Getting Started
Adafruit Playground is a wonderful and safe place to share your interests with Adafruit's vibrant community of makers and doers. Have a cool project you are working on? Have a bit of code that you think others will find useful? Want to show off your electronics workbench? You have come to the right place.
The goal of Adafruit Playground is to make it as simple as possible to share your work. On the Adafruit Playground users can create Notes. A note is a single-page space where you can document your topic using Adafruit's easy-to-use editor. Notes are like Guides on the Adafruit Learning System but guides are high-fidelity content curated and maintained by Adafuit. Notes are whatever you want them to be. Have fun and be kind.
Click here to learn more about Adafruit Playground and how to get started.
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Displaying Images on Pico Mac Emulator for Fruit Jam With my recent retro mac classic inspired enclosure project for the Fruit Jam, I got the crazy idea to display my own images on the mac emulator. Sure, you can run MacPaint, but wouldn't it be cool to display custom graphics like the Fruit Jam logo? Well, it turns out there's a bit of a process to get images to display on System 7.5, specifically on 68K architecture (which is what the pico-mac emulator is based on).
Image File Formats
JPEG, PNG and GIF images are the norm with modem day computers. But, in 1984, these image formats were not yet a thing. I thought, surely displaying a bitmap image on Mac OS System 7 shouldn't be too hard, right?
After searching google, easiest approach seemed to be: Use the Graphic Converter mac app to convert a JPEG into a MacPaint document. This however, didn't quite seem to work. When I import the converted macpaint image file into Mini vMac, it wouldn't open in MacPaint. Weird, Ok, lets try a native image file format. Again, that's not really a thing. Enter the world of the .PICT (QuickDraw picture).
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Using the Fruit Jam Intel 286 Emulator The new 286 PC Emulator for Fruit Jam provides many interesting possibilities and a lot of fun.
This Playground Note will provide information that may not be evident or may otherwise help others.
Initial Impressions
Having wide emulation through the 80286 is helpful, through it wasn't until the '386 that memory handling got better.
I was really excited about all the display modes. But trying to get to them in DOS or QBASIC was impossible. Maybe they'll work in games but I'd like a high resolution DOS screen too.
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Fun with Fruit Jam Neopixels The adafruit_fruitjam library makes controlling the five neopixels on the board pretty easy...
Start with the basics
We begin by initializing the library and setting things up:
[note these are code snippets only - not a complete project]
From here you can use the standard neopixel "fill" and "show" to control the neopixels altogether. To refer to the neopixel object you reference them by 'jam.neopixels' (note the s on the end) followed by the command. For example, a classic red blink would simply be:
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TPL5111 - Low Power projects (WipperSnapper, Arduino, CircuitPython, etc) Overview
The TPL5110 (with driven output line) or the TPL5111 (with toggling enable line) allow some really simple low-power projects. Use the zero to sever and supply power, or the one to control enable pins (for LDO/MCU).
Just adjust the potentiometer to tweak the turn-on time, and then with the TPL5111 you send a low high transition to the Done pin to go to sleep. The Enable pin goes low and MCU sleeps until the next cycle.
All of that means you can easily create a no-code low-power project, just by hooking up the TPL5111 to a WipperSnapper compatible board, and combine that with an E-ink display for the ultimate low power setup.
The board wakes up, connects to WiFi and Adafruit IO, get's the latest messages (E-Ink Display) and sends some sensor data. Two small Actions on Adafruit IO switch the Done pin to a high level, and then ten seconds later back to low. A third action updates the screen message with time + weather every 10mins.
Add a third action to update the display or whatever is appropriate (like acting on some sensor data).
Use
\nto force a line break when working with Displays on WipperSnapper
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Fizzgig I built Fizzgig and would like to share a few notes on my build (made in October 2025). I hope that this is helpful to anyone attempting to build it as well. I had a lot of fun building it!
Speaker
I tried using an external speaker connected with the headphone jack cable. It turned out that this speaker is not deactivated when no sound is played, and it produces very loud white noise (this happens with any speaker connected via this connection). Thankfully, the Adafruit support team reproduced this, and it seems that this behaviour cannot be resolved. So I went along with the oval mini speaker that is connected to the board via PicoBlade. To improve its sound a little, I attached the speaker to a Tic Tac box as a resonator, which worked quite well.
Servo / Jaw
I used lots of hot glue to attach all the hair, so the jaw became rather heavy. I attached some cardboard to the jaw to stabilise it, but this was not enough to support the weight. As a result, the jaw would not close properly. To resolve this, I stabilised the jaw with ice cream sticks. I also extended the servo horn with a piece of carbon tube. I could securely fix this to the servo horn using heat shrink tube with hot glue. My extended servo horn ends in a grommet made out of another piece of carbon tube with a larger diameter that I glued to the jaw. This makes the placement of the servo a lot easier and the connection more stable.
I thought about also adding a spring taken out of a retractable pen to the servo horn extension to help the servo along. In my build, this was not possible to integrate, but there may be setups where adding a spring is possible and makes sense.
Since I could not use a spring, I added a counterweight in the part where the servo horn ends. I glued in a screw and added two nuts for added weight. This helps the servo along.
