Beispiel #1
0
 def __init__(self):
     self.comp = Compositor(self) # 
     self.entities = set()
     self.renderLayers = [] # Contains Grid[] layers for entire level; rendered in order (farthest -> nearest)
     self.grid = Grid() # Contains tile info for collision detection
     self.tile_size = Size(16, 16)
     self.level_size = Size()
Beispiel #2
0
    def process_image(self, image):
        file_converter = FileConverter()
        #convert the image to byte string
        image_bytes = file_converter.png_to_jpeg(image)

        scanner = Scanner()
        #scan the image and give it a birds eye view, returns a np of pixels that makes up the image
        scan_np = scanner.scan(image_bytes)

        #extract the individual answers from the scanned test
        extractor = Extract()
        answers = extractor.get_all_answers(scan_np, 5)

        color = Color()
        bw_answers = color.all_ans_to_bw(answers)

        size = Size()
        DIM = (28, 28)
        shrunk_images = size.shrink_images(bw_answers, DIM)

        #convert the answer images to a single array, which we used in training our model
        answers_flat = file_converter.convert_images(
            shrunk_images)  #returns image as (1, 28, 28, 1) and as type float

        #now that we have a list of images of the answers as bw 1D numpy arrays,
        # we can run them through our model and grade them
        # first we need to load our model
        model_loader = ModelLoader()
        MODEL_JSON = 'models/modified_model_98.json'
        MODEL_WEIGHTS = 'models/modified_model_98.h5'
        model = model_loader.load_model_2(MODEL_JSON, MODEL_WEIGHTS)
        #compile model
        model.compile(optimizer=RMSprop(lr=0.001),
                      loss='categorical_crossentropy',
                      metrics=['accuracy'])

        grader = Grader()
        answers = grader.get_answers(answers_flat, model)

        #get the images as a 784 (28x28) length string so we can store the data in a database
        ans_strings = file_converter.get_string_images(answers_flat)
        compressed_images = file_converter.compress_images(ans_strings)

        #add the images to database so we can create a large dataset of handwritten letters
        # storage = Storage()
        # storage.insert(answers, compressed_images)

        return answers
Beispiel #3
0
class GameConstants:
    SCREEN_SIZE = Size(width=800, height=600)
    BRICK_SIZE = Size(width=100, height=30)
    BALL_SIZE = Size(width=32, height=32)
    PAD_SIZE = Size(width=139, height=13)

    SPRITE_BALL = os.path.join("Assets", "ball.png")
    SPRITE_BRICK = os.path.join("Assets", "brick.png")
    LIFE_BRICK = os.path.join("Assets", "LifeBrick.png")
    SPEED_BRICK = os.path.join("Assets", "SuperBrickNormal.png")
    SPRITE_PAD = os.path.join("Assets", "pad.png")
    SOUND_BRICK_HIT = os.path.join("Assets", "metal_hit.mp3")
    SOUND_GAME_OVER = os.path.join("Assets", "game_over.wav")

    def __init__(self):
        pass
Beispiel #4
0
Datei: Ui.py Projekt: 4j0/Tetris
 def __init__(self, Pos, Size, Surface):
     self.pos = Pos
     self._tetrimino = None
     self.surface = Surface
     self.rect = pygame.Rect(Pos.tuple(), Size.tuple())
     pygame.draw.rect(self.surface, UiConfig.tetriminoBox['BORDER_COLOR'], \
                      self.rect, UiConfig.tetriminoBox['BORDER_WIDTH'])
Beispiel #5
0
 def __init__(self, name="Entity"):
     self._name = name
     self._traits = {}
     self.pos = Vec2d(0, 0)
     self.vel = Vec2d(0, 0)
     self.size = Size(0, 0)
     self.sprite = None
     self.debug = True
Beispiel #6
0
 def loadEntities(self):
     path = sys.path[0]
     assetdir = os.path.join(path, 'assets')
     spritesheet = Spritesheet(
         os.path.join(assetdir, "smb_char_sprites.gif"))
     self._mario = Entity("mario")
     self._mario.pos = Vec2d(64, 64)
     self._mario.size = Size(14, 18)
     self._mario.sprite = spritesheet.image_at((276, 42, 14, 18))
     self._mario.addTrait(Jump())
     self._mario.addTrait(Velocity())
     self._level.entities.add(self._mario)
Beispiel #7
0
Datei: Ui.py Projekt: 4j0/Tetris
 def __init__(self, Pos, Size, Surface):
     self.surface = Surface
     self.rect = pygame.Rect(Pos.tuple(), Size.tuple())
     pygame.draw.rect(self.surface, UiConfig.infoBox['BORDER_COLOR'], \
                      self.rect, UiConfig.infoBox['BORDER_WIDTH'])
     self.font = pygame.font.SysFont(self.FONT['font'], self.FONT['size'])
     self.drawText('Level:', self.TEXT_POS['LevelText'])
     self.levelText = self.drawText('0', self.TEXT_POS['Level'])
     self.drawText('Score:', self.TEXT_POS['ScoreText'])
     self.scoreText = self.drawText('0', self.TEXT_POS['Score'])
     self._level = 0
     self._score = 0
Beispiel #8
0
    def loadLevel(self):
        #self._level = Level()
        path = sys.path[0]
        assetdir = os.path.join(path, 'assets')
        self._map = loadTilemap("level_test.tmx", assetdir)

        self._level = Level()
        self._level.level_size = Size(self._map.map.map_size)
        self._level.comp.layers.append(self.backgroundRenderer)
        #layer = self._map.get_layer("Foreground")

        dx = int(self.camera.width / self._map.map.tile_size.width)
        dy = int(self.camera.height / self._map.map.tile_size.height)
        for layer in self._map.layers:
            gg = None
            if layer.name == "Foreground":
                self.loadSingleLevel(self._level.grid, layer, dx, dy)
                self._level.renderLayers.append(self._level.grid)
            else:
                gg = Grid()
                self._level.renderLayers.append(gg)
                self.loadSingleLevel(gg, layer, dx, dy)
from Game import Game
from Size import Size
from GameOverException import GameOverException

size = Size(width=100, height=20)

game = Game(size)

try:
    game.play(0.5)
except GameOverException:
    print('Game over...')