Ejemplo n.º 1
0
 def __init__(self, move):
     self.buttons = common.Button(move.get_buttons())
     self.trigger = move.get_trigger()
     self.acceleration = tuple(
         move.get_accelerometer_frame(psmove.Frame_SecondHalf))
     self.gyroscope = tuple(
         move.get_gyroscope_frame(psmove.Frame_SecondHalf))
     self.ts = time.time()
Ejemplo n.º 2
0
def track_move(serial, move_num, move_opts, force_color, battery, dead_count):
    move = common.get_move(serial, move_num)
    move.set_leds(0, 0, 0)
    move.update_leds()
    random_color = random.random()

    while True:
        time.sleep(0.01)
        if move.poll():
            game_mode = common.Games(move_opts[Opts.game_mode.value])
            move_button = common.Button(move.get_buttons())
            if move_opts[Opts.alive.value] == Alive.off.value:
                if move_button == common.Button.SYNC:
                    move_opts[Opts.alive.value] = Alive.on.value
                    dead_count.value = dead_count.value - 1
                time.sleep(0.1)
            else:
                if move_button == common.Button.SHAPES:
                    move_opts[Opts.alive.value] = Alive.off.value
                    dead_count.value = dead_count.value + 1
                    move.set_leds(0, 0, 0)
                    move.set_rumble(0)
                    move.update_leds()
                    continue

                #show battery level
                if battery.value == 1:
                    battery_level = move.get_battery()
                    #granted a charging move should be dead
                    #so it won't light up anyway
                    if battery_level == psmove.Batt_CHARGING:
                        move.set_leds(*colors.Colors.White20.value)

                    elif battery_level == psmove.Batt_CHARGING_DONE:
                        move.set_leds(*colors.Colors.White.value)

                    elif battery_level == psmove.Batt_MAX:
                        move.set_leds(*colors.Colors.Green.value)

                    elif battery_level == psmove.Batt_80Percent:
                        move.set_leds(*colors.Colors.Turquoise.value)

                    elif battery_level == psmove.Batt_60Percent:
                        move.set_leds(*colors.Colors.Blue.value)

                    elif battery_level == psmove.Batt_40Percent:
                        move.set_leds(*colors.Colors.Yellow.value)

                    else:  # under 40% - you should charge it!
                        move.set_leds(*colors.Colors.Red.value)

                #custom team mode is the only game mode that
                #can't be added to con mode
                elif game_mode == common.Games.JoustTeams:
                    if move_opts[Opts.team.value] >= TEAM_NUM:
                        move_opts[Opts.team.value] = 3
                    move.set_leds(*colors.team_color_list[move_opts[
                        Opts.team.value]].value)
                    if move_button == common.Button.MIDDLE:
                        #allow players to increase their own team
                        if move_opts[Opts.holding.
                                     value] == Holding.not_holding.value:
                            move_opts[Opts.team.value] = (
                                move_opts[Opts.team.value] + 1) % TEAM_NUM
                            move_opts[
                                Opts.holding.value] = Holding.holding.value

                #set leds to forced color
                elif sum(force_color) != 0:
                    move.set_leds(*force_color)

                elif game_mode == common.Games.JoustFFA:
                    move.set_leds(*colors.Colors.Orange.value)

                elif game_mode == common.Games.JoustRandomTeams:
                    color = time.time() / 10 % 1
                    color = colors.hsv2rgb(color, 1, 1)
                    move.set_leds(*color)

                elif game_mode == common.Games.Traitor:
                    if move_num % 4 == 2 and time.time() / 3 % 1 < .15:
                        move.set_leds(*colors.Colors.Red80.value)
                    else:
                        color = 1 - time.time() / 10 % 1
                        color = colors.hsv2rgb(color, 1, 1)
                        move.set_leds(*color)

                elif game_mode == common.Games.WereJoust:
                    if move_num <= 0:
                        move.set_leds(*colors.Colors.Blue40.value)
                    else:
                        move.set_leds(*colors.Colors.Yellow.value)

                elif game_mode == common.Games.Zombies:
                    move.set_leds(*colors.Colors.Zombie.value)

                elif game_mode == common.Games.Commander:
                    if move_num % 2 == 0:
                        move.set_leds(*colors.Colors.Orange.value)
                    else:
                        move.set_leds(*colors.Colors.Blue.value)

                elif game_mode == common.Games.Swapper:
                    if (time.time() / 5 + random_color) % 1 > 0.5:
                        move.set_leds(*colors.Colors.Magenta.value)
                    else:

