction to the ball."""
self.velocity += rect(
uniform(
self.config.IMPULSE_SPEED_VARIATION_MIN, self.config.IMPULSE_SPEED_VARIATION_MAX
)
* self.impulse_speed,
uniform(0, tau),
)
def deactivate(self):
"""Set the ball to inactive, meaning it won't be processed by functions that are wrapped by @if_active."""
self.active = False
def noop(self):
"""Do nothing. This is used as a possible under speed behaviour."""
pass
@if_active
def tick(self, delta: float):
# Apply acceleration
delta_v = rect(self.acceleration * delta, phase(self.velocity))
self.velocity += delta_v
# Grab the speed and direction of the resulting velocity for later use
speed, direction = polar(self.velocity)
# Apply velocity and check whether collisions happened
delta_x = self.velocity.real * delta
delta_y = self.velocity.imag * delta
collide_x = (self.pos.real + delta_x) // self.arena.width
collide_y = (self.pos.imag + delta_y) // self.arena.height
self.pos += complex(
delta_x - delta_x * abs(collide_x) * 2,
delta_y - delta_y * abs(collide_y) * 2,
)
if collide_x != 0:
if collide_x != 1: # Left
self.on_collide.emit(COLLISION_ID_LEFT)
if collide_x != -1: # Right
self.on_collide.emit(COLLISION_ID_RIGHT)
if (
self.pos.imag < self.config.CORNER_COLLISION_MARGIN
or self.arena.height - self.pos.imag < self.config.CORNER_COLLISION_MARGIN
):
self.on_collide.emit(COLLISION_ID_CORNER)
speed *= self.bounciness
direction = (
pi
- direction
+ uniform(-self.BOUNCE_ANGLE_DEVIATION_MAX, self.BOUNCE_ANGLE_DEVIATION_MAX)
)
if collide_y != 0:
if collide_y != 1: # Up
self.on_collide.emit(COLLISION_ID_UP)
if collide_y != -1: # Down
self.on_collide.emit(COLLISION_ID_DOWN)
speed *= self.bounciness
direction = -direction + uniform(
-self.BOUNCE_ANGLE_DEVIATION_MAX, self.BOUNCE_ANGLE_DEVIATION_MAX
)
# Update velocity based on changes to speed and direction stemming from collisions
self.velocity = rect(speed, direction)
# Travelled more than one width or height in one tick, or speed is above threshold.
# TODO: we should be able to account for multiple collisions in one tick and not need this check
if abs(collide_x) > 1 or abs(collide_y) > 1 or speed > self.config.OVER_SPEED_THRESHOLD:
self.on_over_speed.emit()
# Speed too low
if speed < self.config.UNDER_SPEED_THRESHOLD:
self.on_under_speed.emit()
class Gate:
def __init__(self, cv, gate_hold_length):
self.cv = cv
self.gate_hold_length = gate_hold_length
self.opened = None
def on(self):
self.cv.on()
self.opened = ticks_ms()
def off(self):
self.cv.off()
self.opened = None
def tick(self, delta: float):
if self.opened is None:
return
if ticks_diff(ticks_ms(), self.opened) >= self.gate_hold_length:
self.off()
class BouncingPixels(EuroPiScript):
def __init__(self):
super().__init__()
self.is_running = False
# This lock is for both the arena and the balls.
# Since changing arena size changes ball positions, it is a shared lock.
self.state_lock = allocate_lock()
saved_state = self.load_state_json()
self.state_saved = False
self.k1_bank = (
KnobBank.builder(k1)
.with_unlocked_knob("speed")
.with_locked_knob(
"ball_count", initial_percentage_value=saved_state.get("ball_count", 0.0)
)
.build()
)
self.k2_bank = (
KnobBank.builder(k2)
.with_unlocked_knob("width")
.with_locked_knob("impulse_speed", initial_percentage_value=saved_state.get("impulse_speed", 0.5))
.build()
)