Code
I used the UF2 file provided in the instruction. I would have liked to change the code to reduce the jaw opening angle (this would have enabled me to use a spring). Adafruit support pointed me to the code, and I was able to identify the place where the servo angles are defined. In my current Arduino IDE, the code would compile successfully, and the IDE even told me that the code had been successfully transferred to the board. However, CIRCUITPY was still visible as a drive after this supposedly successful transfer, and I had to re-upload the original UF2 file to go back to that version. I re-tried with several different methods, but I was not able to make the compiled code transfer to the board successfully. This may be due to my inability, since I am not very experienced using microcontrollers at all. If you are planning to alter the code, do check if it works for you before making your build.
Wig
It makes a lot of sense to buy a wig with really long hair. The instructions advise to cut off the hair along the longest section. I did this, but it would have made more sense to plan ahead to first check where the nose will go. Most hair under the nose will not be needed, as that's where the mouth goes. Depending what your particular wig looks like, it may be better to keep the long hair in the back and trim under the nose.
Also, the hair will be all over the place when you're done.
I styled my Fizzgig's hair with transparent lacquer from a spray can. This was necessary especially around the eyes and the nose.
Frame
I built a wooden frame for my Fizzgig. I had originally used a cardboard box, but for more stability I replaced it with a wooden frame that basically had the same dimensions. My frame is about 31 x 18 x 10 cm. The required dimensions very much depend on the size of the wig and the length of the hair.
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USB, XT, PS2 keycode cross reference in CSV Recently for the Fruitjam-286 emulator, I needed to create a good mapping from USB HID codes to XT codes.
There are many resources online including Keyboard Scancodes (Andries Brouwer) which is a nice HTML table.
I converted the table into a csv file, and then used a bespoke Python program to convert it to a format for the emulator.
First, my program opens the csv file and checks its structure
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2025-1017 Speedy-Vi Note I created this Note so I can link a section of CircuitPython Essentials to it. Unfortunately, when I click "Link Note" it still says "You do not have any notes available to link to this guide. To create a new note please visit the Adafruit Playground and create a note." I just created this note so I could link the section of CircuitPython Essentials to it. I must be doing something wrong...
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CircuitPython Functions to Pretty Up Strings Here's a short one...
Sometimes I find myself wanting to pretty up a string. For example, a value might come in all in lower case letters and I want to capitalize the first letter or maybe go for capitalizing all first letters. Another use case is using variable names (conventionally all lower case) for captions.
- 'this is my string' ===> 'This is my string'
- 'top values' ===> 'Top Values'
Python has title() and capitalize() functions but these are not implemented in CircuitPython.
Also, strings may be in camel case that I want to fix - the Weather Powerup on AdafruitIO sends text data back this way:
- 'mostlyClear' ===> 'Mostly Clear'
When there is a limited set of data I've used if/elif/else statements or used look-up dictionaries, but in some cases the inputs may not be known. Also, who wants to write all of the repetitive code!
Since CircuitPython does include upper() and lower() functions we can build functions to do this. So with the help of CoPilot I drafted and now include these three functions in my code when I am doing anything with strings:
In these sample functions I only apply to strings that are greater than three characters long as generally when I have short strings, I want them to keep the case (such as 'MPH'). But you can change this if you want it to make the change to all input strings. In the camel_to_title() function I also replace underscores with spaces, primarily for when I use variable names as captions.
Hope you find this useful - and be sure to share any custom functions you can't live without.
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Exploring the Arduino App Lab Binary Overview
To understand what the new Arduino UNO Q is about, I've been looking at the new the Arduino App Lab coding tool. The App Lab download page links to the source code at https://downloads.arduino.cc/app-lab-release/source-app-lab.zip, but the source seems incomplete. Among other differences, there aren't any build instructions or scripts in the source archive. So, I've been poking around trying to understand how the source works and how it differs from the binaries.
Highlights of what I found: You need a UNO Q board to get past the first screen. The app is written with Wails which uses Go for the backend and a web app for the frontend (similar to Electron, but using a native web view rather than embedding a browser). The binaries include embedded markdown for examples that don't appear in the source. The app may be using Hotjar telemetry for analytics.
Download Checksums
When I downloaded the macOS dmg, Linux tar.gz, and source-app-lab.zip files on October 16, 2025, these are the checksums I got:
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Magnetometer - MMC5603 to measure gas usage inside your home with home assistant I wanted to measure the gas usage inside my home and push the data into Home Assistant.
To collect the data, I wanted to use the MMC5603 magnetometer + ESP32 Feather V2. The MMC5603 had a great price point and the ESP32 Feather V2 was able to connect to my Home Assistant server via WiFi.
Requirements
- ESPHome 2025.8.3
- The Adafruit Products above (MMC5603 + ESP32 Feather V2 or similar board that can connect via WiFi)
- Ethernet Cable (Cat 5 and later is fine)
- USB Power Adapter (e.g. like this one , 5V 1A)
- A short USB-A to USB-C connector (e.g. like this one, data isn't important here - so any cable will do)
- M2.5 screws (lengths and materials will be up to you, I used nylon M2.5 screws to attach the bracket to the gas meter and metal M2.5 screws for the MMC5603 to the bracket).
If you end up using any earlier version of ESPHome and you'll run into issues like I did where the MMC5603 wasn't being registered properly.
I connected everything like this diagram:
I ended up having to create a 3D bracket that could hold the MMC5603 onto the US Gas Meter.
https://www.printables.com/model/1446364-us-gas-meter-brace-for-a-mmc5603-magnetometer
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Your own TTS engine for the Fruit Jam Spell Jam app Overview
The Spell Jam app on the Fruit Jam is a twist on a classic electronic toy. Check out the Spell Jam learn guide to learn all about it.
