Example #1
0
	def __init__(self):
		threading.Thread.__init__(self)
		self.shutdown_flag = threading.Event()
		self.motor = Motorcontroller()
		self.buzzer = Buzzer()
		self.xbee = Xbee()
		self.decoder = Decoder()
		self.servo1 = 96
		self.servo2 = 75
		self.joycalc = Joystick()
		self.motor.setServo1(self.servo1)
		self.motor.setServo2(self.servo2)
		self.lastSavedTime = 0
Example #2
0
class Decoder:
    def __init__(self):
        print "Create decoder class"
        self.joycalc = Joystick()
        self.joystick_VRX1 = 512
        self.joystick_VRY1 = 512
        self.joystick_PB1 = 0
        self.joystick_VRX2 = 512
        self.joystick_VRY2 = 512
        self.joystick_PB2 = 0
        self.calcCRC = 0
        self.rcvCRC = 0
        self.status = 0
        self.lastidd = 0
        self.iddcounter = 0
        self.rfrating = 0
        self.temp = 0

    def decode(self, rcvdata):
        self.status = 0
        try:
            if rcvdata != "":
                rcvdata_split = (rcvdata.split(':'))
                self.joystick_VRX1 = int(rcvdata_split[0])
                self.joystick_VRY1 = int(rcvdata_split[1])
                self.joystick_PB1 = int(rcvdata_split[2])
                self.joystick_VRX2 = int(rcvdata_split[3])
                self.joystick_VRY2 = int(rcvdata_split[4])
                self.joystick_PB2 = int(rcvdata_split[5])
                self.temp = int(rcvdata_split[6])
                idd = int(rcvdata_split[6])
                self.rcvCRC = int(rcvdata_split[7])
                self.joycalc.calculate(self.getJoystickVRX1(),
                                       self.getJoystickVRY1())
                self.calcCRC = self.joystick_VRX1 + self.joystick_VRY1 + self.joystick_PB1 + self.joystick_VRX2 + self.joystick_VRY2 + self.joystick_PB2
                self.status = 1
                if idd < self.lastidd:
                    self.rfrating = (self.iddcounter * 100) / 255
                    self.iddcounter = 0
                    self.lastidd = 0
                else:
                    self.lastidd = idd
                    self.iddcounter = self.iddcounter + 1

        except ValueError, e:
            print "JSON type error"

        except IndexError, e:
            print "Ontvangen data was het verkeerde formaat"
Example #3
0
 def __init__(self):
     print "Create decoder class"
     self.joycalc = Joystick()
     self.joystick_VRX1 = 512
     self.joystick_VRY1 = 512
     self.joystick_PB1 = 0
     self.joystick_VRX2 = 512
     self.joystick_VRY2 = 512
     self.joystick_PB2 = 0
     self.calcCRC = 0
     self.rcvCRC = 0
     self.status = 0
     self.lastidd = 0
     self.iddcounter = 0
     self.rfrating = 0
     self.temp = 0
Example #4
0
 def setUp(self):
     '''
     Verify environment is setup properly.
     '''
     self.joystick = Joystick()
     j_list = self.joystick.get_joystick_list()
     self.joystick.connect(j_list[0])
Example #5
0
 def __init__(self):
     '''
     Initialize class attributes.
     '''
     self.joystick = Joystick()
     self.communication = Communication()
     self.driving = Driving()
     self.gear = 0
Example #6
0
 def __init__(self, master=None):
     self.lastPressed = 'man'  # string to remember which button has been pressed
     # socket connection to send data from remote
     self.s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
     self.s.connect(("8.8.8.8", 80))
     self.HOST = self.s.getsockname()[0]
     self.PORT = 5002
     print self.HOST
     self.s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
     self.s.bind((self.HOST, self.PORT))
     self.s.listen(1)
     self.conn, self.addr = self.s.accept()
     self.s.setsockopt(socket.IPPROTO_TCP, socket.TCP_NODELAY, 1)
     print 'Connected by', self.addr
     GPIO.setmode(GPIO.BCM)
     # creates instance of the joystick class to control the physical joysticks
     self.joystickBus = Joystick.getInstance()
     Frame.__init__(self, master)
     self.master = master
     self.init_window()
Example #7
0
def hardware_setup():
    dm = DeviceManager()
    js = Joystick()
    cam = Cam(CAM_DEVICE_INDEX, LOG_PATH + "/images")

    dm.add("dc_motor", DCMotorDevice(DC_MOTOR_HUB, DC_MOTOR_PORT))
    dm.link("dc_motor", "setTargetVelocity", "throttle")

    dm.add("servo", ServoMotorDevice(SERVO_HUB, SERVO_PORT, SERVO_CHANNEL))
    dm.link("servo", "setTargetPosition", "direction",
            lambda val: interp(val, [0, 180], [45, 135]))

    dm.add("gps", GPSDevice(GPS_SERIAL_NUM))

