class DanceCV(): def __init__(self, song, speed): self.input = Input() self.resource = Resource() self.audio = Audio() self.audio.pre_open() pygame.init() self.audio.open() if song != None: self.song = loadSong(self.resource, song) else: self.song = loadSong(self.resource, "gangnam") self.clock = pygame.time.Clock() pygame.display.set_mode( (Constants.SCREEN_WIDTH, Constants.SCREEN_HEIGHT)) pygame.display.set_caption("DanceCV") screen = pygame.display.get_surface() if speed != None: self.scene = Scene(self.resource, self.song, screen, self.input, speed) else: self.scene = Scene(self.resource, self.song, screen, self.input, 2) def run(self): while True: for events in pygame.event.get(): if events.type == QUIT: sys.exit(0) self.input.run() self.scene.run() pygame.display.update() self.clock.tick(30)
def __init__(self, device): self.track_list = None self.menu_items = {} self.player = Audio() self.renderer = MusicRender() self.parent = device self.index = 0
class DanceCV(): def __init__(self, song, speed): self.input = Input() self.resource = Resource() self.audio = Audio() self.audio.pre_open() pygame.init() self.audio.open() if song != None: self.song = loadSong(self.resource, song) else: self.song = loadSong(self.resource, "gangnam") self.clock = pygame.time.Clock() pygame.display.set_mode((Constants.SCREEN_WIDTH, Constants.SCREEN_HEIGHT)) pygame.display.set_caption("DanceCV") screen = pygame.display.get_surface() if speed != None: self.scene = Scene(self.resource, self.song, screen, self.input, speed) else: self.scene = Scene(self.resource, self.song, screen, self.input, 2) def run(self): while True: for events in pygame.event.get(): if events.type == QUIT: sys.exit(0) self.input.run() self.scene.run() pygame.display.update() self.clock.tick(30)
def __init__(self): self.queries = { "start": self.start, "stop": self.stop, "hello": self.hello, "inflate": self.inflate, "ouch": self.inflate, "how are you": self.how_are_you, "deflate": self.deflate, } GPIO.setmode(GPIO.BCM) GPIO.setup(11, GPIO.OUT) GPIO.setup(10, GPIO.OUT) GPIO.output(11, GPIO.LOW) GPIO.output(10, GPIO.LOW) result_queue = queue.Queue() self.recogniser = Audio(result_queue, list(self.queries.keys())) self.recogniser.start() pygame.init() #self.play_sound_duration('care.mp3',2) #sleep(1) #self.play_sound_duration('hello_baymax.mp3',2) #sleep(1) while 1: result = result_queue.get(True) self.queries[result]()
def __init__(self, device): self.ListaDeTracks = [] self.menu_items = {} GM = GestorMusica() self.ListaDeTracks = GM.get_tracks() self.Player = Audio() self.parent = device
def main(): """ A user input interface for terminal """ # Import all audio files from audio folder files = glob.glob( os.path.join(os.path.dirname(__file__), 'audio/', '*.' + '*')) # show all audio files for i, x in enumerate(files): print(str(i + 1) + ') ' + x.title()) filepath = '' hertz = 0 languageCode = '' chooseMethod = 0 # When the user provides system arguments at script startup, use those instead. if len(sys.argv) > 1: filepath = sys.argv[1] hertz = int(sys.argv[2]) languageCode = sys.argv[3] chooseMethod = int(sys.argv[4]) else: filepath = files[int(input("Press the number of the audio file \n")) - 1] hertz = int(input('Enter hertz E.G. 16000 \n')) languageCode = input('Enter language code E.G. nl-NL or en-GB \n') chooseMethod = int( input( '1) Google Storage audio \n2) Audio file Sliced \n3) Audio file Async \n' )) if chooseMethod == 1: AudioTranscribe.fromGoogleStorage(Audio(filename='woordentest', fileFormat='mp3', languageCode='nl-NL'), enable_word_time=True) elif chooseMethod == 2: AudioTranscribe.AudioTranscribe.fromAudioFile( Audio(filepath, hertz, languageCode)) elif chooseMethod == 3: AudioTranscribe.AudioTranscribe.transcribeFromSlicedAudio( configAudio=Audio(filepath, hertz, languageCode), configSlicing=ConfigSlicing(0, 60000, 60000, 500, -40)) else: print('Something went wrong, please choose [1] or [2] or for exit [q]') if input() == 'q': exit(1) else: main() pass
def __init__(self, song): self.audio = Audio() self.audio.preOpen() self.detect = Detect() pygame.init() self.audio.open() self.song = LoadSong(song).song pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption('DanceDanceCV') screen = pygame.display.get_surface() self.view = View(screen, self.detect, self.song)
def get_new_audio(self): if self.result is not None: new_audio = Audio(self.audio.get_sampling_rate(), self.result) return new_audio else: print('ERROR: Apply filter in audio before getting it\'s result.') exit(1)
def get_text_response_via_speech_recognition(self): response = SpeechToText(Audio().record(), language=self.language).convert_to_text() if isinstance(response, str) and not None: return response.strip() print("Something went wrong, retrying.") return self.get_text_response_via_speech_recognition()
def initializeGameWorld(self): base.setFrameRateMeter(True) self.setupLights() self.accept('escape', self.doExit) self.keyMap = {"reset": 0} # input states self.accept('f1', self.toggleWireframe) self.accept('f2', self.toggleTexture) self.accept('f3', self.toggleDebug) self.accept('f5', self.doScreenshot) self.accept("r", self.resetCar) self.accept('1', self.activateBoost) # Network Setup #self.cManager.startConnection() # Create Audio Manager self.audioManager = Audio(self) self.audioManager.startAudioManager() #taskMgr.add(self.enterGame, "EnterGame") #taskMgr.add(self.usePowerup, "usePowerUp") self.accept('bullet-contact-added', self.onContactAdded) #Physics -- Terrain self.setup() # Create Players self.createPlayers() # Camera self.setupCamera() # Create Powerups self.createPowerups() taskMgr.add(self.powerups.checkPowerPickup, "checkPowerupTask") self.dashboard = Dashboard(self, taskMgr)
def __init__(self): self.__version__ = '3.1.3' logger_format = '%(asctime)s %(message)s' logging.basicConfig(format=logger_format, level=logging.INFO, datefmt="%H:%M:%S", filename='./logfile.log', filemode='w') logging.getLogger().addHandler(SysLogHandler(facility=SysLogHandler.LOG_DAEMON, address='/dev/log')) self._SIGKILL = False self.logging = logging self.config = DB('./config.json') self.network = Network(self) self.display = DisplayContent() self.detector = Detector() self.ultrasound = Ultrasound(self) self.temp = Temp() self.server = SimpleWebSocketServer('', 8069, WebSocketServer, self) self.cook = Cook(self) self.energy = Energy(self) self.history = History(self) self.audio = Audio(self) self.users = Users(self) self.automations = Automations(self) signal.signal(signal.SIGTERM, self.sig_handler) signal.signal(signal.SIGINT, self.sig_handler) self.log("Boot: v" + self.__version__)
def __init__(self, main, actor): self.actor = actor self.powerupViews = {} self.takenPowers = [] self.activePowers = [] self.main = main self.cManager = main.cManager self.Audio = Audio(self) powerupTypes = PowerupTypes() self.powerupPositions = PowerupPositions().positions pwrKey = 1 instanceCount = 0 for posKey in self.powerupPositions.keys(): if instanceCount >= PowerupManager.MAX_COUNT: instanceCount = 0 pwrKey += 1 posValue = self.powerupPositions[posKey] pwrVal = powerupTypes.list[pwrKey] posValue["item"] = pwrVal self.powerupPositions[posKey] = posValue powerUpView = PowerupIcon(self.main, posValue) self.powerupViews[posKey] = powerUpView if posKey not in self.activePowers: self.activePowers.append(posKey) instanceCount += 1
def Automode_C(js, sc, dl): print("AutoMode_C") with StepperMotor(0.02) as smFront: switchCount = 0 motorCount = 0 global stepping global continuing with open(js) as f: sequence = json.load(f) StepperService(smFront).start() for i in sequence: if i.get("star") != None: for pin in i["star"]: sc.senddata(str(pin)) time.sleep(0.08) if i.get("daylight") != None: if i.get("daylight"): dl.dawn() else: dl.dusk() if i.get("audio") != None: name = i.get("audio") Audio(name).start() if i.get("motor") != None: stepping += i["motor"] motorCount += i["motor"] if i["interval"] == "wait": while True: if stepping == 0: break time.sleep(0.05) elif i["interval"] == "end": continuing = False else: time.sleep(i["interval"] - 0.09 * switchCount) switchCount = 0 time.sleep(1) with StepperMotor(0.04) as smRear: StepperService(smRear).start() stepping += -motorCount sc.senddata("star") print("Turn off the all StarPins") for pin in allstarsPin: sc.senddata(str(-pin)) time.sleep(0.06) sc.senddata("exit") while True: if stepping == 0: continuing = False break time.sleep(0.03) sc.senddata("exit") print("Automode_C end\n")
def __init__(self, song, speed): self.input = Input() self.resource = Resource() self.audio = Audio() self.audio.pre_open() pygame.init() self.audio.open() if song != None: self.song = loadSong(self.resource, song) else: self.song = loadSong(self.resource, "gangnam") self.clock = pygame.time.Clock() pygame.display.set_mode( (Constants.SCREEN_WIDTH, Constants.SCREEN_HEIGHT)) pygame.display.set_caption("DanceCV") screen = pygame.display.get_surface() if speed != None: self.scene = Scene(self.resource, self.song, screen, self.input, speed) else: self.scene = Scene(self.resource, self.song, screen, self.input, 2)
class Play(): def __init__(self, song): self.audio = Audio() self.audio.preOpen() self.detect = Detect() pygame.init() self.audio.open() self.song = LoadSong(song).song pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption('DanceDanceCV') screen = pygame.display.get_surface() self.view = View(screen, self.detect, self.song) def run(self): playing = True while playing: for events in pygame.event.get(): if events.type == QUIT: return 'quit' self.detect.run() self.view.run() pygame.display.update() pygame.quit()
def process_audio(self, input_data, output_folder): audio = Audio(data=read_json(input_data), output_folder=output_folder) print("BEGIN", end="") start = time.time() audio.check_up() print(" OK - {}".format(time.time() - start)) print("\tPREPROCESADO") audio.clean_audio() print("\tAUDIO LIMPIO ", end="") sys.stdout.flush() start = time.time() audio.split_audio() print(" OK - {}".format(time.time() - start)) print("\tAUDIO SPLITTED", end="") return audio.process_output()
def __init__(self, song, speed): self.input = Input() self.resource = Resource() self.audio = Audio() self.audio.pre_open() pygame.init() self.audio.open() if song != None: self.song = loadSong(self.resource, song) else: self.song = loadSong(self.resource, "gangnam") self.clock = pygame.time.Clock() pygame.display.set_mode((Constants.SCREEN_WIDTH, Constants.SCREEN_HEIGHT)) pygame.display.set_caption("DanceCV") screen = pygame.display.get_surface() if speed != None: self.scene = Scene(self.resource, self.song, screen, self.input, speed) else: self.scene = Scene(self.resource, self.song, screen, self.input, 2)
def __init__(self, config = None): Log.debug("GameEngine class init (GameEngine.py)...") self.mainMenu = None #placeholder for main menu object - to prevent reinstantiation self.createdGuitarScene = False #MFH - so we only create ONE guitarscene...! self.currentScene = None self.versionString = version #stump: other version stuff moved to allow full version string to be retrieved without instantiating GameEngine self.uploadVersion = "%s-4.0" % Version.PROGRAM_NAME #akedrou - the version passed to the upload site. self.dataPath = Version.dataPath() Log.debug(self.versionString + " starting up...") Log.debug("Python version: " + sys.version.split(' ')[0]) Log.debug("Pygame version: " + str(pygame.version.ver) ) Log.debug("PyOpenGL version: " + OpenGL.__version__) Log.debug("Numpy version: " + np.__version__) Log.debug("PIL version: " + Image.VERSION) Log.debug("sys.argv: " + repr(sys.argv)) Log.debug("os.name: " + os.name) Log.debug("sys.platform: " + sys.platform) if os.name == 'nt': import win32api Log.debug("win32api.GetVersionEx(1): " + repr(win32api.GetVersionEx(1))) elif os.name == 'posix': Log.debug("os.uname(): " + repr(os.uname())) """ Constructor. @param config: L{Config} instance for settings """ self.tutorialFolder = "tutorials" if not config: config = Config.load() self.config = config fps = self.config.get("video", "fps") self.tasks = [] self.frameTasks = [] self.fps = fps self.currentTask = None self.paused = [] self.running = True self.clock = pygame.time.Clock() self.title = self.versionString self.restartRequested = False # evilynux - Check if theme icon exists first, then fallback on FoFiX icon. themename = self.config.get("coffee", "themename") themeicon = os.path.join(Version.dataPath(), "themes", themename, "icon.png") fofixicon = os.path.join(Version.dataPath(), "fofix_icon.png") icon = None if os.path.exists(themeicon): icon = themeicon elif os.path.exists(fofixicon): icon = fofixicon self.video = Video(self.title, icon) if self.config.get("video", "disable_screensaver"): self.video.disableScreensaver() self.audio = Audio() self.frames = 0 self.fpsEstimate = 0 self.priority = self.config.get("engine", "highpriority") self.show_fps = self.config.get("video", "show_fps") self.advSettings = self.config.get("game", "adv_settings") self.restartRequired = False self.quicksetRestart = False self.quicksetPerf = self.config.get("quickset", "performance") self.scrollRate = self.config.get("game", "scroll_rate") self.scrollDelay = self.config.get("game", "scroll_delay") Log.debug("Initializing audio.") frequency = self.config.get("audio", "frequency") bits = self.config.get("audio", "bits") stereo = self.config.get("audio", "stereo") bufferSize = self.config.get("audio", "buffersize") self.audio.open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize) self.cmdPlay = 0 self.cmdMode = None self.cmdDiff = None self.cmdPart = None self.gameStarted = False self.world = None self.audioSpeedFactor = 1.0 Log.debug("Initializing video.") #myfingershurt: ensuring windowed mode starts up in center of the screen instead of cascading positions: os.environ['SDL_VIDEO_WINDOW_POS'] = 'center' width, height = [int(s) for s in self.config.get("video", "resolution").split("x")] fullscreen = self.config.get("video", "fullscreen") multisamples = self.config.get("video", "multisamples") self.video.setMode((width, height), fullscreen = fullscreen, multisamples = multisamples) Log.debug("OpenGL version: " + glGetString(GL_VERSION)) Log.debug("OpenGL vendor: " + glGetString(GL_VENDOR)) Log.debug("OpenGL renderer: " + glGetString(GL_RENDERER)) Log.debug("OpenGL extensions: " + ' '.join(sorted(glGetString(GL_EXTENSIONS).split()))) if self.video.default: self.config.set("video", "fullscreen", False) self.config.set("video", "resolution", "800x600") if self.config.get("video", "shader_use"): shaders.set(os.path.join(Version.dataPath(), "shaders")) # Enable the high priority timer if configured if self.priority: Log.debug("Enabling high priority timer.") self.fps = 0 # High priority # evilynux - This was generating an error on the first pass (at least under # GNU/Linux) as the Viewport was not set yet. try: viewport = glGetIntegerv(GL_VIEWPORT) except: viewport = [0, 0, width, height] h = viewport[3] - viewport[1] w = viewport[2] - viewport[0] geometry = (0, 0, w, h) self.svg = SvgContext(geometry) glViewport(int(viewport[0]), int(viewport[1]), int(viewport[2]), int(viewport[3])) self.startupMessages = self.video.error self.input = Input() self.view = View(self, geometry) self.resizeScreen(w, h) self.resource = Resource(Version.dataPath()) self.mainloop = self.loading self.menuMusic = False self.setlistMsg = None # Load game modifications Mod.init(self) self.addTask(self.input, synchronized = False) self.addTask(self.view, synchronized = False) self.addTask(self.resource, synchronized = False) self.data = Data(self.resource, self.svg) ##MFH: Animated stage folder selection option #<themename>\Stages still contains the backgrounds for when stage rotation is off, and practice.png #subfolders under Stages\ will each be treated as a separate animated stage set self.stageFolders = [] currentTheme = themename stagespath = os.path.join(Version.dataPath(), "themes", currentTheme, "backgrounds") themepath = os.path.join(Version.dataPath(), "themes", currentTheme) if os.path.exists(stagespath): self.stageFolders = [] allFolders = os.listdir(stagespath) #this also includes all the stage files - so check to see if there is at least one .png file inside each folder to be sure it's an animated stage folder for name in allFolders: aniStageFolderListing = [] thisIsAnAnimatedStageFolder = False try: aniStageFolderListing = os.listdir(os.path.join(stagespath,name)) except Exception: thisIsAnAnimatedStageFolder = False for aniFile in aniStageFolderListing: if os.path.splitext(aniFile)[1] == ".png" or os.path.splitext(aniFile)[1] == ".jpg" or os.path.splitext(aniFile)[1] == ".jpeg": #we've found at least one .png file here, chances are this is a valid animated stage folder thisIsAnAnimatedStageFolder = True if thisIsAnAnimatedStageFolder: self.stageFolders.append(name) i = len(self.stageFolders) if i > 0: #only set default to first animated subfolder if one exists - otherwise use Normal! defaultAniStage = str(self.stageFolders[0]) else: defaultAniStage = "Normal" Log.debug("Default animated stage for " + currentTheme + " theme = " + defaultAniStage) aniStageOptions = dict([(str(self.stageFolders[n]),self.stageFolders[n]) for n in range(0, i)]) aniStageOptions.update({"Normal":_("Slideshow")}) if i > 1: #only add Random setting if more than one animated stage exists aniStageOptions.update({"Random":_("Random")}) Config.define("game", "animated_stage_folder", str, defaultAniStage, text = _("Animated Stage"), options = aniStageOptions ) #MFH: here, need to track and check a new ini entry for last theme - so when theme changes we can re-default animated stage to first found lastTheme = self.config.get("game","last_theme") if lastTheme == "" or lastTheme != currentTheme: #MFH - no last theme, and theme just changed: self.config.set("game","animated_stage_folder",defaultAniStage) #force defaultAniStage self.config.set("game","last_theme",currentTheme) selectedAnimatedStage = self.config.get("game", "animated_stage_folder") if selectedAnimatedStage != "Normal" and selectedAnimatedStage != "Random": if not os.path.exists(os.path.join(stagespath,selectedAnimatedStage)): Log.warn("Selected animated stage folder " + selectedAnimatedStage + " does not exist, forcing Normal.") self.config.set("game","animated_stage_folder","Normal") #MFH: force "Standard" currently selected animated stage folder is invalid else: Config.define("game", "animated_stage_folder", str, "None", text = _("Animated Stage"), options = ["None",_("None")]) Log.warn("No stages\ folder found, forcing None setting for Animated Stage.") self.config.set("game","animated_stage_folder", "None") #MFH: force "None" when Stages folder can't be found try: fp, pathname, description = imp.find_module("CustomTheme",[themepath]) theme = imp.load_module("CustomTheme", fp, pathname, description) self.theme = theme.CustomTheme(themepath, themename) except ImportError: self.theme = Theme(themepath, themename) self.addTask(self.theme) self.input.addKeyListener(FullScreenSwitcher(self), priority = True) self.input.addSystemEventListener(SystemEventHandler(self)) self.debugLayer = None self.startupLayer = None self.loadingScreenShown = False self.graphicMenuShown = False Log.debug("Ready.")
