Beispiel #1
0
 def check_paddle_collission(self, paddle):
     if not self.is_active:
         return 0
     if check_intersection(self, paddle):
         self.is_active = 0
         return 1
     return 0
Beispiel #2
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    def handle_collission_bullet(self, bullet):
        if not self.is_active:
            return 0

        if check_intersection(bullet, self):
            bullet.set_active(0)
            is_destroyed = self.dec_health()
            return is_destroyed
        else:
            return 0
Beispiel #3
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    def _powerup_and_paddle(self):
        for powerup in self.__powerups:
            if not powerup.check_active():
                continue
            if check_intersection(powerup, self.__paddle):
                if powerup.get_type() == POWERUP_EXPAND_PADDLE:
                    self.__paddle.change_width(INC_PADDLE_WIDTH)

                elif powerup.get_type() == POWERUP_SHRINK_PADDLE:
                    self.__paddle.change_width(-1 * SHRINK_PADDLE_WIDTH)

                elif powerup.get_type() == POWERUP_FAST_BALL:
                    for ball in self.__balls:
                        ball.inc_speed(2)

                elif powerup.get_type() == POWERUP_BALL_MULITIPLIER:
                    new_balls = []
                    for ball in self.__balls:
                        if ball.check_active():
                            new_balls.append(self.divide_ball(ball))
                    for new_ball in new_balls:
                        self.__balls.append(new_ball)

                elif powerup.get_type() == POWERUP_THRU_BALL:
                    for ball in self.__balls:
                        ball.set_type(THRU_BALL)
                elif powerup.get_type() == POWERUP_GRAB_BALL:
                    for ball in self.__balls:
                        ball.set_grabbable()
                elif powerup.get_type() == POWERUP_SHOOTING_BULLET:
                    self.__paddle.set_have_bullet_powerup(1)
                    self.__paddle.set_powerup_start_time(self.__ticks)
                elif powerup.get_type() == POWERUP_FIREBALL:
                    for ball in self.__balls:
                        ball.set_fire()
                else:
                    continue
                powerup.deactivate()
	def obstacle_update(self, data): 
		self.obstacles = [ [ (point.x, point.y) for point in polygon.points ] for polygon in data.polygons 
		if not utils.check_intersection(self.path, self.obstacles):
			self.call_path_planner()

	def call_path_planner(self, first_plan=False):
		rospy.logwarn("Waiting for Service")
		rospy.wait_for_service("rrt_planner_service")
		
		try:
			response = PlannerResponse()
			request = PlannerRequest()
			
			request.start.point=#[ , ] Set initial points here
			request.goal.point=#[ , ]
			
			#Obstacle to be given in theis format:
			# request.obstacle_list.polygons=[
			# PointArray([ Point_xy([8, 5]), Point_xy([7,8]), Point_xy([2,9]), Point_xy([3,5]) ]),
			# PointArray([ Point_xy([3,3]), Point_xy([3,5]), Point_xy([5,5]), Point_xy([5,3]) ])
			# ]

			response = self.plan_path(request)
			try response.ack:
				self.path = [(pt.point[0],pt.point[1]) for pt in response.path.points]
			except Exception as e:
				print("Failed to compute path!")
				print(e)


	    except rospy.ServiceException, e:
	        print "Service call failed: %s"%e


def main():
	rospy.init_node("manager", anonymous=True)
Beispiel #5
0
 def __obstacle_update(self, data):
     self.obstacles = [[(point.x, point.y) for point in polygon.points] for polygon in data.polygons]
     
     if len(self.path) < 2 or not utils.check_intersection(self.path, self.obstacles):
         self.__call_path_planner(self.current_goal_point)
Beispiel #6
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    def __call__(self,
                 start_point,
                 goal_point,
                 obstacle_list,
                 animation=False):
        """Plans path from start to goal avoiding obstacles.

