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MicroPythonOS/CLAUDE.md
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Thomas Farstrike 4bbcab9175 Fix --ondevice
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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
MicroPythonOS is an embedded operating system that runs on ESP32 hardware (particularly the Waveshare ESP32-S3-Touch-LCD-2) and desktop Linux/macOS. It provides an LVGL-based UI framework with an Android-inspired app architecture featuring Activities, Intents, and a PackageManager.
The OS supports:
- Touch and non-touch input devices (keyboard/joystick navigation)
- Camera with QR decoding (using quirc)
- WiFi connectivity
- Over-the-air (OTA) firmware updates
- App installation via MPK packages
- Bitcoin Lightning and Nostr protocols
## Repository Structure
### Core Directories
- `internal_filesystem/`: The runtime filesystem containing the OS and apps
- `boot.py`: Hardware initialization for ESP32-S3-Touch-LCD-2
- `boot_unix.py`: Desktop-specific boot initialization
- `main.py`: UI initialization, theme setup, and launcher start
- `lib/mpos/`: Core OS library (apps, config, UI, content management)
- `apps/`: User-installed apps (symlinks to external app repos)
- `builtin/`: System apps frozen into the firmware (launcher, appstore, settings, etc.)
- `data/`: Static data files
- `sdcard/`: SD card mount point
- `lvgl_micropython/`: Submodule containing LVGL bindings for MicroPython
- `micropython-camera-API/`: Submodule for camera support
- `micropython-nostr/`: Submodule for Nostr protocol
- `c_mpos/`: C extension modules (includes quirc for QR decoding)
- `secp256k1-embedded-ecdh/`: Submodule for cryptographic operations
- `manifests/`: Build manifests defining what gets frozen into firmware
- `freezeFS/`: Files to be frozen into the built-in filesystem
- `scripts/`: Build and deployment scripts
- `tests/`: Test suite (both unit tests and manual tests)
### Key Architecture Components
**App System**: Similar to Android
- Apps are identified by reverse-domain names (e.g., `com.micropythonos.camera`)
- Each app has a `META-INF/MANIFEST.JSON` with metadata and activity definitions
- Activities extend `mpos.app.activity.Activity` class (import: `from mpos.app.activity import Activity`)
- Apps implement `onCreate()` to set up their UI and `onDestroy()` for cleanup
- Activity lifecycle: `onCreate()``onStart()``onResume()``onPause()``onStop()``onDestroy()`
- Apps are packaged as `.mpk` files (zip archives)
- Built-in system apps (frozen into firmware): launcher, appstore, settings, wifi, osupdate, about
**UI Framework**: Built on LVGL 9.3.0
- `mpos.ui.topmenu`: Notification bar and drawer (top menu)
- `mpos.ui.display`: Root screen initialization
- Gesture support: left-edge swipe for back, top-edge swipe for menu
- Theme system with configurable colors and light/dark modes
- Focus groups for keyboard/joystick navigation
**Content Management**:
- `PackageManager`: Install/uninstall/query apps
- `Intent`: Launch activities with action/category filters
- `SharedPreferences`: Per-app key-value storage (similar to Android)
**Hardware Abstraction**:
- `boot.py` configures SPI, I2C, display (ST7789), touchscreen (CST816S), and battery ADC
- Platform detection via `sys.platform` ("esp32" vs others)
- Different boot files per hardware variant (boot_fri3d-2024.py, etc.)