class GameEngine(Engine): """The main game engine.""" def __init__(self, config = None): """ Constructor. @param config: L{Config} instance for settings """ if not config: config = Config.load() self.config = config fps = self.config.get("video", "fps") tickrate = self.config.get("engine", "tickrate") Engine.__init__(self, fps = fps, tickrate = tickrate) pygame.init() self.title = _("Frets on Fire") self.restartRequested = False self.handlingException = False self.video = Video(self.title) self.audio = Audio() Log.debug("Initializing audio.") frequency = self.config.get("audio", "frequency") bits = self.config.get("audio", "bits") stereo = self.config.get("audio", "stereo") bufferSize = self.config.get("audio", "buffersize") self.audio.pre_open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize) pygame.init() self.audio.open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize) Log.debug("Initializing video.") width, height = [int(s) for s in self.config.get("video", "resolution").split("x")] fullscreen = self.config.get("video", "fullscreen") multisamples = self.config.get("video", "multisamples") self.video.setMode((width, height), fullscreen = fullscreen, multisamples = multisamples) # Enable the high priority timer if configured if self.config.get("engine", "highpriority"): Log.debug("Enabling high priority timer.") self.timer.highPriority = True viewport = glGetIntegerv(GL_VIEWPORT) h = viewport[3] - viewport[1] w = viewport[2] - viewport[0] geometry = (0, 0, w, h) self.img = ImgContext(geometry) glViewport(int(viewport[0]), int(viewport[1]), int(viewport[2]), int(viewport[3])) self.input = Input() self.view = View(self, geometry) self.resizeScreen(w, h) self.resource = Resource(Version.dataPath()) self.server = None self.sessions = [] self.mainloop = self.loading # Load game modifications Mod.init(self) theme = Config.load(self.resource.fileName("theme.ini")) Theme.open(theme) # Make sure we are using the new upload URL if self.config.get("game", "uploadurl").startswith("http://kempele.fi"): self.config.set("game", "uploadurl", "http://fretsonfire.sourceforge.net/play") self.addTask(self.audio, synchronized = False) self.addTask(self.input, synchronized = False) self.addTask(self.view) self.addTask(self.resource, synchronized = False) self.data = Data(self.resource, self.img) self.input.addKeyListener(FullScreenSwitcher(self), priority = True) self.input.addSystemEventListener(SystemEventHandler(self)) self.debugLayer = None self.startupLayer = None self.loadingScreenShown = False Log.debug("Ready.") def setStartupLayer(self, startupLayer): """ Set the L{Layer} that will be shown when the all the resources have been loaded. See L{Data} @param startupLayer: Startup L{Layer} """ self.startupLayer = startupLayer def isDebugModeEnabled(self): return bool(self.debugLayer) def setDebugModeEnabled(self, enabled): """ Show or hide the debug layer. @type enabled: bool """ if enabled: self.debugLayer = DebugLayer(self) else: self.debugLayer = None def toggleFullscreen(self): """ Toggle between fullscreen and windowed mode. @return: True on success """ if not self.video.toggleFullscreen(): # on windows, the fullscreen toggle kills our textures, se we must restart the whole game self.input.broadcastSystemEvent("restartRequested") self.config.set("video", "fullscreen", not self.video.fullscreen) return True self.config.set("video", "fullscreen", self.video.fullscreen) return True def restart(self): """Restart the game.""" if not self.restartRequested: self.restartRequested = True self.input.broadcastSystemEvent("restartRequested") else: # evilynux - With self.audio.close(), calling self.quit() results in # a crash. Calling the parent directly as a workaround. Engine.quit(self) def quit(self): self.audio.close() Engine.quit(self) def resizeScreen(self, width, height): """ Resize the game screen. @param width: New width in pixels @param height: New height in pixels """ self.view.setGeometry((0, 0, width, height)) self.img.setGeometry((0, 0, width, height)) def isServerRunning(self): return bool(self.server) def startServer(self): """Start the game server.""" if not self.server: Log.debug("Starting server.") self.server = Server(self) self.addTask(self.server, synchronized = False) def connect(self, host): """ Connect to a game server. @param host: Name of host to connect to @return: L{Session} connected to remote server """ Log.debug("Connecting to host %s." % host) session = ClientSession(self) session.connect(host) self.addTask(session, synchronized = False) self.sessions.append(session) return session def stopServer(self): """Stop the game server.""" if self.server: Log.debug("Stopping server.") self.removeTask(self.server) self.server = None def disconnect(self, session): """ Disconnect a L{Session} param session: L{Session} to disconnect """ if session in self.sessions: Log.debug("Disconnecting.") self.removeTask(session) self.sessions.remove(session) def loadImgDrawing(self, target, name, fileName, textureSize = None): """ Load an SVG drawing synchronously. @param target: An object that will own the drawing @param name: The name of the attribute the drawing will be assigned to @param fileName: The name of the file in the data directory @param textureSize Either None or (x, y), in which case the file will be rendered to an x by y texture @return: L{ImgDrawing} instance """ return self.data.loadImgDrawing(target, name, fileName, textureSize) def loading(self): """Loading state loop.""" done = Engine.run(self) self.clearScreen() if self.data.essentialResourcesLoaded(): if not self.loadingScreenShown: self.loadingScreenShown = True Dialogs.showLoadingScreen(self, self.data.resourcesLoaded) if self.startupLayer: self.view.pushLayer(self.startupLayer) self.mainloop = self.main self.view.render() self.video.flip() return done def clearScreen(self): self.img.clear(*Theme.backgroundColor) def main(self): """Main state loop.""" # Tune the scheduler priority so that transitions are as smooth as possible if self.view.isTransitionInProgress(): self.boostBackgroundThreads(False) else: self.boostBackgroundThreads(True) done = Engine.run(self) self.clearScreen() self.view.render() if self.debugLayer: self.debugLayer.render(1.0, True) self.video.flip() return done def run(self): try: return self.mainloop() except KeyboardInterrupt: sys.exit(0) except SystemExit: sys.exit(0) except Exception, e: def clearMatrixStack(stack): try: glMatrixMode(stack) for i in range(16): glPopMatrix() except: pass if self.handlingException: # A recursive exception is fatal as we can't reliably reset the GL state sys.exit(1) self.handlingException = True Log.error("%s: %s" % (e.__class__, e)) import traceback traceback.print_exc() clearMatrixStack(GL_PROJECTION) clearMatrixStack(GL_MODELVIEW) Dialogs.showMessage(self, unicode(e)) self.handlingException = False return True
class World(DirectObject): def __init__(self): self.keyMap = { "left": 0, "right": 0, "forward": 0, "cam-left": 0, "cam-right": 0 } base.win.setClearColor(Vec4(0, 0, 0, 1)) self.speed = 0 self.font_digital = loader.loadFont('font/SFDigitalReadout-Heavy.ttf') # Speedometer self.speed_img = OnscreenImage(image="models/speedometer.png", scale=.5, pos=(1.1, 0, -.95)) self.speed_img.setTransparency(TransparencyAttrib.MAlpha) OnscreenText(text="km\n/h", style=1, fg=(1, 1, 1, 1), font=self.font_digital, scale=.07, pos=(1.25, -.92)) # Display Speed self.display_speed = OnscreenText(text=str(self.speed), style=1, fg=(1, 1, 1, 1), pos=(1.3, -0.95), align=TextNode.ARight, scale=.07, font=self.font_digital) # Health Bar self.bars = {'H': 100, 'EH': 0, 'A': 0} # bk_text = "This is my Demo" # self.textObject = OnscreenText(text = bk_text, pos = (0.55,-0.05),scale = 0.07,fg=(1,0.5,0.5,1),align=TextNode.ACenter,mayChange=1) self.Health_bar = DirectWaitBar(text="", value=100, pos=(0.280, 0, 0.475), barColor=(1, 0, 0, 1), frameSize=(0, .705, .3, .35)) self.EHealth_bar = DirectWaitBar(text="", value=0, pos=(1, 0, 0.475), barColor=(0, 1, 0, 1), frameSize=(0, .23, .3, .35), range=50) self.Armour_bar = DirectWaitBar(text="", value=0, pos=(.43, 0, .593), barColor=(159, 0, 255, 1), frameSize=(0, .8, .3, .35)) # self.bar = DirectWaitBar(text = "hi", # value = 0, # range = 500, # pos = ( 0,0,0), # barColor = (0.97,0,0,1), # frameSize = (-0.3,0.3,0.5,0.8), # text_mayChange = 1, # text_shadow =(0,0,0,0.8), # text_fg = (0.9,0.9,0.9,1), # text_scale = 0.025, # text_pos = (0,0.01,0)) def getHealthStatus(): return self.bars def displayBars(): health = getHealthStatus() self.Health_bar['value'] = health['H'] self.EHealth_bar['value'] = health['EH'] self.Armour_bar['value'] = health['A'] def armourPickup(): self.bars['A'] += 25 displayBars() def healthPickup(): self.bars['EH'] += 25 displayBars() def decHealth(): self.bars['H'] -= 10 displayBars() # Post the instructions self.frame = OnscreenImage(image="models/gframe.png", pos=(0, 0, 0), scale=(1.25, 1, 1)) self.frame.setTransparency(TransparencyAttrib.MAlpha) # self.title = addTitle("Panda3D Tutorial: Roaming Ralph (Walking on the Moon)") self.inst1 = addInstructions(0.95, "[ESC]: Quit") self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left") self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right") self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward") self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left") self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right") # Set up the environment # self.environ = loader.loadModel("models/square") self.environ.reparentTo(render) self.environ.setPos(0, 0, 0) self.environ.setScale(100, 100, 1) self.moon_tex = loader.loadTexture("models/moon_1k_tex.jpg") self.environ.setTexture(self.moon_tex, 1) # Create the main character, Ralph self.ralph = Actor("models/ralph", { "run": "models/ralph-run", "walk": "models/ralph-walk" }) self.ralph.reparentTo(render) self.ralph.setScale(.2) self.ralph.setPos(0, 0, 0) # Create a floater object. We use the "floater" as a temporary # variable in a variety of calculations. self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) # Accept the control keys for movement and rotation self.accept("escape", sys.exit) self.accept("arrow_left", self.setKey, ["left", 1]) self.accept("arrow_right", self.setKey, ["right", 1]) self.accept("arrow_up", self.setKey, ["forward", 1]) self.accept("a", self.setKey, ["cam-left", 1]) self.accept("s", self.setKey, ["cam-right", 1]) self.accept("arrow_left-up", self.setKey, ["left", 0]) self.accept("arrow_right-up", self.setKey, ["right", 0]) self.accept("arrow_up-up", self.setKey, ["forward", 0]) self.accept("a-up", self.setKey, ["cam-left", 0]) self.accept("s-up", self.setKey, ["cam-right", 0]) self.accept("h", decHealth) self.accept("j", healthPickup) self.accept("k", armourPickup) taskMgr.add(self.move, "moveTask") taskMgr.doMethodLater(.1, self.show_speed, 'updateSpeed') # Game state variables self.isMoving = False # Set up the camera base.disableMouse() base.camera.setPos(self.ralph.getX(), self.ralph.getY() + 10, 2) # Create some lighting ambientLight = AmbientLight("ambientLight") ambientLight.setColor(Vec4(.3, .3, .3, 1)) directionalLight = DirectionalLight("directionalLight") directionalLight.setDirection(Vec3(-5, -5, -5)) directionalLight.setColor(Vec4(1, 1, 1, 1)) directionalLight.setSpecularColor(Vec4(1, 1, 1, 1)) render.setLight(render.attachNewNode(ambientLight)) render.setLight(render.attachNewNode(directionalLight)) self.audioManager = Audio(self) self.audioManager.startAudioManager() self.audioManager.initialiseSound(self.ralph) def show_speed(self, task): # self.speed = str(format(self.ralph.getCurrentSpeedKmHour(), '0.2f')) # self.speed = 2 # print self.speed # Update Speed Display self.display_speed.destroy() self.display_speed = OnscreenText(text=str(self.speed), style=3, fg=(1, 1, 1, 1), pos=(1.2, -0.95), align=TextNode.ARight, scale=.15, font=self.font_digital) return task.cont #Records the state of the arrow keys def setKey(self, key, value): self.keyMap[key] = value # Accepts arrow keys to move either the player or the menu cursor, # Also deals with grid checking and collision detection def move(self, task): # If the camera-left key is pressed, move camera left. # If the camera-right key is pressed, move camera right. base.camera.lookAt(self.ralph) if (self.keyMap["cam-left"] != 0): base.camera.setX(base.camera, -20 * globalClock.getDt()) if (self.keyMap["cam-right"] != 0): base.camera.setX(base.camera, +20 * globalClock.getDt()) # save ralph's initial position so that we can restore it, # in case he falls off the map or runs into something. startpos = self.ralph.getPos() # If a move-key is pressed, move ralph in the specified direction. if (self.keyMap["left"] != 0): self.ralph.setH(self.ralph.getH() + 300 * globalClock.getDt()) if (self.keyMap["right"] != 0): self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt()) if (self.keyMap["forward"] != 0): self.ralph.setY(self.ralph, -25 * globalClock.getDt()) # print "walk", self.speed if self.speed < 100: self.speed = self.speed + self.speed / 100 + 1 else: self.speed = self.speed + self.speed / 200 + 1 # print self.speed # self.audioManager.updateSound() self.audioManager.updateSound() # If ralph is moving, loop the run animation. # If he is standing still, stop the animation. if (self.keyMap["forward"] != 0) or (self.keyMap["left"] != 0) or (self.keyMap["right"] != 0): if self.isMoving is False: self.ralph.loop("run") # print "run" self.isMoving = True else: if self.isMoving: self.ralph.stop() self.speed = 0 self.ralph.pose("walk", 5) self.isMoving = False # If the camera is too far from ralph, move it closer. # If the camera is too close to ralph, move it farther. camvec = self.ralph.getPos() - base.camera.getPos() camvec.setZ(0) camdist = camvec.length() camvec.normalize() if (camdist > 10.0): base.camera.setPos(base.camera.getPos() + camvec * (camdist - 10)) camdist = 10.0 if (camdist < 5.0): base.camera.setPos(base.camera.getPos() - camvec * (5 - camdist)) camdist = 5.0 # The camera should look in ralph's direction, # but it should also try to stay horizontal, so look at # a floater which hovers above ralph's head. self.floater.setPos(self.ralph.getPos()) self.floater.setZ(self.ralph.getZ() + 2.0) base.camera.lookAt(self.floater) return task.cont
def __init__(self): self.keyMap = { "left": 0, "right": 0, "forward": 0, "cam-left": 0, "cam-right": 0 } base.win.setClearColor(Vec4(0, 0, 0, 1)) self.speed = 0 self.font_digital = loader.loadFont('font/SFDigitalReadout-Heavy.ttf') # Speedometer self.speed_img = OnscreenImage(image="models/speedometer.png", scale=.5, pos=(1.1, 0, -.95)) self.speed_img.setTransparency(TransparencyAttrib.MAlpha) OnscreenText(text="km\n/h", style=1, fg=(1, 1, 1, 1), font=self.font_digital, scale=.07, pos=(1.25, -.92)) # Display Speed self.display_speed = OnscreenText(text=str(self.speed), style=1, fg=(1, 1, 1, 1), pos=(1.3, -0.95), align=TextNode.ARight, scale=.07, font=self.font_digital) # Health Bar self.bars = {'H': 100, 'EH': 0, 'A': 0} # bk_text = "This is my Demo" # self.textObject = OnscreenText(text = bk_text, pos = (0.55,-0.05),scale = 0.07,fg=(1,0.5,0.5,1),align=TextNode.ACenter,mayChange=1) self.Health_bar = DirectWaitBar(text="", value=100, pos=(0.280, 0, 0.475), barColor=(1, 0, 0, 1), frameSize=(0, .705, .3, .35)) self.EHealth_bar = DirectWaitBar(text="", value=0, pos=(1, 0, 0.475), barColor=(0, 1, 0, 1), frameSize=(0, .23, .3, .35), range=50) self.Armour_bar = DirectWaitBar(text="", value=0, pos=(.43, 0, .593), barColor=(159, 0, 255, 1), frameSize=(0, .8, .3, .35)) # self.bar = DirectWaitBar(text = "hi", # value = 0, # range = 500, # pos = ( 0,0,0), # barColor = (0.97,0,0,1), # frameSize = (-0.3,0.3,0.5,0.8), # text_mayChange = 1, # text_shadow =(0,0,0,0.8), # text_fg = (0.9,0.9,0.9,1), # text_scale = 0.025, # text_pos = (0,0.01,0)) def getHealthStatus(): return self.bars def displayBars(): health = getHealthStatus() self.Health_bar['value'] = health['H'] self.EHealth_bar['value'] = health['EH'] self.Armour_bar['value'] = health['A'] def armourPickup(): self.bars['A'] += 25 displayBars() def healthPickup(): self.bars['EH'] += 25 displayBars() def decHealth(): self.bars['H'] -= 10 displayBars() # Post the instructions self.frame = OnscreenImage(image="models/gframe.png", pos=(0, 0, 0), scale=(1.25, 1, 1)) self.frame.setTransparency(TransparencyAttrib.MAlpha) # self.title = addTitle("Panda3D Tutorial: Roaming Ralph (Walking on the Moon)") self.inst1 = addInstructions(0.95, "[ESC]: Quit") self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left") self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right") self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward") self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left") self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right") # Set up the environment # self.environ = loader.loadModel("models/square") self.environ.reparentTo(render) self.environ.setPos(0, 0, 0) self.environ.setScale(100, 100, 1) self.moon_tex = loader.loadTexture("models/moon_1k_tex.jpg") self.environ.setTexture(self.moon_tex, 1) # Create the main character, Ralph self.ralph = Actor("models/ralph", { "run": "models/ralph-run", "walk": "models/ralph-walk" }) self.ralph.reparentTo(render) self.ralph.setScale(.2) self.ralph.setPos(0, 0, 0) # Create a floater object. We use the "floater" as a temporary # variable in a variety of calculations. self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) # Accept the control keys for movement and rotation self.accept("escape", sys.exit) self.accept("arrow_left", self.setKey, ["left", 1]) self.accept("arrow_right", self.setKey, ["right", 1]) self.accept("arrow_up", self.setKey, ["forward", 1]) self.accept("a", self.setKey, ["cam-left", 1]) self.accept("s", self.setKey, ["cam-right", 1]) self.accept("arrow_left-up", self.setKey, ["left", 0]) self.accept("arrow_right-up", self.setKey, ["right", 0]) self.accept("arrow_up-up", self.setKey, ["forward", 0]) self.accept("a-up", self.setKey, ["cam-left", 0]) self.accept("s-up", self.setKey, ["cam-right", 0]) self.accept("h", decHealth) self.accept("j", healthPickup) self.accept("k", armourPickup) taskMgr.add(self.move, "moveTask") taskMgr.doMethodLater(.1, self.show_speed, 'updateSpeed') # Game state variables self.isMoving = False # Set up the camera base.disableMouse() base.camera.setPos(self.ralph.getX(), self.ralph.getY() + 10, 2) # Create some lighting ambientLight = AmbientLight("ambientLight") ambientLight.setColor(Vec4(.3, .3, .3, 1)) directionalLight = DirectionalLight("directionalLight") directionalLight.setDirection(Vec3(-5, -5, -5)) directionalLight.setColor(Vec4(1, 1, 1, 1)) directionalLight.setSpecularColor(Vec4(1, 1, 1, 1)) render.setLight(render.attachNewNode(ambientLight)) render.setLight(render.attachNewNode(directionalLight)) self.audioManager = Audio(self) self.audioManager.startAudioManager() self.audioManager.initialiseSound(self.ralph)