    dm.add("wind_speed", WindSpeedDevice(WIND_HUB, WIND_SPEED_PORT))
    dm.add("wind_direction", WindDirectionDevice(WIND_HUB,
                                                 WIND_DIRECTION_PORT))

    dm.add("spatial", SpatialDevice())

    dm.add(
        "water_speed_forward",
        WaterSpeedDevice("forward", WATER_SPEED_HUB, WATER_SPEED_FORWARD_PORT))
    dm.add(
        "water_speed_backward",
        WaterSpeedDevice("backward", WATER_SPEED_HUB,
                         WATER_SPEED_BACKWARD_PORT))
    dm.add("water_speed_left",
           WaterSpeedDevice("left", WATER_SPEED_HUB, WATER_SPEED_LEFT_PORT))
    dm.add("water_speed_right",
           WaterSpeedDevice("right", WATER_SPEED_HUB, WATER_SPEED_RIGHT_PORT))

    dm.add("lidar", LidarLiteDevice())

    dm.waitUntilAllReady()

    return dm, js, cam
Example #8
0
from Joystick import Joystick
import time

joystick = Joystick()
while True:
	print joystick.get_x(), joystick.get_y(), joystick.get_r(), joystick.get_throttle()
	time.sleep(0.05)
Example #9
0
mqtt.on_connect = on_connect
mqtt.on_disconnect = on_disconnect
mqtt.on_message = on_message
mqtt.will_set(SERVICE_NAME + "/state/status", "OFF", 1, True)
mqtt.reconnect_delay_set(min_delay=1, max_delay=60)
mqtt.connect(BROKER_ADDRESS, BROKER_PORT, 60)  # connect to broker
mqtt.publish(SERVICE_NAME + "/state/status", "ON", 1, True)

# Modules
pixels = Pixels(mqtt, SERVICE_NAME, DEBUG)
buzzer = Buzzer(mqtt, SERVICE_NAME, DEBUG)
cameraServo = CameraServo(mqtt, SERVICE_NAME, DEBUG)
infrared_receiver = InfraredReceiver(mqtt, SERVICE_NAME, DEBUG)
infrared_sensor = InfraredSensor(mqtt, SERVICE_NAME, DEBUG)
joystick = Joystick(mqtt, SERVICE_NAME, DEBUG)
obstacle_avoidance = ObstacleAvoidance(mqtt, SERVICE_NAME, DEBUG)
trSensor = TRSensor(mqtt, SERVICE_NAME, 5, DEBUG)
ultrasonic = Ultrasonic(mqtt, SERVICE_NAME, DEBUG)
wheels = Wheels(mqtt, SERVICE_NAME, DEBUG)

# Setup IR Sensor
infrared_receiver.buzzer = buzzer
infrared_receiver.camera_servo = cameraServo
infrared_receiver.pixels = pixels
infrared_receiver.wheels = wheels

# Setup Joystick
joystick.buzzer = buzzer
joystick.camera_servo = cameraServo
joystick.wheels = wheels
Example #10
0
import time
from Joystick import Joystick

js = Joystick()

def test_joystick():
    while True:
        print(js.get_event())
        time.sleep(1)

test_joystick()
Example #11
0
class SolomonsKey:

    level = None
    keys = {}
    cam_pos = XYZ(0, 0, 0)
    cam_pos_target = XYZ(0, 0, 0)
    cam_focus = XYZ(0, 0, 0)
    cam_focus_target = XYZ(0, 0, 0)
    lastFrameTime = 0
    topFPS = 0
    camera_sweep = 20
    joystick = Joystick()

    def animate(self, FPS=30):

        currentTime = time()

        #key movement for omnicontrol
        try:
            if self.keys["x"]: self.cam_focus.x += 1
            if self.keys["z"]: self.cam_focus.x -= 1
            if self.keys["d"]: self.cam_focus.y += 1
            if self.keys["c"]: self.cam_focus.y -= 1
            if self.keys["f"]: self.cam_focus.z += 1
            if self.keys["v"]: self.cam_focus.z -= 1
        except:
            pass

        # run calculations for level inc collision etc
        if not self.level == None:
            self.level.evaluate(self.joystick, self.keys)

        glutPostRedisplay()

        glutTimerFunc(int(1000 / FPS), self.animate, FPS)

        drawTime = currentTime - self.lastFrameTime

        self.topFPS = int(1000 / drawTime)

        # set camera target focus points
        self.cam_focus_target = XYZ(
            self.level.solomon.x + 0.2 * self.level.solomon.facing,
            self.level.solomon.y - 0.5, 3.0)

        # set camera target position
        self.cam_pos_target = XYZ(
            self.level.solomon.x + 1 * self.level.solomon.facing,
            self.level.solomon.y - 0.2, float(self.level.target_z))

        # calculate current focal point and camera position
        # self.camera_sweep is the "speed" at which transitions are being made
        self.cam_pos = self.cam_pos.add(
            self.cam_pos_target.sub(self.cam_pos).mult(1 / self.camera_sweep))
        self.cam_focus = self.cam_focus.add(
            self.cam_focus_target.sub(self.cam_focus).mult(1 /
                                                           self.camera_sweep))
        self.lastFrameTime = time()