# Initialise some internal state variables
self.b1_pressed = None
self.b2_pressed = None
self.ball_count = 1
self.time_factor = 1
# Trackers of inputs
# -1 as a starting value means they always get updated on first poll.
self.speed_input = -1.0
self.width_input = -1.0
self.ball_count_input = -1.0
self.impulse_speed_input = -1.0
self.ain_input = -1.0
# We store analogue input values in these. Although we only change change one as determined by
# config.AIN_FUNCTION, we do need to reference them all when their respective knobs change.
self.speed_ain_term = 0.0
self.width_ain_term = 0.0
self.ball_count_ain_term = 0.0
self.impulse_speed_ain_term = 0.0
# Initialise input events
self.on_speed_input = Event(self.mark_state_unsaved, self.apply_speed)
self.on_width_input = Event(self.mark_state_unsaved, self.apply_width)
self.on_ball_count_input = Event(self.mark_state_unsaved, self.apply_ball_count)
self.on_impulse_speed_input = Event(self.mark_state_unsaved, self.apply_impulse_speed)
self.on_ain_input = Event(
# To avoid excess compute spent on string formatting or dict lookups in the main loop, we keep an assortment of
# set and apply functions so that we can assign them once and for all here.
getattr(self, f"update_{self.config.AIN_FUNCTION}_ain_term"),
getattr(self, f"apply_{self.config.AIN_FUNCTION}"),
)
# Create the playing field and gate abstractions
self.arena = Arena(self.config)
self.balls = [
Ball(arena=self.arena, config=self.config) for _ in range(self.config.BALL_COUNT_MAX)
]
hold_lengths = [
self.config.GATE_HOLD_LENGTH_TOP,
self.config.GATE_HOLD_LENGTH_LEFT,
self.config.GATE_HOLD_LENGTH_RIGHT,
self.config.GATE_HOLD_LENGTH_BOTTOM,
self.config.GATE_HOLD_LENGTH_ANY,
self.config.GATE_HOLD_LENGTH_CORNER,
]
self.gates = [Gate(cv, hold_length) for cv, hold_length in zip(cvs, hold_lengths)]
# Register external event handlers.
self.digital_input_helper = DigitalInputHelper(
on_b1_rising=self.b1_rising,
on_b1_falling=self.b1_falling,
on_b2_rising=self.b2_rising,
on_b2_falling=self.b2_falling,
on_din_rising=getattr(self, self.config.DIN_FUNCTION)
)
for ball in self.balls:
ball.on_collide += self.report_collision
@classmethod
def config_points(cls):
return [
configuration.floatingPoint(
"POLL_FREQUENCY", minimum=5.0, maximum=inf, default=30.0, danger=True
),
configuration.floatingPoint(
"SAVE_PERIOD", minimum=0.0, maximum=inf, default=5000.0, danger=True
),
configuration.floatingPoint(
"RENDER_FREQUENCY", minimum=1.0, maximum=inf, default=30.0, danger=True
),
configuration.floatingPoint(
"LONG_PRESS_LENGTH", minimum=0.0, maximum=inf, default=500.0
),
configuration.floatingPoint("TIMESCALE_MIN", minimum=-inf, maximum=inf, default=0.0),
configuration.floatingPoint("TIMESCALE_MAX", minimum=-inf, maximum=inf, default=100.0),
configuration.floatingPoint(
"KNOB_CHANGE_THRESHOLD", minimum=0.0, maximum=0.1, default=0.01
),
configuration.choice("DIN_FUNCTION", choices=["impulse", "reset"], default="impulse"),
configuration.choice(
"AIN_FUNCTION",
choices=["speed", "impulse_speed", "ball_count", "width"],
default="speed",
),
configuration.floatingPoint(
"GATE_HOLD_LENGTH_TOP", minimum=1.0, maximum=10_000.0, default=25.0
),
configuration.floatingPoint(
"GATE_HOLD_LENGTH_LEFT", minimum=1.0, maximum=10_000.0, default=25.0
),
configuration.floatingPoint(
"GATE_HOLD_LENGTH_RIGHT", minimum=1.0, maximum=10_000.0, default=25.0
),
configuration.floatingPoint(
"GATE_HOLD_LENGTH_BOTTOM", minimum=1.0, maximum=10_000.0, default=25.0
),
configuration.floatingPoint(
"GATE_HOLD_LENGTH_ANY", minimum=1.0, maximum=10_000.0, default=10.0
),
configuration.floatingPoint(
"GATE_HOLD_LENGTH_CORNER", minimum=1.0, maximum=10_000.0, default=100.0
),
configuration.floatingPoint(
"ARENA_WIDTH_MIN",
minimum=ARENA_HEIGHT * 2.0 / oled.height,
maximum=ARENA_HEIGHT * oled.width / oled.height,
default=ARENA_HEIGHT * 2.0 / oled.height,
),
configuration.floatingPoint(
"ARENA_WIDTH_MAX",
minimum=ARENA_HEIGHT * 2.0 / oled.height,
maximum=ARENA_HEIGHT * oled.width / oled.height,
default=ARENA_HEIGHT * oled.width / oled.height,
),
configuration.integer("BALL_COUNT_MIN", minimum=1, maximum=100, default=1),
configuration.integer("BALL_COUNT_MAX", minimum=1, maximum=100, default=100),
