Beispiel #1
0
 def change_music_speed(self, fast):
     change_percent = numpy.clip((time.time() - self.change_time) / INTERVAL_CHANGE, 0, 1)
     if fast:
         self.music_speed.value = common.lerp(FAST_MUSIC_SPEED, SLOW_MUSIC_SPEED, change_percent)
     elif not fast:
         self.music_speed.value = common.lerp(SLOW_MUSIC_SPEED, FAST_MUSIC_SPEED, change_percent)
     self.audio.change_ratio(self.music_speed.value)
Beispiel #2
0
def splitn(axis, n, rands, box):
    axis = axis.normalized()

    shapes = [
        Shape(HOU.Vector3(box.center), HOU.Vector3(box.size)) for x in range(n)
    ]

    # get the min/max, keeping only components specified by `axis`
    min = common.compMul3(axis, box.center - box.size / 2) + common.compMul3(
        HOU.Vector3(1, 1, 1) - axis, box.center)
    max = common.compMul3(axis, box.center + box.size / 2) + common.compMul3(
        HOU.Vector3(1, 1, 1) - axis, box.center)

    binsize = float(1) / (n - 1)
    splits = [min]
    for x in range(n - 1):
        u = (x + rands[x]) * binsize
        # u = random.uniform((x + 0.3) * binsize, (x+0.7) * binsize) # get random parametrization along axis
        offset = min + common.compMul3(box.size, axis * u)
        splits.append(offset)
    splits.append(max)

    for x in range(n):
        nsize = HOU.Vector3()
        diff = splits[x + 1] - splits[x]
        for i in range(3):
            # copy size, but set components specified by axis to the difference between adjacent splits
            nsize[i] = common.lerp(box.size[i], diff[i], axis[i])
        shapes[x] = Shape(center=common.lerp(splits[x], splits[x + 1], 0.5),
                          size=nsize)

    return shapes
Beispiel #3
0
 def change_music_speed(self, fast):
     change_percent = numpy.clip((time.time() - self.change_time)/INTERVAL_CHANGE, 0, 1)
     if fast:
         self.music_speed.value = common.lerp(FAST_MUSIC_SPEED, SLOW_MUSIC_SPEED, change_percent)
     elif not fast:
         self.music_speed.value = common.lerp(SLOW_MUSIC_SPEED, FAST_MUSIC_SPEED, change_percent)
     self.audio.change_ratio(self.music_speed.value)
Beispiel #4
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def track_move(move_serial, move_num, team, team_num, score, win_amount, dead_move, force_color, music_speed):
    #proc = psutil.Process(os.getpid())
    #proc.nice(3)
    #explosion = Audio('audio/Joust/sounds/Explosion34.wav')
    #explosion.start_effect()
    
    move_last_value = None
    move = common.get_move(move_serial, move_num)
    team_colors = common.generate_colors(team_num)
    werewolf = False
    flash_time = time.time()
    
    #keep on looping while move is not dead
    while True:
        if sum(force_color) != 0:
            time.sleep(0.01)
            move.set_leds(*force_color)
            move.update_leds()
            if werewolf:
                move.set_rumble(80)
        elif dead_move.value == 1:  
            if move.poll():
                ax, ay, az = move.get_accelerometer_frame(psmove.Frame_SecondHalf)
                total = sum([ax, ay, az])
                if move_last_value is not None:
                    change = abs(move_last_value - total)
                    speed_percent = (music_speed.value - SLOW_MUSIC_SPEED)/(FAST_MUSIC_SPEED - SLOW_MUSIC_SPEED)
                    warning = common.lerp(SLOW_WARNING, FAST_WARNING, speed_percent)
                    threshold = common.lerp(SLOW_MAX, FAST_MAX, speed_percent)

                    if change > threshold:
                        move.set_leds(0,0,0)
                        move.set_rumble(90)
                        score.value = -1
                        dead_move.value = 0

                    elif change > warning:
                        move.set_leds(20,50,100)
                        move.set_rumble(110)

                    else:
                        if score.value >= 1:
                            if time.time() > flash_time:
                                vall = calculate_flash_time(team_colors[team][0],team_colors[team][1],team_colors[team][2],score.value, win_amount)
                                #print vall
                                move.set_leds(*vall)
                                #flash_time = time.time() + calculate_flash_time(score.value, win_amount)
                        else:
                            move.set_leds(*team_colors[team])
                        move.set_rumble(0)
                        
                move_last_value = total
            move.update_leds()
            
        elif dead_move.value == 0:
            if move.poll():
                move_button = move.get_buttons()
                if score.value >= 0 and move_button == common.Buttons.middle:
                    dead_move.value = 1
                    move_last_value = None
Beispiel #5
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def calculate_flash_time(r, g, b, score):
    flash_percent = max(min(float(score) + 0.2, 1.0), 0.0)
    # val_percent = (val-(flash_speed/2))/(flash_speed/2)
    new_r = int(common.lerp(255, r, flash_percent))
    new_g = int(common.lerp(255, g, flash_percent))
    new_b = int(common.lerp(255, b, flash_percent))
    return (new_r, new_g, new_b)
Beispiel #6
0
def calculate_flash_time(r,g,b, score):
    flash_percent = max(min(float(score)+0.2,1.0),0.0)
    #val_percent = (val-(flash_speed/2))/(flash_speed/2)
    new_r = int(common.lerp(255, r, flash_percent))
    new_g = int(common.lerp(255, g, flash_percent))
    new_b = int(common.lerp(255, b, flash_percent))
    return (new_r, new_g, new_b)
Beispiel #7
0
def calculate_flash_time(r, g, b, score, win_amount):
    flash_percent = float(score) / (win_amount - 1.0)
    flash_speed = common.lerp(MIN_FLASH, MAX_FLASH, flash_percent)
    val = (time.time() % float(flash_speed))
    if val < flash_speed / 2:
        return (r, g, b)
    else:
        val_percent = (val - (flash_speed / 2)) / (flash_speed / 2)
        new_r = int(common.lerp(r, 255, val_percent))
        new_g = int(common.lerp(g, 255, val_percent))
        new_b = int(common.lerp(b, 255, val_percent))
        return (new_r, new_g, new_b)
Beispiel #8
0
def calculate_flash_time(r,g,b, score, win_amount):
    flash_percent = float(score)/(win_amount-1.0)
    flash_speed = common.lerp(MIN_FLASH, MAX_FLASH, flash_percent)
    val = (time.time() % float(flash_speed))
    if val < flash_speed/2:
        return (r,g,b)
    else:
        val_percent = (val-(flash_speed/2))/(flash_speed/2)
        new_r = int(common.lerp(r, 255, val_percent))
        new_g = int(common.lerp(g, 255, val_percent))
        new_b = int(common.lerp(b, 255, val_percent))
        return (new_r, new_g, new_b)
 def update(self):
     request = self.maxThrust*self.limit
     delta = request-self.thrust
     if delta > 0:
         if self.acceleration > 0:
             self.thrust = lerp(self.thrust, request, self.acceleration * dt)
         else: self.thrust = request
     elif delta < 0:
         if self.deceleration > 0:
             self.thrust = lerp(self.thrust, request, self.deceleration * dt)
         else: self.thrust = request
     self.torque = self.thrust*self.lever
Beispiel #10
0
def cut_and_paste_strip(src_img,
                        dest_srf,
                        p_rect,
                        tint,
                        shadow_color=(0, 0, 0)):
    size = dest_srf.get_size()
    rect = pygame.Rect(lerp(0, size[0],
                            p_rect[0]), lerp(0, size[1], p_rect[1]),
                       lerp(0, size[0], p_rect[2]),
                       lerp(0, size[1], p_rect[3]))
    srf = pygame.Surface(rect.size, SRCALPHA)
    srf.fill((255, 255, 255, 0))
    srf.blit(src_img, (-rect.left, -rect.top))
    srf.fill(tint, None, special_flags=BLEND_RGB_MULT)
    pygame.draw.rect(srf, (255, 255, 255), (0, 0, rect.width, rect.height), 7)
    srf = apply_shadow(srf, 18, 96, shadow_color)

