from pygame import image

from esp_hadouken.GameChild import *

class Exit(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load_image()
        self.set_rect()

    def load_image(self):
        img = image.load(self.get_resource("level-exit-path")).convert()
        img.set_alpha(self.get_configuration()["level-exit-alpha"])
        self.img = img

    def set_rect(self):
        rect = self.img.get_rect()
        width, height = self.parent.get_size()
        rect.bottomright = width - 10, height - 8
        self.rect = rect

    def draw(self):
        self.parent.blit(self.img, self.rect)
from pygame import Surface, Color, Rect

from esp_hadouken.GameChild import GameChild

class Void(Surface, GameChild):

    transparent_color = Color("magenta")
    opaque_color = Color("black")

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        Surface.__init__(self, parent.get_size())
        self.set_colorkey(self.transparent_color)
        self.set_background()

    def set_background(self):
        bg = Surface(self.parent.get_clip().size)
        bg.fill(self.transparent_color)
        self.background = bg.convert()

    def update(self):
        self.set_clip()
        self.clear()
        self.update_area()
        self.draw()

    def set_clip(self):
        Surface.set_clip(self, self.parent.get_clip())

    def clear(self):
        self.blit(self.background, self.get_clip())

    def update_area(self):
        pass

    def draw(self):
        clip = self.get_clip()
        self.parent.blit(self, clip, clip)
from pygame.locals import *

from esp_hadouken.GameChild import *
from esp_hadouken.Input import *
from octo.Octo import *
from diortem.Diortem import *
from circulor.Circulor import *
from horse.Horse import *
from tooth.Tooth import *

class LevelFactory(GameChild):

    level = None

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.subscribe_to_events()

    def subscribe_to_events(self):
        self.subscribe_to(USEREVENT, self.load_level)
        self.subscribe_to(Input.command_event, self.clear_level)

    def load_level(self, evt):
        if evt.name == "bandit-encountered":
            bandit = evt.bandit
            self.level = globals()[bandit.name.capitalize()](self)

    def clear_level(self, evt=None):
        if not evt or evt.command == "reset":
            if self.level:
                self.level.end()
            self.level = None

    def update(self):
        if self.level:
            self.level.update()
from os.path import join

from esp_hadouken.sprite.Sprite import *
from esp_hadouken.GameChild import *

class Bandit(Sprite):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_sprite()
        self.place()
        self.show()

    def init_sprite(self):
        name = self.parent.get_name()
        config = self.get_configuration()
        directory = self.get_resource("level-bandit-sprite-path")
        path = join(directory, name + config["image-extension"])
        Sprite.__init__(self, self.parent, path, self.parent)

    def place(self):
        name = self.parent.get_name()
        pos = self.get_configuration()[name + "-level-bandit-position"]
        self.rect.center = pos
from pygame import Surface, Color

from esp_hadouken.GameChild import *
from esp_hadouken.Font import *

class Distance(GameChild, Surface):

    transparent_color = Color("magenta")

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.init_surface()
        self.set_font()
        self.rect = self.get_rect()

    def init_surface(self):
        Surface.__init__(self, self.get_configuration()["distance-dimensions"])
        self.set_colorkey(self.transparent_color)

    def set_font(self):
        self.font = Font(self, self.get_configuration()["distance-text-size"])

    def place(self):
        self.rect.bottomleft = self.parent.get_clip().bottomleft

    def update(self):
        self.clear()
        self.place()
        self.render_distance()
        self.draw()

    def clear(self):
        self.fill(Color(self.get_configuration()["distance-background-color"]))

    def render_distance(self):
        config = self.get_configuration()
        distance = self.parent.get_distance_to_target()
        text = "%i%s" % (int(distance * config["distance-modifier"]),
                         config["distance-suffix"])
        color = Color(config["distance-text-color"])
        rend = self.font.render(text, True, color)
        rect = rend.get_rect()
        rect.center = self.get_rect().center
        self.blit(rend, rect)

    def draw(self):
        self.parent.blit(self, self.rect)
from esp_hadouken.levels.Level import *
from void.Void import *

class Diortem(Level):

    def __init__(self, parent):
        Level.__init__(self, parent)

    def set_void(self):
        self.void = Void(self)
216.73.216.28
216.73.216.28
216.73.216.28
 
January 23, 2021

I wanted to document this chat-controlled robot I made for Babycastles' LOLCAM📸 that accepts a predefined set of commands like a character in an RPG party 〰 commands like walk, spin, bash, drill. It can also understand donut, worm, ring, wheels, and more. The signal for each command is transmitted as a 24-bit value over infrared using two Arduinos, one with an infrared LED, and the other with an infrared receiver. I built the transmitter circuit, and the receiver was built into the board that came with the mBot robot kit. The infrared library IRLib2 was used to transmit and receive the data as a 24-bit value.


fig. 1.1: the LEDs don't have much to do with this post!

I wanted to control the robot the way the infrared remote that came with the mBot controlled it, but the difference would be that since we would be getting input from the computer, it would be like having a remote with an unlimited amount of buttons. The way the remote works is each button press sends a 24-bit value to the robot over infrared. Inspired by Game Boy Advance registers and tracker commands, I started thinking that if we packed multiple parameters into the 24 bits, it would allow a custom move to be sent each time, so I wrote transmitter and receiver code to process commands that looked like this:

bit
name
description
00
time
multiply by 64 to get duration of command in ms
01
02
03
04
left
multiply by 16 to get left motor power
05
06
07
08
right
multiply by 16 to get right motor power
09
10
11
12
left sign
0 = left wheel backward, 1 = left wheel forward
13
right sign
0 = right wheel forward, 1 = right wheel backward
14
robot id
0 = send to player one, 1 = send to player two
15
flip
negate motor signs when repeating command
16
repeats
number of times to repeat command
17
18
19
delay
multiply by 128 to get time between repeats in ms
20
21
22
23
swap
swap the motor power values on repeat
fig 1.2: tightly stuffed bits

The first command I was able to send with this method that seemed interesting was one that made the mBot do a wheelie.

$ ./send_command.py 15 12 15 1 0 0 0 7 0 1
sending 0xff871fcf...


fig 1.3: sick wheels

A side effect of sending the signal this way is any button on any infrared remote will cause the robot to do something. The star command was actually reverse engineered from looking at the code a random remote button sent. For the robot's debut, it ended up with 15 preset commands (that number is in stonks 📈). I posted a highlights video on social media of how the chat controls turned out.

This idea was inspired by a remote frog tank LED project I made for Ribbit's Frog World which had a similar concept: press a button, and in a remote location where 🐸 and 🐠 live, an LED would turn on.


fig 2.1: saying hi to froggo remotely using an LED

😇 The transmitter and receiver Arduino programs are available to be copied and modified 😇