                        move.set_leds(*colors.Colors.Green.value)

                elif game_mode == common.Games.FightClub:
                    move.set_leds(*colors.Colors.Green80.value)

                elif game_mode == common.Games.NonStop:
                    move.set_leds(*colors.Colors.Turquoise.value)

                elif game_mode == common.Games.Tournament:
                    if move_num <= 0:
                        color = time.time() / 10 % 1
                        color = colors.hsv2rgb(color, 1, 1)
                        move.set_leds(*color)
                    else:
                        move.set_leds(*colors.Colors.Blue40.value)

                elif game_mode == common.Games.Ninja:
                    if move_num <= 0:
                        move.set_leds(random.randrange(100, 200), 0, 0)
                    else:
                        move.set_leds(*colors.Colors.Red60.value)

                elif game_mode == common.Games.Random:

                    move.set_leds(0, 0, 255)
                if move.get_trigger() > 100:
                    move_opts[Opts.random_start.value] = Alive.off.value
                if move_opts[Opts.random_start.value] == Alive.off.value:
                    move.set_leds(255, 255, 255)

                if move_opts[Opts.holding.value] == Holding.not_holding.value:
                    #Change game mode and become admin controller
                    if move_button == common.Button.SELECT:
                        move_opts[Opts.selection.
                                  value] = Selections.change_mode.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #start the game
                    if move_button == common.Button.START:
                        move_opts[
                            Opts.selection.value] = Selections.start_game.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #as an admin controller add or remove game from convention mode
                    if move_button == common.Button.CROSS:
                        move_opts[
                            Opts.selection.value] = Selections.add_game.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #as an admin controller change sensitivity of controllers
                    if move_button == common.Button.CIRCLE:
                        move_opts[Opts.selection.
                                  value] = Selections.change_sensitivity.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #as an admin controller change if instructions play
                    if move_button == common.Button.SQUARE:
                        move_opts[Opts.selection.
                                  value] = Selections.change_instructions.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #as an admin show battery level of controllers
                    if move_button == common.Button.TRIANGLE:
                        move_opts[Opts.selection.
                                  value] = Selections.show_battery.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                if move_button == common.Button.NONE:
                    move_opts[Opts.holding.value] = Holding.not_holding.value

        move.update_leds()
Ejemplo n.º 3
0
def track_move(move_serial, move_num, team, num_teams, dead_move, force_color,
               music_speed, commander_intro, move_opts, power, overdrive):
    #proc = psutil.Process(os.getpid())
    #proc.nice(3)

    start = False
    no_rumble = time.time() + 1
    move_last_value = None
    move = common.get_move(move_serial, move_num)
    team_colors = colors.generate_colors(num_teams)
    #keep on looping while move is not dead
    ready = False
    move.set_leds(0, 0, 0)
    move.update_leds()
    time.sleep(1)
    vibrate = False
    vibration_time = time.time() + 1
    flash_lights = True
    flash_lights_timer = 0
    change_arr = [0, 0, 0]

    death_time = 8
    time_of_death = time.time()

    while commander_intro.value == 1:
        if move.poll():
            button = common.Button(move.get_buttons())
            if button == common.Button.MIDDLE and move_opts[
                    Opts.holding.value] == Holding.not_holding.value:

