Asteroids now runs on a Pi 4

Asteroids with built in temperature for Raspberry PiI was interested in seeing what frame rate I got out of it and how much it warmed the PI.

The change to get the texture loaded was to split the five image files (four x asteroid + player ship) into two rows each.

I added this code into the DrawPlayerShip function.

    if (Player.dir >= 12) {
	  	spriterect.y = SHIPHEIGHT;
		spriterect.x -= SHIPWIDTH*12;
	}

So for directions 0-11, it uses the top row and 12-23 the 2nd row. There’s similar code in the DrawAsteroids function.

I’m getting about 55 fps, twice the frame rate of the 3B+.  Sustained play over five minutes got the temperature up to 51C, but if I start the game and let asteroids drift about for a while it settles somewhere around 48-50C.

I have a fan fitted plugged into the 3.3V that runs all the time but is almost inaudible. There’s also a 5V setting that can be used for extra cooling but you only need that when temperatures get up to the 80C mark. There’s also 3 copper heat sinks stuck on three chips on the motherboard.

It’s very playable at 55 fps. This isn’t full screen BTW but on a 1024 x 768 playing area. There’s just one last change I’ve added. I combined the uname code to detect if it is running on a Pi and in that case display the temperature  on the Window caption. If you look closely at the image above you’ll see it says 43.82 C. I use a counter and check against so it only reads the temperature once a second and caches the result.

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