configuration.floatingPoint(
"CORNER_COLLISION_MARGIN",
minimum=0.0,
maximum=ARENA_HEIGHT / 2.0,
default=ARENA_HEIGHT / oled.height,
),
configuration.floatingPoint("START_SPEED_MIN", minimum=0.0, maximum=inf, default=10.0),
configuration.floatingPoint("START_SPEED_MAX", minimum=0.0, maximum=inf, default=100.0),
configuration.floatingPoint("ACCEL_MIN", minimum=-inf, maximum=inf, default=-5.0),
configuration.floatingPoint("ACCEL_MAX", minimum=-inf, maximum=inf, default=5.0),
configuration.floatingPoint("BOUNCINESS_MIN", minimum=0.0001, maximum=inf, default=0.8),
configuration.floatingPoint("BOUNCINESS_MAX", minimum=0.0001, maximum=inf, default=1.2),
configuration.floatingPoint(
"BOUNCE_ANGLE_DEVIATION_MAX", minimum=0.0, maximum=180.0, default=15.0
),
configuration.choice(
"UNDER_SPEED_BEHAVIOUR",
choices=["impulse", "reset", "deactivate", "noop"],
default="reset",
),
configuration.choice(
"OVER_SPEED_BEHAVIOUR", choices=["reset", "deactivate"], default="reset"
),
configuration.floatingPoint(
"UNDER_SPEED_THRESHOLD", minimum=0.0, maximum=inf, default=5.0
),
configuration.floatingPoint(
"OVER_SPEED_THRESHOLD", minimum=0.0, maximum=inf, default=1.0e6
),
configuration.floatingPoint("IMPULSE_SPEED_MIN", minimum=0.0, maximum=inf, default=0.0),
configuration.floatingPoint(
"IMPULSE_SPEED_MAX", minimum=0.0, maximum=inf, default=1.0e5
),
configuration.floatingPoint(
"IMPULSE_SPEED_VARIATION_MIN", minimum=0.0, maximum=inf, default=0.5
),
configuration.floatingPoint(
"IMPULSE_SPEED_VARIATION_MAX", minimum=0.0, maximum=inf, default=2.0
),
]
# Button handlers
def b1_rising(self):
self.k1_bank.set_current("ball_count")
self.k2_bank.set_current("impulse_speed")
self.b1_pressed = ticks_ms()
def b1_falling(self):
self.k1_bank.set_current("speed")
self.k2_bank.set_current("width")
delta = ticks_diff(ticks_ms(), self.b1_pressed)
if delta <= self.config.LONG_PRESS_LENGTH:
self.reset()
self.b1_pressed = None
def b2_rising(self):
self.k1_bank.set_current("ball_count")
self.k2_bank.set_current("impulse_speed")
self.b2_pressed = ticks_ms()
def b2_falling(self):
self.k1_bank.set_current("speed")
self.k2_bank.set_current("width")
delta = ticks_diff(ticks_ms(), self.b2_pressed)
if delta <= self.config.LONG_PRESS_LENGTH:
self.impulse()
self.b2_pressed = None
def mark_state_unsaved(self):
"""Denote that the state saved onto storage does not match current knob state."""
self.state_saved = False
def save_state(self):
"""Save knob states to storage and denote that storage matches current knob state."""
self.save_state_json(
{
"speed": self.speed_input,
"width": self.width_input,
"ball_count": self.ball_count_input,
"impulse_speed": self.impulse_speed_input,
}
)
self.state_saved = True
# Event handlers to save analogue input into respective variables
def update_speed_ain_term(self):
self.speed_ain_term = ain.percent()
def update_width_ain_term(self):
self.width_ain_term = ain.percent()
def update_ball_count_ain_term(self):
self.ball_count_ain_term = ain.percent()
def update_impulse_speed_ain_term(self):
self.impulse_speed_ain_term = ain.percent()
# Event handlers to apply knob and analogue input values
def apply_speed(self):
input_sum = self.speed_input + self.speed_ain_term
self.time_factor = exponential_interpolation(
self.config.TIMESCALE_MIN, self.config.TIMESCALE_MAX, input_sum
)
def apply_width(self):
input_sum = self.width_input + self.width_ain_term
width = rescale(
input_sum, 0.0, 1.0, self.config.ARENA_WIDTH_MIN, self.config.ARENA_WIDTH_MAX
)
self.arena.set_width(width)
def apply_ball_count(self):
input_sum = self.ball_count_input + self.ball_count_ain_term
self.ball_count = int(
exponential_interpolation(
self.config.BALL_COUNT_MIN, self.config.BALL_COUNT_MAX, input_sum
)
)
def apply_impulse_speed(self):
# Impulse strength is calibrated so that an input of 0 gives 0.1 and an input of 1 gives 100.
input_sum = self.impulse_speed_input + self.impulse_speed_ain_term
impulse_speed = exponential_interpolation(
self.config.IMPULSE_SPEED_MIN, self.config.IMPULSE_SPEED_MAX, input_sum
)
for ball in self.balls:
ball.impulse_speed = impulse_speed
def report_collision(self, collision_id: int):
"""Open the gate corresponding to the given collision ID, as well as the any gate."""