    # if windowed ensure aspect ratio correct
    def reshape(self, width, height):
        r = float(width) / float(height)
        glViewport(0, 0, width, height)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(60.0, r, 1., 50.)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        #glPushMatrix()

    def __init__(self):

        print(str(bool(glutInit)))
        print("hello and weolcome")
        print(
            "if you see an error next try the unofficial binaries of pyopengl")

        print("initializing glut etc")
        glutInit(sys.argv)
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH)
        glutInitWindowSize(640, 480)
        glutCreateWindow(name)

        print("set blend function")
        glBlendFunc(GL_SRC_ALPHA, GL_ONE)

        print("set colours and lights")
        glClearColor(0., 0., 0., 1.)
        glShadeModel(GL_SMOOTH)
        glEnable(GL_CULL_FACE)
        glEnable(GL_DEPTH_TEST)
        glEnable(GL_LIGHTING)

        print("set light 1")
        lightZeroPosition = [10., 4., 10., 1.]
        lightZeroColor = [0.9, 1.0, 0.9, 1.0]  #green tinged
        glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor)
        glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.2)
        glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05)
        glEnable(GL_LIGHT0)

        print("set light 2")
        lightZeroPosition2 = [-10., -4., 10., 1.]
        lightZeroColor2 = [1.0, 0.9, 0.9, 1.0]  #green tinged
        glLightfv(GL_LIGHT1, GL_POSITION, lightZeroPosition2)
        glLightfv(GL_LIGHT1, GL_DIFFUSE, lightZeroColor2)
        glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.2)
        glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.05)
        glEnable(GL_LIGHT1)

        #initialization of letters
        print("initialzing letters")
        self.letters = Letters.Letters()

        #for game models
        print("making model lists")
        MakeLists()

        print("ignore key repeat")
        glutIgnoreKeyRepeat(1)

        print("attach glut events to functions")
        glutSpecialFunc(self.keydownevent)
        glutSpecialUpFunc(self.keyupevent)
        glutReshapeFunc(self.reshape)

        glutKeyboardFunc(self.keydownevent)
        glutKeyboardUpFunc(self.keyupevent)
        glutDisplayFunc(self.display)
        #glutIdleFunc(self.display)

        print("initial projection")
        glMatrixMode(GL_PROJECTION)
        gluPerspective(60.0, 640.0 / 480., 1., 50.)
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()

        print("generating level")
        self.level = generateLevel(0)

        print("keys set up")
        self.initkey("zxdcfvqaopm")
        self.animate()

        print("about to loop...")
        glutMainLoop()

        return

    def initkey(self, cl):
        for c in cl:
            self.keydownevent(str(c.lower()).encode(), 0, 0)
            self.keyupevent(str(c.lower()).encode(), 0, 0)
        print("end initkey")

    def display(self):

        glLoadIdentity()
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        gluLookAt(self.cam_pos.x, self.cam_pos.y, self.cam_pos.z,
                  self.cam_focus.x, self.cam_focus.y, self.cam_focus.z, 0, 1,
                  0)

        self.level.draw()

        glLoadIdentity()

        gluLookAt(0, -0.5, 2.5, 0, 0, 0, 0, 1, 0)

        wdth = 0.3
        glTranslate(
            0.0 -
            (len(self.level.solomon.current_state.keys()) - 1) * wdth / 2.0,
            -1.3, 0)

        if debug == True:
            for k in self.level.solomon.current_state.keys():
                col = "red"
                if self.level.solomon.current_state[k]: col = "green"
                glMaterialfv(GL_FRONT, GL_DIFFUSE, colours[col])
                glutSolidCube(wdth - 0.02)
                glTranslate(wdth, 0, 0)
                glPushMatrix()
                #glLoadIdentity()
                glScale(0.005, 0.01, -0.01)
                glTranslate(-90, 4, -20)
                #glTranslate(-180,-70,0)
                glTranslate(-wdth, 0, 0)
                self.letters.drawString(k[:4])
                glPopMatrix()

        glLoadIdentity()

        gluLookAt(0, -0.5, 2.5, 0, 0, 0, 0, 1, 0)

        wdth = 0.2

        joystick_actions = [x for x in dir(self.joystick) if x[0:2] == "is"]
        glTranslate(0.0 - (len(joystick_actions) - 1) * wdth / 2.0, -1.0, 0)

        if debug == True:
            for k in joystick_actions:
                #print(k)
                col = "red"
                if getattr(self.joystick, k)(self.keys): col = "green"
                glMaterialfv(GL_FRONT, GL_DIFFUSE, colours[col])
                glutSolidCube(wdth - 0.02)
                glTranslate(wdth, 0, 0)
                glPushMatrix()
                #glLoadIdentity()
                glScale(0.005, 0.01, -0.01)
                glTranslate(-45, 0, -20)
                #glTranslate(-180,-70,0)
                glTranslate(-wdth, 0, 0)
                self.letters.drawString(k[2:4])
                glPopMatrix()