    offset = 2
    p1 = (rect.left + lerp(-offset, offset, random.random()),
          rect.top + lerp(-offset, offset, random.random()))
    p2 = (rect.right + lerp(-offset, offset, random.random()),
          rect.bottom + lerp(-offset, offset, random.random()))
    center = ((p1[0] + p2[0]) / 2.0, (p1[1] + p2[1]) / 2.0)
    angle = math.degrees(
        math.atan2(rect.height, rect.width) -
        math.atan2(p2[1] - p1[1], p2[0] - p1[0]))
    new_srf = pygame.transform.rotozoom(srf, angle, 1.0)

    #new_srf = srf
    #center = rect.center

    #new_srf = srf
    new_rect = new_srf.get_rect(center=center)  #rect.center)
    dest_srf.blit(new_srf, new_rect)
def correlated_colour_temp(X, Y, Z):
    if X < 1.0e-20 or Y < 1.0e-20 or Z < 1.0e-20:
        raise ValueError("Bad XYZ value, would cause divide-by-zero")

    us = 4 * X / (X + 15 * Y + 3 * Z)
    vs = 6 * Y / (X + 15 * Y + 3 * Z)

    dm = 0.0

    for i in range(31):
        di = (vs - uvt[i].v) - uvt[i].t * (us - uvt[i].u)
        if i > 0 and (di < 0.0) and (dm > 0.0) or (di >= 0.0) and (dm < 0.0):
            break  # Found lines bounding (us, vs), i-1 and i
        dm = di
    else:
        raise ValueError(
            "Bad XYZ value, colour temperature would be under 1666.7, or too far towards blue"
        )

    di = di / math.sqrt(1.0 + uvt[i].t * uvt[i].t)
    dm = dm / math.sqrt(1.0 + uvt[i - 1].t * uvt[i - 1].t)

    p = dm / (dm - di)  # interoplation param

    p = 1.0 / lerp(rt[i - 1], rt[i], p)
    return p
Beispiel #12
0
 def phys_loop(self, on_frame=lambda: None):
     i = 1
     while self.dX >= 0 and (self.T[-1] < self.t1 or i < self.N):
         self.T.append(self.T[-1] + dt)
         self.update_upAF()
         on_frame()
         # VSF
         self.K.append(self.vK)
         # thrust
         rthrust = self.thrust * self.K[-1]
         speed = self.AS if rthrust > self.cthrust else self.DS
         self.cthrust = lerp(self.cthrust, rthrust, speed * dt) if speed > 0 else rthrust
         # dynamics
         self.upA = (self.add_thrust + self.cthrust - self.M * 9.81) / self.M
         self.upV += self.upA * dt
         self.upX += self.upV * dt
         self.dX = self.upX - (self.Ter[i] if self.N > 0 else 0)
         self.dV = EWA(self.dV, (self.dX - self.rX[-1]) / dt, 0.1)
         # logging
         self.F.append(self.cthrust * dt)
         self.A.append(self.upA)
         self.V.append(self.upV)
         self.rV.append(self.dV)
         self.X.append(self.upX)
         self.rX.append(self.dX)
         i += 1
 def update(self):
     request = self.maxThrust * self.limit
     delta = request - self.thrust
     if delta > 0:
         if self.acceleration > 0:
             self.thrust = lerp(self.thrust, request,
                                self.acceleration * dt)
         else:
             self.thrust = request
     elif delta < 0:
         if self.deceleration > 0:
             self.thrust = lerp(self.thrust, request,
                                self.deceleration * dt)
         else:
             self.thrust = request
     self.torque = self.thrust * self.lever
Beispiel #14
0
 def xform(p):
     p -= center
     d = p.mag() / 500
     p = common.lerp(common.smoothstep(min(1.0, 1.3 * math.pow(t, d))),
                     p * 5, p)
     p += center
     return p
Beispiel #15
0
 async def do_transition():
     num_steps = 20
     old_ratio = self.ratio.value
     for i in range(num_steps):
         t = (i + 1) / 20
         ratio = common.lerp(old_ratio, new_ratio, t)
         ratio = old_ratio * (1 - t) + new_ratio * t
         self.change_ratio(ratio)
         await asyncio.sleep(transition_duration / num_steps)
Beispiel #16
0
    def get_change_time(self, speed_up):
        min_moves = len(self.move_serials) - 2
        if min_moves <= 0:
            min_moves = 1

        game_percent = self.num_dead / min_moves
        if game_percent > 1.0:
            game_percent = 1.0
        min_music_fast = common.lerp(MIN_MUSIC_FAST_TIME, END_MIN_MUSIC_FAST_TIME, game_percent)
        max_music_fast = common.lerp(MAX_MUSIC_FAST_TIME, END_MAX_MUSIC_FAST_TIME, game_percent)

        min_music_slow = common.lerp(MIN_MUSIC_SLOW_TIME, END_MIN_MUSIC_SLOW_TIME, game_percent)
        max_music_slow = common.lerp(MAX_MUSIC_SLOW_TIME, END_MAX_MUSIC_SLOW_TIME, game_percent)
        if speed_up:
            added_time = random.uniform(min_music_fast, max_music_fast)
        else:
            added_time = random.uniform(min_music_slow, max_music_slow)
        return time.time() + added_time
Beispiel #17
0
    def get_change_time(self, speed_up):
        min_moves = len(self.move_serials) - 2
        if min_moves <= 0:
            min_moves = 1
        
        game_percent = (self.num_dead/min_moves)
        if game_percent > 1.0:
            game_percent = 1.0
        min_music_fast = common.lerp(MIN_MUSIC_FAST_TIME, END_MIN_MUSIC_FAST_TIME, game_percent)
        max_music_fast = common.lerp(MAX_MUSIC_FAST_TIME, END_MAX_MUSIC_FAST_TIME, game_percent)