        Args:
            start_point: tuple with start point coordinates.
            end_point: tuple with end point coordinates.
            obstacle_list: list of obstacles which themselves are list of points
            animation: flag for showing planning visualization (default False)

        Returns:
            A list of points representing the path determined from
            start to goal while avoiding obstacles.
            An list containing just the start point means path could not be planned.
        """

        # Initialize start and goal nodes
        start = Node.from_coordinates(start_point)
        goal_node = Node.from_coordinates(goal_point)

        # Initialize node_list with start
        node_list = [start]

        # Calculate distances between start and goal
        del_x, del_y = start.x - goal_node.x, start.y - goal_node.y
        distance_to_goal = math.sqrt(del_x**2 + del_y**2)

        # Loop to keep expanding the tree towards goal if there is no direct connection
        if check_intersection([start_point, goal_point], obstacle_list):
            while True:
                # Sample random point in specified area
                rnd_point = sampler(self.sample_area, goal_point,
                                    self.goal_sample_rate)

                # Find nearest node to the sampled point
                distance_list = [
                    (node.x - rnd_point[0])**2 + (node.y - rnd_point[1])**2
                    for node in node_list
                ]
                nearest_node_index = min(xrange(len(distance_list)),
                                         key=distance_list.__getitem__)
                nearest_node = node_list[nearest_node_index]

                # Create new point in the direction of sampled point
                theta = math.atan2(rnd_point[1] - nearest_node.y,
                                   rnd_point[0] - nearest_node.x)
                new_point = nearest_node.x + self.expand_dis*math.cos(theta), \
                                nearest_node.y + self.expand_dis*math.sin(theta)

                # Check whether new point is inside an obstacles
                for obstacle in obstacle_list:
                    if Point(new_point).within(Polygon(obstacle)):
                        new_point = float('nan'), float('nan')
                        continue

                # Expand tree
                if math.isnan(new_point[0]):
                    continue
                else:
                    new_node = Node.from_coordinates(new_point)
                    new_node.parent = nearest_node
                    node_list.append(new_node)

                # Check if goal has been reached or if there is direct connection to goal
                del_x, del_y = new_node.x - goal_node.x, new_node.y - goal_node.y
                distance_to_goal = math.sqrt(del_x**2 + del_y**2)

                if distance_to_goal < self.expand_dis or not check_intersection(\
                        [new_node.to_tuple(), goal_node.to_tuple()], obstacle_list):
                    goal_node.parent = node_list[-1]
                    node_list.append(goal_node)
                    print("Goal reached!")
                    break

        else:
            goal_node.parent = start
            node_list = [start, goal_node]

        # Construct path by traversing backwards through the tree
        path = []
        last_node = node_list[-1]

        while node_list[node_list.index(last_node)].parent is not None:
            node = node_list[node_list.index(last_node)]
            path.append(node.to_tuple())
            last_node = node.parent
        path.append(start.to_tuple())

        if animation == True:
            RRT.visualize_tree(node_list, obstacle_list)

        return list(reversed(path)), node_list
Beispiel #7
0
    def check_ufo_collission(self, ufo):

        if not check_intersection(self, ufo):
            return 0

        os.system('aplay -q ./sounds/paddle_bounce.wav& 2>/dev/null')

        (u_x, u_y, u_width, u_height) = ufo.get_box()
        old_x = self.x - self.vx
        old_y = self.y - self.vy

        if self.vx == 0:
            if self.vy > 0:
                # Down
                self.y = u_y - 1
                self.vy *= -1
                is_destroyed = ufo.dec_health()
                return is_destroyed
            else:
                # up
                self.y = u_y + u_height
                self.vy *= -1
                is_destroyed = ufo.dec_health()
                return is_destroyed

        if self.vy == 0:
            if self.vx > 0:
                # right
                self.x = u_x - 1
                self.vx *= -1
                is_destroyed = ufo.dec_health()
                return is_destroyed
            else:
                # left
                self.x = u_x + u_width
                self.vx *= -1
                is_destroyed = ufo.dec_health()
                return is_destroyed

        if self.vx < 0 and self.vy < 0:
            # top left movement
            if old_x >= u_x + u_width:
                # right wall collission
                self.vx *= -1
                self.x = u_x + u_width
                is_destroyed = ufo.dec_health()
                return is_destroyed
            else:
                # bottom wall collision
                self.vy *= -1
                self.y = u_y + u_height
                is_destroyed = ufo.dec_health()
                return is_destroyed

        if self.vx > 0 and self.vy < 0:
            # top right movement
            if old_x < u_x:
                # left wall collission
                self.vx *= -1
                self.x = u_x - 1
                is_destroyed = ufo.dec_health()
                return is_destroyed
            else:
                # bottom wall collision
                self.vy *= -1
                self.y = u_y + u_height
                is_destroyed = ufo.dec_health()
                return is_destroyed

        if self.vx < 0 and self.vy > 0:
            # bottom left movement
            if old_x >= u_x + u_width:
                # right wall collission
                self.vx *= -1
                self.x = u_x + u_width
                is_destroyed = ufo.dec_health()
                return is_destroyed
            else:
                # top wall collision
                self.vy *= -1
                self.y = u_y - 1
                is_destroyed = ufo.dec_health()
                return is_destroyed