class World(DirectObject): gameStateDict = {"Login": 0, "CreateLobby": 4, "EnterGame": 1, "BeginGame": 2, "InitializeGame": 3} gameState = -1 # Login , EnterGame , BeginGame responseValue = -1 currentTime = 0 idleTime = 0 mySequence = None pandaPace = None jumpState = False isWalk = False previousPos = None # used to store the mainChar pos from one frame to another host = "" port = 0 characters = [] def __init__(self, manager): # Stores the list of all the others players characters self.cleanParticle = False self.vehiclelist = {} self.isActive = False self.nodeFilterList = [] self.collisionThreadSet = [] self.otherPlayer = None self.deadCounter = 0 self.manager = manager self.lobby = manager.lobby self.login = self.lobby.World.username #self.cManager = self.manager.cManager self.isDebug = False self.enemyHealthList = {} def initializeGameWorld(self): base.setFrameRateMeter(True) self.setupLights() self.accept('escape', self.doExit) self.keyMap = {"reset": 0} # input states self.accept('f1', self.toggleWireframe) self.accept('f2', self.toggleTexture) self.accept('f3', self.toggleDebug) self.accept('f5', self.doScreenshot) self.accept("r", self.resetCar) self.accept('1', self.activateBoost) # Network Setup #self.cManager.startConnection() # Create Audio Manager self.audioManager = Audio(self) self.audioManager.startAudioManager() #taskMgr.add(self.enterGame, "EnterGame") #taskMgr.add(self.usePowerup, "usePowerUp") self.accept('bullet-contact-added', self.onContactAdded) #Physics -- Terrain self.setup() # Create Players self.createPlayers() # Camera self.setupCamera() # Create Powerups self.createPowerups() taskMgr.add(self.powerups.checkPowerPickup, "checkPowerupTask") self.dashboard = Dashboard(self, taskMgr) def activateKeys(self): inputState.watchWithModifiers('boostUp', '1-up') inputState.watchWithModifiers('forward', 'w') inputState.watchWithModifiers('left', 'a') inputState.watchWithModifiers('brake', 's') inputState.watchWithModifiers('right', 'd') inputState.watchWithModifiers('turnLeft', 'q') inputState.watchWithModifiers('turnRight', 'e') self.world.setGravity(Vec3(0, 0, -9.81)) def activateBoost(self): self.vehicleContainer.addBoost() def resetCar(self): self.vehicleContainer.reset() def createPowerups(self): self.powerups = PowerupManager(self, self.vehicleContainer) def setTime(self): self.cManager.sendRequest(Constants.CMSG_TIME) def doExit(self): self.cleanup() sys.exit(1) def cleanup(self): self.cManager.sendRequest(Constants.CMSG_DISCONNECT) self.cManager.closeConnection() self.world = None self.outsideWorldRender.removeNode() def doReset(self): self.mainCharRef.reset() def doRanking(self): #print "doRanking called" self.cManager.sendRequest(Constants.CMSG_RANKINGS) def enterGame(self, task): self.startGameNow() return task.done if self.gameState == self.gameStateDict["Login"]: #responseValue = 1 indicates that this state has been finished if self.responseValue == 1: print "Authentication succeeded" # Authentication succeeded self.cManager.sendRequest(Constants.CMSG_CREATE_LOBBY, ["raceroyal", "0", "1"]) self.gameState = self.gameStateDict["CreateLobby"] self.responseValue = -1 elif self.gameState == self.gameStateDict["CreateLobby"]: if self.responseValue == 1: # Lobby Created and we are already in print "Lobby Created and we are already in" self.gameState = self.gameStateDict["EnterGame"] self.responseValue = -1 self.cManager.sendRequest(Constants.CMSG_READY) elif self.responseValue == 0: #Game already created, let's join it print "Game already created, let's join it" self.cManager.sendRequest(Constants.CMSG_ENTER_GAME_NAME, "raceroyal") #self.gameState = self.gameStateDict["EnterGame"] #self.responseValue = -1 self.responseValue = -1 self.gameState = self.gameStateDict["InitializeGame"] # Everyone is in the game, we send ReqReady, and the server will send positions when every client did self.cManager.sendRequest(Constants.CMSG_READY) elif self.gameState == self.gameStateDict["EnterGame"]: if self.responseValue == 1: # When the positions are sent, an acknowledgment is sent and we begin the InitializeGame print "When the positions are sent, an acknowledgment is sent and we begin the InitializeGame" self.responseValue = -1 self.gameState = self.gameStateDict["InitializeGame"] # Everyone is in the game, we send ReqReady, and the server will send positions when every client did self.cManager.sendRequest(Constants.CMSG_READY) elif self.gameState == self.gameStateDict["InitializeGame"]: if self.responseValue == 1: print "Set up the camera" # Set up the camera self.camera = Camera(self.mainChar) self.gameState = self.gameStateDict["BeginGame"] self.cManager.sendRequest(Constants.CMSG_READY) self.responseValue = -1 elif self.gameState == self.gameStateDict["BeginGame"]: if self.responseValue == 1: print "Begin Game" #taskMgr.doMethodLater(.1, self.updateMove, 'updateMove') taskMgr.add(self.update, "moveTask") return task.done return task.cont def startGameNow(self): #self.camera = Camera(self.mainChar) #taskMgr.doMethodLater(.1, self.updateMove, 'updateMove') taskMgr.add(self.update, "moveTask") def createEnvironment(self): self.environ = loader.loadModel("models/square") self.environ.reparentTo(render) self.environ.setPos(0, 0, 0) self.environ.setScale(500, 500, 1) self.moon_tex = loader.loadTexture("models/moon_1k_tex.jpg") self.environ.setTexture(self.moon_tex, 1) shape = BulletPlaneShape(Vec3(0, 0, 1), 0) node = BulletRigidBodyNode('Ground') node.addShape(shape) np = render.attachNewNode(node) np.setPos(0, 0, 0) self.bulletWorld.attachRigidBody(node) self.visNP = loader.loadModel('models/track.egg') self.tex = loader.loadTexture("models/tex/Main.png") self.visNP.setTexture(self.tex) geom = self.visNP.findAllMatches('**/+GeomNode').getPath(0).node().getGeom(0) mesh = BulletTriangleMesh() mesh.addGeom(geom) trackShape = BulletTriangleMeshShape(mesh, dynamic=False) body = BulletRigidBodyNode('Bowl') self.visNP.node().getChild(0).addChild(body) bodyNP = render.anyPath(body) bodyNP.node().addShape(trackShape) bodyNP.node().setMass(0.0) bodyNP.setTexture(self.tex) self.bulletWorld.attachRigidBody(bodyNP.node()) self.visNP.reparentTo(render) self.bowlNP = bodyNP self.visNP.setScale(70) def makeCollisionNodePath(self, nodepath, solid): ''' Creates a collision node and attaches the collision solid to the supplied NodePath. Returns the nodepath of the collision node. ''' # Creates a collision node named after the name of the NodePath. collNode = CollisionNode("%s c_node" % nodepath.getName()) collNode.addSolid(solid) collisionNodepath = nodepath.attachNewNode(collNode) return collisionNodepath # Records the state of the arrow keys def setKey(self, key, value): self.keyMap[key] = value # Accepts arrow keys to move either the player or the menu cursor, # Also deals with grid checking and collision detection def getDist(self): mainCharX = self.mainChar.getPos().x mainCharY = self.mainChar.getPos().y pandaX = self.pandaActor2.getPos().x pandaY = self.pandaActor2.getPos().y dist = math.sqrt(abs(mainCharX - pandaX) ** 2 + abs(mainCharY - pandaY) ** 2) return dist def removeCollisionSet(self, arg): sleep(2) self.nodeFilterList.pop(0) # _____HANDLER_____ def onContactAdded(self, node1, node2): isMyCarColliding = False if node1.notifiesCollisions() and node2.notifiesCollisions(): self.audioManager.play_collision() isEnable = True list2 = [node1.getName(), node2.getName()] for nodeSet in self.nodeFilterList: if (list2[0] == nodeSet[0]) or (list2[0] == nodeSet[1]): if (list2[1] == nodeSet[0]) or (list2[1] == nodeSet[1]): isEnable = False if isEnable: isMyCarColliding = False if node1.getName() == self.login: isMyCarColliding = True if node2.getName() == 'UniverseNode': self.killMe() return elif node2.getName() == self.login: isMyCarColliding = True if node1.getName() == 'UniverseNode': self.killMe() return if isMyCarColliding: name1 = node1.getName() vehicle1 = self.vehiclelist[name1] vehicle1.props.setVelocity(node1.getLinearVelocity().length()) name2 = node2.getName() vehicle2 = self.vehiclelist[name2] vehicle2.props.setVelocity(node2.getLinearVelocity().length()) self.calculateDamage(vehicle1, vehicle2) self.nodeFilterList.append((node1.getName(), node2.getName())) thread = Thread(target=self.removeCollisionSet, args=(1, )) self.collisionThreadSet.append(thread) thread.start() def killMe(self): self.vehicleContainer.props.health = self.vehicleContainer.props.armor = 0 self.cManager.sendRequest(Constants.CMSG_HEALTH, 0) #self.vehicleContainer.chassisNP.removeNode() self.cManager.sendRequest(Constants.CMSG_DEAD) self.gameEnd(True) def gameEnd(self, isDead=False): self.dashboard.gameResult(isDead) self.audioManager.StopAudioManager() self.cleanup() def callLobby(self): self.cleanup() # self.lobby.createSocialization() self.lobby.World.startMusic() self.lobby.World.doMenu() def doExit(self): self.cleanup() sys.exit(1) def doReset(self): self.cleanup() self.setup() def toggleWireframe(self): base.toggleWireframe() def toggleTexture(self): base.toggleTexture() def toggleDebug(self): if self.debugNP.isHidden() and self.isDebug: self.debugNP.show() else: self.debugNP.hide() def calculateDamage(self, fromCar, toCar, fromCollisionSection=2, toCollisionSection=2): # toCar takes more damage than fromCar fromWeight = fromCar.props.weight toWeight = toCar.props.weight fromSpeed = fromCar.props.velocity toSpeed = toCar.props.velocity #Speed Max = 100 #Weights Max = 10 #Front collisionSection = 3, mid = 2, back = 1 damageFactor = (((fromWeight + toWeight) * (fromSpeed + toSpeed)) / 100) damage = .5 * damageFactor / fromCollisionSection #toDamage = .5 * damageFactor / toCollisionSection damage = int(damage) print "Damage: ", damage #print "To Damage: ", toDamage if fromCar.username == self.login: if not fromCar.props.setDamage(damage): self.killMe() else: self.cManager.sendRequest(Constants.CMSG_HEALTH, fromCar.props.getHitPoint()) else: if not toCar.props.setDamage(damage): self.killMe() else: self.cManager.sendRequest(Constants.CMSG_HEALTH, toCar.props.getHitPoint()) print "My health: ", self.vehicleContainer.props.health if self.vehicleContainer.props.health < 50 and not self.cleanParticle: #self.vehicleContainer.loadParticleConfig('steam.ptf') self.cleanParticle = True else: if self.cleanParticle: #self.vehicleContainer.p.cleanup() self.cleanParticle = False def doScreenshot(self): base.screenshot('Bullet') def toggleHeightfield(self): self.terrainContainer.setDebugEnabled() # ____TASK___ def update(self, task): dt = globalClock.getDt() self.audioManager.updateSound(self.vehicleContainer) #print "Type: ", type(self.vehicleContainer) forces = self.vehicleContainer.processInput(inputState, dt) moving = self.vehicleContainer.chassisNP.getPos() if forces!= None and forces[0] != None and forces[1] != None and forces[2] != None: #fake move for other playera # self.otherPlayer.move(forces[0], forces[1], forces[2], moving.getX()+10, moving.getY(), moving.getZ(), # self.vehicleContainer.chassisNP.getH(), self.vehicleContainer.chassisNP.getP(), self.vehicleContainer.chassisNP.getR()) #print"sending move: ", self.login, forces[0], forces[1], forces[2], moving.getX(), moving.getY(), moving.getZ(), self.vehicleContainer.chassisNP.getH(), self.vehicleContainer.chassisNP.getP(), self.vehicleContainer.chassisNP.getR() self.cManager.sendRequest(Constants.CMSG_MOVE, [forces[0], forces[1], forces[2], moving.getX(), moving.getY(), moving.getZ(), self.vehicleContainer.chassisNP.getH(), self.vehicleContainer.chassisNP.getP(), self.vehicleContainer.chassisNP.getR()]) #self.moveCrazyCar(dt) if self.world != None: self.world.doPhysics(dt, 10, 0.008) # if inputState.isSet('step'): # self.vehicleContainer.processInput(inputState, dt) # self.moveCrazyCar(dt) # self.stepPhysicsWorld() self.updateCamera(self.vehicleContainer.speed) return task.cont def updateCamera(self, speed=0.0, initial=False): #"""Reposition camera depending on the vehicle speed""" minDistance = 8.0 maxDistance = 13.0 minHeight = 1.5 maxHeight = 3.0 maxSpeed = 30.0 # m/s distance = (minDistance + (maxDistance - minDistance) * speed / maxSpeed) distance = min(maxDistance, distance) height = minHeight + (maxHeight - minHeight) * speed / maxSpeed height = min(maxHeight, height) vPos = self.vehicleContainer.chassisNP.getPos() headingRad = self.vehicleContainer.chassisNP.getH() * math.pi / 180.0 targetPos = vPos + Vec3(distance * math.sin(headingRad), -distance * math.cos(headingRad), height) cameraPos = base.camera.getPos() base.camera.setPos(cameraPos + (targetPos - cameraPos) * 0.1) # Look slightly ahead of the car base.camera.lookAt(*vPos) base.camera.setP(base.camera.getP() + 7) def cleanup(self): self.world = None self.worldNP.removeNode() self.cManager.closeConnection() def setupCamera(self): base.disableMouse() base.camera.setPos(self.vehicleContainer.chassisNP.getX(), self.vehicleContainer.chassisNP.getY() + 10, 2) # Create a floater object. We use the "floater" as a temporary # variable in a variety of calculations. self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) def setupLights(self): base.setBackgroundColor(0.0, 0.0, 0.0, 1) base.setFrameRateMeter(True) # Add a light to the scene. self.lightpivot = render.attachNewNode("lightpivot") self.lightpivot.setPos(0, 0, 5) self.lightpivot.hprInterval(10, Point3(360, 0, 0)).loop() plight = PointLight('plight') plight.setColor(Vec4(1, 0, 0, 1)) plight.setAttenuation(Vec3(0.37, 0.025, 0)) plnp = self.lightpivot.attachNewNode(plight) plnp.setPos(45, 0, 0) plnp.lookAt(*Vec3(0, 0, 0, )) # Light alight = AmbientLight('ambientLight') alight.setColor(Vec4(0.2, 0.2, 0.2, 1)) alightNP = render.attachNewNode(alight) # dlight = DirectionalLight('directionalLight') # dlight.setDirection(Vec3(1, 1, -1)) # dlight.setColor(Vec4(0.7, 0.7, 0.7, 1)) # dlightNP = render.attachNewNode(dlight) render.clearLight() render.setLight(alightNP) # render.setLight(dlightNP) render.setLight(plnp) # create a sphere to denote the light sphere = loader.loadModel("models/sphere") sphere.reparentTo(plnp) sun_tex = loader.loadTexture("models/tex/sun.jpg") sphere.setTexture(sun_tex, 1) render.setShaderAuto() def stepPhysicsWorld(self): dt = globalClock.getDt() self.world.doPhysics(dt, 10, 0.008) def setup(self): self.worldNP = render.attachNewNode('World') # World self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug')) #self.debugNP.show() #self.debugNP.node().showNormals(True) self.world = BulletWorld() self.world.setDebugNode(self.debugNP.node()) # Obstruction # self.obstruction = Obstruction(self) # Heightfield (static) self.terrainContainer = Terrain(self, base, render) def createPlayers(self): # Dynamic - moving bodies # Car for createPlayerUsername in self.manager.playerList.keys(): if createPlayerUsername in self.vehiclelist.keys(): print "Player Already rendered" else: #print "Creating main other player @ 100" vehicleAttributes = self.manager.playerList[createPlayerUsername] isCurrentPlayer=False if self.login == createPlayerUsername: isCurrentPlayer = True playerVehicle = Vehicle(self, createPlayerUsername, pos=LVecBase3(vehicleAttributes.x, vehicleAttributes.y, vehicleAttributes.z),isCurrentPlayer=isCurrentPlayer, carId=vehicleAttributes.carId) if self.login != createPlayerUsername: self.enemyHealth = OtherPlayersHealth(self,playerVehicle) self.enemyHealthList[createPlayerUsername] = self.enemyHealth #taskMgr.add(self.updateStatusBars,"healthchange") #Send Health # CMSG_HEALTH self.cManager.sendRequest(Constants.CMSG_HEALTH, playerVehicle.props.getHitPoint()) if self.login == createPlayerUsername: self.vehicleContainer = playerVehicle # self.audioManager.play_music_dd() self.audioManager.initialiseSound(self.vehicleContainer) print "I AM: ", createPlayerUsername #print "Creating other players: ", createPlayerUsername, "@ ", vehicleAttributes.x, vehicleAttributes.y, vehicleAttributes.z self.vehiclelist[createPlayerUsername] = playerVehicle def updateStatusBars(self, username, health): if username in self.enemyHealthList.keys(): enemyHealth = self.enemyHealthList[username] print "self.vehicleContainer.props.health", self.vehicleContainer.props.health enemyHealth.HealthBar['value'] = health else: print "updateStatusBars: Enemy entry not found" def startConnection(self): """Create a connection to the remote host. If a connection cannot be created, it will ask the user to perform additional retries. """ if self.cManager.connection == None: if not self.cManager.startConnection(): return False return True def listFromInputState(self, inputState): # index 0 == forward # index 1 == brake # index 2 == right # index 3 == left result = [0, 0, 0, 0] if inputState.isSet('forward'): result[0] = 1 if inputState.isSet('brake'): result[1] = 1 if inputState.isSet('right'): result[2] = 1 if inputState.isSet('left'): result[3] = 1 return result
