add fantasy mode

This commit is contained in:
2026-06-25 23:54:47 -04:00
parent dd9343c59f
commit d6e94c968f
2 changed files with 291 additions and 1 deletions
+283
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@@ -0,0 +1,283 @@
import requests
from PIL import Image
from rgbmatrix import graphics
import utils.logos as logos
from utils.vars import Colors, font, font_small, PANEL_WIDTH, PANEL_HEIGHT, GAME_WIDTH, DIVIDER_COLOR
from time import time
FETCH_INTERVAL = 60 # seconds between API calls
# Logo layout: 14x14 centered vertically in the 32px panel
LOGO_SIZE = 14
LOGO_Y = 9 # (32 - 14) // 2 = 9
TEXT_X = 17 # x offset for text after logo
# Off-enum colors
_COLOR_GREEN = (0, 200, 80)
# --- State ---
_data = None
_last_fetch = 0
_cells = []
_scroll_x = 0
_scroll_speed = 1
_frames_per_tick = 2
_tick = 0
_virtual_canvas = None
_virtual_dirty = True
# ---------------------------------------------------------------------------
# RBG channel correction for Waveshare P2.5 panels
# Hardware physical order is R-B-G, so swap G and B before passing to API.
# ---------------------------------------------------------------------------
def _rbg(rgb):
r, g, b = rgb
return graphics.Color(r, b, g)
# ---------------------------------------------------------------------------
# Data fetch
# ---------------------------------------------------------------------------
def _fetch():
try:
resp = requests.get("https://api.alexav.gg/v4/sports/fantasy", timeout=5)
resp.raise_for_status()
return resp.json()
except Exception as e:
print(f"[fantasy] fetch error: {e}")
return None
# ---------------------------------------------------------------------------
# Formatting helpers
# ---------------------------------------------------------------------------
def _player_name(player):
"""Return a short display name (≤9 chars). DEF units use team abbreviation."""
if player.get("position") == "DEF":
return player.get("team", "DEF")[:9]
first = player.get("first_name", "")
last = player.get("last_name", "")
if first and last:
return f"{first[0]}.{last}"[:9]
return (last or first)[:9]
def _team_label(name, maxlen=12):
"""Strip parenthetical suffixes and truncate team name."""
paren = name.find(" (")
label = name[:paren] if paren > 0 else name
return label[:maxlen]
def _fmt_pts(pts):
"""Format fantasy points to one decimal place."""
return f"{float(pts):.1f}"
# ---------------------------------------------------------------------------
# Build the ordered cell list from API data
# Structure: [Team1 Header] [T1 Player ...] [Team2 Header] [T2 Player ...]
# ---------------------------------------------------------------------------
def _build_cells(data):
cells = []
t1, t2 = data["team1"], data["team2"]
for team, opp in [(t1, t2), (t2, t1)]:
meta = team["owner"].get("metadata", {})
team_name = meta.get("team_name", team["owner"]["display_name"])
winning = float(team["points"]) >= float(opp["points"])
# ── Team summary header cell ──────────────────────────────────────
cells.append({
"type": "team_info",
"owner": team["owner"]["display_name"],
"team_name": team_name,
"points": team["points"],
"opp_points": opp["points"],
"winning": winning,
})
# ── One cell per starter ─────────────────────────────────────────
pp = team["players_points"]
for player in team["starters"]:
pid = player["player_id"]
injury = player.get("injury_status")
cells.append({
"type": "player",
"nfl_team": player.get("team", ""),
"name": _player_name(player),
"position": player.get("position", ""),
"points": pp.get(pid, 0),
"injury": injury,
})
return cells
# ---------------------------------------------------------------------------
# PIL canvas: logos + dividers (blit-able background layer)
# ---------------------------------------------------------------------------
def _build_virtual_canvas(cells):
if not cells:
return None
n = len(cells)
total_w = GAME_WIDTH * (n + 4) # +4 tail so wrap never shows black
img = Image.new("RGB", (total_w, PANEL_HEIGHT), (0, 0, 0))
for i, cell in enumerate(cells * 2):
if i >= n + 4:
break
_render_pil(img, cell, i * GAME_WIDTH)
return img, n
def _render_pil(img, cell, x):
# right-edge divider
for y in range(PANEL_HEIGHT):
img.putpixel((x + GAME_WIDTH - 1, y), DIVIDER_COLOR)
# NFL team logo for player cells
if cell["type"] == "player" and cell["nfl_team"]:
logo = logos.load_logo("nfl", cell["nfl_team"])
if logo:
img.paste(logo.resize((LOGO_SIZE, LOGO_SIZE)), (x + 1, LOGO_Y))
# ---------------------------------------------------------------------------
# Blit a PANEL_WIDTH-wide slice from the PIL canvas to the matrix
# ---------------------------------------------------------------------------
def _blit_slice(canvas, img, offset):
w = img.width
for x in range(PANEL_WIDTH):