        glLoadIdentity()

        gluLookAt(0, 0, 2.5, 0, 0, 0, 0, 1, 0)

        glScale(0.01, 0.01, -0.01)
        glTranslate(-180, -70, 0)

        if debug == True:
            self.letters.drawString('X:' + str(self.level.solomon.x) + ' Y:' +
                                    str(self.level.solomon.y))
            glTranslate(0, 0 - 15, 0)
            gx, gy = int(self.level.solomon.x), int(self.level.solomon.y)
            self.letters.drawString('G {0} on: {1} below: {2}'.format(
                str((gx, gy)), self.level.grid[gy][gx],
                self.level.grid[gy - 1][gx]))
            glTranslate(0, 0 - 15, 0)
            self.letters.drawString('')

        glutSwapBuffers()

    def keydownevent(self, c, x, y):
        print(
            "*******************************************************************************"
        )
        try:
            self.keys[c] = True
            print(self.keys)
        except Exception as e:
            print(e)
            pass

        glutPostRedisplay()

    def keyupevent(self, c, x, y):
        try:
            if c in self.keys: self.keys[c] = False
            print(self.keys)
        except Exception as e:
            print(e)
            pass

        glutPostRedisplay()
Example #12
0
class Controller(object):

    __metaclass__ = SingletonController

    def __init__(self):
        '''
        Initialize class attributes.
        '''
        self.joystick = Joystick()
        self.communication = Communication()
        self.driving = Driving()
        self.gear = 0

    def get_joystick_list(self):
        '''
        Return the control joystick list.
        '''
        return self.joystick.get_joystick_list()
            
    def get_bluetooth_list(self):
        '''
        Return the bluetooth communication list.
        '''
        return self.communication.get_bluetooth_list()
    
    def connect(self, joystick_name, bluetooth_name):
        '''
        Initialize the joystick and bluetooth connection.
        '''
        if self.joystick.connect(joystick_name) and \
        self.communication.connect(bluetooth_name):
            return True
        return False

    def disconnect(self):
        '''
        Perform the joystick and bluetooth disconnection.
        '''
        if self.joystick.disconnect() and \
        self.communication.disconnect():
            return True
        return False
    
    def quit_commands(self):
        '''
        Send quit signal to the wait queue.
        '''
        self.joystick.quit_commands()
            
    def send_commands(self):
        '''
        Read the joystick commands and send it to the rover using a
        bluetooth device.
        '''
        try:
            command = ""
            j_command = self.joystick.get_commands()
            if j_command["UP"] == True and \
            j_command["DOWN"] == False and \
            j_command["LEFT"] == False and \
            j_command["RIGHT"] == False:
                command = "D1"
                self.communication.send(command)
                self.driving.set_angle(0.0)
            elif j_command["UP"] == False and \
            j_command["DOWN"] == False and \
            j_command["LEFT"] == False and \
            j_command["RIGHT"] == True:
                command = "D3"
                self.communication.send(command)
                self.driving.set_angle(90.0)
            elif j_command["UP"] == False and \
            j_command["DOWN"] == True and \
            j_command["LEFT"] == False and \
            j_command["RIGHT"] == False:
                command = "D5"
                self.communication.send(command)
                self.driving.set_angle(0.0)
            elif j_command["UP"] == False and \
            j_command["DOWN"] == False and \
            j_command["LEFT"] == True and \
            j_command["RIGHT"] == False:
                command = "D7"
                self.communication.send(command)
                self.driving.set_angle(-90.0)
                
            if j_command["SPEED"] == True and self.gear < 6:
                self.gear = self.gear + 1
                self.driving.set_power(self.gear)
                command = "V%d" % self.gear
                self.communication.send(command)
            elif j_command["BREAK"] == True and self.gear > 0:
                self.gear = self.gear - 1
                self.driving.set_power(self.gear)
                command = "V%d" % self.gear
                self.communication.send(command)
                
            if j_command["UP"] == False and \
            j_command["DOWN"] == False and \
            j_command["LEFT"] == False and \
            j_command["RIGHT"] == False and \
            j_command["SPEED"] == False and \
            j_command["BREAK"] == False:
                command = "B0"
                self.communication.send(command)
                self.driving.set_angle(0.0)
        except:
            print str(traceback.format_exc())
Example #13
0
def event(_keys,key,solomon):
    keys = Joystick()
    if (keys.isFire(_keys)):
            solomon.sol_wand = solomon.sol_wand_limit
            print("ding")
Example #14
0
def gogogo(level, solomon, _keys):
    
    ## print(solomon,level,_keys)
    keys = Joystick()
    
    if keys.isDown(_keys): solomon.sol_crouch=1
    else: solomon.sol_crouch=0

    left_headwall = solomon.sol_tile_at_left_head(level.grid)
    left_footwall = solomon.sol_tile_at_left_foot(level.grid)
    right_headwall = solomon.sol_tile_at_right_head(level.grid)
    right_footwall = solomon.sol_tile_at_right_foot(level.grid)

