2. Slalom

Tilt to move side to side so moving wall is not hit.
import microbit as m
import random

p = m.display.show

min_x = -1024
max_x = 1024
range_x = max_x - min_x

wall_min_speed = 500
player_min_speed = 300

wall_max_speed = 150
player_max_speed = 50

speed_max = 12


while True:

    i = m.Image("00000:" * 5)
    s = i.set_pixel

    player_x = 2

    wall_y = -1
    hole = 0

    score = 0
    handled_this_wall = False

    wall_speed = wall_min_speed
    player_speed = player_min_speed

    wall_next = 0
    player_next = 0

    while True:
        t = m.running_time()
        player_update = t >= player_next
        wall_update = t >= wall_next
        if not (player_update or wall_update):
            next_event = min(wall_next, player_next)
            delta = next_event - t
            m.sleep(delta)
            continue

        if wall_update:
            # calculate new speeds
            speed = min(score, speed_max)
            wall_speed = wall_min_speed + int(
                (wall_max_speed - wall_min_speed) * speed / speed_max
            )
            player_speed = player_min_speed + int(
                (player_max_speed - player_min_speed) * speed / speed_max
            )

            wall_next = t + wall_speed
            if wall_y < 5:
                # erase old wall
                use_wall_y = max(wall_y, 0)
                for wall_x in range(5):
                    if wall_x != hole:
                        s(wall_x, use_wall_y, 0)

        wall_reached_player = wall_y == 4
        if player_update:
            player_next = t + player_speed
            # find new x coord
            x = m.accelerometer.get_x()
            x = min(max(min_x, x), max_x)
            # print("x accel", x)
            s(player_x, 4, 0)  # turn off old pixel
            x = ((x - min_x) / range_x) * 5
            x = min(max(0, x), 4)
            x = int(x + 0.5)
            # print("have", position, "want", x)

            if not handled_this_wall:
                if player_x < x:
                    player_x += 1
                elif player_x > x:
                    player_x -= 1
            # print("new", position)
            # print()

        if wall_update:
            # update wall position
            wall_y += 1
            if wall_y == 7:
                wall_y = -1
                hole = random.randrange(5)
                handled_this_wall = False

            if wall_y < 5:
                # draw new wall
                use_wall_y = max(wall_y, 0)
                for wall_x in range(5):
                    if wall_x != hole:
                        s(wall_x, use_wall_y, 6)

        if wall_reached_player and not handled_this_wall:
            handled_this_wall = True
            if player_x != hole:
                # collision! game over!
                break
            score += 1

        if player_update:
            s(player_x, 4, 9)  # turn on new pixel

        p(i)

    p(i.SAD)
    m.sleep(800)
    m.display.scroll("Score:" + str(score), delay=60)

    while True:
        if m.button_a.is_pressed() or m.button_b.is_pressed():
            break
        m.sleep(100)

Tasks

  1. Test the various speed variables to find values for an easy game and for a hard game. Add choice of games via buttons at start.