from Audio import Audio from services.audio_service import export if __name__ == "__main__": audio_name = input('Type your audio file name: ') start_minutes, start_seconds = input( 'Type your desired start_time: ').split(':') end_minutes, end_seconds = input('Type your desired end_time: ').split(':') audio = Audio(audio_name, start_minutes, start_seconds, end_minutes, end_seconds) export(audio)
class GameEngine(object): """The main game engine.""" def __init__(self, config = None): Log.debug("GameEngine class init (GameEngine.py)...") self.mainMenu = None #placeholder for main menu object - to prevent reinstantiation self.createdGuitarScene = False #MFH - so we only create ONE guitarscene...! self.currentScene = None self.versionString = version #stump: other version stuff moved to allow full version string to be retrieved without instantiating GameEngine self.uploadVersion = "%s-4.0" % Version.PROGRAM_NAME #akedrou - the version passed to the upload site. self.dataPath = Version.dataPath() Log.debug(self.versionString + " starting up...") Log.debug("Python version: " + sys.version.split(' ')[0]) Log.debug("Pygame version: " + str(pygame.version.ver) ) Log.debug("PyOpenGL version: " + OpenGL.__version__) Log.debug("Numpy version: " + np.__version__) Log.debug("PIL version: " + Image.VERSION) Log.debug("sys.argv: " + repr(sys.argv)) Log.debug("os.name: " + os.name) Log.debug("sys.platform: " + sys.platform) if os.name == 'nt': import win32api Log.debug("win32api.GetVersionEx(1): " + repr(win32api.GetVersionEx(1))) elif os.name == 'posix': Log.debug("os.uname(): " + repr(os.uname())) """ Constructor. @param config: L{Config} instance for settings """ self.tutorialFolder = "tutorials" if not config: config = Config.load() self.config = config fps = self.config.get("video", "fps") self.tasks = [] self.frameTasks = [] self.fps = fps self.currentTask = None self.paused = [] self.running = True self.clock = pygame.time.Clock() self.title = self.versionString self.restartRequested = False # evilynux - Check if theme icon exists first, then fallback on FoFiX icon. themename = self.config.get("coffee", "themename") themeicon = os.path.join(Version.dataPath(), "themes", themename, "icon.png") fofixicon = os.path.join(Version.dataPath(), "fofix_icon.png") icon = None if os.path.exists(themeicon): icon = themeicon elif os.path.exists(fofixicon): icon = fofixicon self.video = Video(self.title, icon) if self.config.get("video", "disable_screensaver"): self.video.disableScreensaver() self.audio = Audio() self.frames = 0 self.fpsEstimate = 0 self.priority = self.config.get("engine", "highpriority") self.show_fps = self.config.get("video", "show_fps") self.advSettings = self.config.get("game", "adv_settings") self.restartRequired = False self.quicksetRestart = False self.quicksetPerf = self.config.get("quickset", "performance") self.scrollRate = self.config.get("game", "scroll_rate") self.scrollDelay = self.config.get("game", "scroll_delay") Log.debug("Initializing audio.") frequency = self.config.get("audio", "frequency") bits = self.config.get("audio", "bits") stereo = self.config.get("audio", "stereo") bufferSize = self.config.get("audio", "buffersize") self.audio.open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize) self.cmdPlay = 0 self.cmdMode = None self.cmdDiff = None self.cmdPart = None self.gameStarted = False self.world = None self.audioSpeedFactor = 1.0 Log.debug("Initializing video.") #myfingershurt: ensuring windowed mode starts up in center of the screen instead of cascading positions: os.environ['SDL_VIDEO_WINDOW_POS'] = 'center' width, height = [int(s) for s in self.config.get("video", "resolution").split("x")] fullscreen = self.config.get("video", "fullscreen") multisamples = self.config.get("video", "multisamples") self.video.setMode((width, height), fullscreen = fullscreen, multisamples = multisamples) Log.debug("OpenGL version: " + glGetString(GL_VERSION)) Log.debug("OpenGL vendor: " + glGetString(GL_VENDOR)) Log.debug("OpenGL renderer: " + glGetString(GL_RENDERER)) Log.debug("OpenGL extensions: " + ' '.join(sorted(glGetString(GL_EXTENSIONS).split()))) if self.video.default: self.config.set("video", "fullscreen", False) self.config.set("video", "resolution", "800x600") if self.config.get("video", "shader_use"): shaders.set(os.path.join(Version.dataPath(), "shaders")) # Enable the high priority timer if configured if self.priority: Log.debug("Enabling high priority timer.") self.fps = 0 # High priority # evilynux - This was generating an error on the first pass (at least under # GNU/Linux) as the Viewport was not set yet. try: viewport = glGetIntegerv(GL_VIEWPORT) except: viewport = [0, 0, width, height] h = viewport[3] - viewport[1] w = viewport[2] - viewport[0] geometry = (0, 0, w, h) self.svg = SvgContext(geometry) glViewport(int(viewport[0]), int(viewport[1]), int(viewport[2]), int(viewport[3])) self.startupMessages = self.video.error self.input = Input() self.view = View(self, geometry) self.resizeScreen(w, h) self.resource = Resource(Version.dataPath()) self.mainloop = self.loading self.menuMusic = False self.setlistMsg = None # Load game modifications Mod.init(self) self.addTask(self.input, synchronized = False) self.addTask(self.view, synchronized = False) self.addTask(self.resource, synchronized = False) self.data = Data(self.resource, self.svg) ##MFH: Animated stage folder selection option #<themename>\Stages still contains the backgrounds for when stage rotation is off, and practice.png #subfolders under Stages\ will each be treated as a separate animated stage set self.stageFolders = [] currentTheme = themename stagespath = os.path.join(Version.dataPath(), "themes", currentTheme, "backgrounds") themepath = os.path.join(Version.dataPath(), "themes", currentTheme) if os.path.exists(stagespath): self.stageFolders = [] allFolders = os.listdir(stagespath) #this also includes all the stage files - so check to see if there is at least one .png file inside each folder to be sure it's an animated stage folder for name in allFolders: aniStageFolderListing = [] thisIsAnAnimatedStageFolder = False try: aniStageFolderListing = os.listdir(os.path.join(stagespath,name)) except Exception: thisIsAnAnimatedStageFolder = False for aniFile in aniStageFolderListing: if os.path.splitext(aniFile)[1] == ".png" or os.path.splitext(aniFile)[1] == ".jpg" or os.path.splitext(aniFile)[1] == ".jpeg": #we've found at least one .png file here, chances are this is a valid animated stage folder thisIsAnAnimatedStageFolder = True if thisIsAnAnimatedStageFolder: self.stageFolders.append(name) i = len(self.stageFolders) if i > 0: #only set default to first animated subfolder if one exists - otherwise use Normal! defaultAniStage = str(self.stageFolders[0]) else: defaultAniStage = "Normal" Log.debug("Default animated stage for " + currentTheme + " theme = " + defaultAniStage) aniStageOptions = dict([(str(self.stageFolders[n]),self.stageFolders[n]) for n in range(0, i)]) aniStageOptions.update({"Normal":_("Slideshow")}) if i > 1: #only add Random setting if more than one animated stage exists aniStageOptions.update({"Random":_("Random")}) Config.define("game", "animated_stage_folder", str, defaultAniStage, text = _("Animated Stage"), options = aniStageOptions ) #MFH: here, need to track and check a new ini entry for last theme - so when theme changes we can re-default animated stage to first found lastTheme = self.config.get("game","last_theme") if lastTheme == "" or lastTheme != currentTheme: #MFH - no last theme, and theme just changed: self.config.set("game","animated_stage_folder",defaultAniStage) #force defaultAniStage self.config.set("game","last_theme",currentTheme) selectedAnimatedStage = self.config.get("game", "animated_stage_folder") if selectedAnimatedStage != "Normal" and selectedAnimatedStage != "Random": if not os.path.exists(os.path.join(stagespath,selectedAnimatedStage)): Log.warn("Selected animated stage folder " + selectedAnimatedStage + " does not exist, forcing Normal.") self.config.set("game","animated_stage_folder","Normal") #MFH: force "Standard" currently selected animated stage folder is invalid else: Config.define("game", "animated_stage_folder", str, "None", text = _("Animated Stage"), options = ["None",_("None")]) Log.warn("No stages\ folder found, forcing None setting for Animated Stage.") self.config.set("game","animated_stage_folder", "None") #MFH: force "None" when Stages folder can't be found try: fp, pathname, description = imp.find_module("CustomTheme",[themepath]) theme = imp.load_module("CustomTheme", fp, pathname, description) self.theme = theme.CustomTheme(themepath, themename) except ImportError: self.theme = Theme(themepath, themename) self.addTask(self.theme) self.input.addKeyListener(FullScreenSwitcher(self), priority = True) self.input.addSystemEventListener(SystemEventHandler(self)) self.debugLayer = None self.startupLayer = None self.loadingScreenShown = False self.graphicMenuShown = False Log.debug("Ready.") # evilynux - This stops the crowd cheers if they're still playing (issue 317). def quit(self): # evilynux - self.audio.close() crashes when we attempt to restart if not self.restartRequested: self.audio.close() Player.savePlayers() for t in list(self.tasks + self.frameTasks): self.removeTask(t) self.running = False def setStartupLayer(self, startupLayer): """ Set the L{Layer} that will be shown when the all the resources have been loaded. See L{Data} @param startupLayer: Startup L{Layer} """ self.startupLayer = startupLayer def isDebugModeEnabled(self): return bool(self.debugLayer) def setDebugModeEnabled(self, enabled): """ Show or hide the debug layer. @type enabled: bool """ if enabled: self.debugLayer = DebugLayer(self) else: self.debugLayer = None def toggleFullscreen(self): """ Toggle between fullscreen and windowed mode. @return: True on success """ if not self.video.toggleFullscreen(): # on windows, the fullscreen toggle kills our textures, se we must restart the whole game self.input.broadcastSystemEvent("restartRequested") self.config.set("video", "fullscreen", not self.video.fullscreen) return True self.config.set("video", "fullscreen", self.video.fullscreen) return True def restart(self): """Restart the game.""" if not self.restartRequested: self.restartRequested = True self.input.broadcastSystemEvent("restartRequested") else: self.quit() def resizeScreen(self, width, height): """ Resize the game screen. @param width: New width in pixels @param height: New height in pixels """ self.view.setGeometry((0, 0, width, height)) self.svg.setGeometry((0, 0, width, height)) def startWorld(self, players, maxplayers = None, gameMode = 0, multiMode = 0, allowGuitar = True, allowDrum = True, allowMic = False, tutorial = False): self.world = World(self, players, maxplayers, gameMode, multiMode, allowGuitar, allowDrum, allowMic, tutorial) def finishGame(self): if not self.world: Log.notice("GameEngine.finishGame called before World created.") return self.world.finishGame() self.world = None self.gameStarted = False self.view.pushLayer(self.mainMenu) def loadImgDrawing(self, target, name, fileName, textureSize = None): """ Load an SVG drawing synchronously. @param target: An object that will own the drawing @param name: The name of the attribute the drawing will be assigned to @param fileName: The name of the file in the data directory @param textureSize: Either None or (x, y), in which case the file will be rendered to an x by y texture @return: L{ImgDrawing} instance """ return self.data.loadImgDrawing(target, name, fileName, textureSize) #volshebnyi def drawStarScore(self, screenwidth, screenheight, xpos, ypos, stars, scale = None, horiz_spacing = 1.2, space = 1.0, hqStar = False, align = LEFT): minScale = 0.02 w = screenwidth h = screenheight if not scale: scale = minScale elif scale < minScale: scale = minScale if self.data.fcStars and stars == 7: star = self.data.starFC else: star = self.data.starPerfect wide = scale * horiz_spacing if align == CENTER: #center - akedrou (simplifying the alignment...) xpos -= (2 * wide) elif align == RIGHT: #right xpos -= (4 * wide) if stars > 5: for j in range(5): if self.data.maskStars: if self.data.theme == 2: self.drawImage(star, scale = (scale,-scale), coord = (w*(xpos+wide*j)*space**4,h*ypos), color = (1, 1, 0, 1), stretched=11) else: self.drawImage(star, scale = (scale,-scale), coord = (w*(xpos+wide*j)*space**4,h*ypos), color = (0, 1, 0, 1), stretched=11) else: self.drawImage(star, scale = (scale,-scale), coord = (w*(xpos+wide*j)*space**4,h*ypos), stretched=11) else: for j in range(5): if j < stars: if hqStar: star = self.data.star4 else: star = self.data.star2 else: if hqStar: star = self.data.star3 else: star = self.data.star1 self.drawImage(star, scale = (scale,-scale), coord = (w*(xpos+wide*j)*space**4,h*ypos), stretched=11) def drawImage(self, image, scale = (1.0, -1.0), coord = (0, 0), rot = 0, \ color = (1,1,1,1), rect = (0,1,0,1), stretched = 0, fit = 0, \ alignment = CENTER, valignment = 1): """ Draws the image/surface to screen @param image: The openGL surface @param scale: Scale factor (between 0.0 and 1.0, second value must be negative due to texture flipping) @param coord: Where the image will be translated to on the screen @param rot: How many degrees it will be rotated @param color: The color of the image (values are between 0.0 and 1.0) (can have 3 values or 4, if 3 are given the alpha is automatically set to 1.0) @param rect: The surface rectangle, this is used for cropping the texture @param stretched: Stretches the image in one of 5 ways according to following passed values 1) fits it to the width of the viewport 2) fits it to the height of the viewport 11) fits it to the width of the viewport and scales the height while keeping the aspect ratio 12) fits it to the heigh of the viewport and scales the width while keeping the aspect ratio 0) stretches it so it fits the whole viewport Any other values will have the image maintain its size passed by scale @param fit: Adjusts the texture so the coordinate for the y-axis placement can be on the top side (1), bottom side (2), or center point (any other value) of the image @param alignment: Adjusts the texture so the coordinate for x-axis placement can either be on the left side (0), center point (1), or right(2) side of the image @param valignment: Adjusts the texture so the coordinate for y-axis placement can either be on the bottom side (0), center point (1), or top(2) side of the image """ if not isinstance(image, ImgDrawing): return width, height = scale x, y = coord if stretched == 1: # fit to width width = width / image.pixelSize[0] * self.view.geometry[2] elif stretched == 2: # fit to height height = height / image.pixelSize[1] * self.view.geometry[3] elif stretched == 11: # fit to width and keep ratio width = width / image.pixelSize[0] * self.view.geometry[2] height = height / image.pixelSize[0] * self.view.geometry[2] elif stretched == 12: # fit to height and keep ratio width = width / image.pixelSize[1] * self.view.geometry[3] height = height / image.pixelSize[1] * self.view.geometry[3] elif not stretched == 0: # fit to screen width = width / image.pixelSize[0] * self.view.geometry[2] height = height / image.pixelSize[1] * self.view.geometry[3] if fit == 1: #y is on top (not center) y = y - ((image.pixelSize[1] * abs(scale[1]))*.5*(self.view.geometry[3]/480.0)) elif fit == 2: #y is on bottom y = y + ((image.pixelSize[1] * abs(scale[1]))*.5*(self.view.geometry[3]/480.0)) image.setRect(rect) image.setScale(width, height) image.setPosition(x, y) image.setAlignment(alignment) image.setVAlignment(valignment) image.setAngle(rot) image.setColor(color) image.draw() #blazingamer def draw3Dtex(self, image, vertex, texcoord, coord = None, scale = None, rot = None, color = (1,1,1), multiples = False, alpha = False, depth = False, vertscale = 0): ''' Simplifies tex rendering @param image: self.xxx - tells the system which image/resource should be mapped to the plane @param vertex: (Left, Top, Right, Bottom) - sets the points that define where the plane will be drawn @param texcoord: (Left, Top, Right, Bottom) - sets where the texture should be drawn on the plane @param coord: (x,y,z) - where on the screen the plane will be rendered within the 3d field @param scale: (x,y,z) - scales an glplane how far in each direction @param rot: (degrees, x-axis, y-axis, z-axis) a digit in the axis is how many times you want to rotate degrees around that axis @param color: (r,g,b) - sets the color of the image when rendered 0 = No Color, 1 = Full color @param multiples: True/False defines whether or not there should be multiples of the plane drawn at the same time only really used with the rendering of the notes, keys, and flames @param alpha: True/False - defines whether or not the image should have black turned into transparent only really used with hitglows and flames @param depth: True/False - sets the depth by which the object is rendered only really used by keys and notes @param vertscale: # - changes the yscale when setting vertex points only really used by notes ''' if not isinstance(image, ImgDrawing): return if alpha == True: glBlendFunc(GL_SRC_ALPHA, GL_ONE) if len(color) == 4: col_array = np.array([[color[0],color[1],color[2], color[3]], [color[0],color[1],color[2], color[3]], [color[0],color[1],color[2], color[3]], [color[0],color[1],color[2], color[3]]], dtype=np.float32) else: col_array = np.array([[color[0],color[1],color[2], 1], [color[0],color[1],color[2], 1], [color[0],color[1],color[2], 1], [color[0],color[1],color[2], 1]], dtype=np.float32) glEnable(GL_TEXTURE_2D) image.texture.bind() if multiples == True: glPushMatrix() if coord != None: glTranslate(coord[0], coord[1], coord[2]) if rot != None: glRotate(rot[0], rot[1], rot[2], rot[3]) if scale != None: glScalef(scale[0], scale[1], scale[2]) if depth == True: glDepthMask(1) if not isinstance(vertex, np.ndarray): vertex = np.array( [[ vertex[0], vertscale, vertex[1]], [ vertex[2], vertscale, vertex[1]], [ vertex[0], -vertscale, vertex[3]], [ vertex[2], -vertscale, vertex[3]]], dtype=np.float32) if not isinstance(texcoord, np.ndarray): texcoord = np.array( [[texcoord[0], texcoord[1]], [texcoord[2], texcoord[1]], [texcoord[0], texcoord[3]], [texcoord[2], texcoord[3]]], dtype=np.float32) cmgl.drawArrays(GL_TRIANGLE_STRIP, vertices=vertex, colors=col_array, texcoords=texcoord) if depth == True: glDepthMask(0) if multiples == True: glPopMatrix() glDisable(GL_TEXTURE_2D) if alpha == True: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) #glorandwarf: renamed to retrieve the path of the file def fileExists(self, fileName): return self.data.fileExists(fileName) def getPath(self, fileName): return self.data.getPath(fileName) def loading(self): """Loading state loop.""" done = self.doRun() self.clearScreen() if self.data.essentialResourcesLoaded(): if not self.loadingScreenShown: self.loadingScreenShown = True Dialogs.showLoadingScreen(self, self.data.resourcesLoaded) if self.startupLayer: self.view.pushLayer(self.startupLayer) self.mainloop = self.main self.view.render() self.video.flip() return done def clearScreen(self): self.svg.clear(*self.theme.backgroundColor) def addTask(self, task, synchronized = True): """ Add a task to the engine. @param task: L{Task} to add @type synchronized: bool @param synchronized: If True, the task will be run with small timesteps tied to the engine clock. Otherwise the task will be run once per frame. """ if synchronized: queue = self.tasks else: queue = self.frameTasks if not task in queue: queue.append(task) task.started() def removeTask(self, task): """ Remove a task from the engine. @param task: L{Task} to remove """ queues = self._getTaskQueues(task) for q in queues: q.remove(task) if queues: task.stopped() def _getTaskQueues(self, task): queues = [] for queue in [self.tasks, self.frameTasks]: if task in queue: queues.append(queue) return queues def pauseTask(self, task): """ Pause a task. @param task: L{Task} to pause """ self.paused.append(task) def resumeTask(self, task): """ Resume a paused task. @param task: L{Task} to resume """ self.paused.remove(task) def enableGarbageCollection(self, enabled): """ Enable or disable garbage collection whenever a random garbage collection run would be undesirable. Disabling the garbage collector has the unfortunate side-effect that your memory usage will skyrocket. """ if enabled: gc.enable() else: gc.disable() def collectGarbage(self): """ Run a garbage collection run. """ gc.collect() def _runTask(self, task, ticks = 0): if not task in self.paused: self.currentTask = task task.run(ticks) self.currentTask = None def main(self): """Main state loop.""" done = self.doRun() self.clearScreen() self.view.render() if self.debugLayer: self.debugLayer.render(1.0, True) self.video.flip() # evilynux - Estimate the rendered frames per second. self.frames = self.frames+1 # Estimate every 120 frames when highpriority is True. # Estimate every 2*config.fps when highpriority is False, # if you are on target, that should be every 2 seconds. if( not self.priority and self.frames == (self.fps << 1) ) or ( self.priority and self.frames == 120 ): self.fpsEstimate = self.clock.get_fps() # evilynux - Printing on the console with a frozen binary may cause a crash. if self.show_fps and not Version.isWindowsExe(): print("%.2f fps" % self.fpsEstimate) self.frames = 0 return done def doRun(self): """Run one cycle of the task scheduler engine.""" if not self.frameTasks and not self.tasks: return False for task in self.frameTasks: self._runTask(task) tick = self.clock.get_time() for task in self.tasks: self._runTask(task, tick) self.clock.tick(self.fps) return True def run(self): return self.mainloop()
def __init__(self, config=None): """ Constructor. @param config: L{Config} instance for settings """ if not config: config = Config.load() self.config = config fps = self.config.get("video", "fps") tickrate = self.config.get("engine", "tickrate") Engine.__init__(self, fps=fps, tickrate=tickrate) pygame.init() self.title = _("Frets on Fire") self.restartRequested = False self.handlingException = False self.video = Video(self.title) self.audio = Audio() Log.debug("Initializing audio.") frequency = self.config.get("audio", "frequency") bits = self.config.get("audio", "bits") stereo = self.config.get("audio", "stereo") bufferSize = self.config.get("audio", "buffersize") self.audio.pre_open(frequency=frequency, bits=bits, stereo=stereo, bufferSize=bufferSize) pygame.init() self.audio.open(frequency=frequency, bits=bits, stereo=stereo, bufferSize=bufferSize) Log.debug("Initializing video.") width, height = [ int(s) for s in self.config.get("video", "resolution").split("x") ] fullscreen = self.config.get("video", "fullscreen") multisamples = self.config.get("video", "multisamples") self.video.setMode((width, height), fullscreen=fullscreen, multisamples=multisamples) # Enable the high priority timer if configured if self.config.get("engine", "highpriority"): Log.debug("Enabling high priority timer.") self.timer.highPriority = True viewport = glGetIntegerv(GL_VIEWPORT) h = viewport[3] - viewport[1] w = viewport[2] - viewport[0] geometry = (0, 0, w, h) self.svg = SvgContext(geometry) self.svg.setRenderingQuality(self.config.get("opengl", "svgquality")) glViewport(int(viewport[0]), int(viewport[1]), int(viewport[2]), int(viewport[3])) self.input = Input() self.view = View(self, geometry) self.resizeScreen(w, h) self.resource = Resource(Version.dataPath()) self.server = None self.sessions = [] self.mainloop = self.loading # Load game modifications Mod.init(self) theme = Config.load(self.resource.fileName("theme.ini")) Theme.open(theme) # Make sure we are using the new upload URL if self.config.get("game", "uploadurl").startswith("http://kempele.fi"): self.config.set("game", "uploadurl", "http://fretsonfire.sourceforge.net/play") self.addTask(self.audio, synchronized=False) self.addTask(self.input, synchronized=False) self.addTask(self.view) self.addTask(self.resource, synchronized=False) self.data = Data(self.resource, self.svg) self.input.addKeyListener(FullScreenSwitcher(self), priority=True) self.input.addSystemEventListener(SystemEventHandler(self)) self.debugLayer = None self.startupLayer = None self.loadingScreenShown = False Log.debug("Ready.")
def sound_input2(E2): audio = Audio() audio.record_voice() text = audio.shibie_voice() if text is not None: E2.insert(END, text)
#!/usr/bin/env python3 import argparse from Audio import Audio import rsa from Cryptographer import Cryptographer parser = argparse.ArgumentParser(description='Encryptor parser') parser.add_argument('-i', type=str, default=r'audio.wav') parser.add_argument('-enc', type=str, default="utf-8") with open("private_key.txt", "r") as pr: private_str = pr.read().split(" ") private = rsa.PrivateKey(int(private_str[0]), int(private_str[1]), int(private_str[2]), int(private_str[3]), int(private_str[4])) args = parser.parse_args() audio = Audio(filename=args.i) decoder = Cryptographer(audio=audio, coding=args.enc) res = decoder.decode(private) print(res.replace("*", "\n"))
def __init__(self): self.keyMap = {"left":0, "right":0, "forward":0, "cam-left":0, "cam-right":0} base.win.setClearColor(Vec4(0,0,0,1)) self.speed = 0 self.font_digital = loader.loadFont('font/SFDigitalReadout-Heavy.ttf') # Speedometer self.speed_img = OnscreenImage(image="models/speedometer.png", scale=.5, pos=(1.1, 0, -.95)) self.speed_img.setTransparency(TransparencyAttrib.MAlpha) OnscreenText(text="km\n/h", style=1, fg=(1, 1, 1, 1), font=self.font_digital, scale=.07, pos=(1.25, -.92)) # Display Speed self.display_speed = OnscreenText(text=str(self.speed), style=1, fg=(1, 1, 1, 1), pos=(1.3, -0.95), align=TextNode.ARight, scale=.07, font=self.font_digital) # Health Bar self.bars = {'H' : 100, 'EH' : 0 ,'A' : 0 } # bk_text = "This is my Demo" # self.textObject = OnscreenText(text = bk_text, pos = (0.55,-0.05),scale = 0.07,fg=(1,0.5,0.5,1),align=TextNode.ACenter,mayChange=1) self.Health_bar = DirectWaitBar(text = "", value = 100, pos = (0.280,0,0.475), barColor= (1,0,0,1), frameSize = (0,.705,.3,.35)) self.EHealth_bar = DirectWaitBar(text = "", value = 0, pos = (1,0,0.475), barColor= (0,1,0,1), frameSize = (0,.23,.3,.35),range = 50 ) self.Armour_bar = DirectWaitBar(text = "", value = 0, pos = (.43,0,.593), barColor= (159,0,255,1), frameSize = (0,.8,.3,.35)) # self.bar = DirectWaitBar(text = "hi", # value = 0, # range = 500, # pos = ( 0,0,0), # barColor = (0.97,0,0,1), # frameSize = (-0.3,0.3,0.5,0.8), # text_mayChange = 1, # text_shadow =(0,0,0,0.8), # text_fg = (0.9,0.9,0.9,1), # text_scale = 0.025, # text_pos = (0,0.01,0)) def getHealthStatus() : return self.bars def displayBars() : health = getHealthStatus() self.Health_bar['value'] = health['H'] self.EHealth_bar['value'] = health['EH'] self.Armour_bar['value'] = health['A'] def armourPickup() : self.bars['A'] += 25 displayBars() def healthPickup() : self.bars['EH'] += 25 displayBars() def decHealth() : self.bars['H'] -= 10 displayBars() # Post the instructions self.frame = OnscreenImage(image = "models/gframe.png", pos = (0,0,0), scale = (1.25, 1, 1) ) self.frame.setTransparency(TransparencyAttrib.MAlpha) # self.title = addTitle("Panda3D Tutorial: Roaming Ralph (Walking on the Moon)") self.inst1 = addInstructions(0.95, "[ESC]: Quit") self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left") self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right") self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward") self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left") self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right") # Set up the environment # self.environ = loader.loadModel("models/square") self.environ.reparentTo(render) self.environ.setPos(0,0,0) self.environ.setScale(100,100,1) self.moon_tex = loader.loadTexture("models/moon_1k_tex.jpg") self.environ.setTexture(self.moon_tex, 1) # Create the main character, Ralph self.ralph = Actor("models/ralph", {"run":"models/ralph-run", "walk":"models/ralph-walk"}) self.ralph.reparentTo(render) self.ralph.setScale(.2) self.ralph.setPos(0,0,0) # Create a floater object. We use the "floater" as a temporary # variable in a variety of calculations. self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) # Accept the control keys for movement and rotation self.accept("escape", sys.exit) self.accept("arrow_left", self.setKey, ["left",1]) self.accept("arrow_right", self.setKey, ["right",1]) self.accept("arrow_up", self.setKey, ["forward",1]) self.accept("a", self.setKey, ["cam-left",1]) self.accept("s", self.setKey, ["cam-right",1]) self.accept("arrow_left-up", self.setKey, ["left",0]) self.accept("arrow_right-up", self.setKey, ["right",0]) self.accept("arrow_up-up", self.setKey, ["forward",0]) self.accept("a-up", self.setKey, ["cam-left",0]) self.accept("s-up", self.setKey, ["cam-right",0]) self.accept("h", decHealth) self.accept("j", healthPickup) self.accept("k", armourPickup) taskMgr.add(self.move,"moveTask") taskMgr.doMethodLater(.1, self.show_speed, 'updateSpeed') # Game state variables self.isMoving = False # Set up the camera base.disableMouse() base.camera.setPos(self.ralph.getX(),self.ralph.getY()+10,2) # Create some lighting ambientLight = AmbientLight("ambientLight") ambientLight.setColor(Vec4(.3, .3, .3, 1)) directionalLight = DirectionalLight("directionalLight") directionalLight.setDirection(Vec3(-5, -5, -5)) directionalLight.setColor(Vec4(1, 1, 1, 1)) directionalLight.setSpecularColor(Vec4(1, 1, 1, 1)) render.setLight(render.attachNewNode(ambientLight)) render.setLight(render.attachNewNode(directionalLight)) self.audioManager = Audio(self) self.audioManager.startAudioManager() self.audioManager.initialiseSound(self.ralph)
class GameEngine(object): """The main game engine.""" def __init__(self, config=None): Log.debug("GameEngine class init (GameEngine.py)...") self.mainMenu = None #placeholder for main menu object - to prevent reinstantiation self.currentScene = None self.versionString = version #stump: other version stuff moved to allow full version string to be retrieved without instantiating GameEngine self.uploadVersion = "%s-4.0" % Version.PROGRAM_NAME #akedrou - the version passed to the upload site. self.dataPath = Version.dataPath() Log.debug(self.versionString + " starting up...") Log.debug("Python version: " + sys.version.split(' ')[0]) Log.debug("Pygame version: " + str(pygame.version.ver)) Log.debug("PyOpenGL version: " + OpenGL.__version__) Log.debug("Numpy version: " + np.__version__) Log.debug("PIL version: " + Image.VERSION) Log.debug("sys.argv: " + repr(sys.argv)) Log.debug("os.name: " + os.name) Log.debug("sys.platform: " + sys.platform) if os.name == 'nt': import win32api Log.debug("win32api.GetVersionEx(1): " + repr(win32api.GetVersionEx(1))) elif os.name == 'posix': Log.debug("os.uname(): " + repr(os.uname())) """ Constructor. @param config: L{Config} instance for settings """ self.tutorialFolder = "tutorials" if not config: config = Config.load() self.config = config fps = self.config.get("video", "fps") self.tasks = [] self.frameTasks = [] self.fps = fps self.currentTask = None self.paused = [] self.running = True self.clock = pygame.time.Clock() self.title = self.versionString self.restartRequested = False # evilynux - Check if theme icon exists first, then fallback on FoFiX icon. themename = self.config.get("coffee", "themename") themeicon = os.path.join(Version.dataPath(), "themes", themename, "icon.png") fofixicon = os.path.join(Version.dataPath(), "fofix_icon.png") icon = None if os.path.exists(themeicon): icon = themeicon elif os.path.exists(fofixicon): icon = fofixicon self.video = Video(self.title, icon) if self.config.get("video", "disable_screensaver"): self.video.disableScreensaver() self.audio = Audio() self.frames = 0 self.fpsEstimate = 0 self.priority = self.config.get("engine", "highpriority") self.show_fps = self.config.get("video", "show_fps") self.advSettings = self.config.get("game", "adv_settings") self.restartRequired = False self.quicksetRestart = False self.quicksetPerf = self.config.get("quickset", "performance") self.scrollRate = self.config.get("game", "scroll_rate") self.scrollDelay = self.config.get("game", "scroll_delay") Log.debug("Initializing audio.") frequency = self.config.get("audio", "frequency") bits = self.config.get("audio", "bits") stereo = self.config.get("audio", "stereo") bufferSize = self.config.get("audio", "buffersize") self.audio.open(frequency=frequency, bits=bits, stereo=stereo, bufferSize=bufferSize) self.cmdPlay = 0 self.cmdMode = None self.cmdDiff = None self.cmdPart = None self.gameStarted = False self.world = None self.audioSpeedFactor = 1.0 Log.debug("Initializing video.") #myfingershurt: ensuring windowed mode starts up in center of the screen instead of cascading positions: os.environ['SDL_VIDEO_WINDOW_POS'] = 'center' width, height = [ int(s) for s in self.config.get("video", "resolution").split("x") ] fullscreen = self.config.get("video", "fullscreen") multisamples = self.config.get("video", "multisamples") self.video.setMode((width, height), fullscreen=fullscreen, multisamples=multisamples) Log.debug("OpenGL version: " + glGetString(GL_VERSION)) Log.debug("OpenGL vendor: " + glGetString(GL_VENDOR)) Log.debug("OpenGL renderer: " + glGetString(GL_RENDERER)) Log.debug("OpenGL extensions: " + ' '.join(sorted(glGetString(GL_EXTENSIONS).split()))) if self.video.default: self.config.set("video", "fullscreen", False) self.config.set("video", "resolution", "800x600") if self.config.get("video", "shader_use"): shaders.set(os.path.join(Version.dataPath(), "shaders")) # Enable the high priority timer if configured if self.priority: Log.debug("Enabling high priority timer.") self.fps = 0 # High priority # evilynux - This was generating an error on the first pass (at least under # GNU/Linux) as the Viewport was not set yet. try: viewport = glGetIntegerv(GL_VIEWPORT) except: viewport = [0, 0, width, height] h = viewport[3] - viewport[1] w = viewport[2] - viewport[0] geometry = (0, 0, w, h) self.svg = SvgContext(geometry) glViewport(int(viewport[0]), int(viewport[1]), int(viewport[2]), int(viewport[3])) self.startupMessages = self.video.error self.input = Input() self.view = View(self, geometry) self.resizeScreen(w, h) self.resource = Resource(Version.dataPath()) self.mainloop = self.loading self.menuMusic = False self.setlistMsg = None # Load game modifications Mod.init(self) self.addTask(self.input, synchronized=False) self.addTask(self.view, synchronized=False) self.addTask(self.resource, synchronized=False) self.data = Data(self.resource, self.svg) ##MFH: Animated stage folder selection option #<themename>\Stages still contains the backgrounds for when stage rotation is off, and practice.png #subfolders under Stages\ will each be treated as a separate animated stage set self.stageFolders = [] currentTheme = themename stagespath = os.path.join(Version.dataPath(), "themes", currentTheme, "backgrounds") themepath = os.path.join(Version.dataPath(), "themes", currentTheme) if os.path.exists(stagespath): self.stageFolders = [] allFolders = os.listdir( stagespath ) #this also includes all the stage files - so check to see if there is at least one .png file inside each folder to be sure it's an animated stage folder for name in allFolders: aniStageFolderListing = [] thisIsAnAnimatedStageFolder = False try: aniStageFolderListing = os.listdir( os.path.join(stagespath, name)) except Exception: thisIsAnAnimatedStageFolder = False for aniFile in aniStageFolderListing: if os.path.splitext( aniFile )[1] == ".png" or os.path.splitext( aniFile )[1] == ".jpg" or os.path.splitext( aniFile )[1] == ".jpeg": #we've found at least one .png file here, chances are this is a valid animated stage folder thisIsAnAnimatedStageFolder = True if thisIsAnAnimatedStageFolder: self.stageFolders.append(name) i = len(self.stageFolders) if i > 0: #only set default to first animated subfolder if one exists - otherwise use Normal! defaultAniStage = str(self.stageFolders[0]) else: defaultAniStage = "Normal" Log.debug("Default animated stage for " + currentTheme + " theme = " + defaultAniStage) aniStageOptions = dict([(str(self.stageFolders[n]), self.stageFolders[n]) for n in range(0, i)]) aniStageOptions.update({"Normal": _("Slideshow")}) if i > 1: #only add Random setting if more than one animated stage exists aniStageOptions.update({"Random": _("Random")}) Config.define("game", "animated_stage_folder", str, defaultAniStage, text=_("Animated Stage"), options=aniStageOptions) #MFH: here, need to track and check a new ini entry for last theme - so when theme changes we can re-default animated stage to first found lastTheme = self.config.get("game", "last_theme") if lastTheme == "" or lastTheme != currentTheme: #MFH - no last theme, and theme just changed: self.config.set("game", "animated_stage_folder", defaultAniStage) #force defaultAniStage self.config.set("game", "last_theme", currentTheme) selectedAnimatedStage = self.config.get("game", "animated_stage_folder") if selectedAnimatedStage != "Normal" and selectedAnimatedStage != "Random": if not os.path.exists( os.path.join(stagespath, selectedAnimatedStage)): Log.warn("Selected animated stage folder " + selectedAnimatedStage + " does not exist, forcing Normal.") self.config.set( "game", "animated_stage_folder", "Normal" ) #MFH: force "Standard" currently selected animated stage folder is invalid else: Config.define("game", "animated_stage_folder", str, "None", text=_("Animated Stage"), options=["None", _("None")]) Log.warn( "No stages\ folder found, forcing None setting for Animated Stage." ) self.config.set( "game", "animated_stage_folder", "None") #MFH: force "None" when Stages folder can't be found try: fp, pathname, description = imp.find_module( "CustomTheme", [themepath]) theme = imp.load_module("CustomTheme", fp, pathname, description) self.theme = theme.CustomTheme(themepath, themename) except ImportError: self.theme = Theme(themepath, themename) self.addTask(self.theme) self.input.addKeyListener(FullScreenSwitcher(self), priority=True) self.input.addSystemEventListener(SystemEventHandler(self)) self.debugLayer = None self.startupLayer = None self.loadingScreenShown = False self.graphicMenuShown = False Log.debug("Ready.") # evilynux - This stops the crowd cheers if they're still playing (issue 317). def quit(self): # evilynux - self.audio.close() crashes when we attempt to restart if not self.restartRequested: self.audio.close() Player.savePlayers() for t in list(self.tasks + self.frameTasks): self.removeTask(t) self.running = False def setStartupLayer(self, startupLayer): """ Set the L{Layer} that will be shown when the all the resources have been loaded. See L{Data} @param startupLayer: Startup L{Layer} """ self.startupLayer = startupLayer def isDebugModeEnabled(self): return bool(self.debugLayer) def setDebugModeEnabled(self, enabled): """ Show or hide the debug layer. @type enabled: bool """ if enabled: self.debugLayer = DebugLayer(self) else: self.debugLayer = None def toggleFullscreen(self): """ Toggle between fullscreen and windowed mode. @return: True on success """ if not self.video.toggleFullscreen(): # on windows, the fullscreen toggle kills our textures, se we must restart the whole game self.input.broadcastSystemEvent("restartRequested") self.config.set("video", "fullscreen", not self.video.fullscreen) return True self.config.set("video", "fullscreen", self.video.fullscreen) return True def restart(self): """Restart the game.""" if not self.restartRequested: self.restartRequested = True self.input.broadcastSystemEvent("restartRequested") else: self.quit() def resizeScreen(self, width, height): """ Resize the game screen. @param width: New width in pixels @param height: New height in pixels """ self.view.setGeometry((0, 0, width, height)) self.svg.setGeometry((0, 0, width, height)) def startWorld(self, players, maxplayers=None, gameMode=0, multiMode=0, allowGuitar=True, allowDrum=True, allowMic=False, tutorial=False): self.world = World(self, players, maxplayers, gameMode, multiMode, allowGuitar, allowDrum, allowMic, tutorial) def finishGame(self): if not self.world: Log.notice("GameEngine.finishGame called before World created.") return self.world.finishGame() self.world = None self.gameStarted = False self.view.pushLayer(self.mainMenu) def loadImgDrawing(self, target, name, fileName, textureSize=None): """ Load an SVG drawing synchronously. @param target: An object that will own the drawing @param name: The name of the attribute the drawing will be assigned to @param fileName: The name of the file in the data directory @param textureSize: Either None or (x, y), in which case the file will be rendered to an x by y texture @return: L{ImgDrawing} instance """ return self.data.loadImgDrawing(target, name, fileName, textureSize) #volshebnyi def drawStarScore(self, screenwidth, screenheight, xpos, ypos, stars, scale=None, horiz_spacing=1.2, space=1.0, hqStar=False, align=LEFT): minScale = 0.02 w = screenwidth h = screenheight if not scale: scale = minScale elif scale < minScale: scale = minScale if self.data.fcStars and stars == 7: star = self.data.starFC else: star = self.data.starPerfect wide = scale * horiz_spacing if align == CENTER: #center - akedrou (simplifying the alignment...) xpos -= (2 * wide) elif align == RIGHT: #right xpos -= (4 * wide) if stars > 5: for j in range(5): if self.data.maskStars: if self.data.theme == 2: self.drawImage(star, scale=(scale, -scale), coord=(w * (xpos + wide * j) * space**4, h * ypos), color=(1, 1, 0, 1), stretched=KEEP_ASPECT | FIT_WIDTH) else: self.drawImage(star, scale=(scale, -scale), coord=(w * (xpos + wide * j) * space**4, h * ypos), color=(0, 1, 0, 1), stretched=KEEP_ASPECT | FIT_WIDTH) else: self.drawImage(star, scale=(scale, -scale), coord=(w * (xpos + wide * j) * space**4, h * ypos), stretched=KEEP_ASPECT | FIT_WIDTH) else: for j in range(5): if j < stars: if hqStar: star = self.data.star4 else: star = self.data.star2 else: if hqStar: star = self.data.star3 else: star = self.data.star1 self.drawImage(star, scale=(scale, -scale), coord=(w * (xpos + wide * j) * space**4, h * ypos), stretched=KEEP_ASPECT | FIT_WIDTH) def drawImage(self, image, scale = (1.0, -1.0), coord = (0, 0), rot = 0, \ color = (1,1,1,1), rect = (0,1,0,1), stretched = 0, fit = CENTER, \ alignment = CENTER, valignment = MIDDLE): """ Draws the image/surface to screen @depreciated please use the specific methods of the image or Im.drawImage @param image: The openGL surface @param scale: Scale factor (between 0.0 and 1.0, second value must be negative due to texture flipping) @param coord: Where the image will be translated to on the screen @param rot: How many degrees it will be rotated @param color: The color of the image (values are between 0.0 and 1.0) (can have 3 values or 4, if 3 are given the alpha is automatically set to 1.0) @param rect: The surface rectangle, this is used for cropping the texture Any other values will have the image maintain its size passed by scale @param alignment: Adjusts the texture so the coordinate for x-axis placement can either be on the left side (0), center point (1), or right(2) side of the image @param valignment: Adjusts the texture so the coordinate for y-axis placement can either be on the bottom side (0), center point (1), or top(2) side of the image """ return ImgDrawing.drawImage(image, scale, coord, rot, color, rect, stretched, fit, alignment, valignment) #blazingamer def draw3Dtex(self, image, vertex, texcoord, coord=None, scale=None, rot=None, color=(1, 1, 1), multiples=False, alpha=False, depth=False, vertscale=0): ''' Simplifies tex rendering @param image: self.xxx - tells the system which image/resource should be mapped to the plane @param vertex: (Left, Top, Right, Bottom) - sets the points that define where the plane will be drawn @param texcoord: (Left, Top, Right, Bottom) - sets where the texture should be drawn on the plane @param coord: (x,y,z) - where on the screen the plane will be rendered within the 3d field @param scale: (x,y,z) - scales an glplane how far in each direction @param rot: (degrees, x-axis, y-axis, z-axis) a digit in the axis is how many times you want to rotate degrees around that axis @param color: (r,g,b) - sets the color of the image when rendered 0 = No Color, 1 = Full color @param multiples: True/False defines whether or not there should be multiples of the plane drawn at the same time only really used with the rendering of the notes, keys, and flames @param alpha: True/False - defines whether or not the image should have black turned into transparent only really used with hitglows and flames @param depth: True/False - sets the depth by which the object is rendered only really used by keys and notes @param vertscale: # - changes the yscale when setting vertex points only really used by notes ''' if not isinstance(image, ImgDrawing): return if alpha == True: glBlendFunc(GL_SRC_ALPHA, GL_ONE) if len(color) == 4: col_array = np.array([[color[0], color[1], color[2], color[3]], [color[0], color[1], color[2], color[3]], [color[0], color[1], color[2], color[3]], [color[0], color[1], color[2], color[3]]], dtype=np.float32) else: col_array = np.array([[color[0], color[1], color[2], 1], [color[0], color[1], color[2], 1], [color[0], color[1], color[2], 1], [color[0], color[1], color[2], 1]], dtype=np.float32) glEnable(GL_TEXTURE_2D) image.texture.bind() if multiples == True: glPushMatrix() if coord != None: glTranslate(coord[0], coord[1], coord[2]) if rot != None: glRotate(rot[0], rot[1], rot[2], rot[3]) if scale != None: glScalef(scale[0], scale[1], scale[2]) if depth == True: glDepthMask(1) if not isinstance(vertex, np.ndarray): vertex = np.array([[vertex[0], vertscale, vertex[1]], [vertex[2], vertscale, vertex[1]], [vertex[0], -vertscale, vertex[3]], [vertex[2], -vertscale, vertex[3]]], dtype=np.float32) if not isinstance(texcoord, np.ndarray): texcoord = np.array( [[texcoord[0], texcoord[1]], [texcoord[2], texcoord[1]], [texcoord[0], texcoord[3]], [texcoord[2], texcoord[3]]], dtype=np.float32) cmgl.drawArrays(GL_TRIANGLE_STRIP, vertices=vertex, colors=col_array, texcoords=texcoord) if depth == True: glDepthMask(0) if multiples == True: glPopMatrix() glDisable(GL_TEXTURE_2D) if alpha == True: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) #glorandwarf: renamed to retrieve the path of the file def fileExists(self, fileName): return self.data.fileExists(fileName) def getPath(self, fileName): return self.data.getPath(fileName) def loading(self): """Loading state loop.""" done = self.doRun() self.clearScreen() if self.data.essentialResourcesLoaded(): if not self.loadingScreenShown: self.loadingScreenShown = True Dialogs.showLoadingScreen(self, self.data.resourcesLoaded) if self.startupLayer: self.view.pushLayer(self.startupLayer) self.mainloop = self.main self.view.render() self.video.flip() return done def clearScreen(self): self.svg.clear(*self.theme.backgroundColor) def fadeScreen(self, v): """ Fade the screen to a dark color to make whatever is on top easier to read. @param v: Visibility factor [0..1], 0 is fully visible """ glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_COLOR_MATERIAL) glBegin(GL_TRIANGLE_STRIP) glColor4f(0, 0, 0, .3 - v * .3) glVertex2f(0, 0) glColor4f(0, 0, 0, .3 - v * .3) glVertex2f(1, 0) glColor4f(0, 0, 0, .9 - v * .9) glVertex2f(0, 1) glColor4f(0, 0, 0, .9 - v * .9) glVertex2f(1, 1) glEnd() def addTask(self, task, synchronized=True): """ Add a task to the engine. @param task: L{Task} to add @type synchronized: bool @param synchronized: If True, the task will be run with small timesteps tied to the engine clock. Otherwise the task will be run once per frame. """ if synchronized: queue = self.tasks else: queue = self.frameTasks if not task in queue: queue.append(task) task.started() def removeTask(self, task): """ Remove a task from the engine. @param task: L{Task} to remove """ queues = self._getTaskQueues(task) for q in queues: q.remove(task) if queues: task.stopped() def _getTaskQueues(self, task): queues = [] for queue in [self.tasks, self.frameTasks]: if task in queue: queues.append(queue) return queues def pauseTask(self, task): """ Pause a task. @param task: L{Task} to pause """ self.paused.append(task) def resumeTask(self, task): """ Resume a paused task. @param task: L{Task} to resume """ self.paused.remove(task) def enableGarbageCollection(self, enabled): """ Enable or disable garbage collection whenever a random garbage collection run would be undesirable. Disabling the garbage collector has the unfortunate side-effect that your memory usage will skyrocket. """ if enabled: gc.enable() else: gc.disable() def collectGarbage(self): """ Run a garbage collection run. """ gc.collect() def _runTask(self, task, ticks=0): if not task in self.paused: self.currentTask = task task.run(ticks) self.currentTask = None def main(self): """Main state loop.""" done = self.doRun() self.clearScreen() self.view.render() if self.debugLayer: self.debugLayer.render(1.0, True) self.video.flip() # evilynux - Estimate the rendered frames per second. self.frames = self.frames + 1 # Estimate every 120 frames when highpriority is True. # Estimate every 2*config.fps when highpriority is False, # if you are on target, that should be every 2 seconds. if (not self.priority and self.frames == (self.fps << 1)) or (self.priority and self.frames == 120): self.fpsEstimate = self.clock.get_fps() # evilynux - Printing on the console with a frozen binary may cause a crash. if self.show_fps and not Version.isWindowsExe(): print("%.2f fps" % self.fpsEstimate) self.frames = 0 return done def doRun(self): """Run one cycle of the task scheduler engine.""" if not self.frameTasks and not self.tasks: return False for task in self.frameTasks: self._runTask(task) tick = self.clock.get_time() for task in self.tasks: self._runTask(task, tick) self.clock.tick(self.fps) return True def run(self): return self.mainloop()
def saveaudio(): path1 = r'C:\Users\Administrator\Desktop\recording\%s.wav' % n time = 5 Audio.record_audio(time, path1)
def __init__(self, config = None): """ Constructor. @param config: L{Config} instance for settings """ if not config: config = Config.load() self.config = config fps = self.config.get("video", "fps") tickrate = self.config.get("engine", "tickrate") Engine.__init__(self, fps = fps, tickrate = tickrate) pygame.init() self.title = _("Frets on Fire") self.restartRequested = False self.handlingException = False self.video = Video(self.title) self.audio = Audio() Log.debug("Initializing audio.") frequency = self.config.get("audio", "frequency") bits = self.config.get("audio", "bits") stereo = self.config.get("audio", "stereo") bufferSize = self.config.get("audio", "buffersize") self.audio.pre_open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize) pygame.init() self.audio.open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize) Log.debug("Initializing video.") width, height = [int(s) for s in self.config.get("video", "resolution").split("x")] fullscreen = self.config.get("video", "fullscreen") multisamples = self.config.get("video", "multisamples") self.video.setMode((width, height), fullscreen = fullscreen, multisamples = multisamples) # Enable the high priority timer if configured if self.config.get("engine", "highpriority"): Log.debug("Enabling high priority timer.") self.timer.highPriority = True viewport = glGetIntegerv(GL_VIEWPORT) h = viewport[3] - viewport[1] w = viewport[2] - viewport[0] geometry = (0, 0, w, h) self.img = ImgContext(geometry) glViewport(int(viewport[0]), int(viewport[1]), int(viewport[2]), int(viewport[3])) self.input = Input() self.view = View(self, geometry) self.resizeScreen(w, h) self.resource = Resource(Version.dataPath()) self.server = None self.sessions = [] self.mainloop = self.loading # Load game modifications Mod.init(self) theme = Config.load(self.resource.fileName("theme.ini")) Theme.open(theme) # Make sure we are using the new upload URL if self.config.get("game", "uploadurl").startswith("http://kempele.fi"): self.config.set("game", "uploadurl", "http://fretsonfire.sourceforge.net/play") self.addTask(self.audio, synchronized = False) self.addTask(self.input, synchronized = False) self.addTask(self.view) self.addTask(self.resource, synchronized = False) self.data = Data(self.resource, self.img) self.input.addKeyListener(FullScreenSwitcher(self), priority = True) self.input.addSystemEventListener(SystemEventHandler(self)) self.debugLayer = None self.startupLayer = None self.loadingScreenShown = False Log.debug("Ready.")