self.gates[COLLISION_ID_ANY].on()
self.gates[collision_id].on()
def reset(self):
"""Reset all balls and gates."""
for ball in self.balls:
ball.reset()
for gate in self.gates:
gate.off()
def impulse(self):
"""Apply an impulse to all balls currently in play."""
for i in range(self.ball_count):
self.balls[i].impulse()
def poll(self):
"""Poll for input and emit corresponding events when changes are detected"""
new_speed_input = self.k1_bank.speed.percent()
new_width_input = self.k2_bank.width.percent()
new_ball_count_input = self.k1_bank.ball_count.percent()
new_impulse_speed_input = self.k2_bank.impulse_speed.percent()
new_ain_input = ain.percent()
with self.state_lock:
self.digital_input_helper.update()
# The difference between the new and registered input must exceed the threshold in order to trigger a change.
# This reduces jitter, but decreases accuracy.
if abs(new_speed_input - self.speed_input) > self.config.KNOB_CHANGE_THRESHOLD:
self.speed_input = new_speed_input
self.on_speed_input.emit()
if (
abs(new_impulse_speed_input - self.impulse_speed_input)
> self.config.KNOB_CHANGE_THRESHOLD
):
self.impulse_speed_input = new_impulse_speed_input
self.on_impulse_speed_input.emit()
# Since the rest of the parameters require a button to be held, they will not jitter once the button is released
# and no threshold check should be needed.
if new_ball_count_input != self.ball_count_input:
self.ball_count_input = new_ball_count_input
self.on_ball_count_input.emit()
if new_width_input != self.width_input:
self.width_input = new_width_input
self.on_width_input.emit()
if new_ain_input != self.ain_input:
self.ain_input = new_ain_input
self.on_ain_input.emit()
def tick(self, delta: float):
"""Process a tick in the simulation.
Delta should already include any time scaling, meaning that this function is
naive to any time scale.
"""
any_active = False
with self.state_lock:
for i in range(self.ball_count):
self.balls[i].tick(delta)
any_active = any_active or self.balls[i].active
if not any_active:
self.reset()
for gate in self.gates:
gate.tick(delta)
def render(self):
"""Render the display.
This is the only function that should call any drawing commands.
"""
oled.fill(0)
with self.state_lock:
self.arena.draw_boundary()
for i in range(self.ball_count):
if not self.balls[i].active:
continue
self.balls[i].draw()
oled.show()
def main(self):
"""Start the application."""
# Per chrisib's recommendation after some display-related errors,
# the render thread specifically runs on cpu0 as this might be the
# cpu that handles i2c communication with the display.
self.is_running = True
try:
proc_thread = start_new_thread(self.proc_thread, ())
self.render_thread()
except KeyboardInterrupt:
self.is_running = False
finally:
print("User aborted. Exiting.")
def proc_thread(self):
"""Run the simulation, poll inputs, and save state as necessary."""
prev_cycle = None
last_poll = None
poll_period = 1000.0 / self.config.POLL_FREQUENCY
usb_connected_at_start = usb_connected.value()
while usb_connected.value() == usb_connected_at_start and self.is_running:
cycle_start = ticks_ms()
delta = ticks_diff(cycle_start, prev_cycle) / 1000
# Poll inputs at limited frequency
time_since_poll = ticks_diff(cycle_start, last_poll)
if time_since_poll > poll_period:
self.poll()
last_poll = cycle_start
# Save at limited frequency
if not self.state_saved and self.last_saved() > self.config.SAVE_PERIOD:
self.save_state()
self.tick(delta * self.time_factor)
prev_cycle = cycle_start
def render_thread(self):
"""Render at limited frequency."""
render_period = 1000.0 / self.config.RENDER_FREQUENCY
usb_connected_at_start = usb_connected.value()
while usb_connected.value() == usb_connected_at_start and self.is_running:
cycle_start = ticks_ms()
self.render()
cycle_finish = ticks_ms()
time_taken = ticks_diff(cycle_finish, cycle_start)
wait = int(max(0.0, render_period - time_taken))
sleep_ms(wait)
if __name__ == "__main__":
BouncingPixels().main()