    ## print('walls lh {} lf {} rh {} rf {}'.format(left_headwall, left_footwall, right_headwall, right_footwall))
            
    solomon.sol_walking=0

    if keys.isLeft(_keys):
        solomon.sol_dir = -1
        if  (solomon.sol_crouch==0 and left_footwall==0 and left_headwall==0):
            solomon.solx-=solomon.sol_step
            solomon.sol_walking=1
    elif keys.isRight(_keys):
        solomon.sol_dir = 1
        if (solomon.sol_crouch==0 and right_footwall==0 and right_headwall==0):
            solomon.solx+=solomon.sol_step            
            solomon.sol_walking=1
    

    floating=False
    leftfootfloor = solomon.sol_tile_at_left_foot_floor(level.grid)
    rightfootfloor = solomon.sol_tile_at_right_foot_floor(level.grid)
    nofloor=(leftfootfloor==0 and rightfootfloor==0 )
    
    ## print('floor lf {} rf {} nf {}'.format(leftfootfloor, rightfootfloor, nofloor))
    ## print(f"y {solomon.soly} ")
    
    if ((solomon.soly%solomon.tile)!=0 or nofloor ): floating=True  
    #if (nofloor ): floating=True  

    ## print (f"floating {floating}")
    
    if (solomon.sol_crouch==0 and keys.isUp(_keys) and not floating ):
        if (solomon.sol_jump==0): 
            solomon.sol_jump=solomon.sol_jump_limit
            solomon.sol_jump_rest = solomon.sol_jump_rest_limit
        
    
    
    if (solomon.sol_jump>0 and solomon.sol_jump_rest==0):
        solomon.sol_jump -= 1
            
        leftheadceiling = solomon.sol_tile_at_left_head_ceiling(level.grid)
        rightheadceiling = solomon.sol_tile_at_right_head_ceiling(level.grid)
        
        
        if (leftheadceiling==0 and rightheadceiling==0): solomon.soly+=solomon.sol_jump_inc
        else:
            solomon.sol_jump=0
            if  (solomon.sol_dir==-1 and leftheadceiling>0 and leftheadceiling!=3 and solomon.sol_tile_dist_left_head(level.grid)<solomon.sol_size):
                ll = floor((solomon.soly+solomon.sol_size)/solomon.tile)
                cc = (floor(solomon.solx/solomon.tile))
                level.grid[ll][cc] = leftheadceiling-1
                #var b = document.getElementById(`block_cc${cc}ll${ll}`)
                if (level.grid[ll][cc]==0):
                    #document.body.removeChild(b)
                    pass
                elif (level.grid[ll][cc]==1):
                    pass
                    #b.style.backgroundColor = "grey"
            elif (solomon.sol_dir==1 and rightheadceiling>0 and rightheadceiling!=3 and solomon.sol_tile_dist_right_head(level.grid)<(solomon.tile-solomon.sol_size)):
                ll = floor((solomon.soly+solomon.sol_size)/solomon.tile)
                cc = floor((solomon.solx+solomon.sol_size-solomon.sol_step)/solomon.tile)
                level.grid[ll][cc] = rightheadceiling-1
                #var b = document.getElementById(`block_cc${cc}ll${ll}`)
                if (level.grid[ll][cc]==0):
                    #document.body.removeChild(b)
                    pass
                elif (level.grid[ll][cc]==1):
                    pass
                    #b.style.backgroundColor = "grey"
            
        
        
        solomon.sol_crouch = 0 #///decativate crouch
        
    else:
        solomon.sol_jump_rest -= 1
    

    ## print(f"jmp {solomon.sol_jump} fl {floating} wnd {solomon.sol_wand}")

    if (solomon.sol_jump==0 and floating and solomon.sol_wand==0):
        ## print("falling")
        solomon.soly-=solomon.sol_fall_inc
        solomon.sol_crouch = 0 #///decativate crouch
    
    if solomon.sol_wand!=0:
        solomon.sol_wand -= 1
        if (solomon.sol_wand==0):
            level.bursts.append(Burst(x=solomon.solx+solomon.sol_dir*6,y=solomon.soly-solomon.sol_crouch*5,z=10))
            #print(level.bursts)
            #print('wand!', solomon.sol_tile_dist_left_head(level.grid), solomon.sol_tile_dist_right_head(level.grid))
            block = solomon.sol_block(level.grid)
            ## print(block)
            block_x = block[1]+solomon.sol_dir
            block_y = block[0]-solomon.sol_crouch
            if (solomon.sol_dir==1):
                if (solomon.sol_tile_dist_right_head(level.grid)>0):
                    block_x +=1
                 
            elif (solomon.sol_dir==-1):
                if (solomon.sol_tile_dist_left_head(level.grid)>0):
                    pass
                    #//block_x--
            