        min_music_slow = common.lerp(MIN_MUSIC_SLOW_TIME, END_MIN_MUSIC_SLOW_TIME, game_percent)
        max_music_slow = common.lerp(MAX_MUSIC_SLOW_TIME, END_MAX_MUSIC_SLOW_TIME, game_percent)
        if speed_up:
            added_time = random.uniform(min_music_fast, max_music_fast)
        else:
            added_time = random.uniform(min_music_slow, max_music_slow)
        return time.time() + added_time
 def update(self):
     if self.on_update is not None:
         self.on_update(self)
     else:
         self.PID.update(abs(self.error))
     self.angle = lerp(self.angle, np.arctan2(self.PID.action*np.sign(self.error), 1), self.turn_speed*dt)
     self.engine.limit = clamp01(self.base_limit/abs(np.cos(self.angle)))
     self.engine.update()
     self.accel = self.engine.thrust*np.sin(self.angle)/self.mass + (np.random.rand()-0.5)*1e-3
     self.error -= self.accel*dt
Beispiel #19
0
 def update(self):
     if self.on_update is not None:
         self.on_update(self)
     else:
         self.PID.update(abs(self.error))
     self.angle = lerp(self.angle,
                       np.arctan2(self.PID.action * np.sign(self.error), 1),
                       self.turn_speed * dt)
     self.engine.limit = clamp01(self.base_limit / abs(np.cos(self.angle)))
     self.engine.update()
     self.accel = self.engine.thrust * np.sin(
         self.angle) / self.mass + (np.random.rand() - 0.5) * 1e-3
     self.error -= self.accel * dt
Beispiel #20
0
def correlated_colour_temp(X, Y, Z):
    if X < 1.0e-20 or Y < 1.0e-20 or Z < 1.0e-20:
        raise ValueError("Bad XYZ value, would cause divide-by-zero")

    us = 4*X / (X + 15*Y + 3*Z)
    vs = 6*Y / (X + 15*Y + 3*Z)

    dm = 0.0
    
    for i in range(31):
        di = (vs - uvt[i].v) - uvt[i].t * (us - uvt[i].u)
        if i > 0 and (di < 0.0) and (dm > 0.0) or (di >= 0.0) and (dm < 0.0):
            break # Found lines bounding (us, vs), i-1 and i
        dm = di
    else:
        raise ValueError("Bad XYZ value, colour temperature would be under 1666.7, or too far towards blue")

    di = di / math.sqrt(1.0 + uvt[i].t * uvt[i].t)
    dm = dm / math.sqrt(1.0 + uvt[i-1].t * uvt[i-1].t)
    
    p = dm / (dm - di) # interoplation param
    
    p = 1.0 / lerp(rt[i - 1], rt[i], p)
    return p
Beispiel #21
0
	def render(self):
		s = pygame.Surface(self.main.screen_size,SRCALPHA)
		p = min(max((self.fade-self.pre_delay)/float(self.fade_length),0.0),1.0)
		color = (255,255,255,lerp(0,255,p))
		s.fill(color)
		self.main.screen.blit(s,(0,0))
Beispiel #22
0
def track_move(move_serial, move_num, game_mode, team, team_num, dead_move, force_color, music_speed, werewolf_reveal):
    #proc = psutil.Process(os.getpid())
    #proc.nice(3)
    #explosion = Audio('audio/Joust/sounds/Explosion34.wav')
    #explosion.start_effect()
    start = False
    no_rumble = time.time() + 1
    move_last_value = None
    move = common.get_move(move_serial, move_num)
    team_colors = common.generate_colors(team_num)
    werewolf = False
    if team < 0:
        team = (team + 1) * -1
        werewolf = True
    #keep on looping while move is not dead
    while True:
        if sum(force_color) != 0:
            no_rumble_time = time.time() + 5
            time.sleep(0.01)
            move.set_leds(*force_color)

            if sum(force_color) > 75:
                if werewolf:
                    move.set_rumble(80)
            else:
                if sum(force_color) == 30:
                    if werewolf:
                        move.set_leds(255, 0, 0)
                    else:
                        move.set_leds(0, 0, 0)
                move.set_rumble(0)
            move.update_leds()
            no_rumble = time.time() + 0.5
        elif dead_move.value == 1 and werewolf_reveal.value > 0:   
            if move.poll():
                ax, ay, az = move.get_accelerometer_frame(psmove.Frame_SecondHalf)
                total = sum([ax, ay, az])
                if move_last_value is not None:
                    change = abs(move_last_value - total)
                    speed_percent = (music_speed.value - SLOW_MUSIC_SPEED)/(FAST_MUSIC_SPEED - SLOW_MUSIC_SPEED)
                    if werewolf:
                        warning = common.lerp(WERE_SLOW_WARNING, WERE_FAST_WARNING, speed_percent)
                        threshold = common.lerp(WERE_SLOW_MAX, WERE_FAST_MAX, speed_percent) 
                    else:
                        warning = common.lerp(SLOW_WARNING, FAST_WARNING, speed_percent)
                        threshold = common.lerp(SLOW_MAX, FAST_MAX, speed_percent)

                    if change > threshold:
                        if time.time() > no_rumble:
                            move.set_leds(0,0,0)
                            move.set_rumble(90)
                            dead_move.value = 0

                    elif change > warning:
                        if time.time() > no_rumble:
                            move.set_leds(20,50,100)
                            move.set_rumble(110)

                    else:
                        if game_mode == common.Games.WereJoust.value:
                            if werewolf_reveal.value == 2 and werewolf:
                                move.set_leds(255,0,0)
                            else:
                                move.set_leds(100,100,100)
                        else:
                            move.set_leds(*team_colors[team])
                        move.set_rumble(0)
                        
                move_last_value = total
            move.update_leds()
Beispiel #23
0
def track_move(move_serial, move_num, team, num_teams, dead_move, force_color,
               music_speed, show_team_colors, invincibility):
    #proc = psutil.Process(os.getpid())
    #proc.nice(3)
    #explosion = Audio('audio/Joust/sounds/Explosion34.wav')
    #explosion.start_effect()
    start = False
    no_rumble = time.time() + 1
    move_last_value = None
    move = common.get_move(move_serial, move_num)
    team_colors = colors.generate_colors(num_teams)
    vibrate = False
    vibration_time = time.time() + 1
    flash_lights = True
    flash_lights_timer = 0
    start_inv = False
    change_arr = [0, 0, 0]

    #keep on looping while move is not dead
    while True:
        if show_team_colors.value == 1:
            if team.value != -1:
                move.set_leds(*team_colors[team.value])
            else:
                move.set_leds(100, 100, 100)
            move.update_leds()
        elif sum(force_color) != 0:
            no_rumble_time = time.time() + 5
            time.sleep(0.01)
            move.set_leds(*force_color)
            if sum(force_color) == 30:
                move.set_leds(0, 0, 0)
            move.set_rumble(0)
            move.update_leds()
            no_rumble = time.time() + 0.5
        elif dead_move.value == 1 and team.value != -1:
            if move.poll():
                ax, ay, az = move.get_accelerometer_frame(
                    psmove.Frame_SecondHalf)
                #total = sum([ax, ay, az])
                total = sqrt(sum([ax**2, ay**2, az**2]))
                if move_last_value is not None:
                    change_real = abs(move_last_value - total)
                    change_arr[0] = change_arr[1]
                    change_arr[1] = change_arr[2]
                    change_arr[2] = change_real
                    change = (change_arr[0] + change_arr[1] +
                              change_arr[2]) / 3
                    speed_percent = (music_speed.value - SLOW_MUSIC_SPEED) / (
                        FAST_MUSIC_SPEED - SLOW_MUSIC_SPEED)
                    warning = common.lerp(SLOW_WARNING, FAST_WARNING,
                                          speed_percent)
                    threshold = common.lerp(SLOW_MAX, FAST_MAX, speed_percent)
                    if not start_inv and invincibility.value == 1:
                        start_inv = True
                        vibrate = True
                        vibration_time = time.time() + 3