src_x = (offset + x) % w
for y in range(PANEL_HEIGHT):
r, g, b = img.getpixel((src_x, y))
canvas.SetPixel(x, y, r, b, g) # RBG panels: swap G and B
# ---------------------------------------------------------------------------
# Text overlay (drawn on top of the blitted PIL layer)
# ---------------------------------------------------------------------------
def _draw_overlay(canvas, cells, scroll_x):
total_w = GAME_WIDTH * len(cells)
for i, cell in enumerate(cells):
bx = i * GAME_WIDTH - scroll_x
for wrap in [0, total_w]:
x = bx + wrap
if x + GAME_WIDTH < 0 or x >= PANEL_WIDTH:
continue
if cell["type"] == "team_info":
_draw_team_info(canvas, cell, x)
else:
_draw_player(canvas, cell, x)
def _draw_team_info(canvas, cell, x):
"""
Layout (64 × 32 px cell):
y= 8 │ Owner display name (yellow)
y=17 │ Fantasy team name (white)
y=28 │ 144.0-134.3 score line (green if winning, red if losing)
"""
score_color = _COLOR_GREEN if cell["winning"] else Colors.RED.value
graphics.DrawText(canvas, font_small, x + 2, 8,
_rbg(Colors.YELLOW.value),
cell["owner"][:12])
graphics.DrawText(canvas, font_small, x + 2, 17,
_rbg(Colors.WHITE.value),
_team_label(cell["team_name"]))
score_line = f"{_fmt_pts(cell['points'])}-{_fmt_pts(cell['opp_points'])}"
graphics.DrawText(canvas, font_small, x + 2, 28,
_rbg(score_color),
score_line)
def _draw_player(canvas, cell, x):
"""
Layout (64 × 32 px cell):
Left 14 px │ NFL team logo (rendered in PIL layer)
x+17, y=13 │ Player name — white / yellow (Q) / red (Out/IR)
x+17, y=26 │ "POS pts"
top-right │ injury indicator letter (Q / D / X)
"""
injury = cell.get("injury")
# Name color reflects injury severity
if injury in ("Out", "IR"):
name_color = Colors.RED.value
elif injury in ("Questionable", "Doubtful"):
name_color = Colors.YELLOW.value
else:
name_color = Colors.WHITE.value
graphics.DrawText(canvas, font_small, x + TEXT_X, 13,
_rbg(name_color), cell["name"])
# Injury indicator letter in top-right corner of the cell
if injury:
ind_map = {"Questionable": "Q", "Doubtful": "D", "Out": "X", "IR": "IR"}
indicator = ind_map.get(injury, "?")
ind_color = Colors.YELLOW.value if injury in ("Questionable", "Doubtful") else Colors.RED.value
graphics.DrawText(canvas, font_small, x + GAME_WIDTH - 10, 7,
_rbg(ind_color), indicator)
# Position + fantasy points
pts_line = f"{cell['position']} {_fmt_pts(cell['points'])}"
graphics.DrawText(canvas, font_small, x + TEXT_X, 26,
_rbg(Colors.WHITE.value), pts_line)
# ---------------------------------------------------------------------------
# Public entry point — call from the main render loop
# ---------------------------------------------------------------------------
def draw_frame(canvas):
global _data, _last_fetch, _cells
global _virtual_canvas, _virtual_dirty, _scroll_x, _tick
now = time()
# Refresh data on interval
if now - _last_fetch > FETCH_INTERVAL or _data is None:
fresh = _fetch()
if fresh:
_data = fresh
_cells = _build_cells(_data)
_virtual_dirty = True
_last_fetch = now
if not _cells:
canvas.Clear()
graphics.DrawText(canvas, font, 8, 20,
_rbg(Colors.RED.value), "No fantasy")
return canvas
# Rebuild PIL background layer when data changes
if _virtual_dirty or _virtual_canvas is None:
result = _build_virtual_canvas(_cells)
if result:
_virtual_canvas, _ = result
_virtual_dirty = False
_scroll_x = 0
total_scroll_w = GAME_WIDTH * len(_cells)
canvas.Clear()
if _virtual_canvas:
_blit_slice(canvas, _virtual_canvas, _scroll_x)
_draw_overlay(canvas, _cells, _scroll_x)
# Advance scroll position
_tick += 1
if _tick >= _frames_per_tick:
_tick = 0
_scroll_x = (_scroll_x + _scroll_speed) % total_scroll_w
return canvas
+8 -1
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@@ -6,7 +6,10 @@ from PIL import Image, ImageDraw, ImageFont
from rgbmatrix import RGBMatrix, RGBMatrixOptions from rgbmatrix import RGBMatrix, RGBMatrixOptions
from dotenv import load_dotenv from dotenv import load_dotenv
from utils.vars import Colors, LOGO_DIR, ASSET_DIR from utils.vars import Colors, LOGO_DIR, ASSET_DIR
# modes
import modes.score as score_mode import modes.score as score_mode
import modes.fantasy as fantasy_mode
# --- Load environment vars --- # --- Load environment vars ---
load_dotenv() load_dotenv()
@@ -182,7 +185,11 @@ def run():
if supported_modes[current_mode] == "score": if supported_modes[current_mode] == "score":
canvas_ref = score_mode.draw_frame(canvas) canvas_ref = score_mode.draw_frame(canvas)
canvas = matrix.SwapOnVSync(canvas_ref) canvas = matrix.SwapOnVSync(canvas_ref)
++times_ran elif supported_modes[current_mode] == "fantasy":
canvas_ref = fantasy_mode.draw_frame(canvas)
canvas = matrix.SwapOnVSync(canvas_ref)
++times_ran
if __name__ == "__main__": if __name__ == "__main__":
run() run()