Update CLAUDE.md

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Thomas Farstrike
2025-11-14 15:13:10 +01:00
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@@ -453,3 +453,353 @@ def handle_result(self, result):
- `mpos.sdcard.SDCardManager`: SD card mounting and management
- `mpos.clipboard`: System clipboard access
- `mpos.battery_voltage`: Battery level reading (ESP32 only)
## Animations and Game Loops
MicroPythonOS supports frame-based animations and game loops using the TaskHandler event system. This pattern is used for games, particle effects, and smooth animations.
### The update_frame() Pattern
The core pattern involves:
1. Registering a callback that fires every frame
2. Calculating delta time for framerate-independent physics
3. Updating object positions and properties
4. Rendering to LVGL objects
5. Unregistering when animation completes
**Basic structure**:
```python
from mpos.apps import Activity
import mpos.ui
import time
import lvgl as lv
class MyAnimatedApp(Activity):
last_time = 0
def onCreate(self):
# Set up your UI
self.screen = lv.obj()
# ... create objects ...
self.setContentView(self.screen)
def onResume(self, screen):
# Register the frame callback
self.last_time = time.ticks_ms()
mpos.ui.th.add_event_cb(self.update_frame, 1)
def onPause(self, screen):
# Unregister when app goes to background
mpos.ui.th.remove_event_cb(self.update_frame)
def update_frame(self, a, b):
# Calculate delta time for framerate independence
current_time = time.ticks_ms()
delta_ms = time.ticks_diff(current_time, self.last_time)
delta_time = delta_ms / 1000.0 # Convert to seconds
self.last_time = current_time
# Update your animation/game logic here
# Use delta_time to make physics framerate-independent
```
### Framerate-Independent Physics
All movement and physics should be multiplied by `delta_time` to ensure consistent behavior regardless of framerate:
```python
# Example from QuasiBird game
GRAVITY = 200 # pixels per second²
PIPE_SPEED = 100 # pixels per second
def update_frame(self, a, b):
current_time = time.ticks_ms()
delta_time = time.ticks_diff(current_time, self.last_time) / 1000.0
self.last_time = current_time
# Update velocity with gravity
self.bird_velocity += self.GRAVITY * delta_time
# Update position with velocity
self.bird_y += self.bird_velocity * delta_time
# Update bird sprite position
self.bird_img.set_y(int(self.bird_y))
# Move pipes
for pipe in self.pipes:
pipe.x -= self.PIPE_SPEED * delta_time
```
**Key principles**:
- Constants define rates in "per second" units (pixels/second, degrees/second)
- Multiply all rates by `delta_time` when applying them
- This ensures objects move at the same speed regardless of framerate
- Use `time.ticks_ms()` and `time.ticks_diff()` for timing (handles rollover correctly)
### Object Pooling for Performance
Pre-create LVGL objects and reuse them instead of creating/destroying during animation:
```python
# Example from LightningPiggy confetti animation
MAX_CONFETTI = 21
confetti_images = []
confetti_pieces = []
used_img_indices = set()
def onStart(self, screen):
# Pre-create all image objects (hidden initially)
for i in range(self.MAX_CONFETTI):
img = lv.image(lv.layer_top())
img.set_src(f"{self.ASSET_PATH}confetti{i % 5}.png")
img.add_flag(lv.obj.FLAG.HIDDEN)
self.confetti_images.append(img)
def _spawn_one(self):
# Find a free image slot
for idx, img in enumerate(self.confetti_images):
if img.has_flag(lv.obj.FLAG.HIDDEN) and idx not in self.used_img_indices:
break
else:
return # No free slot
# Create particle data (not LVGL object)
piece = {