                    if vibrate:
                        flash_lights_timer += 1
                        if flash_lights_timer > 7:
                            flash_lights_timer = 0
                            flash_lights = not flash_lights
                        if flash_lights:
                            move.set_leds(100, 100, 100)
                        else:
                            if team.value != -1:
                                move.set_leds(*team_colors[team.value])
                            else:
                                move.set_leds(100, 100, 100)
                        if time.time() < vibration_time - 0.22:
                            move.set_rumble(110)
                        else:
                            move.set_rumble(0)
                        if time.time() > vibration_time:
                            vibrate = False
                            start_inv = False
                            invincibility.value = 0
                    else:
                        if team.value != -1:
                            move.set_leds(*team_colors[team.value])
                        else:
                            move.set_leds(100, 100, 100)

                    if invincibility.value == 0:
                        if change > threshold:
                            if time.time() > no_rumble:
                                move.set_leds(0, 0, 0)
                                move.set_rumble(90)
                                dead_move.value = 0

                        elif change > warning and not vibrate:
                            if time.time() > no_rumble:
                                vibrate = True
                                vibration_time = time.time() + 0.5
                                move.set_leds(20, 50, 100)

                move_last_value = total
            move.update_leds()
        else:
            if dead_move.value < 1:
                move.set_leds(0, 0, 0)
            elif team.value == -1:
                move.set_leds(100, 100, 100)
            move.update_leds()

            time.sleep(0.5)
            move.set_rumble(0)
Beispiel #24
0
def track_move(move_serial, move_num, dead_move, force_color, bomb_color,
               move_opts, game_start, false_color, faked, rumble):
    #proc = psutil.Process(os.getpid())
    #proc.nice(3)

    start = False
    no_rumble = time.time() + 1
    move_last_value = None
    move = common.get_move(move_serial, move_num)

    #keep on looping while move is not dead
    ready = False
    move.set_leds(0, 0, 0)
    move.update_leds()
    time.sleep(1)
    super_dead = False
    no_bomb_color = [0, 0, 200]
    fake_bomb_color = [0, 255, 0]
    no_fake_bomb_color = [0, 0, 200]

    death_time = 8
    time_of_death = time.time()
    can_fake = True
    faking = False

    move_opts[Opts.holding.value] = Holding.not_holding.value
    move_opts[Opts.selection.value] = Selections.nothing.value
    while not super_dead:
        if sum(force_color) != 0 and game_start.value == 1:
            no_rumble_time = time.time() + 5
            time.sleep(0.01)
            move.set_leds(*force_color)
            move.update_leds()
            move.set_rumble(rumble.value)
            no_rumble = time.time() + 0.5
        #if we are not dead

        elif dead_move.value > 0:
            move.set_rumble(rumble.value)
            if dead_move.value == 2:
                no_bomb_color = [150, 150, 150]
                no_fake_bomb_color = [120, 255, 120]
            else:
                no_bomb_color = [30, 30, 30]
                no_fake_bomb_color = [100, 100, 100]
            if move.poll():

                button = move.get_buttons()
                if move_opts[Opts.has_bomb.value] == Bool.yes.value:
                    if (move.get_trigger() > 50 and can_fake):

                        faking = True
                        #move_opts[Opts.holding.value] = Holding.holding.value
                        move_opts[Opts.selection.
                                  value] = Selections.false_trigger.value
                        if (move.get_trigger() <= 127):
                            col1 = int(
                                common.lerp(fake_bomb_color[0],
                                            no_fake_bomb_color[0],
                                            (move.get_trigger() - 50) / 77))
                            col2 = int(
                                common.lerp(fake_bomb_color[1],
                                            no_fake_bomb_color[1],
                                            (move.get_trigger() - 50) / 77))
                            col3 = int(
                                common.lerp(fake_bomb_color[2],
                                            no_fake_bomb_color[2],
                                            (move.get_trigger() - 50) / 77))
                            move.set_leds(col1, col2, col3)
                        #if (move.get_trigger() > 127 and move.get_trigger() <= 140):
                        #    move.set_leds(*no_fake_bomb_color)
                        if (move.get_trigger() > 127):
                            col1 = int(
                                common.lerp(no_fake_bomb_color[0],
                                            fake_bomb_color[0],
                                            (move.get_trigger() - 127) / 128))
                            col2 = int(
                                common.lerp(no_fake_bomb_color[1],
                                            fake_bomb_color[1],
                                            (move.get_trigger() - 127) / 128))
                            col3 = int(
                                common.lerp(no_fake_bomb_color[2],
                                            fake_bomb_color[2],
                                            (move.get_trigger() - 127) / 128))
                            move.set_leds(col1, col2, col3)
                            #move.set_leds(0,200,0)

                    else:
                        move.set_leds(*bomb_color)
                        if game_start.value == 0:
                            move.set_leds(*force_color)
                            move.update_leds()
                        #move_opts[Opts.holding.value] == Holding.not_holding.value

                        if faking:
                            #move_opts[Opts.selection.value] = Selections.not_holding.value
                            if game_start.value == 1:
                                can_fake = False
                            faking = False

                #non bomb holder
                else:
                    can_fake = True
                    faking = False
                    if false_color.value == 1:
                        move.set_leds(150, 20, 20)
                    else:
                        move.set_leds(*no_bomb_color)
                    if move_opts[Opts.holding.
                                 value] == Holding.not_holding.value and (
                                     move.get_trigger() > 50
                                     or button == Buttons.middle.value):
                        if move_opts[Opts.has_bomb.value] == Bool.no.value:
                            move_opts[
                                Opts.holding.value] = Holding.holding.value

                            if game_start.value == 1 and false_color.value == 1:
                                print("JUST DIED TO BEING FAKED!!!")
                                faked.value = 1
                                #dead_move.value -= 1
                    move.set_rumble(0)

                if move_opts[
                        Opts.holding.value] == Holding.not_holding.value and (
                            button == Buttons.triangle.value
                            or button == Buttons.circle.value
                            or button == Buttons.cross.value
                            or button == Buttons.square.value):
                    move_opts[Opts.selection.value] = Selections.counter.value
                    move_opts[Opts.holding.value] = Holding.holding.value

                if button == Buttons.middle.value and move_opts[
                        Opts.holding.value] == Holding.not_holding.value:
                    move_opts[Opts.selection.value] = Selections.a_button.value
                    move_opts[Opts.holding.value] = Holding.holding.value

                elif move_opts[
                        Opts.holding.
                        value] == Holding.holding.value and button == Buttons.nothing.value and move.get_trigger(
                        ) <= 50:
                    move_opts[Opts.selection.value] = Selections.nothing.value
                    move_opts[Opts.holding.value] = Holding.not_holding.value

        else:
            if super_dead == False:
                #for i in range(100):
                #    time.sleep(0.01)
                #    move.set_leds(0,random.randrange(100, 200),0)
                #    move.set_rumble(200)
                #    move.update_leds()
                super_dead = True
            move.set_rumble(0)
            move.set_leds(0, 0, 0)