## Build System
### Building Firmware
The main build script is `scripts/build_mpos.sh`:
```bash
# Development build (no frozen filesystem, requires ./scripts/install.sh after flashing)
./scripts/build_mpos.sh unix dev
# Production build (with frozen filesystem)
./scripts/build_mpos.sh unix prod
# ESP32 builds (specify hardware variant)
./scripts/build_mpos.sh esp32 dev waveshare-esp32-s3-touch-lcd-2
./scripts/build_mpos.sh esp32 prod fri3d-2024
```
**Build types**:
- `dev`: No preinstalled files or builtin filesystem. Boots to black screen until you run `./scripts/install.sh`
- `prod`: Files from `manifest*.py` are frozen into firmware. Run `./scripts/freezefs_mount_builtin.sh` before building
**Targets**:
- `esp32`: ESP32-S3 hardware (requires subtarget: `waveshare-esp32-s3-touch-lcd-2` or `fri3d-2024`)
- `unix`: Linux desktop
- `macOS`: macOS desktop
The build system uses `lvgl_micropython/make.py` which wraps MicroPython's build system. It:
1. Fetches SDL tags for desktop builds
2. Patches manifests to include camera and asyncio support
3. Creates symlinks for C modules (secp256k1, c_mpos)
4. Runs the lvgl_micropython build with appropriate flags
**ESP32 build configuration**:
- Board: `ESP32_GENERIC_S3` with `SPIRAM_OCT` variant
- Display driver: `st7789`
- Input device: `cst816s`
- OTA enabled with 4MB partition size (16MB total flash)
- Dual-core threading enabled (no GIL)
- User C modules: camera, secp256k1, c_mpos/quirc
**Desktop build configuration**:
- Display: `sdl_display`
- Input: `sdl_pointer`, `sdl_keyboard`
- Compiler flags: `-g -O0 -ggdb -ljpeg` (debug symbols enabled)
- STRIP is disabled to keep debug symbols
### Building and Bundling Apps
Apps can be bundled into `.mpk` files:
```bash
./scripts/bundle_apps.sh
```
### Running on Desktop
```bash
# Run normally (starts launcher)
./scripts/run_desktop.sh
# Run a specific Python script directly
./scripts/run_desktop.sh path/to/script.py
# Run a specific app by name
./scripts/run_desktop.sh com.micropythonos.camera
```
**Important environment variables**:
- `HEAPSIZE`: Set heap size (default 8M, matches ESP32-S3 PSRAM). Increase for memory-intensive apps
- `SDL_WINDOW_FULLSCREEN`: Set to `true` for fullscreen mode
The script automatically selects the correct binary (`lvgl_micropy_unix` or `lvgl_micropy_macOS`) and runs from the `internal_filesystem/` directory.
## Deploying to Hardware
### Flashing Firmware
```bash
# Flash firmware over USB
./scripts/flash_over_usb.sh
```
### Installing Files to Device
```bash
# Install all files to device (boot.py, main.py, lib/, apps/, builtin/)
./scripts/install.sh waveshare-esp32-s3-touch-lcd-2
# Install a single app to device
./scripts/install.sh waveshare-esp32-s3-touch-lcd-2 camera
```
Uses `mpremote` from MicroPython tools to copy files over serial connection.
## Testing
### Running Tests
Tests are in the `tests/` directory. There are two types: unit tests and manual tests.
**Unit tests** (automated, run on desktop or device):
```bash
# Run all unit tests on desktop
./tests/unittest.sh
# Run a specific test file on desktop
./tests/unittest.sh tests/test_shared_preferences.py
./tests/unittest.sh tests/test_intent.py
./tests/unittest.sh tests/test_package_manager.py
./tests/unittest.sh tests/test_graphical_start_app.py
# Run a specific test on connected device (via mpremote)
./tests/unittest.sh tests/test_shared_preferences.py --ondevice
# Run all tests on connected device
./tests/unittest.sh --ondevice
```
The `unittest.sh` script:
- Automatically detects the platform (Linux/macOS) and uses the correct binary
- Sets up the proper paths and heapsize
- Can run tests on device using `mpremote` with the `--ondevice` flag
- Runs all `test_*.py` files when no argument is provided
- On device, assumes the OS is already running (boot.py and main.py already executed), so tests run against the live system
- Test infrastructure (graphical_test_helper.py) is automatically installed by `scripts/install.sh`
**Available unit test modules**:
- `test_shared_preferences.py`: Tests for `mpos.config.SharedPreferences` (configuration storage)
- `test_intent.py`: Tests for `mpos.content.intent.Intent` (intent creation, extras, flags)
- `test_package_manager.py`: Tests for `PackageManager` (version comparison, app discovery)
- `test_graphical_start_app.py`: Tests for app launching (graphical test with proper boot/main initialization)
- `test_graphical_about_app.py`: Graphical test that verifies About app UI and captures screenshots
**Graphical tests** (UI verification with screenshots):
```bash
# Run graphical tests on desktop
./tests/unittest.sh tests/test_graphical_about_app.py
# Run graphical tests on device
./tests/unittest.sh tests/test_graphical_about_app.py --ondevice
# Convert screenshots from raw RGB565 to PNG
cd tests/screenshots
./convert_to_png.sh # Converts all .raw files in the directory
```
Graphical tests use `tests/graphical_test_helper.py` which provides utilities like:
- `wait_for_render()`: Wait for LVGL to process UI events