By default, Spell Jam uses the Amazon Polly Text-to-Speech (TTS) service to create audio from the entered text. While Amazon's service can be used for free during a trial period, it does require an AWS account.
If you'd prefer not to create an Amazon AWS account, you can instead run a local TTS server on your home network using open-source models like KittenTTS or Kani-TTS.
This playground will walk you through the steps required to run a local TTS server on your network and configure Spell Jam on your Fruit Jam to use that server instead of AWS.
Installing a Text-to-Speech Model
There are two TTS AI models that the Spell Jam local backend currently works with:
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How to "wire-up" anything (e.g. a featherwing Display) on WipperSnapper WipperSnapper is a firmware (Arduino sketch) that connects boards with Components + Sensors in a no-code way. It's meant to be easy for beginners to start making things online quickly and simply, but sometimes we forget how much knowledge is expected.
It can be a tall order to know how to find the pin names for each board, but doubly so when you want to connect a seemingly easily sandwiched FeatherWing into the mix.
Today I followed this journey to test a newly supported E-ink FeatherWing display with one of our older boards, the Feather ESP32 v2 (Huzzah32), to replicate the MagTag setup which we know works well.
As I looked for the documentation link in the New Components dialog, I realised this was a step too far for many people to take confidently alone and I should probably document the journey.
Breaking it down
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Judge Doom Hat – Wearable Monster M4sk Eye Tracking with MPU-6050 Head Control
Hi everyone, just in time for Halloween 👀👁️👁️🎃👻,
I’ve been working on a project that expands the Adafruit MONSTER M4SK – DIY Electronic Eyes Mask (Product ID: 4343) with an Adafruit MPU-6050 6-DoF Accel and Gyro Sensor – STEMMA QT Qwiic (Product ID: 3886) to add head-tracking eye control. The result is the Judge Doom Hat (inspired by Who Framed Roger Rabbit? 🕶️👀).
The focus here is on the code integration: reading quaternion data from the MPU-6050, converting to yaw/pitch, normalizing to eyeTargetX / eyeTargetY, and feeding that into the existing M4_Eyes rendering engine for smooth, natural eye motion.
Features:
🔹Yaw + Pitch tracking — eyes follow head turns and tilts
🔹Quaternion math (Simple_MPU6050.h) — fast, smooth, drift-resistant orientation
🔹Natural movement — eyes decelerate and return to center, no snapping
🔹Stability mode while walking
🔹Tilt-based extras — roll can trigger blinks (backlight off) or switch configs
🔹Configurable ranges — sensitivity, dead zones, and angle limits adjustable
🔹Random wandering disabled — IMU fully drives eye motion
Hardware:
🔹Adafruit MONSTER M4SK – DIY Electronic Eyes Mask
Product ID: 4343
🔹Adafruit MPU-6050 6-DoF Accel and Gyro Sensor – STEMMA QT / Qwiic
Product ID: 3886
🔹Judge Doom Hat – wearable mount
Credits & Acknowledgments:
🔹 (Limor Fried) – Monster M4sk hardware design
🔹Phil Burgess (PaintYourDragon) – Original M4_Eyes eye animation code
🔹Adafruit Learning System Team –
🔹Monster M4sk Augmented Eyes Toon Hat
— starting point for the hat design and graphics
🔹Monster M4sk Is Watching You
— another key starting point we expanded on with the MPU-6050 for natural head-driven eye motion
ChatGPT (OpenAI) – Code structure, quaternion integration, debugging, and iterative design support
Code Files:
This project builds directly on the official M4_Eyes code.
The only files added for the Judge Doom Hat are shown below:
Libraries:
🔹Simple_MPU6050 Library by ZHomeSliceDoomHat.h
user_tracker.cpp
Drop these 2 files into the existing M4_Eyes project folder, disable other user_*.cpp files, and enable user_tracker.cpp. Then upload to your Monster M4sk.
You will need to calibrate the MPU6050 unit first. I used the Simple_MPU6050_Calibration example: https://github.com/ZHomeSlice/Simple_MP ... r/Examples
Future Ideas:
🔹Haptic feedback (Adafruit DRV2605L) — exploring subtle vibration cues for blinks, config switches, or motion events
🔹Peripheral awareness — adding slight eye lag/lead for more lifelike motion
🔹Alternate IMUs (e.g., BNO055, LSM6DSOX) — comparing accuracy and drift over MPU-6050
👁️👁️✨ That’s it!
Looking forward to feedback, code suggestions, and ideas from the community. -
Herman Entertainment System (Pi Zero2w Python Handheld) This is the Herman Entertainment System, a handheld gaming system with a Raspberry Pi Zero 2 W and the Adafruit 1.3″ TFT Bonnet. Why Herman? I don’t know, that is what the kids wanted to call it, apparently Herman needs entertained. As for why we needed this instead of an existing emulator, well this particular setup struggles to run systems like RetroPie due to a display issue, so we created a small setup that uses Python and creates a home screen that lists all the games on the device and you simply choose which to play. It automatically updates with all the games you have added, in our example we have a Snake game, but you can add or make nearly anything. Print files for the enclosure are available here via Printables, and additional details and instructions are available here.