        move.update_leds()
Beispiel #25
0
    def game_loop(self):
        self.track_moves()
        self.rotate_colors()
        self.bomb_serial = self.move_serials[random.choice(
            range(len(self.move_serials)))]
        self.next_rand_holder = self.bomb_serial
        self.bomb_generator = self.get_next_bomb_holder()

        self.bomb_serial = next(self.bomb_generator)
        self.move_opts[self.bomb_serial][Opts.has_bomb.value] = Bool.yes.value

        self.holding = True
        self.game_start.value = 1
        self.count_down()
        time.sleep(0.02)
        if self.audio_toggle:
            try:
                self.audio.start_audio_loop()
            except:
                print('no audio loaded to start')
        time.sleep(0.8)

        self.bomb_time = time.time() + self.get_bomb_length()
        self.bomb_start_time = time.time()

        while self.running:

            if time.time() - 0.1 > self.update_time:
                self.update_time = time.time()
                self.check_command_queue()
                self.update_status('in_game')

            percentage = 1 - ((self.bomb_time - time.time()) /
                              (self.bomb_time - self.bomb_start_time))

            if (percentage > 0.8):
                self.bomb_color[0] = random.randrange(
                    int(100 + 55 * percentage), int(200 + 55 * percentage))
            else:
                self.bomb_color[0] = int(common.lerp(90, 255, percentage))
            self.bomb_color[1] = int(common.lerp(30, 0, percentage))
            self.bomb_color[2] = int(common.lerp(30, 0, percentage))

            if self.move_opts[self.bomb_serial][
                    Opts.selection.value] == Selections.nothing.value:
                self.holding = False
            if self.move_opts[self.bomb_serial][
                    Opts.selection.
                    value] == Selections.a_button.value and self.holding == False:
                self.reset_bomb_time()
                self.move_bomb()
                if self.audio_toggle:
                    self.start_beep.start_effect()
                self.holding = True
            if time.time() > self.bomb_time:
                if self.audio_toggle:
                    self.explosiondeath.start_effect()

                    self.explosion.start_effect()
                self.pause_for_player_death(self.bomb_serial)

                self.dead_moves[self.bomb_serial].value -= 1

                self.reset_bomb_length()
                self.reset_bomb_time()

                #if player is dead move bomb
                if not self.dead_moves[self.bomb_serial].value > 0:
                    self.move_bomb()

                print("TIME BOMB")

            self.check_dead_moves()
            self.check_faked_out()
            if self.game_end:
                self.end_game()

        self.stop_tracking_moves()
Beispiel #26
0
def track_move(move_serial, move_num, game_mode, team, team_color_enum,
               dead_move, force_color, music_speed, werewolf_reveal,
               show_team_colors, red_on_kill):
    #proc = psutil.Process(os.getpid())
    #proc.nice(3)
    #explosion = Audio('audio/Joust/sounds/Explosion34.wav')
    #explosion.start_effect()
    start = False
    no_rumble = time.time() + 1
    move_last_value = None
    move = common.get_move(move_serial, move_num)
    my_team_colors = team_color_enum.value
    werewolf = False
    vibrate = False
    change_arr = [0, 0, 0]
    vibration_time = time.time() + 1
    flash_lights = True
    flash_lights_timer = 0
    if team < 0:
        team = (team + 1) * -1
        werewolf = True
    #keep on looping while move is not dead
    while True:
        if show_team_colors.value == 1:
            move.set_leds(*my_team_colors)
            move.update_leds()
        elif sum(force_color) != 0:
            no_rumble_time = time.time() + 5
            time.sleep(0.01)
            move.set_leds(*force_color)

            if sum(force_color) > 75:
                if werewolf:
                    move.set_rumble(80)
            else:
                if sum(force_color) == 30:
                    if werewolf:
                        move.set_leds(*colors.Colors.Blue40.value)
                    else:
                        move.set_leds(*colors.Colors.Black.value)
                move.set_rumble(0)
            move.update_leds()
            no_rumble = time.time() + 0.5
        elif dead_move.value == 1 and werewolf_reveal.value > 0:
            if move.poll():
                ax, ay, az = move.get_accelerometer_frame(
                    psmove.Frame_SecondHalf)
                total = sqrt(sum([ax**2, ay**2, az**2]))
                #total = sum([ax, ay, az])
                if move_last_value is not None:
                    change_real = abs(move_last_value - total)
                    change_arr[0] = change_arr[1]
                    change_arr[1] = change_arr[2]
                    change_arr[2] = change_real
                    change = (change_arr[0] + change_arr[1] +
                              change_arr[2]) / 3
                    speed_percent = (music_speed.value - SLOW_MUSIC_SPEED) / (
                        FAST_MUSIC_SPEED - SLOW_MUSIC_SPEED)
                    if werewolf:
                        warning = common.lerp(WERE_SLOW_WARNING,
                                              WERE_FAST_WARNING, speed_percent)
                        threshold = common.lerp(WERE_SLOW_MAX, WERE_FAST_MAX,
                                                speed_percent)
                    else:
                        warning = common.lerp(SLOW_WARNING, FAST_WARNING,
                                              speed_percent)
                        threshold = common.lerp(SLOW_MAX, FAST_MAX,
                                                speed_percent)

                    if vibrate:
                        flash_lights_timer += 1
                        if flash_lights_timer > 7:
                            flash_lights_timer = 0
                            flash_lights = not flash_lights
                        if flash_lights:
                            if game_mode == common.Games.WereJoust:
                                move.set_leds(*colors.Colors.Black.value)
                            else:
                                move.set_leds(*colors.Colors.White40.value)
                        else:
                            if game_mode == common.Games.WereJoust:
                                if werewolf_reveal.value == 2 and werewolf:
                                    move.set_leds(*colors.Colors.Blue40.value)
                                else:
                                    move.set_leds(*colors.Colors.White40.value)
                            else:
                                move.set_leds(*my_team_colors)
                        if time.time() < vibration_time - 0.22:
                            move.set_rumble(110)
                        else:
                            move.set_rumble(0)
                        if time.time() > vibration_time:
                            vibrate = False

                    else:
                        if game_mode == common.Games.WereJoust:
                            if werewolf_reveal.value == 2 and werewolf:
                                move.set_leds(*colors.Colors.Blue40.value)
                            else:
                                move.set_leds(*colors.Colors.White40.value)
                        else:
                            move.set_leds(*my_team_colors)
                        #move.set_rumble(0)

                    if change > threshold:
                        if time.time() > no_rumble:
                            if red_on_kill:
                                move.set_leds(*colors.Colors.Red.value)
                            else:
                                move.set_leds(*colors.Colors.Black.value)
                            move.set_rumble(90)
                            dead_move.value = 0

                    elif change > warning and not vibrate:
                        if time.time() > no_rumble:
                            vibrate = True
                            vibration_time = time.time() + 0.5
                            #move.set_leds(20,50,100)

                move_last_value = total
            move.update_leds()

        elif dead_move.value < 1:

            time.sleep(0.5)
            if dead_move.value == -1 and game_mode == common.Games.NonStop:
                time.sleep(2)
                move_last_value = 0
                change_arr = [0, 0, 0]
                no_rumble = time.time() + 1
                vibration_time = time.time() + 1
                dead_move.value = 2
Beispiel #27
0
def track_move(move_serial, move_num, team, team_num, score, win_amount,
               dead_move, force_color, music_speed):
    #proc = psutil.Process(os.getpid())
    #proc.nice(3)
    #explosion = Audio('audio/Joust/sounds/Explosion34.wav')
    #explosion.start_effect()

    move_last_value = None
    move = common.get_move(move_serial, move_num)
    team_colors = common.generate_colors(team_num)
    werewolf = False
    flash_time = time.time()