            level_block = int(level.grid[block_y][block_x])
            print(level_block)
            if (level_block==0):
                level.grid[block_y][block_x] = 2
                print("zing {} {} {} ".format(level_block, level.grid[block_y][block_x], block_y,block_x))
                #var b = document.createElement('div')
                #b.id = `block_cc${block_x}ll${block_y}`
                #b.style=`position:absolute; background-color:black; left:${block_x*tile}px; top:${(level.length-block_y-1)*tile}px; width:${tile}px; height:${tile}px;`
                #document.body.appendChild(b)
            elif (level_block<3):
                level.grid[block_y][block_x] = 0                
Example #15
0
class Serialcom(threading.Thread):

	def __init__(self):
		threading.Thread.__init__(self)
		self.shutdown_flag = threading.Event()
		self.motor = Motorcontroller()
		self.buzzer = Buzzer()
		self.xbee = Xbee()
		self.decoder = Decoder()
		self.servo1 = 96
		self.servo2 = 75
		self.joycalc = Joystick()
		self.motor.setServo1(self.servo1)
		self.motor.setServo2(self.servo2)
		self.lastSavedTime = 0


	def run(self):
		print('Thread #%s started' % self.ident)
		self.motor.timeout(1)
		while not self.shutdown_flag.is_set():
			rcvdata = self.xbee.read()
			self.decoder.decode(rcvdata)
			self.motor.recalCommand()
			currenttime = time.time()
			if currenttime - self.lastSavedTime > 1.0:
				self.lastSavedTime = time.time()
				self.xbee.sendBat(self.decoder.getRfrating())
			if self.decoder.getStatus() and self.decoder.checkCRC():
				if self.decoder.getJoyStickPB1() == 0:
					self.motor.EmergyStop()
					self.buzzer.beep(300)

				elif self.decoder.getJoystickM1() > 248 and self.decoder.getJoystickM2() > 248:
					self.joycalc.calculateReg(255)
					self.motor.Motor1MC2(255 - self.joycalc.cor1)
					self.motor.Motor2MC2(255 - self.joycalc.cor2)

				elif (abs(self.decoder.getJoystickM1() - self.decoder.getJoystickM2()) <= 3) and (self.decoder.getJoystickM1() > 50):
					self.joycalc.calculateReg(self.decoder.getJoystickM1())
					self.motor.Motor1MC2(self.decoder.getJoystickM1() - self.joycalc.cor1)
					self.motor.Motor2MC2(self.decoder.getJoystickM1() - self.joycalc.cor2)
					#print "drive forward without full speed"
				else:
					self.motor.Motor1MC2(self.decoder.getJoystickM1())
					self.motor.Motor2MC2(self.decoder.getJoystickM2())
					#print "other speeds"

				if self.decoder.getJoystickPB2() == 0:
					self.servo1 = 96
					self.motor.setServo1(self.servo1)
					self.buzzer.beep(300)

				elif self.decoder.getJoystickVRX2() > 1000:
					if(self.servo1 > 0):
						self.servo1 = self.servo1 - 1
						self.motor.setServo1(self.servo1)
				elif self.decoder.getJoystickVRX2() < 24:
					if(self.servo1 < 180):
						self.servo1 = self.servo1 + 1
						self.motor.setServo1(self.servo1)

				if self.decoder.getJoystickPB2() == 0:
					self.servo2 = 75
					self.motor.setServo2(self.servo2)

				elif self.decoder.joystick_VRY2 > 1000:
					if(self.servo2 > 0):
						self.servo2 = self.servo2 - 1
						self.motor.setServo2(self.servo2)
				elif self.decoder.getJoystickVRY2() < 24:
					if(self.servo2 < 180):
						self.servo2 = self.servo2 + 1
						self.motor.setServo2(self.servo2)

			time.sleep(0.001)

		# ... Clean shutdown code here ...
		self.xbee.close()
		self.motor.close()
		print('Thread #%s stopped' % self.ident)
Example #16
0
 def initJoystick(self):
     self.j = Joystick(app.sliderPan, app.sliderTilt, app.sliderPower)
     self.j.start()
Example #17
0
class App(threading.Thread):
    def __init__(self, connection: socket):
        threading.Thread.__init__(self)
        self.start()

    def run(self):
        self.canvas = "500x500"
        self.labelFont = ('times', 20, 'bold')
        self.buttonFont = ('times', 10, 'bold')
        self.root = Tk()
        self.root.geometry(self.canvas)
        self.connection = connection
        # Create a frame
        self.app = Frame(self.root, bg="white")
        self.app.grid()
        self.app.focus_set()
        self.initGuiElements()
        self.initVideoStream(STREAM_HOST)
        self.initJoystick()
        self.root.mainloop()

    def initVideoStream(self, STREAM_HOST):
        # Create a label in the frame
        self.lmain = Label(self.app)
        self.lmain.grid(row=0, column=1)
        self.videoStream = VideoStreamThread(self.lmain, STREAM_HOST)
        self.videoStream.start()

    def initGuiElements(self):
        self.sliderTilt = PositionSlider('t',
                                         self.root,
                                         from_=-90,
                                         to=90,
                                         tickinterval=20,
                                         orient=HORIZONTAL,
                                         troughcolor='grey',
                                         length=200)
        self.sliderTilt.grid(row=1, column=0)
        self.sliderTilt.set(0)

        self.sliderPan = PositionSlider('p',
                                        self.root,
                                        from_=90,
                                        to=-30,
                                        tickinterval=5,
                                        orient=VERTICAL,
                                        troughcolor='grey',
                                        length=200,
                                        showvalue=0)
        self.sliderPan.grid(row=1, column=1)
        self.sliderPan.set(0)

        self.sliderPower = PositionSlider('w',
                                          self.root,
                                          from_=100,
                                          to=-100,
                                          tickinterval=20,
                                          orient=VERTICAL,
                                          troughcolor='green',
                                          length=200,
                                          showvalue=0)
        self.sliderPower.grid(row=1, column=2)
        self.sliderPower.set(0)

        self.lblPotent = Label(self.root, text="PotentValue: ")
        self.lblPotent.grid(row=2, column=0)
        """buttonReset = Button(root, text='Reset To Origin',
                            command=self.resetSlider, bg='red', fg='#fff')
        buttonReset.config(font=buttonFont)
        buttonReset.grid(row=3, column=0)"""

        self.root.bind("<Left>", self.sliderTilt.decrement)
        self.root.bind("<Right>", self.sliderTilt.increment)
        self.root.bind("<Up>", self.sliderPan.increment)
        self.root.bind("<Down>", self.sliderPan.decrement)
        self.root.bind("<W>", self.sliderPower.increment)
        self.root.bind("<S>", self.sliderPower.decrement)
        self.root.bind('<KeyRelease-Left>', self.sliderTilt.keyReleased)
        self.root.bind('<KeyRelease-Right>', self.sliderTilt.keyReleased)
        self.root.bind('<KeyRelease-Up>', self.sliderPan.keyReleased)
        self.root.bind('<KeyRelease-Down>', self.sliderPan.keyReleased)
        self.root.bind("<KeyRelease-W>", self.sliderPower.keyReleased)
        self.root.bind("<KeyRelease-S>", self.sliderPower.keyReleased)

    def initJoystick(self):
        self.j = Joystick(app.sliderPan, app.sliderTilt, app.sliderPower)
        self.j.start()
Example #18
0
class SolomonsKey(threading.Thread):

    thing = 0
    level = None
    keys = {}
    cam_pos = XYZ(0, 0, 0)
    cam_pos_target = XYZ(0, 0, 0)
    cam_focus = XYZ(0, 0, 0)
    cam_focus_target = XYZ(0, 0, 0)
    key_light = XYZ(0, 0, 0)
    lastFrameTime = 0
    topFPS = 0
    camera_sweep = 20
    joystick = Joystick()

    def animate(self, FPS=30):

        currentTime = time()

        #key movement for omnicontrol
        try:
            if self.keys[b"x"]: self.cam_focus.x += 1
            if self.keys[b"z"]: self.cam_focus.x -= 1
            if self.keys[b"d"]: self.cam_focus.y += 1
            if self.keys[b"c"]: self.cam_focus.y -= 1
            if self.keys[b"f"]: self.cam_focus.z += 1
            if self.keys[b"v"]: self.cam_focus.z -= 1
        except:
            pass

        # run calculations for level inc collision etc
        #if not self.level==None: self.level.evaluate(self.joystick,self.keys)

        glutPostRedisplay()

        glutTimerFunc(int(1000 / FPS), self.animate, FPS)

        drawTime = currentTime - self.lastFrameTime

        self.topFPS = int(1000 / drawTime)

        # set camera target focus points
        self.cam_focus_target = XYZ(
            self.solomon.solx + 0.2 * self.solomon.sol_dir,
            self.solomon.soly - 0.5, 3.5)

        # set camera target position
        self.cam_pos_target = XYZ(
            self.solomon.solx, self.solomon.soly, float(self.level.target_z)
        )  #XYZ(self.solomon.solx+1*self.solomon.sol_dir, self.solomon.soly-0.2,float(self.level.target_z))

        # calculate current focal point and camera position
        # self.camera_sweep is the "speed" at which transitions are being made
        self.cam_pos = self.cam_pos.add(
            self.cam_pos_target.sub(self.cam_pos).mult(1 / self.camera_sweep))
        self.cam_focus = self.cam_focus.add(
            self.cam_focus_target.sub(self.cam_focus).mult(1 /
                                                           self.camera_sweep))
        self.lastFrameTime = time()