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

                move_opts[Opts.selection.value] = Selections.triangle.value
                move_opts[Opts.holding.value] = Holding.holding.value

            elif move_opts[
                    Opts.is_commander.value] == Bool.no.value and move_opts[
                        Opts.holding.value] == Holding.holding.value:
                move.set_leds(200, 200, 200)

            elif move_opts[
                    Opts.is_commander.value] == Bool.yes.value and move_opts[
                        Opts.holding.value] == Holding.holding.value:
                move.set_leds(*Current_commander_colors[team])
            else:
                move.set_leds(*Commander_colors[team])
        move.update_leds()

    move_opts[Opts.holding.value] = Holding.not_holding.value
    move_opts[Opts.selection.value] = Selections.nothing.value

    while True:
        if sum(force_color) != 0:
            no_rumble_time = time.time() + 5
            time.sleep(0.01)
            move.set_leds(*force_color)
            move.update_leds()
            move.set_rumble(0)
            no_rumble = time.time() + 0.5
        #if we are not dead
        elif dead_move.value == 1:
            if move.poll():
                ax, ay, az = move.get_accelerometer_frame(
                    psmove.Frame_SecondHalf)
                #total = sum([ax, ay, az])
                total = sqrt(sum([ax**2, ay**2, az**2]))
                if move_last_value is not None:
                    change_real = abs(move_last_value - total)
                    change_arr[0] = change_arr[1]
                    change_arr[1] = change_arr[2]
                    change_arr[2] = change_real
                    change = (change_arr[0] + change_arr[1] +
                              change_arr[2]) / 3

                    if move_opts[Opts.is_commander.value] == Bool.no.value:
                        if overdrive.value == 0:
                            warning = SLOW_WARNING
                            threshold = SLOW_MAX
                        else:
                            warning = FAST_WARNING
                            threshold = FAST_MAX
                    else:
                        #if affected by overdrive, this could make the power better
                        warning = SLOW_WARNING
                        threshold = SLOW_MAX

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

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

                    else:
                        if move_opts[Opts.is_commander.value] == Bool.no.value:
                            if overdrive.value == 0:
                                move.set_leds(*Commander_colors[team])
                            else:
                                move.set_leds(*Overdrive_colors[team])
                        else:
                            move.set_leds(*calculate_flash_time(
                                Current_commander_colors[team][0],
                                Current_commander_colors[team][1],
                                Current_commander_colors[team][2],
                                power.value))
                        move.set_rumble(0)

                    if move_opts[Opts.is_commander.value] == Bool.yes.value:
                        if (move.get_buttons() == 0
                                and move.get_trigger() < 10):
                            move_opts[
                                Opts.holding.value] = Holding.not_holding.value

                        button = move.get_buttons()
                        #print str(power.value)
                        if power.value >= 1.0:
                            #press trigger for overdrive
                            if (move_opts[Opts.holding.value]
                                    == Holding.not_holding.value
                                    and move.get_trigger() > 100):
                                move_opts[Opts.selection.
                                          value] = Selections.trigger.value
                                move_opts[
                                    Opts.holding.value] = Holding.holding.value

                move_last_value = total
                if vibrate:
                    flash_lights_timer += 1
                    if flash_lights_timer > 7:
                        flash_lights_timer = 0
                        flash_lights = not flash_lights
                    if flash_lights:
                        move.set_leds(100, 100, 100)
                    if time.time() < vibration_time - 0.22:
                        move.set_rumble(110)
                    else:
                        move.set_rumble(0)
                    if time.time() > vibration_time:
                        vibrate = False
            move.update_leds()
        #if we are dead
        elif dead_move.value <= 0:
            if time.time() - time_of_death >= death_time:
                dead_move.value = 3
        elif dead_move.value == 3:
            move_last_value = None
            dead_move.value = 1
            no_rumble = time.time() + 2
            if death_time < 25:
                death_time += 2
Ejemplo n.º 4
0
def track_move(move, team, dead_move, force_color, music_speed,
               commander_intro, move_opts, commander_powers,
               commander_overdrive, restart, menu, controller_sensitivity):
    if team == Team.alpha.value:
        overdrive = commander_overdrive[0]
        power = commander_powers[0]
    else:
        overdrive = commander_overdrive[1]
        power = commander_powers[1]

    start = False
    no_rumble = time.time() + 1
    move_last_value = None
    team_colors = colors.generate_colors(2)
    #keep on looping while move is not dead
    ready = False
    move.set_leds(0, 0, 0)
    move.update_leds()
    time.sleep(1)
    vibrate = False
    vibration_time = time.time() + 1
    flash_lights = True
    flash_lights_timer = 0
    change = 0
    #change_arr = [0,0,0]