    #keep on looping while move is not dead
    while True:
        if sum(force_color) != 0:
            time.sleep(0.01)
            move.set_leds(*force_color)
            move.update_leds()
            if werewolf:
                move.set_rumble(80)
        elif dead_move.value == 1:
            if move.poll():
                ax, ay, az = move.get_accelerometer_frame(
                    psmove.Frame_SecondHalf)
                total = sum([ax, ay, az])
                if move_last_value is not None:
                    change = abs(move_last_value - total)
                    speed_percent = (music_speed.value - SLOW_MUSIC_SPEED) / (
                        FAST_MUSIC_SPEED - SLOW_MUSIC_SPEED)
                    warning = common.lerp(SLOW_WARNING, FAST_WARNING,
                                          speed_percent)
                    threshold = common.lerp(SLOW_MAX, FAST_MAX, speed_percent)

                    if change > threshold:
                        move.set_leds(0, 0, 0)
                        move.set_rumble(90)
                        score.value = -1
                        dead_move.value = 0

                    elif change > warning:
                        move.set_leds(20, 50, 100)
                        move.set_rumble(110)

                    else:
                        if score.value >= 1:
                            if time.time() > flash_time:
                                vall = calculate_flash_time(
                                    team_colors[team][0], team_colors[team][1],
                                    team_colors[team][2], score.value,
                                    win_amount)
                                #print vall
                                move.set_leds(*vall)
                                #flash_time = time.time() + calculate_flash_time(score.value, win_amount)
                        else:
                            move.set_leds(*team_colors[team])
                        move.set_rumble(0)

                move_last_value = total
            move.update_leds()

        elif dead_move.value == 0:
            if move.poll():
                move_button = move.get_buttons()
                if score.value >= 0 and move_button == common.Buttons.middle:
                    dead_move.value = 1
                    move_last_value = None
Beispiel #28
0
def track_move(move, game_mode, team, team_color_enum, dead_move, force_color, \
    music_speed, werewolf_reveal, show_team_colors, red_on_kill, restart, menu, controller_sensitivity, dead_invince):

    SLOW_MAX = controller_sensitivity[0]
    SLOW_WARNING = controller_sensitivity[1]
    FAST_MAX = controller_sensitivity[2]
    FAST_WARNING = controller_sensitivity[3]

    WERE_SLOW_MAX = controller_sensitivity[4]
    WERE_SLOW_WARNING = controller_sensitivity[5]
    WERE_FAST_MAX = controller_sensitivity[6]
    WERE_FAST_WARNING = controller_sensitivity[7]

    dead_invince.value = False

    start = False
    no_rumble = time.time() + 2
    move_last_value = None
    my_team_colors = team_color_enum
    werewolf = False
    vibrate = False
    change_arr = [0] * 8
    vibration_time = time.time() + 1
    flash_lights = True
    flash_lights_timer = 0
    previous_average = 0
    change = 0
    if team < 0:
        team = (team + 1) * -1
        werewolf = True
    #keep on looping while move is not dead
    while True:
        if (restart.value == 1 or menu.value == 1):
            return
        if show_team_colors.value == 1:
            move.set_leds(*my_team_colors)
            move.update_leds()
        elif sum(force_color) != 0:
            no_rumble_time = time.time() + 5
            time.sleep(0.01)
            move.set_leds(*force_color)

            if sum(force_color) > 75:
                if werewolf:
                    move.set_rumble(80)
            else:
                if sum(force_color) == 30:
                    if werewolf:
                        move.set_leds(*colors.Colors.Blue40.value)
                    else:
                        move.set_leds(*colors.Colors.Black.value)
                move.set_rumble(0)
            move.update_leds()
            no_rumble = time.time() + 0.5
        elif dead_move.value == 1 and werewolf_reveal.value > 0:

            if move.poll():
                ax, ay, az = move.get_accelerometer_frame(
                    psmove.Frame_SecondHalf)
                total = sqrt(sum([ax**2, ay**2, az**2]))
                change = (change * 4 + total) / 5
                speed_percent = (music_speed.value - SLOW_MUSIC_SPEED) / (
                    FAST_MUSIC_SPEED - SLOW_MUSIC_SPEED)
                if werewolf:
                    warning = common.lerp(WERE_SLOW_WARNING, WERE_FAST_WARNING,
                                          speed_percent)
                    threshold = common.lerp(WERE_SLOW_MAX, WERE_FAST_MAX,
                                            speed_percent)
                else:
                    warning = common.lerp(SLOW_WARNING, FAST_WARNING,
                                          speed_percent)
                    threshold = common.lerp(SLOW_MAX, FAST_MAX, speed_percent)

                if vibrate:
                    flash_lights_timer += 1
                    if flash_lights_timer > 7:
                        flash_lights_timer = 0
                        flash_lights = not flash_lights
                    if flash_lights:
                        if game_mode == common.Games.WereJoust.value:
                            move.set_leds(*colors.Colors.Black.value)
                        else:
                            move.set_leds(*colors.Colors.White40.value)
                    else:
                        if game_mode == common.Games.WereJoust.value:
                            if werewolf_reveal.value == 2 and werewolf:
                                move.set_leds(*colors.Colors.Blue40.value)
                            else:
                                move.set_leds(*colors.Colors.White40.value)
                        else:
                            move.set_leds(*my_team_colors)
                    if time.time() < vibration_time - 0.25:
                        move.set_rumble(90)
                    else:
                        move.set_rumble(0)
                    if time.time() > vibration_time:
                        vibrate = False

                else:
                    if game_mode == common.Games.WereJoust.value:
                        if werewolf_reveal.value == 2 and werewolf:
                            move.set_leds(*colors.Colors.Blue40.value)
                        else:
                            move.set_leds(*colors.Colors.White40.value)
                    else:
                        move.set_leds(*my_team_colors)
                    #move.set_rumble(0)

                if change > threshold and not dead_invince.value:
                    if time.time() > no_rumble:
                        dead_invince.value = True
                        if red_on_kill:
                            move.set_leds(*colors.Colors.Red.value)
                        else:
                            move.set_leds(*colors.Colors.Black.value)
                        move.set_rumble(90)
                        dead_move.value = 0
                        move.update_leds()
                        time.sleep(0.5)
                        dead_invince.value = False

                elif change > warning and not vibrate:
                    if time.time() > no_rumble:
                        vibrate = True
                        vibration_time = time.time() + 0.5
                        #move.set_leds(20,50,100)