Step 1: Prepare the SD Card (Headless Setup)
Flash Pi OS Lite
- Download Raspberry Pi Imager from raspberrypi.org
- Insert your SD card into your computer
- Open Raspberry Pi Imager
- Choose “Raspberry Pi OS Lite (32-bit)” – no desktop needed
- Click the gear icon (Advanced options) and configure:
- Enable SSH ✓
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Set username:
herman - Set password: (your choice)
- Configure WiFi: Enter your network name and password
- Set locale settings: Your country/timezone
- Flash the image to SD card
Step 2: First Boot and SSH Connection
- Insert SD card into your Pi Zero 2 W
- Power on the Pi (green LED should flash, then stay solid)
- Wait 2-3 minutes for first boot to complete
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Find the Pi’s IP address:
- Check your router’s admin page for connected devices
- Or use an IP scanner like Advanced IP Scanner
- Look for device named “raspberrypi”
Connect via SSH
ssh [email protected] # Replace XXX with your Pi's actual IP address
Enter your password when prompted.
Step 3: System Updates and Basic Setup
# Update the system sudo apt update && sudo apt upgrade -y # Install essential packages sudo apt install python3-pip python3-pil git -y # Enable SPI (required for TFT display) sudo raspi-config
In raspi-config:
- Go to Interface Options → SPI → Enable
- Finish and reboot
Reconnect via SSH after reboot.
Step 4: Install TFT Display Libraries
Note: Newer Pi OS versions require
--break-system-packagesflag# Install compatible Adafruit libraries sudo pip3 install "adafruit-circuitpython-rgb-display==3.10.0" --break-system-packages sudo pip3 install "adafruit-circuitpython-busdevice==5.2.0" --break-system-packages sudo pip3 install "adafruit-circuitpython-typing==1.10.1" --break-system-packages # Install additional required libraries for SPI configuration sudo pip3 install click --break-system-packages sudo pip3 install adafruit-python-shell --break-system-packages # Install system packages sudo apt install python3-numpy -y
Step 5: Configure TFT Display Hardware
# Download and run the SPI configuration script wget https://raw.githubusercontent.com/adafruit/Raspberry-Pi-Installer-Scripts/main/raspi-spi-reassign.py sudo python3 raspi-spi-reassign.py
When prompted:
- Select 1 Reassign SPI Chip Enable Pins
- For CE0 selection, choose 22 Disabled
- Reboot when prompted
Step 6: Create the Gaming System Files
Reconnect via SSH and create your gaming system:
# Create directories mkdir -p /home/herman/games mkdir -p /home/herman/system
Create the main entertainment system:
nano /home/herman/herman_entertainment_system.py
Then copy the following code and paste it into the new file.
#!/usr/bin/env python3
import time
import os
import subprocess
import digitalio
import board
import importlib.util
import sys
from adafruit_rgb_display.rgb import color565
from adafruit_rgb_display import st7789
import RPi.GPIO as GPIO
from PIL import Image, ImageDraw, ImageFont
class HermanEntertainmentSystem:
def __init__(self):
# Initialize display and GPIO in the class
self.setup_hardware()
# Load fonts
try:
self.font_huge = ImageFont.truetype("/usr/share/fonts/truetype/dejavu/DejaVuSans-Bold.ttf", 36)
self.font_large = ImageFont.truetype("/usr/share/fonts/truetype/dejavu/DejaVuSans-Bold.ttf", 24)
self.font_medium = ImageFont.truetype("/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", 18)
self.font_small = ImageFont.truetype("/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", 14)
except:
self.font_huge = ImageFont.load_default()
self.font_large = ImageFont.load_default()
self.font_medium = ImageFont.load_default()
self.font_small = ImageFont.load_default()
# Button debouncing
self.last_button_time = 0
self.button_debounce = 0.2
# Game list
self.games = []
self.selected_game = 0
self.games_directory = "/home/herman/games"
# Create games directory if it doesn't exist
if not os.path.exists(self.games_directory):
os.makedirs(self.games_directory)
self.scan_for_games()
def setup_hardware(self):
"""Initialize display and GPIO"""
# TFT Display Setup
self.cs_pin = digitalio.DigitalInOut(board.CE0)
self.dc_pin = digitalio.DigitalInOut(board.D25)
reset_pin = None
BAUDRATE = 40000000
self.display = st7789.ST7789(
board.SPI(),
cs=self.cs_pin,
dc=self.dc_pin,
rst=reset_pin,
baudrate=BAUDRATE,
width=240,
height=240,
x_offset=0,
y_offset=80,
rotation=180, # Fixed rotation for proper orientation
)
self.backlight = digitalio.DigitalInOut(board.D26)
self.backlight.switch_to_output()
self.backlight.value = True
# GPIO Setup - Correct pins for Pi Zero 2 W + TFT Bonnet
GPIO.setmode(GPIO.BCM)
GPIO.setup(17, GPIO.IN, pull_up_down=GPIO.PUD_UP) # UP
GPIO.setup(22, GPIO.IN, pull_up_down=GPIO.PUD_UP) # DOWN
GPIO.setup(27, GPIO.IN, pull_up_down=GPIO.PUD_UP) # LEFT
GPIO.setup(23, GPIO.IN, pull_up_down=GPIO.PUD_UP) # RIGHT
GPIO.setup(5, GPIO.IN, pull_up_down=GPIO.PUD_UP) # Button A
GPIO.setup(6, GPIO.IN, pull_up_down=GPIO.PUD_UP) # Button B
GPIO.setup(4, GPIO.IN, pull_up_down=GPIO.PUD_UP) # Button C