'img_idx': idx,
'x': random.uniform(0, self.SCREEN_WIDTH),
'y': 0,
'vx': random.uniform(-80, 80),
'vy': random.uniform(-150, 0),
'rotation': 0,
'scale': 1.0,
'age': 0.0
}
self.confetti_pieces.append(piece)
self.used_img_indices.add(idx)
def update_frame(self, a, b):
delta_time = time.ticks_diff(time.ticks_ms(), self.last_time) / 1000.0
self.last_time = time.ticks_ms()
new_pieces = []
for piece in self.confetti_pieces:
# Update physics
piece['x'] += piece['vx'] * delta_time
piece['y'] += piece['vy'] * delta_time
piece['vy'] += self.GRAVITY * delta_time
piece['rotation'] += piece['spin'] * delta_time
piece['age'] += delta_time
# Update LVGL object
img = self.confetti_images[piece['img_idx']]
img.remove_flag(lv.obj.FLAG.HIDDEN)
img.set_pos(int(piece['x']), int(piece['y']))
img.set_rotation(int(piece['rotation'] * 10))
img.set_scale(int(256 * piece['scale']))
# Check if particle should die
if piece['y'] > self.SCREEN_HEIGHT or piece['age'] > piece['lifetime']:
img.add_flag(lv.obj.FLAG.HIDDEN)
self.used_img_indices.discard(piece['img_idx'])
else:
new_pieces.append(piece)
self.confetti_pieces = new_pieces
```
**Object pooling benefits**:
- Avoid memory allocation/deallocation during animation
- Reuse LVGL image objects (expensive to create)
- Hide/show objects instead of create/delete
- Track which slots are in use with a set
- Separate particle data (Python dict) from rendering (LVGL object)
### Particle Systems and Effects
**Staggered spawning** (spawn particles over time instead of all at once):
```python
def start_animation(self):
self.spawn_timer = 0
self.spawn_interval = 0.15 # seconds between spawns
mpos.ui.th.add_event_cb(self.update_frame, 1)
def update_frame(self, a, b):
delta_time = time.ticks_diff(time.ticks_ms(), self.last_time) / 1000.0
# Staggered spawning
self.spawn_timer += delta_time
if self.spawn_timer >= self.spawn_interval:
self.spawn_timer = 0
for _ in range(random.randint(1, 2)):
if len(self.particles) < self.MAX_PARTICLES:
self._spawn_one()
```
**Particle lifecycle** (age, scale, death):
```python
piece = {
'x': x, 'y': y,
'vx': random.uniform(-80, 80),
'vy': random.uniform(-150, 0),
'spin': random.uniform(-500, 500), # degrees/sec
'age': 0.0,
'lifetime': random.uniform(5.0, 10.0),
'rotation': random.uniform(0, 360),
'scale': 1.0
}
# In update_frame
piece['age'] += delta_time
piece['scale'] = max(0.3, 1.0 - (piece['age'] / piece['lifetime']) * 0.7)
# Death check
dead = (
piece['x'] < -60 or piece['x'] > SCREEN_WIDTH + 60 or
piece['y'] > SCREEN_HEIGHT + 60 or
piece['age'] > piece['lifetime']
)
```
### Game Loop Patterns
**Scrolling backgrounds** (parallax and tiling):
```python
# Parallax clouds (multiple layers at different speeds)
CLOUD_SPEED = 30 # pixels/sec (slower than foreground)
cloud_positions = [50, 180, 320]
for i, cloud_img in enumerate(self.cloud_images):
self.cloud_positions[i] -= self.CLOUD_SPEED * delta_time
# Wrap around when off-screen
if self.cloud_positions[i] < -60:
self.cloud_positions[i] = SCREEN_WIDTH + 20
cloud_img.set_x(int(self.cloud_positions[i]))
# Tiled ground (infinite scrolling)
self.ground_x -= self.PIPE_SPEED * delta_time
self.ground_img.set_offset_x(int(self.ground_x)) # LVGL handles wrapping
```
**Object pooling for game entities**:
```python
# Pre-create pipe images
MAX_PIPES = 4
pipe_images = []
for i in range(MAX_PIPES):
top_pipe = lv.image(screen)
top_pipe.set_src("M:path/to/pipe.png")
top_pipe.set_rotation(1800) # 180 degrees * 10
top_pipe.add_flag(lv.obj.FLAG.HIDDEN)
bottom_pipe = lv.image(screen)