                #move_last_value = total
            move.update_leds()

        elif dead_move.value < 1:
            time.sleep(0.5)
            if dead_move.value == -1 and game_mode == common.Games.NonStop.value:
                time.sleep(2)
                move_last_value = 0
                change_arr = [0, 0, 0]
                no_rumble = time.time() + 1
                vibration_time = time.time() + 1
                dead_move.value = 2
Beispiel #29
0
def track_move(move, dead_move, force_color, bomb_color, move_opts, game_start,
               false_color, faked, rumble, menu, restart):
    start = False
    no_rumble = time.time() + 1
    move_last_value = None
    #keep on looping while move is not dead
    ready = False
    move.set_leds(0, 0, 0)
    move.update_leds()
    time.sleep(1)
    super_dead = False
    no_bomb_color = [0, 0, 200]
    fake_bomb_color = [0, 255, 0]
    no_fake_bomb_color = [0, 0, 200]

    death_time = 8
    time_of_death = time.time()
    can_fake = True
    faking = False

    move_opts[Opts.holding.value] = Holding.not_holding.value
    move_opts[Opts.selection.value] = Selections.nothing.value
    while True:
        if (menu.value == 1 or restart.value == 1):
            return
        if sum(force_color) != 0 and game_start.value == 1:
            no_rumble_time = time.time() + 5
            time.sleep(0.01)
            move.set_leds(*force_color)
            move.update_leds()
            move.set_rumble(rumble.value)
            no_rumble = time.time() + 0.5
        #if we are not dead

        elif dead_move.value > 0:
            move.set_rumble(rumble.value)
            if dead_move.value == 2:
                no_bomb_color = [150, 150, 150]
                no_fake_bomb_color = [120, 255, 120]
            else:
                no_bomb_color = [30, 30, 30]
                no_fake_bomb_color = [100, 100, 100]
            if move.poll():

                button = common.Button(move.get_buttons())
                if move_opts[Opts.has_bomb.value] == Bool.yes.value:
                    if (move.get_trigger() > 50 and can_fake):

                        faking = True

                        move_opts[Opts.selection.
                                  value] = Selections.false_trigger.value
                        if (move.get_trigger() <= 127):
                            col1 = int(
                                common.lerp(fake_bomb_color[0],
                                            no_fake_bomb_color[0],
                                            (move.get_trigger() - 50) / 77))
                            col2 = int(
                                common.lerp(fake_bomb_color[1],
                                            no_fake_bomb_color[1],
                                            (move.get_trigger() - 50) / 77))
                            col3 = int(
                                common.lerp(fake_bomb_color[2],
                                            no_fake_bomb_color[2],
                                            (move.get_trigger() - 50) / 77))
                            move.set_leds(col1, col2, col3)
                        if (move.get_trigger() > 127):
                            col1 = int(
                                common.lerp(no_fake_bomb_color[0],
                                            fake_bomb_color[0],
                                            (move.get_trigger() - 127) / 128))
                            col2 = int(
                                common.lerp(no_fake_bomb_color[1],
                                            fake_bomb_color[1],
                                            (move.get_trigger() - 127) / 128))
                            col3 = int(
                                common.lerp(no_fake_bomb_color[2],
                                            fake_bomb_color[2],
                                            (move.get_trigger() - 127) / 128))
                            move.set_leds(col1, col2, col3)

                    else:
                        move.set_leds(*bomb_color)
                        if game_start.value == 0:
                            move.set_leds(*force_color)
                            move.update_leds()

                        if faking:
                            if game_start.value == 1:
                                can_fake = False
                            faking = False

                #non bomb holder
                else:
                    can_fake = True
                    faking = False
                    if false_color.value == 1:
                        move.set_leds(150, 20, 20)
                    else:
                        move.set_leds(*no_bomb_color)
                    if move_opts[Opts.holding.
                                 value] == Holding.not_holding.value and (
                                     move.get_trigger() > 50
                                     or button == common.Button.MIDDLE):
                        if move_opts[Opts.has_bomb.value] == Bool.no.value:
                            move_opts[
                                Opts.holding.value] = Holding.holding.value

                            if game_start.value == 1 and false_color.value == 1:
                                print("JUST DIED TO BEING FAKED!!!")
                                faked.value = 1
                    move.set_rumble(0)

                if move_opts[
                        Opts.holding.value] == Holding.not_holding.value and (
                            button in common.all_shapes):
                    move_opts[Opts.selection.value] = Selections.counter.value
                    move_opts[Opts.holding.value] = Holding.holding.value

                if button == common.Button.MIDDLE and move_opts[
                        Opts.holding.value] == Holding.not_holding.value:
                    move_opts[Opts.selection.value] = Selections.a_button.value
                    move_opts[Opts.holding.value] = Holding.holding.value

                elif move_opts[
                        Opts.holding.
                        value] == Holding.holding.value and button == common.Button.NONE and move.get_trigger(
                        ) <= 50:
                    move_opts[Opts.selection.value] = Selections.nothing.value
                    move_opts[Opts.holding.value] = Holding.not_holding.value

        else:
            if super_dead == False:
                super_dead = True

            move.set_rumble(0)
            move.set_leds(0, 0, 0)
            time.sleep(2)

        move.update_leds()
Beispiel #30
0
def track_move(move, dead_move, force_color, music_speed, color, invincibility,
               menu, restart, controller_sensitivity):
    start = False
    no_rumble = time.time() + 1
    move_last_value = None
    vibrate = False
    vibration_time = time.time() + 1
    flash_lights = True
    flash_lights_timer = 0
    start_inv = False
    change = 0

    SLOW_MAX = controller_sensitivity[0]
    SLOW_WARNING = controller_sensitivity[1]
    FAST_MAX = controller_sensitivity[2]
    FAST_WARNING = controller_sensitivity[3]

    #keep on looping while move is not dead
    while True:
        if (menu.value == 1 or restart.value == 1):
            return
        if sum(force_color) != 0:
            no_rumble_time = time.time() + 5
            time.sleep(0.01)
            move.set_leds(*force_color)
            if sum(force_color) == 30:
                move.set_leds(0, 0, 0)
            move.set_rumble(0)
            move.update_leds()
            no_rumble = time.time() + 0.5
        elif dead_move.value == 1:  #and not invincibility.value:
            if move.poll():
                ax, ay, az = move.get_accelerometer_frame(
                    psmove.Frame_SecondHalf)
                total = sqrt(sum([ax**2, ay**2, az**2]))
                change = (change * 4 + total) / 5

                speed_percent = (music_speed.value - SLOW_MUSIC_SPEED) / (
                    FAST_MUSIC_SPEED - SLOW_MUSIC_SPEED)
                warning = common.lerp(SLOW_WARNING, FAST_WARNING,
                                      speed_percent)
                threshold = common.lerp(SLOW_MAX, FAST_MAX, speed_percent)
                if not start_inv and invincibility.value:
                    start_inv = True
                    vibrate = True
                    vibration_time = time.time() + 4

                if vibrate:
                    flash_lights_timer += 1
                    if flash_lights_timer > 7:
                        flash_lights_timer = 0
                        flash_lights = not flash_lights
                    if flash_lights:
                        #move.set_leds(100,100,100)
                        if color.value == 1:
                            move.set_leds(*colors.Colors.Orange.value)
                        if color.value == 2:
                            move.set_leds(*colors.Colors.Blue.value)
                        if color.value == 4:
                            move.set_leds(*colors.Colors.Green.value)
                    else:
                        #if team.value != -1:
                        #    move.set_leds(*team_colors[team.value])
                        #else:
                        move.set_leds(10, 10, 10)
                    if time.time() < vibration_time - 0.22:
                        move.set_rumble(110)
                    else:
                        move.set_rumble(0)
                    if time.time() > vibration_time:
                        #print("vibrate to false")
                        vibrate = False
                        start_inv = False
                        invincibility.value = False
                else:
                    #move.set_leds(100,200,100)
                    if color.value == 1:
                        move.set_leds(*colors.Colors.Orange.value)
                    if color.value == 2:
                        move.set_leds(*colors.Colors.Blue.value)
                    if color.value == 4:
                        move.set_leds(*colors.Colors.Green.value)