def get_text_size(self, draw, text, font):
"""Compatible text size function for older PIL versions"""
try:
bbox = draw.textbbox((0, 0), text, font=font)
return bbox[2] - bbox[0], bbox[3] - bbox[1]
except AttributeError:
try:
return draw.textsize(text, font=font)
except:
return len(text) * 8, 16
def draw_centered_text(self, draw, text, y_pos, font, color):
"""Draw text centered horizontally"""
text_width, text_height = self.get_text_size(draw, text, font)
x_pos = (240 - text_width) // 2
draw.text((x_pos, y_pos), text, font=font, fill=color)
return text_height
def read_controls_debounced(self):
"""Read controls with debouncing"""
current_time = time.time()
raw_controls = {
'up': not GPIO.input(17),
'down': not GPIO.input(22),
'left': not GPIO.input(27),
'right': not GPIO.input(23),
'button_a': not GPIO.input(5),
'button_b': not GPIO.input(6),
'button_c': not GPIO.input(4)
}
# Apply debouncing
if current_time - self.last_button_time > self.button_debounce:
if any(raw_controls.values()):
self.last_button_time = current_time
return raw_controls
return {key: False for key in raw_controls}
def scan_for_games(self):
"""Scan for available game files"""
self.games = []
# Add built-in games
builtin_games = [
{"name": "Snake Game", "file": "snake_game_module.py", "type": "builtin"},
]
for game in builtin_games:
if os.path.exists(f"/home/herman/{game['file']}"):
self.games.append(game)
# Scan games directory for additional games
if os.path.exists(self.games_directory):
for filename in os.listdir(self.games_directory):
if filename.endswith('.py'):
game_name = filename.replace('.py', '').replace('_', ' ').title()
self.games.append({
"name": game_name,
"file": filename,
"type": "custom"
})
# Add system options
self.games.extend([
{"name": "System Info", "file": None, "type": "system"},
{"name": "Shutdown", "file": None, "type": "system"}
])
# Reset selection if out of bounds
if self.selected_game >= len(self.games):
self.selected_game = 0
def show_welcome_screen(self):
"""Display welcome screen"""
image = Image.new('RGB', (240, 240), (0, 0, 50)) # Dark blue background
draw = ImageDraw.Draw(image)
# Title with shadow effect
self.draw_centered_text(draw, "Herman", 31, self.font_huge, (0, 0, 0)) # Shadow
self.draw_centered_text(draw, "Herman", 30, self.font_huge, (0, 255, 100)) # Main
self.draw_centered_text(draw, "Entertainment", 71, self.font_large, (0, 0, 0)) # Shadow
self.draw_centered_text(draw, "Entertainment", 70, self.font_large, (255, 255, 255)) # Main
self.draw_centered_text(draw, "System", 101, self.font_large, (0, 0, 0)) # Shadow
self.draw_centered_text(draw, "System", 100, self.font_large, (255, 255, 255)) # Main
# Animated dots
dots = "..." if int(time.time() * 2) % 2 else ""
self.draw_centered_text(draw, f"Loading{dots}", 140, self.font_medium, (100, 100, 255))
# Instructions
self.draw_centered_text(draw, "Press A to Continue", 180, self.font_medium, (255, 255, 0))
self.draw_centered_text(draw, "Press B to Shutdown", 210, self.font_small, (255, 100, 100))
self.display.image(image)
def show_game_list(self):
"""Display scrollable game list"""
image = Image.new('RGB', (240, 240), (0, 0, 0))
draw = ImageDraw.Draw(image)
# Header
self.draw_centered_text(draw, "Select Game", 10, self.font_large, (0, 255, 0))
# Draw game list (show 5 games at a time)
start_index = max(0, self.selected_game - 2)
end_index = min(len(self.games), start_index + 5)
y_pos = 50
for i in range(start_index, end_index):
game = self.games[i]
# Highlight selected game
if i == self.selected_game:
# Selection background
draw.rectangle([10, y_pos - 2, 230, y_pos + 25], fill=(0, 100, 0))
text_color = (255, 255, 255)
# Selection indicator
draw.text((15, y_pos + 2), ">", font=self.font_medium, fill=(255, 255, 0))
else:
text_color = (200, 200, 200)
# Game name
draw.text((35, y_pos + 2), game["name"], font=self.font_medium, fill=text_color)
# Game type indicator
if game["type"] == "builtin":
draw.rectangle([220, y_pos + 5, 235, y_pos + 15], fill=(0, 255, 0))
elif game["type"] == "custom":
draw.rectangle([220, y_pos + 5, 235, y_pos + 15], fill=(0, 0, 255))
elif game["type"] == "system":
draw.rectangle([220, y_pos + 5, 235, y_pos + 15], fill=(255, 0, 0))
y_pos += 30
# Instructions
self.draw_centered_text(draw, "Up/Down = Navigate", 190, self.font_small, (100, 100, 100))
self.draw_centered_text(draw, "A = Select B = Back", 210, self.font_small, (100, 100, 100))
# Scroll indicators
if start_index > 0:
draw.text((115, 35), "▲", font=self.font_small, fill=(255, 255, 0))
if end_index < len(self.games):
draw.text((115, 175), "▼", font=self.font_small, fill=(255, 255, 0))
self.display.image(image)
def show_system_info(self):
"""Display system information"""
image = Image.new('RGB', (240, 240), (0, 0, 0))
draw = ImageDraw.Draw(image)
self.draw_centered_text(draw, "System Info", 20, self.font_large, (0, 255, 0))
# Get system info
try:
with open('/proc/cpuinfo', 'r') as f:
for line in f:
if 'Model' in line:
model = line.split(':')[1].strip()
break
else:
model = "Raspberry Pi"
