Ultra-small size gaming console。
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超小尺寸游戏机-Pico
This embedded product is mainly based on miniaturization, followed by his game functions are also very complete, for all kinds of games can be played, and there will be relevant illustrations in the follow-up of the article.
This product is a very, very small game console, and he has all the functions inherent in the game console.
这款超小尺寸游戏机Pico,是一款结合了小型化设计和强大游戏功能的嵌入式设备。它的体积非常紧凑,适合携带,同时它依然保留了传统游戏机的各种功能。无论是经典的2D横版游戏、复古的街机游戏,还是一些现代的小游戏,Pico都能够顺利运行。
Pico的设计重点之一就是极致的便携性,尽管体积小,但依然能提供丰富的游戏体验。它通常具备类似按键、显示屏和扬声器的基本硬件配置,能够满足各种游戏操作的需求。此外,Pico内置了游戏模拟器和相关软件,使得用户能够体验不同平台上的游戏。
具体来说,这款游戏机可能搭载了流行的嵌入式开发平台,如Raspberry Pi Pico,支持多种编程语言和工具,甚至可以通过自定义代码和硬件扩展来进一步增强其功能。
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极致便携性:Pico的尺寸非常小巧,方便携带。无论是放口袋里还是随身携带,都不占太多空间,适合外出时随时随地享受游戏。
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强大兼容性:它支持多种游戏模拟器和格式,能够运行各类经典游戏,包括复古街机游戏、掌机游戏等,甚至可以自定义加载新游戏。
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高性价比:作为一款小型游戏机,Pico提供的功能远超其体积。你可以以较低的成本享受到多种游戏的娱乐体验,同时它还支持编程开发,适合开发者进行定制化应用。
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开源与可定制性:Pico基于流行的嵌入式平台(如Raspberry Pi Pico),具有开源特性,允许用户根据个人需求进行软件和硬件的修改和扩展,能够轻松实现个性化定制。
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简单易用:操作界面简洁,用户只需轻松连接显示设备和控制器,就可以迅速开始游戏。无论是初学者还是有经验的玩家都能很快上手。
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节能高效:由于体积小,功耗低,Pico非常节能,适合长时间游戏而不需要频繁充电。
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丰富的开发资源:由于其基于开放平台,Pico有着丰富的开发资源和社区支持,用户可以轻松找到教程、工具和讨论,快速进行功能扩展。
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多功能集成:除了作为游戏机,Pico还可以作为其他嵌入式项目的开发平台,具备了强大的开发潜力和应用灵活性。
下述为原理图以及PCB。
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下述为相关游戏的部分案例代码。
python
import PICOplaygame
import time
import random
import gc from machine
import freq
freq(125_000_000)
gc.enable() # This line helps make sure we don't run out of memory
# Sensitive game parameters
XVel = 0.05 YVel = 0 Distance = 0 YPos = 0 Gravity = 0.15 MaxFPS = 60 Points = 0 GameRunning = True CactusPos = random.randint(72, 300) CloudPos = random.randint(60, 200) JumpSoundTimer = 0
# Sprite data
PlayerSpr = bytearray([0x04 ^ 0xFF, 0x08 ^ 0xFF, 0xC8 ^ 0xFF, 0xBC ^ 0xFF, 0x1C ^ 0xFF, 0x0E ^ 0xFF, 0x1A ^ 0xFF, 0x2C ^ 0xFF]) PlayerRunFrame1 = bytearray([0xFF, 0xFF, 0xFF, 0xFD, 0xF9, 0xBB, 0xBB, 0xD3, 0xE1, 0xF1, 0xC1, 0xB3, 0x61, 0xD5, 0xF3, 0xFF]) PlayerRunFrame2 = bytearray([0xFF, 0xFF, 0xF7, 0xFB, 0xFB, 0xFB, 0x3B, 0x93, 0xE3, 0x71, 0x03, 0xE7, 0xC3, 0xAB, 0xE7, 0xFF]) CactusSpr1 = bytearray([0x00 ^ 0xFF, 0xFC ^ 0xFF, 0x86 ^ 0xFF, 0x92 ^ 0xFF, 0xC2 ^ 0xFF, 0xFC ^ 0xFF, 0x00 ^ 0xFF, 0x00 ^ 0xFF]) CactusSpr2 = bytearray([0x00 ^ 0xFF, 0x1E ^ 0xFF, 0x10 ^ 0xFF, 0xFE ^ 0xFF, 0xE4 ^ 0xFF, 0x20 ^ 0xFF, 0x78 ^ 0xFF, 0x00 ^ 0xFF]) CloudSpr = bytearray([0x9F, 0x4F, 0x63, 0x59, 0xBD, 0x73, 0x73, 0x65, 0x5C, 0x7E, 0x7E, 0x51, 0x57, 0x4F, 0x1F, 0xBF])
CactusSpr = CactusSpr1
PICOplaygame.display.fill(0) PICOplaygame.display.drawText("Tinysaur", 12, 0, 1) PICOplaygame.display.drawText(" Run", 15, 9, 1) PICOplaygame.display.update()
PICOplaygame.display.setFPS(60)
PICOplaygame.saveData.setName("SaurRun")
while(PICOplaygame.buttonA.pressed() == True or PICOplaygame.buttonB.pressed() == True): if(time.ticks_ms() % 1000 < 500): PICOplaygame.display.drawFilledRectangle(0, 32, 72, 8, 0)
PICOplaygame.display.drawText("Press A/B", 9, 32, 1) else: PICOplaygame.display.drawFilledRectangle(0, 32, 72, 8, 1)
PICOplaygame.display.drawText("Press A/B", 9, 32, 0) PICOplaygame.display.update()
pass while(PICOplaygame.buttonA.pressed() == False and PICOplaygame.buttonB.pressed() == False): if(time.ticks_ms() % 1000 < 500): PICOplaygame.display.drawFilledRectangle(0, 32, 72, 8, 0)
PICOplaygame.display.drawText("Press A/B", 9, 32, 1) else: PICOplaygame.display.drawFilledRectangle(0, 32, 72, 8, 1)
PICOplaygame.display.drawText("Press A/B", 9, 32, 0) PICOplaygame.display.update()
pass while(PICOplaygame.buttonA.pressed() == True or PICOplaygame.buttonB.pressed() == True): if(time.ticks_ms() % 1000 < 500): PICOplaygame.display.drawFilledRectangle(0, 32, 72, 8, 0)
PICOplaygame.display.drawText("Press A/B", 9, 32, 1) else: PICOplaygame.display.drawFilledRectangle(0, 32, 72, 8, 1)
PICOplaygame.display.drawText("Press A/B", 9, 32, 0) PICOplaygame.display.update()
