import json from mpl_toolkits.mplot3d import Axes3D from matplotlib import pyplot as plt from classes import Point, Camera, Wall START_POINT = Point(0, 0, 0) W = 5 # x L = 10 # y H = 4 # z room_to_json = {'Walls': {}, 'Cameras': {}} camera_1 = Camera(Point(2, 0, H), angle_v=49, angle_h=64) # Направление задано углами camera_2 = Camera(Point(2, 0, H), Point(2.001, 4, 0)) # Направление задано точкой (вектор) cameras = [camera_1, camera_2] # Стены задаются точками по часовой стрелке (если смотреть из комнаты) от нижней левой до нижней правой wall_front = Wall( [Point(W, 0, 0), Point(W, 0, H), Point(0, 0, H), Point(0, 0, 0)]) wall_right = Wall( [Point(W, L, 0), Point(W, L, H), Point(W, 0, H), Point(W, 0, 0)]) wall_left = Wall(
system = platform.system() date_fmt = "%Y-%m-%d %H:%M:%S" logging.basicConfig(format="%(asctime)s: %(message)s", level=logging.INFO, datefmt=date_fmt) parser = argparse.ArgumentParser() parser.add_argument("--video", help="enable test a video") parser.add_argument("--image", help="enable test an image") parser.add_argument("--no-plc", action="store_true", help="run without PLC connection") args = parser.parse_args() camera = Camera() tank = Tank() plc = PLC() model = TFModel() if args.video: path = args.video camera.start() plc.enabled = False elif args.image: path = args.image img = cv.imread(path, -1) camera.start() plc.enabled = False else: if system == "Windows":
def test(self, angel1, angel2, point_x: float, point_y: float): camera_2 = Camera(Point(2, 0, self.H), angle_v=float(angel1), angle_h=float(angel2)) if point_x-1 < camera_2.point_to.x < point_x + 1 and point_y-1 < camera_2.point_to.y < point_y+1: return True return False
# Importing libraries #import cv2 #import serial from time import sleep #from PIL import Image #import os from classes import Stage, Camera stage = Stage("/dev/tty.usbserial-1460") camera = Camera(0) if __name__ == "__main__": stage.scan(xstart=0, xend=1, step_x=.1, ystart=0, yend=1, step_y=.1, camera=camera, invert_x=True, invert_y=True) # # The app camera cannot be opened with this camera # cap = cv2.VideoCapture(0) # reset_zero() # step = .5 # n_steps = 5 # for row in range(n_steps): # time.sleep(3) # move_fwd(step) # for col in range(n_steps): # move_left(step)
from global_variables import * " INIT THE PYGAME MODULE " pygame.init() " INIT THE WINDOW, FULL SCREEN AND PREPARE CLOCK FOR 60 FPS " screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption("My first program !") # pygame.display.toggle_fullscreen() clock = pygame.time.Clock() " INIT THE CAMERA (USER's VIEUW) AND SET THE ROTATION " camera = Camera((0, 0, -5), (0, 0)) " MAIN ENGINE " cube = Object(cube_verts, cube_edges, cube_faces) sphere = Sphere(sphere_center, sphere_radius) while (ON): dt = clock.tick(60)/1000 screen.fill(BLACK) key = pygame.key.get_pressed() camera.update(0.01, key) camera.rot_xy += 1 camera.rot_xz += 1
def main(): """this function is called when the program starts. it initializes everything it needs, then runs in a loop until the function returns.""" #Initialize Everything pygame.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption('Jungle') pygame.mouse.set_visible(0) #Create The Backgound background = pygame.Surface(screen.get_size()) background = background.convert() background.fill((125, 125, 125)) #Put Text On The Background, Centered if pygame.font: font = pygame.font.Font(None, 36) text = font.render("Jungle", 1, (10, 10, 10)) textpos = text.get_rect(centerx=background.get_width() / 2) background.blit(text, textpos) #Display The Background screen.blit(background, (0, 0)) pygame.display.flip() #Prepare Game Objects clock = pygame.time.Clock() # whiff_sound = load_sound('whiff.wav') # punch_sound = load_sound('punch.wav') data = DataStore() world = World(64, 64) camera = Camera([0.0, 0.0], WIDTH, HEIGHT, 3) buffered_world_sprites = pygame.sprite.LayeredUpdates( init_world_tiles(WIDTH * 2, HEIGHT * 2, TILE_SIZE, data)) displayed_world_sprites = pygame.sprite.LayeredUpdates([]) f_sprite = Actor([0, 1], data) f = Fighter([3, 3], 1, 1) allsprites = pygame.sprite.LayeredUpdates([f_sprite]) #Main Loop going = True while going: clock.tick(60) #Handle Input Events for event in pygame.event.get(): if event.type == QUIT: going = False elif event.type == KEYDOWN and event.key == K_ESCAPE: going = False elif event.type == MOUSEBUTTONDOWN: pass elif event.type == MOUSEBUTTONUP: pass # elif event.type == MOUSEBUTTONDOWN and event.button == 4: pressed = pygame.key.get_pressed() if pressed[pygame.K_w]: camera.rw_pos -= np.array([0, 0.1]) * (10.0 / camera.zoom) if pressed[pygame.K_s]: camera.rw_pos += np.array([0, 0.1]) * (10.0 / camera.zoom) if pressed[pygame.K_a]: camera.rw_pos -= np.array([0.1, 0]) * (10.0 / camera.zoom) if pressed[pygame.K_d]: camera.rw_pos += np.array([0.1, 0]) * (10.0 / camera.zoom) if pressed[pygame.K_q]: camera.set_zoom(camera.zoom + 0.1) if pressed[pygame.K_e]: camera.set_zoom(camera.zoom - 0.1) # update world camera sx, sy = camera.rw_pos ex, ey = camera.rw_pos + camera.rw_dim buffered_world_sprites.add(displayed_world_sprites.sprites()) displayed_world_sprites.empty() for rw_tile in world.get_flat_slice(sx, ex, sy, ey): camera_pos = camera.rw_to_camera(rw_tile[:2]) sprite = buffered_world_sprites.get_sprite(0) sprite.rect.topleft = camera_pos sprite.set_tile(rw_tile[2]) sprite.zoom(camera.zoom) buffered_world_sprites.remove(sprite) displayed_world_sprites.add(sprite) f_sprite.rect.topleft = camera.rw_to_camera(f.pos) f_sprite.zoom(camera.zoom) #Draw Everything screen.blit(background, (0, 0)) displayed_world_sprites.draw(screen) allsprites.draw(screen) pygame.display.flip() pygame.quit()
loading_image = load_image('fon', 'loading', 'jpg') player_image = pygame.transform.scale(player_image, (100, 100)) tile_width = tile_height = 100 pygame.init() size = width, height = 1240, 768 fon = pygame.transform.scale(load_image('fon', 'fon', 'jpg'), (width, height)) screen = pygame.display.set_mode(size) FPS = 25 clock = pygame.time.Clock() start_screen(screen, fon) startsc = True player = None all_sprites = pygame.sprite.Group() wall_group = pygame.sprite.Group() player_group = pygame.sprite.Group() camera = Camera(width, height) level = [[]] marx = None marx2 = None mary = None mario = None level_name = "1" image_grass = load_image(level_name, 'grass', 'png') image_stone = load_image(level_name, 'stone', 'png') g_right = False g_left = False g_up = False g_down = False reverse = False went = False brothrun = []