while 1: frame = cv2.imread(r'C:\Users\Administrator\Desktop\image1\%s.png' % n) cv2.resize(frame, (800, 600), frame) pro.addimage(frame) # 调同轴前两个参数调大小,后两个参数调位置,第五个参数调框的宽度 pro.changeimage(550, 400, 245, 190, 5) pro.showimage() # 保存一屏的标记图 cv2.imwrite(r'C:\Users\Administrator\Desktop\image3\%s.png' % n, pro.image3) # 保存二屏的标记图 cv2.imwrite(r'C:\Users\Administrator\Desktop\image5\%s.png' % n, pro.image5) z = cv2.getTrackbarPos('z', 'projector_3') print('n=', n) # waitkey的时间决定了播放的帧率 waitkey 时间越短,放的越快 k = cv2.waitKey(100) & 0xFF if k == ord('m'): pro.mode = not pro.mode if k == ord(' '): cv2.waitKey() if k == ord('z'): # n = int(input()) n = z if k == ord('r'): # 保存音频,建议在Main-3里面专门录音,不要既录音也画标记,忙不过来 path1 = r'C:\Users\Administrator\Desktop\recording\%s.wav' % n time = 5 Audio.record_audio(time, path1) n += 1
class GameEngine(Engine): """The main game engine.""" def __init__(self, config=None): """ Constructor. @param config: L{Config} instance for settings """ if not config: config = Config.load() self.config = config fps = self.config.get("video", "fps") tickrate = self.config.get("engine", "tickrate") Engine.__init__(self, fps=fps, tickrate=tickrate) pygame.init() self.title = _("Frets on Fire") self.restartRequested = False self.handlingException = False self.video = Video(self.title) self.audio = Audio() Log.debug("Initializing audio.") frequency = self.config.get("audio", "frequency") bits = self.config.get("audio", "bits") stereo = self.config.get("audio", "stereo") bufferSize = self.config.get("audio", "buffersize") self.audio.pre_open(frequency=frequency, bits=bits, stereo=stereo, bufferSize=bufferSize) pygame.init() self.audio.open(frequency=frequency, bits=bits, stereo=stereo, bufferSize=bufferSize) Log.debug("Initializing video.") width, height = [ int(s) for s in self.config.get("video", "resolution").split("x") ] fullscreen = self.config.get("video", "fullscreen") multisamples = self.config.get("video", "multisamples") self.video.setMode((width, height), fullscreen=fullscreen, multisamples=multisamples) # Enable the high priority timer if configured if self.config.get("engine", "highpriority"): Log.debug("Enabling high priority timer.") self.timer.highPriority = True viewport = glGetIntegerv(GL_VIEWPORT) h = viewport[3] - viewport[1] w = viewport[2] - viewport[0] geometry = (0, 0, w, h) self.svg = SvgContext(geometry) self.svg.setRenderingQuality(self.config.get("opengl", "svgquality")) glViewport(int(viewport[0]), int(viewport[1]), int(viewport[2]), int(viewport[3])) self.input = Input() self.view = View(self, geometry) self.resizeScreen(w, h) self.resource = Resource(Version.dataPath()) self.server = None self.sessions = [] self.mainloop = self.loading # Load game modifications Mod.init(self) theme = Config.load(self.resource.fileName("theme.ini")) Theme.open(theme) # Make sure we are using the new upload URL if self.config.get("game", "uploadurl").startswith("http://kempele.fi"): self.config.set("game", "uploadurl", "http://fretsonfire.sourceforge.net/play") self.addTask(self.audio, synchronized=False) self.addTask(self.input, synchronized=False) self.addTask(self.view) self.addTask(self.resource, synchronized=False) self.data = Data(self.resource, self.svg) self.input.addKeyListener(FullScreenSwitcher(self), priority=True) self.input.addSystemEventListener(SystemEventHandler(self)) self.debugLayer = None self.startupLayer = None self.loadingScreenShown = False Log.debug("Ready.") def setStartupLayer(self, startupLayer): """ Set the L{Layer} that will be shown when the all the resources have been loaded. See L{Data} @param startupLayer: Startup L{Layer} """ self.startupLayer = startupLayer def isDebugModeEnabled(self): return bool(self.debugLayer) def setDebugModeEnabled(self, enabled): """ Show or hide the debug layer. @type enabled: bool """ if enabled: self.debugLayer = DebugLayer(self) else: self.debugLayer = None def toggleFullscreen(self): """ Toggle between fullscreen and windowed mode. @return: True on success """ if not self.video.toggleFullscreen(): # on windows, the fullscreen toggle kills our textures, se we must restart the whole game self.input.broadcastSystemEvent("restartRequested") self.config.set("video", "fullscreen", not self.video.fullscreen) return True self.config.set("video", "fullscreen", self.video.fullscreen) return True def restart(self): """Restart the game.""" if not self.restartRequested: self.restartRequested = True self.input.broadcastSystemEvent("restartRequested") else: self.quit() def quit(self): self.audio.close() Engine.quit(self) def resizeScreen(self, width, height): """ Resize the game screen. @param width: New width in pixels @param height: New height in pixels """ self.view.setGeometry((0, 0, width, height)) self.svg.setGeometry((0, 0, width, height)) def isServerRunning(self): return bool(self.server) def startServer(self): """Start the game server.""" if not self.server: Log.debug("Starting server.") self.server = Server(self) self.addTask(self.server, synchronized=False) def connect(self, host): """ Connect to a game server. @param host: Name of host to connect to @return: L{Session} connected to remote server """ Log.debug("Connecting to host %s." % host) session = ClientSession(self) session.connect(host) self.addTask(session, synchronized=False) self.sessions.append(session) return session def stopServer(self): """Stop the game server.""" if self.server: Log.debug("Stopping server.") self.removeTask(self.server) self.server = None def disconnect(self, session): """ Disconnect a L{Session} param session: L{Session} to disconnect """ if session in self.sessions: Log.debug("Disconnecting.") self.removeTask(session) self.sessions.remove(session) def loadSvgDrawing(self, target, name, fileName, textureSize=None): """ Load an SVG drawing synchronously. @param target: An object that will own the drawing @param name: The name of the attribute the drawing will be assigned to @param fileName: The name of the file in the data directory @param textureSize Either None or (x, y), in which case the file will be rendered to an x by y texture @return: L{SvgDrawing} instance """ return self.data.loadSvgDrawing(target, name, fileName, textureSize) def loading(self): """Loading state loop.""" done = Engine.run(self) self.clearScreen() if self.data.essentialResourcesLoaded(): if not self.loadingScreenShown: self.loadingScreenShown = True Dialogs.showLoadingScreen(self, self.data.resourcesLoaded) if self.startupLayer: self.view.pushLayer(self.startupLayer) self.mainloop = self.main self.view.render() self.video.flip() return done def clearScreen(self): self.svg.clear(*Theme.backgroundColor) def main(self): """Main state loop.""" # Tune the scheduler priority so that transitions are as smooth as possible if self.view.isTransitionInProgress(): self.boostBackgroundThreads(False) else: self.boostBackgroundThreads(True) done = Engine.run(self) self.clearScreen() self.view.render() if self.debugLayer: self.debugLayer.render(1.0, True) self.video.flip() return done def run(self): try: return self.mainloop() except KeyboardInterrupt: sys.exit(0) except SystemExit: sys.exit(0) except Exception, e: def clearMatrixStack(stack): try: glMatrixMode(stack) for i in range(16): glPopMatrix() except: pass if self.handlingException: # A recursive exception is fatal as we can't reliably reset the GL state sys.exit(1) self.handlingException = True Log.error("%s: %s" % (e.__class__, e)) import traceback traceback.print_exc() clearMatrixStack(GL_PROJECTION) clearMatrixStack(GL_MODELVIEW) Dialogs.showMessage(self, unicode(e)) self.handlingException = False return True
class World(DirectObject): def __init__(self): self.keyMap = {"left":0, "right":0, "forward":0, "cam-left":0, "cam-right":0} base.win.setClearColor(Vec4(0,0,0,1)) self.speed = 0 self.font_digital = loader.loadFont('font/SFDigitalReadout-Heavy.ttf') # Speedometer self.speed_img = OnscreenImage(image="models/speedometer.png", scale=.5, pos=(1.1, 0, -.95)) self.speed_img.setTransparency(TransparencyAttrib.MAlpha) OnscreenText(text="km\n/h", style=1, fg=(1, 1, 1, 1), font=self.font_digital, scale=.07, pos=(1.25, -.92)) # Display Speed self.display_speed = OnscreenText(text=str(self.speed), style=1, fg=(1, 1, 1, 1), pos=(1.3, -0.95), align=TextNode.ARight, scale=.07, font=self.font_digital) # Health Bar self.bars = {'H' : 100, 'EH' : 0 ,'A' : 0 } # bk_text = "This is my Demo" # self.textObject = OnscreenText(text = bk_text, pos = (0.55,-0.05),scale = 0.07,fg=(1,0.5,0.5,1),align=TextNode.ACenter,mayChange=1) self.Health_bar = DirectWaitBar(text = "", value = 100, pos = (0.280,0,0.475), barColor= (1,0,0,1), frameSize = (0,.705,.3,.35)) self.EHealth_bar = DirectWaitBar(text = "", value = 0, pos = (1,0,0.475), barColor= (0,1,0,1), frameSize = (0,.23,.3,.35),range = 50 ) self.Armour_bar = DirectWaitBar(text = "", value = 0, pos = (.43,0,.593), barColor= (159,0,255,1), frameSize = (0,.8,.3,.35)) # self.bar = DirectWaitBar(text = "hi", # value = 0, # range = 500, # pos = ( 0,0,0), # barColor = (0.97,0,0,1), # frameSize = (-0.3,0.3,0.5,0.8), # text_mayChange = 1, # text_shadow =(0,0,0,0.8), # text_fg = (0.9,0.9,0.9,1), # text_scale = 0.025, # text_pos = (0,0.01,0)) def getHealthStatus() : return self.bars def displayBars() : health = getHealthStatus() self.Health_bar['value'] = health['H'] self.EHealth_bar['value'] = health['EH'] self.Armour_bar['value'] = health['A'] def armourPickup() : self.bars['A'] += 25 displayBars() def healthPickup() : self.bars['EH'] += 25 displayBars() def decHealth() : self.bars['H'] -= 10 displayBars() # Post the instructions self.frame = OnscreenImage(image = "models/gframe.png", pos = (0,0,0), scale = (1.25, 1, 1) ) self.frame.setTransparency(TransparencyAttrib.MAlpha) # self.title = addTitle("Panda3D Tutorial: Roaming Ralph (Walking on the Moon)") self.inst1 = addInstructions(0.95, "[ESC]: Quit") self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left") self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right") self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward") self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left") self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right") # Set up the environment # self.environ = loader.loadModel("models/square") self.environ.reparentTo(render) self.environ.setPos(0,0,0) self.environ.setScale(100,100,1) self.moon_tex = loader.loadTexture("models/moon_1k_tex.jpg") self.environ.setTexture(self.moon_tex, 1) # Create the main character, Ralph self.ralph = Actor("models/ralph", {"run":"models/ralph-run", "walk":"models/ralph-walk"}) self.ralph.reparentTo(render) self.ralph.setScale(.2) self.ralph.setPos(0,0,0) # Create a floater object. We use the "floater" as a temporary # variable in a variety of calculations. self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) # Accept the control keys for movement and rotation self.accept("escape", sys.exit) self.accept("arrow_left", self.setKey, ["left",1]) self.accept("arrow_right", self.setKey, ["right",1]) self.accept("arrow_up", self.setKey, ["forward",1]) self.accept("a", self.setKey, ["cam-left",1]) self.accept("s", self.setKey, ["cam-right",1]) self.accept("arrow_left-up", self.setKey, ["left",0]) self.accept("arrow_right-up", self.setKey, ["right",0]) self.accept("arrow_up-up", self.setKey, ["forward",0]) self.accept("a-up", self.setKey, ["cam-left",0]) self.accept("s-up", self.setKey, ["cam-right",0]) self.accept("h", decHealth) self.accept("j", healthPickup) self.accept("k", armourPickup) taskMgr.add(self.move,"moveTask") taskMgr.doMethodLater(.1, self.show_speed, 'updateSpeed') # Game state variables self.isMoving = False # Set up the camera base.disableMouse() base.camera.setPos(self.ralph.getX(),self.ralph.getY()+10,2) # Create some lighting ambientLight = AmbientLight("ambientLight") ambientLight.setColor(Vec4(.3, .3, .3, 1)) directionalLight = DirectionalLight("directionalLight") directionalLight.setDirection(Vec3(-5, -5, -5)) directionalLight.setColor(Vec4(1, 1, 1, 1)) directionalLight.setSpecularColor(Vec4(1, 1, 1, 1)) render.setLight(render.attachNewNode(ambientLight)) render.setLight(render.attachNewNode(directionalLight)) self.audioManager = Audio(self) self.audioManager.startAudioManager() self.audioManager.initialiseSound(self.ralph) def show_speed(self, task): # self.speed = str(format(self.ralph.getCurrentSpeedKmHour(), '0.2f')) # self.speed = 2 # print self.speed # Update Speed Display self.display_speed.destroy() self.display_speed = OnscreenText(text=str(self.speed), style=3, fg=(1, 1, 1, 1), pos=(1.2, -0.95), align=TextNode.ARight, scale=.15, font=self.font_digital) return task.cont #Records the state of the arrow keys def setKey(self, key, value): self.keyMap[key] = value # Accepts arrow keys to move either the player or the menu cursor, # Also deals with grid checking and collision detection def move(self, task): # If the camera-left key is pressed, move camera left. # If the camera-right key is pressed, move camera right. base.camera.lookAt(self.ralph) if (self.keyMap["cam-left"]!=0): base.camera.setX(base.camera, -20 * globalClock.getDt()) if (self.keyMap["cam-right"]!=0): base.camera.setX(base.camera, +20 * globalClock.getDt()) # save ralph's initial position so that we can restore it, # in case he falls off the map or runs into something. startpos = self.ralph.getPos() # If a move-key is pressed, move ralph in the specified direction. if (self.keyMap["left"]!=0): self.ralph.setH(self.ralph.getH() + 300 * globalClock.getDt()) if (self.keyMap["right"]!=0): self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt()) if (self.keyMap["forward"]!=0): self.ralph.setY(self.ralph, -25 * globalClock.getDt()) # print "walk", self.speed if self.speed < 100 : self.speed = self.speed + self.speed/100 + 1 else : self.speed = self.speed + self.speed/200 + 1 # print self.speed # self.audioManager.updateSound() self.audioManager.updateSound() # If ralph is moving, loop the run animation. # If he is standing still, stop the animation. if (self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0): if self.isMoving is False: self.ralph.loop("run") # print "run" self.isMoving = True else: if self.isMoving: self.ralph.stop() self.speed = 0 self.ralph.pose("walk",5) self.isMoving = False # If the camera is too far from ralph, move it closer. # If the camera is too close to ralph, move it farther. camvec = self.ralph.getPos() - base.camera.getPos() camvec.setZ(0) camdist = camvec.length() camvec.normalize() if (camdist > 10.0): base.camera.setPos(base.camera.getPos() + camvec*(camdist-10)) camdist = 10.0 if (camdist < 5.0): base.camera.setPos(base.camera.getPos() - camvec*(5-camdist)) camdist = 5.0 # The camera should look in ralph's direction, # but it should also try to stay horizontal, so look at # a floater which hovers above ralph's head. self.floater.setPos(self.ralph.getPos()) self.floater.setZ(self.ralph.getZ() + 2.0) base.camera.lookAt(self.floater) return task.cont
import argparse from Audio import Audio import rsa from Cryptographer import Cryptographer from BBS import BBS parser = argparse.ArgumentParser(description='Encryptor parser') parser.add_argument('-i', type=str, default=r'source.wav') parser.add_argument('-o', type=str, default=r'audio.wav') parser.add_argument('-fmsg', type=str, default=None) parser.add_argument('-msg', type=str, default="Hello world!") parser.add_argument('-enc', type=str, default="utf-8") args = parser.parse_args() if args.fmsg is not None: with open(args.fmsg, "r") as read_text: msg = read_text.read().replace("\n", "*") else: msg = args.msg with open("public_key.txt", "r") as pr: private_str = pr.read().split(" ") public = rsa.PublicKey(int(private_str[0]), int(private_str[1])) audio_test = Audio(filename=args.i) audio = Audio(filename=args.i) encrypter = Cryptographer(audio=audio, algorithm=BBS(), coding=args.enc) encrypter.encrypt(msg, filename=args.o, publicKey=public) audio2 = Audio(filename=args.o) print("Successfully encrypted")