bottom_pipe.set_src("M:path/to/pipe.png")
bottom_pipe.add_flag(lv.obj.FLAG.HIDDEN)
pipe_images.append({"top": top_pipe, "bottom": bottom_pipe, "in_use": False})
# Update visible pipes
def update_pipe_images(self):
for pipe_img in self.pipe_images:
pipe_img["in_use"] = False
for i, pipe in enumerate(self.pipes):
if i < self.MAX_PIPES:
pipe_imgs = self.pipe_images[i]
pipe_imgs["in_use"] = True
pipe_imgs["top"].remove_flag(lv.obj.FLAG.HIDDEN)
pipe_imgs["top"].set_pos(int(pipe.x), int(pipe.gap_y - 200))
pipe_imgs["bottom"].remove_flag(lv.obj.FLAG.HIDDEN)
pipe_imgs["bottom"].set_pos(int(pipe.x), int(pipe.gap_y + pipe.gap_size))
# Hide unused slots
for pipe_img in self.pipe_images:
if not pipe_img["in_use"]:
pipe_img["top"].add_flag(lv.obj.FLAG.HIDDEN)
pipe_img["bottom"].add_flag(lv.obj.FLAG.HIDDEN)
```
**Collision detection**:
```python
def check_collision(self):
# Boundaries
if self.bird_y <= 0 or self.bird_y >= SCREEN_HEIGHT - 40 - self.bird_size:
return True
# AABB (Axis-Aligned Bounding Box) collision
bird_left = self.BIRD_X
bird_right = self.BIRD_X + self.bird_size
bird_top = self.bird_y
bird_bottom = self.bird_y + self.bird_size
for pipe in self.pipes:
pipe_left = pipe.x
pipe_right = pipe.x + pipe.width
# Check horizontal overlap
if bird_right > pipe_left and bird_left < pipe_right:
# Check if bird is outside the gap
if bird_top < pipe.gap_y or bird_bottom > pipe.gap_y + pipe.gap_size:
return True
return False
```
### Animation Control and Cleanup
**Starting/stopping animations**:
```python
def start_animation(self):
self.animation_running = True
self.last_time = time.ticks_ms()
mpos.ui.th.add_event_cb(self.update_frame, 1)
# Optional: auto-stop after duration
lv.timer_create(self.stop_animation, 15000, None).set_repeat_count(1)
def stop_animation(self, timer=None):
self.animation_running = False
# Don't remove callback yet - let it clean up and remove itself
def update_frame(self, a, b):
# ... update logic ...
# Stop when animation completes
if not self.animation_running and len(self.particles) == 0:
mpos.ui.th.remove_event_cb(self.update_frame)
print("Animation finished")
```
**Lifecycle integration**:
```python
def onResume(self, screen):
# Only start if needed (e.g., game in progress)
if self.game_started and not self.game_over:
self.last_time = time.ticks_ms()
mpos.ui.th.add_event_cb(self.update_frame, 1)
def onPause(self, screen):
# Always stop when app goes to background
mpos.ui.th.remove_event_cb(self.update_frame)
```
### Performance Tips
1. **Pre-create LVGL objects**: Creating objects during animation causes lag
2. **Use object pools**: Reuse objects instead of create/destroy
3. **Limit particle counts**: Use `MAX_PARTICLES` constant (21 is a good default)
4. **Integer positions**: Convert float positions to int before setting: `img.set_pos(int(x), int(y))`
5. **Delta time**: Always use delta time for framerate independence
6. **Layer management**: Use `lv.layer_top()` for overlays (confetti, popups)
7. **Rotation units**: LVGL rotation is in 1/10 degrees: `set_rotation(int(degrees * 10))`
8. **Scale units**: LVGL scale is 256 = 100%: `set_scale(int(256 * scale_factor))`
9. **Hide vs destroy**: Hide objects with `add_flag(lv.obj.FLAG.HIDDEN)` instead of deleting
10. **Cleanup**: Always unregister callbacks in `onPause()` to prevent memory leaks
### Example Apps
- **QuasiBird** (`MPOS-QuasiBird/assets/quasibird.py`): Full game with physics, scrolling, object pooling
- **LightningPiggy** (`LightningPiggyApp/.../displaywallet.py`): Confetti particle system with staggered spawning