except:
model = "Unknown"
info_lines = [
f"Device: {model[:20]}",
f"Games: {len([g for g in self.games if g['type'] != 'system'])}",
f"Python: 3.11",
f"Display: 240x240 ST7789"
]
y_pos = 70
for line in info_lines:
self.draw_centered_text(draw, line, y_pos, self.font_small, (255, 255, 255))
y_pos += 25
self.draw_centered_text(draw, "Press B to return", 200, self.font_small, (255, 255, 0))
self.display.image(image)
def launch_game(self, game):
"""Launch selected game using dynamic import for custom games"""
if game["type"] == "system":
if game["name"] == "System Info":
return "system_info"
elif game["name"] == "Shutdown":
return "shutdown"
try:
# Show loading screen for both built-in and custom games
image = Image.new('RGB', (240, 240), (0, 0, 0))
draw = ImageDraw.Draw(image)
self.draw_centered_text(draw, "Loading Game...", 120, self.font_medium, (255, 255, 0))
self.display.image(image)
if game["type"] == "builtin":
# Built-in game handling (existing snake game)
if game['file'] == 'snake_game_module.py':
from snake_game_module import SnakeGame
game_instance = SnakeGame(self.display, GPIO, self.backlight)
game_instance.run()
elif game["type"] == "custom":
# Dynamic import for custom games
game_path = os.path.join(self.games_directory, game["file"])
module_name = os.path.splitext(game["file"])[0]
# Import the module
spec = importlib.util.spec_from_file_location(module_name, game_path)
game_module = importlib.util.module_from_spec(spec)
sys.modules[module_name] = game_module
spec.loader.exec_module(game_module)
# Convert filename to CamelCase class name
class_name = ''.join(
part.capitalize()
for part in module_name.split('_')
)
# Get the game class
GameClass = getattr(game_module, class_name)
# Instantiate and run the game
game_instance = GameClass(self.display, GPIO, self.backlight)
game_instance.run()
return "game_list"
except Exception as e:
# Unified error handling
image = Image.new('RGB', (240, 240), (0, 0, 0))
draw = ImageDraw.Draw(image)
self.draw_centered_text(draw, "Game Error!", 80, self.font_medium, (255, 0, 0))
error_msg = str(e)
if len(error_msg) > 30:
error_msg = error_msg[:30] + "..."
self.draw_centered_text(draw, error_msg, 110, self.font_small, (255, 255, 255))
self.draw_centered_text(draw, "Press A to continue", 160, self.font_small, (255, 255, 255))
self.display.image(image)
# Wait for button press
while True:
controls = self.read_controls_debounced()
if controls['button_a']:
break
time.sleep(0.1)
return "game_list"
def run(self):
"""Main system loop"""
state = "welcome"
try:
while True:
controls = self.read_controls_debounced()
if state == "welcome":
self.show_welcome_screen()
if controls['button_a']:
state = "game_list"
self.scan_for_games() # Refresh game list
elif controls['button_b']:
# Shutdown
image = Image.new('RGB', (240, 240), (0, 0, 0))
draw = ImageDraw.Draw(image)
self.draw_centered_text(draw, "Shutting Down...", 120, self.font_medium, (255, 0, 0))
self.display.image(image)
time.sleep(2)
subprocess.run(['sudo', 'shutdown', '-h', 'now'])
break
elif state == "game_list":
self.show_game_list()
if controls['up']:
self.selected_game = (self.selected_game - 1) % len(self.games)
elif controls['down']:
self.selected_game = (self.selected_game + 1) % len(self.games)
elif controls['button_a']:
if self.games:
result = self.launch_game(self.games[self.selected_game])
if result == "system_info":
state = "system_info"
elif result == "shutdown":
subprocess.run(['sudo', 'shutdown', '-h', 'now'])
break
# Game returned, stay in game_list state
elif controls['button_b']:
state = "welcome"
elif state == "system_info":
self.show_system_info()
if controls['button_b']:
state = "game_list"
time.sleep(0.1)
except KeyboardInterrupt:
pass
finally:
try:
GPIO.cleanup()
except:
pass
try:
self.backlight.value = False
except:
pass
# Main execution
if __name__ == "__main__":
system = HermanEntertainmentSystem()
system.run()
Control + x to exit, then Y to save, and Enter to confirm the name. This will be the same process for the Snake game.Create the Snake game:
nano /home/herman/snake_game_module.py
#!/usr/bin/env python3 import time import random import RPi.GPIO as GPIO from PIL import Image, ImageDraw, ImageFont class SnakeGame: def __init__(self, display_obj, gpio_obj, backlight_obj): # Verify objects are not None if display_obj is None or gpio_obj is None or backlight_obj is None: raise ValueError("Display, GPIO, or backlight object is None") self.display = display_obj self.GPIO = gpio_obj self.backlight = backlight_obj self.grid_size = 12 self.grid_width = 240 // self.grid_size self.grid_height = 240 // self.grid_size self.reset_game() # Load fonts try: self.font_huge = ImageFont.truetype("/usr/share/fonts/truetype/dejavu/DejaVuSans-Bold.ttf", 48) self.font_large = ImageFont.truetype("/usr/share/fonts/truetype/dejavu/DejaVuSans-Bold.ttf", 32) self.font_medium = ImageFont.truetype("/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", 20) self.font_small = ImageFont.truetype("/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", 