pass
while(GameRunning): t0 = time.ticks_us() # Check the time
# Is the player on the ground and trying to jump?
if(JumpSoundTimer < 0): JumpSoundTimer = 0 if((PICOplaygame.buttonA.pressed() == True or PICOplaygame.buttonB.pressed() == True) and YPos == 0.0): # Jump!
JumpSoundTimer = 200
YVel = -2.5
# Handle "dynamics"
YPos += YVel
YVel += Gravity
Distance += XVel
JumpSoundTimer -= 15
if(JumpSoundTimer > 0): PICOplaygame.audio.set(500-JumpSoundTimer) else: PICOplaygame.audio.stop()
# Accelerate the player just a little bit
XVel += 0.000025
# Make sure we haven't fallen below the groundW
if(YPos > 0): YPos = 0.0
YVel = 0.0
# Has the player hit a cactus?
if(CactusPos < 8 and CactusPos > -8 and YPos > -8): # Stop the game and give a prompt
GameRunning = False
PICOplaygame.display.fill(1)
PICOplaygame.audio.stop()
PICOplaygame.display.drawText("Oh no!", 18, 1, 0)
PICOplaygame.display.drawText(str(int(Distance))+"m", 26, 9, 0) high = -1
if(PICOplaygame.saveData.hasItem("highscore")): high = int(PICOplaygame.saveData.getItem("highscore"))
PICOplaygame.display.drawText("High: " + str(high)+"m", 8, 17, 0) if(Distance > high): PICOplaygame.saveData.setItem("highscore", Distance)
PICOplaygame.saveData.save() PICOplaygame.display.drawText("Again?", 19, 25, 0)
PICOplaygame.display.drawText("A:N B:Y", 16, 33, 0)
PICOplaygame.display.update()
PICOplaygame.audio.playBlocking(300, 250)
PICOplaygame.audio.play(260, 250)
while(PICOplaygame.inputPressed() == False): pass # Wait for the user to give us something
while(GameRunning == False): if(PICOplaygame.buttonB.pressed() == True == 1): # Restart the game
XVel = 0.05
YVel = 0
Distance = 0
YPos = 0
Points = 0
GameRunning = True
CactusPos = random.randint(72, 300)
CloudPos = random.randint(60, 200)
elif(PICOplaygame.buttonA.pressed() == True): # Quit
PICOplaygame.reset() # Exit game to main menu
# Is the cactus out of view?
if(CactusPos < -24): # "spawn" another one (Set its position some distance ahead and change the sprite) Points += 10
PICOplaygame.audio.play(440, 300)
CactusPos = random.randint(72, 500)
if(random.randint(0, 1) == 0): CactusSpr = CactusSpr1 else: CactusSpr = CactusSpr2
# Is the cloud out of view?
if(CloudPos < -32): # "spawn" another one
CloudPos = random.randint(40, 200)
# More dynaaaaaaaaaaaamics
CactusPos -= XVel * 16
CloudPos -= XVel * 2
# Draw game state
PICOplaygame.display.fill(1)
PICOplaygame.display.blit(CactusSpr, int(16 + CactusPos), 24, 8, 8, 1, 0, 0) PICOplaygame.display.blit(CloudSpr, int(16 + CloudPos), 8, 16, 8, 1, 0, 0)
if(t0 % 250000 < 125000 or YPos != 0.0): # Player is in first frame of run animation
PICOplaygame.display.blit(PlayerRunFrame1, 8, int(23 + YPos), 16, 8, 1, 0, 0) else: # Player is in second frame of run animation
PICOplaygame.display.blit(PlayerRunFrame2, 8, int(24 + YPos), 16, 8, 1, 0, 0)
PICOplaygame.display.drawFilledRectangle(0, 31, PICOplaygame.display.width, 9, 0) # Ground PICOplaygame.display.drawText(str(int(Points)), 0, 0, 0) # Current points PICOplaygame.display.drawText("pts", len(str(int(Points))) * 8, 0, 0) PICOplaygame.display.drawText(str(int(Distance)), 0, 32, 1) # Current distance PICOplaygame.display.drawText("m", len(str(int(Distance))) * 8, 32, 1) PICOplaygame.display.update()
# Spin wheels until we've used up one frame's worth of time
while(time.ticks_us() - t0 < 1000000.0 / MaxFPS): pass
下述内容就是功能演示了。