                if not invincibility.value:
                    if change > threshold:
                        if time.time() > no_rumble:
                            move.set_leds(*colors.Colors.Red.value)
                            move.set_rumble(90)
                            dead_move.value = -1

                    elif change > warning and not vibrate:
                        if time.time() > no_rumble:
                            vibrate = True
                            vibration_time = time.time() + 0.5
                            move.set_leds(20, 50, 100)

            move.update_leds()
        else:
            if dead_move.value < 1:
                if color.value == 3:
                    move.set_leds(*colors.Colors.Green80.value)
                else:
                    move.set_leds(20, 20, 20)
            #elif team.value == -1:
            #    move.set_leds(100,100,100)
            invincibility.value = 1
            move.update_leds()
            start_inv = False
            time.sleep(0.5)
            move.set_rumble(0)
Beispiel #31
0
    def draw(self):
        gd = self.gd

        y0 = 720 - 640

        t = time.time()  # + 180 * 24 * 3600
        t = time.time() + self.t * 600
        (sun_lat, sun_lon) = subsolar_point(t)
        print(self.t, sun_lat, sun_lon)
        x = 640 + 640 * sun_lon / 180
        y = y0 + 320 - 320 * sun_lat / 90

        lim = light(sun_lat, sun_lon)
        ld = common.Loader(gd)
        ld.a = (1 << 20) - (256 * 128)
        gd.BitmapHandle(2)
        ld.L8(lim)
        gd.BitmapSize(gd3.BILINEAR, gd3.REPEAT, gd3.BORDER, 0, 0)

        gd.VertexFormat(2)

        # Match the color of the arctic
        br = lim.load()[128, 0] / 255
        r = int(common.lerp(br, 27, 255))
        g = int(common.lerp(br, 27, 255))
        b = int(common.lerp(br, 55, 255))
        gd.ClearColorRGB(r, g, b)
        gd.Clear()
        gd.Begin(gd3.BITMAPS)
        gd.SaveContext()
        gd.BitmapHandle(1)
        i = 180
        gd.ColorRGB(i, i, i)
        gd.Vertex2f(0, y0)
        gd.RestoreContext()

        gd.SaveContext()
        sf = 1280 / 256
        gd.cmd_scale(sf, sf)
        gd.cmd_setmatrix()
        gd.BitmapHandle(2)
        gd.ColorMask(0, 0, 0, 1)
        gd.BlendFunc(1, 0)
        gd.Vertex2f(0, y0)
        gd.RestoreContext()

        gd.SaveContext()
        gd.BlendFunc(gd3.DST_ALPHA, gd3.ONE_MINUS_DST_ALPHA)
        gd.BitmapHandle(0)
        gd.Vertex2f(0, y0)
        gd.RestoreContext()

        gd.SaveContext()
        gd.Begin(gd3.POINTS)
        gd.ColorRGB(80, 70, 30)
        gd.BlendFunc(gd3.SRC_ALPHA, gd3.ONE)
        for i in range(50, 250, 50):
            gd.PointSize(i)
            gd.Vertex2f(x, y)
        gd.RestoreContext()

        dt = datetime.datetime.fromtimestamp(t, timezone.utc)
        if 0:
            gd.SaveContext()
            gd.ColorRGB(0, 0, 0)
            gd.cmd_text(640, 3, 31, gd3.OPT_CENTERX, dt.ctime())
            gd.RestoreContext()

        if 0:
            for i in range(25):
                hr = (dt.hour - 12 + i) % 12
                gd.cmd_clock(1280 * i // 24, 30, 20,
                             gd3.OPT_FLAT | gd3.OPT_NOSECS, hr, dt.minute, 0,
                             0)

        self.t += 1
        # gd.screenshot_im().save("out.png"); sys.exit(0);
        # time.sleep(10)
        assert self.t < 180
Beispiel #32
0
def track_move(move_serial, move_num, game_mode, team, team_num, dead_move, force_color, music_speed, werewolf_reveal):
    # proc = psutil.Process(os.getpid())
    # proc.nice(3)
    # explosion = Audio('audio/Joust/sounds/Explosion34.wav')
    # explosion.start_effect()
    start = False
    no_rumble = time.time() + 1
    move_last_value = None
    move = common.get_move(move_serial, move_num)
    team_colors = common.generate_colors(team_num)
    werewolf = False
    if team < 0:
        team = (team + 1) * -1
        werewolf = True
    # keep on looping while move is not dead
    while True:
        if sum(force_color) != 0:
            no_rumble_time = time.time() + 5
            time.sleep(0.01)
            move.set_leds(*force_color)

            if sum(force_color) > 75:
                if werewolf:
                    move.set_rumble(80)
            else:
                if sum(force_color) == 30:
                    if werewolf:
                        move.set_leds(255, 0, 0)
                    else:
                        move.set_leds(0, 0, 0)
                move.set_rumble(0)
            move.update_leds()
            no_rumble = time.time() + 0.5
        elif dead_move.value == 1 and werewolf_reveal.value > 0:
            if move.poll():
                ax, ay, az = move.get_accelerometer_frame(psmove.Frame_SecondHalf)
                total = sum([ax, ay, az])
                if move_last_value is not None:
                    change = abs(move_last_value - total)
                    speed_percent = (music_speed.value - SLOW_MUSIC_SPEED) / (FAST_MUSIC_SPEED - SLOW_MUSIC_SPEED)
                    if werewolf:
                        warning = common.lerp(WERE_SLOW_WARNING, WERE_FAST_WARNING, speed_percent)
                        threshold = common.lerp(WERE_SLOW_MAX, WERE_FAST_MAX, speed_percent)
                    else:
                        warning = common.lerp(SLOW_WARNING, FAST_WARNING, speed_percent)
                        threshold = common.lerp(SLOW_MAX, FAST_MAX, speed_percent)

                    if change > threshold:
                        if time.time() > no_rumble:
                            move.set_leds(0, 0, 0)
                            move.set_rumble(90)
                            dead_move.value = 0

                    elif change > warning:
                        if time.time() > no_rumble:
                            move.set_leds(20, 50, 100)
                            move.set_rumble(110)

                    else:
                        if game_mode == common.Games.WereJoust.value:
                            if werewolf_reveal.value == 2 and werewolf:
                                move.set_leds(255, 0, 0)
                            else:
                                move.set_leds(100, 100, 100)
                        else:
                            move.set_leds(*team_colors[team])
                        move.set_rumble(0)

                move_last_value = total
            move.update_leds()
Beispiel #33
0
 def nominal_current_torque(self, K):
     return (self.torque *
             (lerp(self.min_thrust, self.max_thrust, K) if not self.manual
              else self.max_thrust))