16) except: self.font_huge = ImageFont.load_default() self.font_large = ImageFont.load_default() self.font_medium = ImageFont.load_default() self.font_small = ImageFont.load_default() # Button debouncing self.last_button_time = 0 self.button_debounce = 0.1 self.last_direction_time = 0 self.direction_debounce = 0.1 # Display optimization self.last_display_update = 0 self.display_interval = 0.05 def reset_game(self): center_x = self.grid_width // 2 center_y = self.grid_height // 2 self.snake = [ [center_x, center_y], [center_x - 1, center_y], [center_x - 2, center_y] ] self.direction = [1, 0] self.food = self.generate_food() self.score = 0 self.game_over = False self.needs_redraw = True def generate_food(self): while True: food_x = random.randint(0, self.grid_width - 1) food_y = random.randint(0, self.grid_height - 1) if [food_x, food_y] not in self.snake: return [food_x, food_y] def read_controls_debounced(self): current_time = time.time() raw_controls = { 'up': not self.GPIO.input(17), 'down': not self.GPIO.input(22), 'left': not self.GPIO.input(27), 'right': not self.GPIO.input(23), 'button_a': not self.GPIO.input(5), 'button_b': not self.GPIO.input(6) } debounced_controls = { 'up': False, 'down': False, 'left': False, 'right': False, 'button_a': False, 'button_b': False } if current_time - self.last_direction_time > self.direction_debounce: if any([raw_controls['up'], raw_controls['down'], raw_controls['left'], raw_controls['right']]): debounced_controls.update({ 'up': raw_controls['up'], 'down': raw_controls['down'], 'left': raw_controls['left'], 'right': raw_controls['right'] }) self.last_direction_time = current_time if current_time - self.last_button_time > self.button_debounce: if raw_controls['button_a'] or raw_controls['button_b']: debounced_controls.update({ 'button_a': raw_controls['button_a'], 'button_b': raw_controls['button_b'] }) self.last_button_time = current_time return debounced_controls def update_direction(self, controls): old_direction = self.direction.copy() if controls['up'] and self.direction[1] != 1: self.direction = [0, -1] elif controls['down'] and self.direction[1] != -1: self.direction = [0, 1] elif controls['left'] and self.direction[0] != 1: self.direction = [-1, 0] elif controls['right'] and self.direction[0] != -1: self.direction = [1, 0] if old_direction != self.direction: self.needs_redraw = True def move_snake(self): old_snake = self.snake.copy() old_food = self.food.copy() old_score = self.score head = self.snake[0].copy() head[0] += self.direction[0] head[1] += self.direction[1] if (head[0] < 0 or head[0] >= self.grid_width or head[1] < 0 or head[1] >= self.grid_height or head in self.snake): self.game_over = True self.needs_redraw = True return self.snake.insert(0, head) if head == self.food: self.score += 1 self.food = self.generate_food() else: self.snake.pop() if (self.snake != old_snake or self.food != old_food or self.score != old_score): self.needs_redraw = True def get_text_size(self, draw, text, font): try: bbox = draw.textbbox((0, 0), text, font=font) return bbox[2] - bbox[0], bbox[3] - bbox[1] except AttributeError: try: return draw.textsize(text, font=font) except: return len(text) * 8, 16 def draw_centered_text(self, draw, text, y_pos, font, color): text_width, text_height = self.get_text_size(draw, text, font) x_pos = (240 - text_width) // 2 draw.text((x_pos, y_pos), text, font=font, fill=color) return text_height def draw_game(self): current_time = time.time() if (not self.needs_redraw or current_time - self.last_display_update < self.display_interval): return image = Image.new('RGB', (240, 240), (0, 0, 0)) draw = ImageDraw.Draw(image) # Draw game area border draw.rectangle([0, 25, 239, 239], outline=(100, 100, 100), width=2) # Draw score at top score_text = f"Score: {self.score}" draw.text((5, 2), score_text, font=self.font_medium, fill=(255, 255, 255)) # Draw snake for i, segment in enumerate(self.snake): x = segment[0] * self.grid_size y = 25 + segment[1] * self.grid_size if i == 0: # Head draw.rectangle([x, y, x + self.grid_size - 1, y + self.grid_size - 1], fill=(0, 255, 0)) # Eyes draw.rectangle([x + 2, y + 2, x + 4, y + 4], fill=(255, 255, 255)) draw.rectangle([x + 7, y + 2, x + 9, y + 4], fill=(255, 255, 255)) else: # Body draw.rectangle([x, y, x + self.grid_size - 1, y + self.grid_size - 1], fill=(0, 150, 0)) draw.rectangle([x + 2, y + 2, x + self.grid_size - 3, y + self.grid_size - 3], fill=(0, 200, 0)) # Draw food food_x = self.food[0] * self.grid_size food_y = 25 + self.food[1] * self.grid_size draw.ellipse([food_x, food_y, food_x + self.grid_size - 1, food_y + self.grid_size - 1], fill=(255, 0, 0)) draw.rectangle([food_x + 5, food_y - 2, food_x + 7, food_y + 2], fill=(139, 69, 19)) self.display.image(image) self.last_display_update = current_time self.needs_redraw = False def draw_start_screen(self): image = Image.new('RGB', (240, 240), (0, 0, 0)) draw = ImageDraw.Draw(image) self.draw_centered_text(draw, "SNAKE", 25, self.font_huge, (0, 