- `capture_screenshot()`: Take screenshot as RGB565 raw data
- `find_label_with_text()`: Find labels containing specific text
- `verify_text_present()`: Verify expected text is on screen
Screenshots are saved as `.raw` files (RGB565 format) and can be converted to PNG using `tests/screenshots/convert_to_png.sh`
**Manual tests** (interactive, for hardware-specific features):
- `manual_test_camera.py`: Camera and QR scanning
- `manual_test_nostr_asyncio.py`: Nostr protocol
- `manual_test_nwcwallet*.py`: Lightning wallet connectivity (Alby, Cashu)
- `manual_test_lnbitswallet.py`: LNbits wallet integration
- `test_websocket.py`: WebSocket functionality
- `test_multi_connect.py`: Multiple concurrent connections
Run manual tests with:
```bash
./scripts/run_desktop.sh tests/manual_test_camera.py
```
### Writing New Tests
**Unit test guidelines**:
- Use Python's `unittest` module (compatible with MicroPython)
- Place tests in `tests/` directory with `test_*.py` naming
- Use `setUp()` and `tearDown()` for test fixtures
- Clean up any created files/directories in `tearDown()`
- Tests should be runnable on desktop (unix build) without hardware dependencies
- Use descriptive test names: `test_<what_is_being_tested>`
- Group related tests in test classes
**Example test structure**:
```python
import unittest
from mpos.some_module import SomeClass
class TestSomeClass(unittest.TestCase):
def setUp(self):
# Initialize test fixtures
pass
def tearDown(self):
# Clean up after test
pass
def test_some_functionality(self):
# Arrange
obj = SomeClass()
# Act
result = obj.some_method()
# Assert
self.assertEqual(result, expected_value)
```
## Development Workflow
### Creating a New App
1. Create app directory: `internal_filesystem/apps/com.example.myapp/`
2. Create `META-INF/MANIFEST.JSON` with app metadata and activities
3. Create `assets/` directory for Python code
4. Create main activity file extending `Activity` class
5. Implement `onCreate()` method to build UI
6. Optional: Create `res/` directory for resources (icons, images)
**Minimal app structure**:
```
com.example.myapp/
├── META-INF/
│ └── MANIFEST.JSON
├── assets/
│ └── main_activity.py
└── res/
└── mipmap-mdpi/
└── icon_64x64.png
```
**Minimal Activity code**:
```python
from mpos.app.activity import Activity
import lvgl as lv
class MainActivity(Activity):
def onCreate(self):
screen = lv.obj()
label = lv.label(screen)
label.set_text('Hello World!')
label.center()
self.setContentView(screen)
```
See `internal_filesystem/apps/com.micropythonos.helloworld/` for a minimal example and built-in apps in `internal_filesystem/builtin/apps/` for more complex examples.
### Testing App Changes
For rapid iteration on desktop:
```bash
# Build desktop version (only needed once)
./scripts/build_mpos.sh unix dev
# Install filesystem to device (run after code changes)
./scripts/install.sh waveshare-esp32-s3-touch-lcd-2
# Or run directly on desktop
./scripts/run_desktop.sh com.example.myapp
```
### Debugging
Desktop builds include debug symbols by default. Use GDB:
```bash
gdb --args ./lvgl_micropython/build/lvgl_micropy_unix -X heapsize=8M -v -i -c "$(cat boot_unix.py main.py)"
```
For ESP32 debugging, enable core dumps:
```bash
./scripts/core_dump_activate.sh
```
## Important Constraints
### Memory Management
ESP32-S3 has 8MB PSRAM. Memory-intensive operations:
- Camera images consume ~2.5MB per frame
- LVGL image cache must be managed with `lv.image.cache_drop(None)`
- Large UI components should be created/destroyed rather than hidden
- Use `gc.collect()` strategically after deallocating large objects
### Threading
- Main UI/LVGL operations must run on main thread
- Background tasks use `_thread.start_new_thread()`
- Stack size: 16KB for ESP32, 24KB for desktop (see `mpos.apps.good_stack_size()`)
- Use `mpos.ui.async_call()` to safely invoke UI operations from background threads
### Async Operations
- OS uses `uasyncio` for networking (WebSockets, HTTP, Nostr)
- WebSocket library is custom `websocket.py` using uasyncio
- HTTP uses `aiohttp` package (in `lib/aiohttp/`)
- Async tasks are throttled per frame to prevent memory overflow
### File Paths
- Use `M:/path/to/file` prefix for LVGL file operations (registered in main.py)
- Absolute paths for Python imports
- Apps run with their directory added to `sys.path`
## Build Dependencies
The build requires all git submodules checked out recursively:
```bash
git submodule update --init --recursive
```
**Desktop dependencies**: See `.github/workflows/build.yml` for full list including:
- SDL2 development libraries
- Mesa/EGL libraries
- libjpeg
- Python 3.8+
- cmake, ninja-build
## Manifest System
Manifests define what gets frozen into firmware:
- `manifests/manifest.py`: ESP32 production builds
- `manifests/manifest_fri3d-2024.py`: Fri3d Camp 2024 Badge variant
- `manifests/manifest_unix.py`: Desktop builds
Manifests use `freeze()` directives to include files in the frozen filesystem. Frozen files are baked into the firmware and cannot be modified at runtime.