        if self.vx > 0 and self.vy > 0:
            # top right movement
            if old_x < u_x:
                # left wall collission
                self.vx *= -1
                self.x = u_x - 1
                is_destroyed = ufo.dec_health()
                return is_destroyed
            else:
                # top wall collision
                self.vy *= -1
                self.y = u_y - 1
                is_destroyed = ufo.dec_health()
                return is_destroyed

        return 0
Beispiel #8
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	def _obstacle_update(self, data): 
		self.obstacles = [ [ (point.x, point.y) for point in polygon.points ] for polygon in data.polygons ] 
		if not utils.check_intersection(self.path, self.obstacles):
			self._call_path_planner()
Beispiel #9
0
    def handle_collission(self, ball, bricks=None):
        if not self.is_active:
            return 0

        b_x, b_y, b_width, b_height = ball.get_box()
        if b_x >= self.x + self.width or b_x + b_width <= self.x:
            return 0
        if b_y >= self.y + self.height + self.y_fall or b_y + b_height <= self.y + self.y_fall:
            return 0

        if not check_intersection(ball, self):
            return 0
        else:
            self.contact = 1

        # colliding
        if ball.get_type() == THRU_BALL:
            is_destroyed = self.dec_health(ball.get_type())
            return is_destroyed

        b_vx, b_vy = ball.get_velocity()
        old_x = b_x - b_vx
        old_y = b_y - b_vy

        is_destroyed = 0

        if b_vx == 0:
            if b_vy > 0:
                ball.set_y(self.y + self.y_fall - 1)
                ball.change_velocity(1, -1)
                is_destroyed = self.dec_health(ball.get_type())
            else:
                ball.set_y(self.y + self.y_fall + self.height)
                ball.change_velocity(1, -1)
                is_destroyed = self.dec_health(ball.get_type())

        if b_vy == 0:
            if b_vx > 0:
                ball.set_x(self.x - 1)
                ball.change_velocity(-1, 1)
                is_destroyed = self.dec_health(ball.get_type())
            else:
                ball.set_x(self.x + self.width)
                ball.change_velocity(-1, 1)
                is_destroyed = self.dec_health(ball.get_type())

        if b_vx < 0 and b_vy < 0:
            # top left movement
            if old_x >= self.x + self.width:
                # right wall collission
                ball.change_velocity(-1, 1)
                ball.set_x(self.x + self.width)
                is_destroyed = self.dec_health(ball.get_type())
            else:
                # bottom wall collision
                ball.change_velocity(1, -1)
                ball.set_y(self.y + self.y_fall + self.height)
                is_destroyed = self.dec_health(ball.get_type())

        if b_vx > 0 and b_vy < 0:
            # top right movement
            if old_x < self.x:
                # left wall collission
                ball.change_velocity(-1, 1)
                ball.set_x(self.x - 1)
                is_destroyed = self.dec_health(ball.get_type())
            else:
                # bottom wall collision
                ball.change_velocity(1, -1)
                ball.set_y(self.y + self.y_fall + self.height)
                is_destroyed = self.dec_health(ball.get_type())

        if b_vx < 0 and b_vy > 0:
            # bottom left movement
            if old_x >= self.x + self.width:
                # right wall collission
                ball.change_velocity(-1, 1)
                ball.set_x(self.x + self.width)
                is_destroyed = self.dec_health(ball.get_type())
            else:
                # top wall collision
                ball.change_velocity(1, -1)
                ball.set_y(self.y + self.y_fall - 1)
                is_destroyed = self.dec_health(ball.get_type())

        if b_vx > 0 and b_vy > 0:
            # bottom right movement
            if old_x < self.x:
                # left wall collission
                ball.change_velocity(-1, 1)
                ball.set_x(self.x - 1)
                is_destroyed = self.dec_health(ball.get_type())
            else:
                # top wall collision
                ball.change_velocity(1, -1)
                ball.set_y(self.y + self.y_fall - 1)
                is_destroyed = self.dec_health(ball.get_type())

        if not is_destroyed or (not ball.check_fire()) or self.i == -1:
            return is_destroyed

        Is = [-1, 1, 0, 0]
        Js = [0, 0, -1, 1]
        for idx in range(4):
            ni = self.i + Is[idx]
            nj = self.j + Js[idx]

            if bricks[ni][nj] != 'X':
                bricks[ni][nj].destroy()

        return is_destroyed