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

    death_time = 8
    time_of_death = time.time()

    while commander_intro.value == 1:
        if move.poll():
            button = common.Button(move.get_buttons())
            if button == common.Button.MIDDLE and move_opts[
                    Opts.holding.value] == Holding.not_holding.value:

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

                move_opts[Opts.selection.value] = Selections.triangle.value
                move_opts[Opts.holding.value] = Holding.holding.value

            elif move_opts[
                    Opts.is_commander.value] == Bool.no.value and move_opts[
                        Opts.holding.value] == Holding.holding.value:
                move.set_leds(200, 200, 200)

            elif move_opts[
                    Opts.is_commander.value] == Bool.yes.value and move_opts[
                        Opts.holding.value] == Holding.holding.value:
                move.set_leds(*Current_commander_colors[team])
            else:
                move.set_leds(*Commander_colors[team])
        move.update_leds()

    move_opts[Opts.holding.value] = Holding.not_holding.value
    move_opts[Opts.selection.value] = Selections.nothing.value

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

                if move_opts[Opts.is_commander.value] == Bool.no.value:
                    if overdrive.value == 0:
                        warning = SLOW_WARNING
                        threshold = SLOW_MAX
                    else:
                        warning = FAST_WARNING
                        threshold = FAST_MAX
                else:
                    #if affected by overdrive, this could make the power better
                    warning = SLOW_WARNING
                    threshold = SLOW_MAX

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

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

                else:
                    if move_opts[Opts.is_commander.value] == Bool.no.value:
                        if overdrive.value == 0:
                            move.set_leds(*Commander_colors[team])
                        else:
                            move.set_leds(*Overdrive_colors[team])
                    else:
                        move.set_leds(*calculate_flash_time(
                            Current_commander_colors[team][0],
                            Current_commander_colors[team][1],
                            Current_commander_colors[team][2], power.value))
                    move.set_rumble(0)

                if move_opts[Opts.is_commander.value] == Bool.yes.value:
                    if (move.get_buttons() == 0 and move.get_trigger() < 10):
                        move_opts[
                            Opts.holding.value] = Holding.not_holding.value

                    button = move.get_buttons()
                    #print str(power.value)
                    if power.value >= 1.0:
                        #press trigger for overdrive
                        if (move_opts[Opts.holding.value]
                                == Holding.not_holding.value
                                and move.get_trigger() > 100):
                            move_opts[Opts.selection.
                                      value] = Selections.trigger.value
                            move_opts[
                                Opts.holding.value] = Holding.holding.value

                #move_last_value = total
                if vibrate:
                    flash_lights_timer += 1
                    if flash_lights_timer > 7:
                        flash_lights_timer = 0
                        flash_lights = not flash_lights
                    if flash_lights:
                        move.set_leds(100, 100, 100)
                    if time.time() < vibration_time - 0.22:
                        move.set_rumble(110)
                    else:
                        move.set_rumble(0)
                    if time.time() > vibration_time:
                        vibrate = False
            move.update_leds()
        #if we are dead
        elif dead_move.value <= 0:
            if time.time() - time_of_death >= death_time:
                dead_move.value = 3
        elif dead_move.value == 3:
            move_last_value = None
            dead_move.value = 1
            no_rumble = time.time() + 2
            if death_time < 25:
                death_time += 2
Ejemplo n.º 5
0
def track_move(move, dead_move, force_color, bomb_color, move_opts, game_start,
               false_color, faked, rumble, menu, restart):
    start = False
    no_rumble = time.time() + 1
    move_last_value = None
    #keep on looping while move is not dead
    ready = False
    move.set_leds(0, 0, 0)
    move.update_leds()
    time.sleep(1)
    super_dead = False
    no_bomb_color = [0, 0, 200]
    fake_bomb_color = [0, 255, 0]
    no_fake_bomb_color = [0, 0, 200]

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

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

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

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

                        faking = True

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

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

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

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

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

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

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

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

        else:
            if super_dead == False:
                super_dead = True

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

        move.update_leds()