255, 0)) instructions = [ ("Joystick = Move", 90, (255, 255, 255)), ("Eat Red Apples", 120, (255, 100, 100)), ("Don't Hit Walls!", 150, (255, 255, 100)), ("Press A = Start", 190, (100, 255, 100)), ("Press B = Main Menu", 220, (100, 100, 255)) ] for text, y_pos, color in instructions: self.draw_centered_text(draw, text, y_pos, self.font_medium, color) self.display.image(image) def draw_game_over_screen(self): image = Image.new('RGB', (240, 240), (0, 0, 0)) draw = ImageDraw.Draw(image) self.draw_centered_text(draw, "GAME", 20, self.font_large, (255, 0, 0)) self.draw_centered_text(draw, "OVER", 60, self.font_large, (255, 0, 0)) score_text = f"Score: {self.score}" self.draw_centered_text(draw, score_text, 110, self.font_large, (255, 255, 0)) if self.score >= 20: rating, color = "MASTER!", (255, 215, 0) elif self.score >= 10: rating, color = "Great!", (192, 192, 192) elif self.score >= 5: rating, color = "Good!", (205, 127, 50) else: rating, color = "Try Again!", (255, 255, 255) self.draw_centered_text(draw, rating, 150, self.font_medium, color) self.draw_centered_text(draw, "A = Play Again", 190, self.font_medium, (0, 255, 0)) self.draw_centered_text(draw, "B = Main Menu", 220, self.font_medium, (0, 255, 0)) self.display.image(image) def run(self): game_state = "start" last_state = None while True: controls = self.read_controls_debounced() if game_state != last_state: if game_state == "start": self.draw_start_screen() elif game_state == "game_over": self.draw_game_over_screen() last_state = game_state if game_state == "start": if controls['button_a']: game_state = "playing" self.reset_game() elif controls['button_b']: return # Return to main menu elif game_state == "playing": self.update_direction(controls) if controls['button_b']: return # Return to main menu self.move_snake() if self.game_over: game_state = "game_over" self.draw_game() speed = max(0.1, 0.3 - (self.score * 0.01)) time.sleep(speed) elif game_state == "game_over": if controls['button_a']: game_state = "playing" self.reset_game() elif controls['button_b']: return # Return to main menu time.sleep(0.02)Make files executable:
chmod +x /home/herman/*.py
Step 7: Test the System Manually
Before setting up auto-start, test everything works:
python3 /home/herman/herman_entertainment_system.py
You should see:
- Herman Entertainment System welcome screen
- Working joystick controls (GPIO 17=UP, 22=DOWN, 27=LEFT, 23=RIGHT)
- Display rotation=180 (correct orientation)
- Snake game launches and returns to menu properly
Step 8: Set Up Auto-Start Service
sudo nano /etc/systemd/system/gaming-os.service
Add this content:
[Unit] Description=Herman Entertainment System After=multi-user.target [Service] Type=simple User=herman Group=herman WorkingDirectory=/home/herman Environment=PATH=/usr/bin:/usr/local/bin Environment=PYTHONPATH=/usr/local/lib/python3.11/dist-packages ExecStart=/usr/bin/python3 /home/herman/herman_entertainment_system.py Restart=always RestartSec=10 [Install] WantedBy=multi-user.target
Then run:
# Set correct permissions and enable the service
sudo chmod 644 /etc/systemd/system/gaming-os.service
sudo systemctl daemon-reload
sudo systemctl enable gaming-os.service
sudo systemctl start gaming-os.service
# Check if it's working
sudo systemctl status gaming-os.serviceStep 9: Final Reboot and Testing
sudo reboot
After reboot, your Pi should automatically:
- Boot to the Herman Entertainment System welcome screen
- Display “Press A to Continue”
- Show the game menu when you press Button A
- Launch Snake game and return to menu properly
Step 10: Adding More Games
To add new games later:
- SSH into your Pi
- Copy Python game files to
/home/herman/games/ - The system will automatically detect and list them
There is a full write up here to add games to the HES.
Troubleshooting Tips
If display doesn’t work:
- Check TFT Bonnet is firmly seated on all 40 GPIO pins
- Verify SPI is enabled:
lsmod | grep spi
If controls are wrong:
- The code includes the correct GPIO mappings: 17=UP, 22=DOWN, 27=LEFT, 23=RIGHT
If service won’t start:
- Check logs:
sudo journalctl -u gaming-os.service -f
If WiFi doesn’t connect:
- Check:
sudo nmcli radio wifi(should show “enabled”) - Reconfigure:
sudo raspi-config→ Network Options → WiFi
HES Raspi Zero 2w Handheld -
Fruit Jam Remote Control & the Power of the Community Just got a Fruit Jam and have been learning a lot - so many cool components wrapped into a neat little package.
One of the goodies included is an IR receiver that is available as board.IR, so I thought it might be neat to send commands to the Fruit Jam with a remote control. This is a quick look receiving input from a remote control. But this article is also a lesson on the power of the Adafruit CircuitPython community.
First, the parts for the project:
I used a couple of odd remotes I had laying around and in fact I have two remotes coded in.
The Fruit Jam Learn Guide doesn't address coding the IR receiver, but there are other guides for getting IR signals. I started with: