def main(): pk_set_debug_options(warning=False, trace=False, debug=True, info=False, verbous=False) logging.basicConfig(level=logging.WARN) pygame.init() screen = pygame.display.set_mode(screen_size) gw = ui.GameWindow(screen) allsprites = pygame.sprite.RenderUpdates() clock = pygame.time.Clock() world = Box2D.b2World(gravity=(0,0)) lwall, rwall, twall, bwall = conf.create_playground(world) rbl = [] # robot body list rsl = [] # robot sprite list rrl = [] # robot role list bbl = [] # ball body list bsl = [] # ball sprite list for ID,pos,heading,leader,role,team in robot_info_list: body, sprite, role = conf.create_robot(ID, pos, heading, world, leader, role, team) rbl.append(body) rsl.append(sprite) rrl.append(role) for name,pos in ball_info_list: body, sprite = conf.create_ball(name, pos, world) bbl.append(body) bsl.append(sprite) allsprites.add(rsl) allsprites.add(bsl) gw.add_spritegroup(allsprites) fps = 60 dt = 1.0 / 60 vel_iters = 10 pos_iters = 10 t0 = time.time() counter = 0 while True: clock.tick(fps) for e in pygame.event.get(): if e.type == QUIT: pygame.quit() sys.exit() elif e.type == KEYDOWN: if e.key == K_ESCAPE: pygame.quit() sys.exit() wb_r_data = conf.build_wb_robot_data(rbl) wb_o_data = conf.build_wb_object_data(bbl) for i, body, role in itertools.izip(range(len(rbl)), rbl, rrl): if not counter: ml = [] for b, r in itertools.izip(rbl, rrl): if body.ID == b.ID: continue elif role.team != r.team: continue ml.extend(r.wm.comm_out) role.wm.comm_update(ml) vi_r_data = conf.build_vi_robot_data(body, role, itertools.izip(rbl, rrl)) vi_o_data = conf.build_vi_object_data(body, role, bbl) in_grabber = conf.object_in_grabber(body, role, bbl) role.feed_workbench_data(wb_r_data, wb_o_data) role.feed_vision_data(vi_r_data, vi_o_data, in_grabber) role.run() # v_t, v_r = conf.get_speed(role.speed()) v_t = role.wm.translational_velocity v_r = role.wm.phi_dot li = body.set_linear_impulse(v_t, v_r, dt) ai = body.set_angular_impulse(v_t, v_r, dt) text = '{}: {} [{}]'.format(role.ID, role.role, role.state) gw.add_dynamictext(text, (705, 120 + 20*i)) counter = (counter + 1) % 12 world.Step(dt, vel_iters, pos_iters) score_red = 0 score_blue = 0 for body, sprite in itertools.izip(rbl, rsl): sprite.set_pos(conf.b2g_pos(body.get_pos())) sprite.rotate(conf.b2g_angle(body.get_angle())) for body, sprite in itertools.izip(bbl, bsl): sprite.set_pos(conf.b2g_pos(body.get_pos())) sprite.rotate(conf.b2g_angle(body.get_angle())) score_red += sprite.score_red score_blue += sprite.score_blue running_time = timedelta(seconds=int(time.time()-t0)) gw.add_dynamictext('Time: {}'.format(running_time), (705,20)) gw.add_dynamictext('Team Red: {}'.format(score_red), (705,50)) gw.add_dynamictext('Team Blue: {}'.format(score_blue), (705,70)) gw.update()
fps = 60 dt = 1.0/fps vel_iters = 10 pos_iters = 10 while True: clock.tick(fps) for e in pygame.event.get(): if e.type == QUIT: pygame.quit() sys.exit(0) elif e.type == KEYDOWN and e.key == K_ESCAPE: pygame.quit() sys.exit(0) rb.set_linear_impulse(0.05,0.05) # rb.set_angular_impulse(0.05,0.05,dt) world.Step(dt, vel_iters, pos_iters) rs.set_pos(conf.b2g_pos(rb.get_pos())) rs.rotate(conf.b2g_angle(rb.get_angle())) bs.set_pos(conf.b2g_pos(bb.get_pos())) screen.blit(bg,(0,0)) robot_sprites.update() robot_sprites.draw(screen) ball_sprites.update() ball_sprites.draw(screen) pygame.display.flip()