## Version Management
Versions are tracked in:
- `CHANGELOG.md`: User-facing changelog with release history
- App versions in `META-INF/MANIFEST.JSON` files
- OS update system checks `hardware_id` from `mpos.info.get_hardware_id()`
Current stable version: 0.3.3 (as of latest CHANGELOG entry)
## Critical Code Locations
- App lifecycle: `internal_filesystem/lib/mpos/apps.py:execute_script()`
- Activity base class: `internal_filesystem/lib/mpos/app/activity.py`
- Package management: `internal_filesystem/lib/mpos/content/package_manager.py`
- Intent system: `internal_filesystem/lib/mpos/content/intent.py`
- UI initialization: `internal_filesystem/main.py`
- Hardware init: `internal_filesystem/boot.py`
- Config/preferences: `internal_filesystem/lib/mpos/config.py`
- Top menu/drawer: `internal_filesystem/lib/mpos/ui/topmenu.py`
- Activity navigation: `internal_filesystem/lib/mpos/activity_navigator.py`
## Common Utilities and Helpers
**SharedPreferences**: Persistent key-value storage per app
```python
from mpos.config import SharedPreferences
# Load preferences
prefs = SharedPreferences("com.example.myapp")
value = prefs.get_string("key", "default_value")
number = prefs.get_int("count", 0)
data = prefs.get_dict("data", {})
# Save preferences
editor = prefs.edit()
editor.put_string("key", "value")
editor.put_int("count", 42)
editor.put_dict("data", {"key": "value"})
editor.commit()
```
**Intent system**: Launch activities and pass data
```python
from mpos.content.intent import Intent
# Launch activity by name
intent = Intent()
intent.setClassName("com.micropythonos.camera", "Camera")
self.startActivity(intent)
# Launch with extras
intent.putExtra("key", "value")
self.startActivityForResult(intent, self.handle_result)
def handle_result(self, result):
if result["result_code"] == Activity.RESULT_OK:
data = result["data"]
```
**UI utilities**:
- `mpos.ui.async_call(func, *args, **kwargs)`: Safely call UI operations from background threads
- `mpos.ui.back_screen()`: Navigate back to previous screen
- `mpos.ui.focus_direction`: Keyboard/joystick navigation helpers
- `mpos.ui.anim`: Animation utilities
### Keyboard and Focus Navigation
MicroPythonOS supports keyboard/joystick navigation through LVGL's focus group system. This allows users to navigate apps using arrow keys and select items with Enter.
**Basic focus handling pattern**:
```python
def onCreate(self):
# Get the default focus group
focusgroup = lv.group_get_default()
if not focusgroup:
print("WARNING: could not get default focusgroup")
# Create a clickable object
button = lv.button(screen)
# Add focus/defocus event handlers
button.add_event_cb(lambda e, b=button: self.focus_handler(b), lv.EVENT.FOCUSED, None)
button.add_event_cb(lambda e, b=button: self.defocus_handler(b), lv.EVENT.DEFOCUSED, None)
# Add to focus group (enables keyboard navigation)
if focusgroup:
focusgroup.add_obj(button)
def focus_handler(self, obj):
"""Called when object receives focus"""
obj.set_style_border_color(lv.theme_get_color_primary(None), lv.PART.MAIN)
obj.set_style_border_width(2, lv.PART.MAIN)
obj.scroll_to_view(True) # Scroll into view if needed
def defocus_handler(self, obj):
"""Called when object loses focus"""
obj.set_style_border_width(0, lv.PART.MAIN)
```
**Key principles**:
- Get the default focus group with `lv.group_get_default()`
- Add objects to the focus group to make them keyboard-navigable
- Use `lv.EVENT.FOCUSED` to highlight focused elements (usually with a border)
- Use `lv.EVENT.DEFOCUSED` to remove highlighting
- Use theme color for consistency: `lv.theme_get_color_primary(None)`
- Call `scroll_to_view(True)` to auto-scroll focused items into view
- The focus group automatically handles arrow key navigation between objects
**Example apps with focus handling**:
- **Launcher** (`builtin/apps/com.micropythonos.launcher/assets/launcher.py`): App icons are focusable
- **Settings** (`builtin/apps/com.micropythonos.settings/assets/settings_app.py`): Settings items are focusable
- **Connect 4** (`apps/com.micropythonos.connect4/assets/connect4.py`): Game columns are focusable
**Other utilities**:
- `mpos.apps.good_stack_size()`: Returns appropriate thread stack size for platform (16KB ESP32, 24KB desktop)
- `mpos.wifi`: WiFi management utilities
- `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.task_handler.add_event_cb(self.update_frame, 1)
def onPause(self, screen):
# Unregister when app goes to background
mpos.ui.task_handler.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.task_handler.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.task_handler.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.task_handler.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.task_handler.add_event_cb(self.update_frame, 1)
def onPause(self, screen):
# Always stop when app goes to background
mpos.ui.task_handler.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