def __init__(self, cuff_pin, bladder_pin, filename): print('Setup') self.fsm = FSM(Pin(cuff_pin), Pin(bladder_pin), Audio(filename)) self.Camera = PiVideoStream().start() self._sleep_time = 0.01 # ms
row = create_example( path[dataset], hyper_params , n*(i-1) + j, ref_speech, pri_speech, sec_speech) if row is not None: batch.append(row) print(i) return batch def save_batch(dataset,data): df_path = os.path.join(path[dataset],'data_frame.csv') df = pd.read_csv(df_path) df_batch = pd.DataFrame(data = data, columns = columns) df = df.append(df_batch) df.to_csv(df_path,index=False) columns=['key','ref_speech','pri_speech','sec_speech','input_spec_path','output_spec_path','input_phase_path','output_phase_path','dvector_path'] hyper_params = HyperParams() audio = Audio(hyper_params) dataset_path = os.path.join('drive','My Drive','LibriSpeech Dataset') path = {} path['dev'] = os.path.join(dataset_path,'LibriSpeech Dev Dataset') path['test'] = os.path.join(dataset_path,'LibriSpeech Test Dataset') path['train'] = os.path.join(dataset_path ,'LibriSpeech Train Dataset') with open(os.path.join(path['dev'],'dev_speeches.data'),'rb') as f: dev_speeches = pickle.load(f) with open(os.path.join(path['test'],'test_speeches.data'),'rb') as f: test_speeches = pickle.load(f) with open(os.path.join(path['train'],'train_speeches.data'),'rb') as f: train_speeches = pickle.load(f) embedder_path = os.path.join(dataset_path,"embedder.pt") embedder_pt = torch.load(embedder_path,map_location=torch.device('cpu'))
def __init__(self, config=None): Log.debug("GameEngine class init (GameEngine.py)...") self.mainMenu = None #placeholder for main menu object - to prevent reinstantiation self.currentScene = None self.versionString = version #stump: other version stuff moved to allow full version string to be retrieved without instantiating GameEngine self.uploadVersion = "%s-4.0" % Version.PROGRAM_NAME #akedrou - the version passed to the upload site. self.dataPath = Version.dataPath() Log.debug(self.versionString + " starting up...") Log.debug("Python version: " + sys.version.split(' ')[0]) Log.debug("Pygame version: " + str(pygame.version.ver)) Log.debug("PyOpenGL version: " + OpenGL.__version__) Log.debug("Numpy version: " + np.__version__) Log.debug("PIL version: " + Image.VERSION) Log.debug("sys.argv: " + repr(sys.argv)) Log.debug("os.name: " + os.name) Log.debug("sys.platform: " + sys.platform) if os.name == 'nt': import win32api Log.debug("win32api.GetVersionEx(1): " + repr(win32api.GetVersionEx(1))) elif os.name == 'posix': Log.debug("os.uname(): " + repr(os.uname())) """ Constructor. @param config: L{Config} instance for settings """ self.tutorialFolder = "tutorials" if not config: config = Config.load() self.config = config fps = self.config.get("video", "fps") self.tasks = [] self.frameTasks = [] self.fps = fps self.currentTask = None self.paused = [] self.running = True self.clock = pygame.time.Clock() self.title = self.versionString self.restartRequested = False # evilynux - Check if theme icon exists first, then fallback on FoFiX icon. themename = self.config.get("coffee", "themename") themeicon = os.path.join(Version.dataPath(), "themes", themename, "icon.png") fofixicon = os.path.join(Version.dataPath(), "fofix_icon.png") icon = None if os.path.exists(themeicon): icon = themeicon elif os.path.exists(fofixicon): icon = fofixicon self.video = Video(self.title, icon) if self.config.get("video", "disable_screensaver"): self.video.disableScreensaver() self.audio = Audio() self.frames = 0 self.fpsEstimate = 0 self.priority = self.config.get("engine", "highpriority") self.show_fps = self.config.get("video", "show_fps") self.advSettings = self.config.get("game", "adv_settings") self.restartRequired = False self.quicksetRestart = False self.quicksetPerf = self.config.get("quickset", "performance") self.scrollRate = self.config.get("game", "scroll_rate") self.scrollDelay = self.config.get("game", "scroll_delay") Log.debug("Initializing audio.") frequency = self.config.get("audio", "frequency") bits = self.config.get("audio", "bits") stereo = self.config.get("audio", "stereo") bufferSize = self.config.get("audio", "buffersize") self.audio.open(frequency=frequency, bits=bits, stereo=stereo, bufferSize=bufferSize) self.cmdPlay = 0 self.cmdMode = None self.cmdDiff = None self.cmdPart = None self.gameStarted = False self.world = None self.audioSpeedFactor = 1.0 Log.debug("Initializing video.") #myfingershurt: ensuring windowed mode starts up in center of the screen instead of cascading positions: os.environ['SDL_VIDEO_WINDOW_POS'] = 'center' width, height = [ int(s) for s in self.config.get("video", "resolution").split("x") ] fullscreen = self.config.get("video", "fullscreen") multisamples = self.config.get("video", "multisamples") self.video.setMode((width, height), fullscreen=fullscreen, multisamples=multisamples) Log.debug("OpenGL version: " + glGetString(GL_VERSION)) Log.debug("OpenGL vendor: " + glGetString(GL_VENDOR)) Log.debug("OpenGL renderer: " + glGetString(GL_RENDERER)) Log.debug("OpenGL extensions: " + ' '.join(sorted(glGetString(GL_EXTENSIONS).split()))) if self.video.default: self.config.set("video", "fullscreen", False) self.config.set("video", "resolution", "800x600") if self.config.get("video", "shader_use"): shaders.set(os.path.join(Version.dataPath(), "shaders")) # Enable the high priority timer if configured if self.priority: Log.debug("Enabling high priority timer.") self.fps = 0 # High priority # evilynux - This was generating an error on the first pass (at least under # GNU/Linux) as the Viewport was not set yet. try: viewport = glGetIntegerv(GL_VIEWPORT) except: viewport = [0, 0, width, height] h = viewport[3] - viewport[1] w = viewport[2] - viewport[0] geometry = (0, 0, w, h) self.svg = SvgContext(geometry) glViewport(int(viewport[0]), int(viewport[1]), int(viewport[2]), int(viewport[3])) self.startupMessages = self.video.error self.input = Input() self.view = View(self, geometry) self.resizeScreen(w, h) self.resource = Resource(Version.dataPath()) self.mainloop = self.loading self.menuMusic = False self.setlistMsg = None # Load game modifications Mod.init(self) self.addTask(self.input, synchronized=False) self.addTask(self.view, synchronized=False) self.addTask(self.resource, synchronized=False) self.data = Data(self.resource, self.svg) ##MFH: Animated stage folder selection option #<themename>\Stages still contains the backgrounds for when stage rotation is off, and practice.png #subfolders under Stages\ will each be treated as a separate animated stage set self.stageFolders = [] currentTheme = themename stagespath = os.path.join(Version.dataPath(), "themes", currentTheme, "backgrounds") themepath = os.path.join(Version.dataPath(), "themes", currentTheme) if os.path.exists(stagespath): self.stageFolders = [] allFolders = os.listdir( stagespath ) #this also includes all the stage files - so check to see if there is at least one .png file inside each folder to be sure it's an animated stage folder for name in allFolders: aniStageFolderListing = [] thisIsAnAnimatedStageFolder = False try: aniStageFolderListing = os.listdir( os.path.join(stagespath, name)) except Exception: thisIsAnAnimatedStageFolder = False for aniFile in aniStageFolderListing: if os.path.splitext( aniFile )[1] == ".png" or os.path.splitext( aniFile )[1] == ".jpg" or os.path.splitext( aniFile )[1] == ".jpeg": #we've found at least one .png file here, chances are this is a valid animated stage folder thisIsAnAnimatedStageFolder = True if thisIsAnAnimatedStageFolder: self.stageFolders.append(name) i = len(self.stageFolders) if i > 0: #only set default to first animated subfolder if one exists - otherwise use Normal! defaultAniStage = str(self.stageFolders[0]) else: defaultAniStage = "Normal" Log.debug("Default animated stage for " + currentTheme + " theme = " + defaultAniStage) aniStageOptions = dict([(str(self.stageFolders[n]), self.stageFolders[n]) for n in range(0, i)]) aniStageOptions.update({"Normal": _("Slideshow")}) if i > 1: #only add Random setting if more than one animated stage exists aniStageOptions.update({"Random": _("Random")}) Config.define("game", "animated_stage_folder", str, defaultAniStage, text=_("Animated Stage"), options=aniStageOptions) #MFH: here, need to track and check a new ini entry for last theme - so when theme changes we can re-default animated stage to first found lastTheme = self.config.get("game", "last_theme") if lastTheme == "" or lastTheme != currentTheme: #MFH - no last theme, and theme just changed: self.config.set("game", "animated_stage_folder", defaultAniStage) #force defaultAniStage self.config.set("game", "last_theme", currentTheme) selectedAnimatedStage = self.config.get("game", "animated_stage_folder") if selectedAnimatedStage != "Normal" and selectedAnimatedStage != "Random": if not os.path.exists( os.path.join(stagespath, selectedAnimatedStage)): Log.warn("Selected animated stage folder " + selectedAnimatedStage + " does not exist, forcing Normal.") self.config.set( "game", "animated_stage_folder", "Normal" ) #MFH: force "Standard" currently selected animated stage folder is invalid else: Config.define("game", "animated_stage_folder", str, "None", text=_("Animated Stage"), options=["None", _("None")]) Log.warn( "No stages\ folder found, forcing None setting for Animated Stage." ) self.config.set( "game", "animated_stage_folder", "None") #MFH: force "None" when Stages folder can't be found try: fp, pathname, description = imp.find_module( "CustomTheme", [themepath]) theme = imp.load_module("CustomTheme", fp, pathname, description) self.theme = theme.CustomTheme(themepath, themename) except ImportError: self.theme = Theme(themepath, themename) self.addTask(self.theme) self.input.addKeyListener(FullScreenSwitcher(self), priority=True) self.input.addSystemEventListener(SystemEventHandler(self)) self.debugLayer = None self.startupLayer = None self.loadingScreenShown = False self.graphicMenuShown = False Log.debug("Ready.")
class PowerupManager: #Max number of each powerup MAX_COUNT = 2 POWERUP_RESET_TIME = 10 def __init__(self, main, actor): self.actor = actor self.powerupViews = {} self.takenPowers = [] self.activePowers = [] self.main = main self.cManager = main.cManager self.Audio = Audio(self) powerupTypes = PowerupTypes() self.powerupPositions = PowerupPositions().positions pwrKey = 1 instanceCount = 0 for posKey in self.powerupPositions.keys(): if instanceCount >= PowerupManager.MAX_COUNT: instanceCount = 0 pwrKey += 1 posValue = self.powerupPositions[posKey] pwrVal = powerupTypes.list[pwrKey] posValue["item"] = pwrVal self.powerupPositions[posKey] = posValue powerUpView = PowerupIcon(self.main, posValue) self.powerupViews[posKey] = powerUpView if posKey not in self.activePowers: self.activePowers.append(posKey) instanceCount += 1 #print "posValue", posValue def createPowerup(self, powerupInfo): if (powerupInfo['item']['name'] == "SHIELD"): return ShieldPowerup(self, powerupInfo) elif(powerupInfo['item']['name'] == "BOOST"): return BoostPowerup(self, powerupInfo) elif(powerupInfo['item']['name'] == "INVINCIBLE"): return InvinciblePowerup(self, powerupInfo) elif(powerupInfo['item']['name'] == "HEALTH"): return HealthPowerup(self, powerupInfo) def setActors(self, actors): self.actors = actors def checkPowerPickup(self, task): powerObtain = self.powerPickup(self.main.vehicleContainer, self.main.vehicleContainer.chassisNP.getPos(), 1)#actor.actorRadius) # if powerObtain != 0: # self.handlePowerups(powerObtain) return task.cont def obtainPowerups(self, powerObtain): #print self.powerupPositions[powerObtain]['item']['name'] if self.powerupPositions[powerObtain]['item']['name'] == "SHIELD": self.actor.props.armor += self.powerupPositions[powerObtain]['item']['rating'] #print "New Armor: ", self.actor.props.armor if self.actor.props.armor > self.actor.props.constants.MAX_ARMOR[self.actor.props.type]: self.actor.props.armor = self.actor.props.constants.MAX_ARMOR[self.actor.props.type] self.main.cManager.sendRequest(Constants.CMSG_HEALTH, self.actor.props.getHitPoint()) if self.powerupPositions[powerObtain]['item']['name'] == "HEALTH": self.actor.props.health += self.powerupPositions[powerObtain]['item']['rating'] #print "New Health: ", self.actor.props.health if self.actor.props.health > self.actor.props.constants.MAX_HEALTH[self.actor.props.type]: self.actor.props.health = self.actor.props.constants.MAX_HEALTH[self.actor.props.type] self.main.cManager.sendRequest(Constants.CMSG_HEALTH, self.actor.props.getHitPoint()) if self.powerupPositions[powerObtain]['item']['name'] == "BOOST": if self.actor.boostCount < 3: self.actor.boostCount += 1 if self.powerupPositions[powerObtain]['item']['name'] == "INVINCIBLE": #print "INVINCIBLE" self.actor.props.isInvincible = True killInvinsibility = threading.Thread(target=self.resetInvinsibility, args=(powerObtain,)) killInvinsibility.start() def powerPickup(self, actor, actorPos, actorRadius): powerObtained = 0 for posKey in self.powerupPositions.keys(): powerUp = self.powerupPositions[posKey] if (math.pow((actorPos.x - powerUp['x']), 2) + math.pow((actorPos.y - powerUp['y']), 2) + math.pow((actorPos.z - powerUp['z']), 2) <= math.pow(actorRadius, 2)): powerObtained = powerUp['id'] if powerObtained in self.activePowers: self.activePowers.remove(powerObtained) if powerObtained not in self.takenPowers: self.takenPowers.append(powerObtained) self.cManager.sendRequest(Constants.CMSG_POWER_UP, powerUp['id']) self.Audio.play_powerup() # print "powerObtained: ", powerObtained self.resetPowerupsTask(powerObtained) break return powerObtained def resetPowerupsTask(self, powerupId, pickup=False): processThread = threading.Thread(target=self.resetPowerup, args=(powerupId,)) #Remove powerup from available list and add to taken list if powerupId in self.activePowers: self.activePowers.remove(powerupId) if powerupId not in self.takenPowers: self.takenPowers.append(powerupId) powerView = self.powerupViews[powerupId] powerView.removeFromField() processThread.start() if pickup: self.obtainPowerups(powerupId) def resetPowerup(self, powerupId): time.sleep(PowerupManager.POWERUP_RESET_TIME) #print self.takenPowers.get(powerupId) if powerupId not in self.activePowers: self.activePowers.append(powerupId) if powerupId in self.takenPowers: self.takenPowers.remove(powerupId) powerView = self.powerupViews[powerupId] powerView.returnToField() #print self.activePowers #print self.takenPowers def resetInvinsibility(self, powerupId): time.sleep(self.powerupPositions[powerupId]['item']['time']) self.actor.props.isInvincible = False
"""Beo's famous dance""" from time import sleep from Movements import Movements from Eyes import Eyes from Audio import Audio from SensorTouch import SensorTouch SENSORTOUCH = SensorTouch() AUDIO = Audio() EYES = Eyes() MOVEMENTS = Movements() def update_touch(dancing): """Checks to see if the sensor is being touched""" SENSORTOUCH.update_status() status = SENSORTOUCH.get_status() if status == 1: if dancing: return False else: return True else: return False DANCING = False while True: DANCING = update_touch(DANCING) if DANCING:
def testOpen(self): a = Audio() assert a.open() a.close()
# 加个trackbar方便快进或快退到某一位置 def nothing(x): pass cv2.createTrackbar('z', 'projector_1', 0, 255, nothing) while 1: frame = cv2.imread(r'C:\Users\Administrator\Desktop\image1\%s.png' % n) pro.image3 = cv2.imread(r'C:\Users\Administrator\Desktop\image3\%s.png' % n) pro.image5 = cv2.imread(r'C:\Users\Administrator\Desktop\image5\%s.png' % n) pro.addimage(frame) pro.showimage() # path2 = r'C:\Users\Administrator\Desktop\recording\%s.wav' % n # Audio.play_audio(path2) # waitkey的时间决定了播放的帧率 waitkey 时间越短,放的越快 print('n=', n) z = cv2.getTrackbarPos('z', 'projector_1') n += 1 k = cv2.waitKey(10) & 0xFF if k == ord(' '): cv2.waitKey() if k == ord('z'): # n = int(input()) n = z # 修改读哪个音频 if n == 55 or n == 74: path2 = r'C:\Users\Administrator\Desktop\recording\%s.wav' % n Audio.play_audio(path2)