    # if windowed ensure aspect ratio correct
    def reshape(self, width, height):
        r = float(width) / float(height)
        glViewport(0, 0, width, height)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(60.0, r, 1., 50.)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        #glPushMatrix()

    def __init__(self):
        super().__init__()

    def run(self):

        print(str(bool(glutInit)))
        print("hello and weolcome")
        print(
            "if you see an error next try the unofficial binaries of pyopengl")

        print("initializing glut etc")
        glutInit(sys.argv)
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH)
        glutInitWindowSize(640, 480)
        glutCreateWindow(name)

        print("set blend function")
        glBlendFunc(GL_SRC_ALPHA, GL_ONE)

        print("set colours and lights")
        glClearColor(0., 0., 0., 1.)
        glShadeModel(GL_SMOOTH)
        glEnable(GL_CULL_FACE)
        glEnable(GL_DEPTH_TEST)
        glEnable(GL_LIGHTING)
        glEnable(GL_NORMALIZE)

        print("set light 1")
        lightZeroPosition = [0, 0, 00, 1]
        glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition)
        lightZeroColor = [0.2, 0.2, 0.2, 0.5]  #green tinged
        glEnable(GL_LIGHT0)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor)
        glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.025)
        glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.0025)

        #print ("set light 2")
        #lightZeroPosition2 = [0,1,0]
        #glLightfv(GL_LIGHT1, GL_POSITION, lightZeroPosition2)
        #lightZeroColor2 = [1,1,1,1.0] #green tinged
        #glEnable(GL_LIGHT1)
        #glLightfv(GL_LIGHT1, GL_DIFFUSE, lightZeroColor2)
        #glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.2)
        #glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.05)

        #print ("set light 3")
        ##self.key_light.z=5
        #self.key_light = XYZ(10,0,15)
        #glLightfv(GL_LIGHT2, GL_POSITION, [self.key_light.x,self.key_light.y,self.key_light.z,0.01])
        #glEnable(GL_LIGHT2)
        #glLightfv(GL_LIGHT2, GL_DIFFUSE, [0.8,0.8,0.8,1.0])
        #glLightfv(GL_LIGHT2, GL_AMBIENT, [0.5,0.5,0.5,1.0])
        #glLightfv(GL_LIGHT2, GL_SPECULAR, [1.0,1.0,1.0,1.0])
        #glLightf(GL_LIGHT2, GL_CONSTANT_ATTENUATION, 0.01)
        #glLightf(GL_LIGHT2, GL_LINEAR_ATTENUATION, 0.01)
        #
        #initialization of letters
        print("initialzing letters")
        self.letters = Letters.Letters()

        #for game models
        print("making model lists")
        MakeLists()

        print("ignore key repeat")
        glutIgnoreKeyRepeat(1)

        print("attach glut events to functions")
        glutSpecialFunc(self.keydownevent)
        glutSpecialUpFunc(self.keyupevent)
        glutReshapeFunc(self.reshape)

        glutKeyboardFunc(self.keydownevent)
        glutKeyboardUpFunc(self.keyupevent)
        glutDisplayFunc(self.display)
        #glutIdleFunc(self.display)

        print("initial projection")
        glMatrixMode(GL_PROJECTION)
        gluPerspective(60.0, 640.0 / 480., 1., 50.)
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()

        print("generating level")
        self.level = Level.generateLevel(0)
        self.solomon = Solomon(self.level.solomon_start)

        print("keys set up")
        self.initkey("zxdcfvqaopm")
        self.animate()

        print("about to loop...")
        glutMainLoop()

        return

    def initkey(self, cl):
        for c in cl:
            self.keydownevent(str(c.lower()).encode(), 0, 0)
            self.keyupevent(str(c.lower()).encode(), 0, 0)
        print("end initkey")

    def display(self):

        glLoadIdentity()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        gluLookAt(self.cam_pos.x, self.cam_pos.y, self.cam_pos.z,
                  self.cam_focus.x, self.cam_focus.y, self.cam_focus.z, 0, 1,
                  0)

        glScale(0.9, 0.9, 0.9)

        if False:

            xx = (self.thing % 100) / 100
            print("set light 2 {}".format(xx))
            #glDisable(GL_LIGHT1)
            lightZeroPosition2 = [0, -1, 0]
            glLightfv(GL_LIGHT1, GL_POSITION, lightZeroPosition2)
            lightZeroColor2 = [1, 1, 1, 1.0]  #green tinged
            #glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, xx*xx)
            #glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, xx*xx)
            glLightfv(GL_LIGHT1, GL_DIFFUSE, lightZeroColor2)
            #glEnable(GL_LIGHT1)

        if False:
            if self.thing % 100 > 50:
                glEnable(GL_LIGHT1)
                pass
            else:
                glDisable(GL_LIGHT1)

            if self.thing % 50 > 25:
                glEnable(GL_LIGHT0)
                pass
            else:
                glDisable(GL_LIGHT0)

        self.level.draw()
        for b in self.level.bursts:
            print("doing burst {}".format(b))
            if b.draw():
                print("burst complete {}".format(b))
                self.level.bursts.remove(b)

        gogogo(self.level, self.solomon, self.keys)
        #glLightfv(GL_LIGHT2, GL_POSITION, [self.solomon.solx,self.solomon.soly,10,0.01])
        #glLightfv(GL_LIGHT2, GL_POSITION, [0,0,0.7,0.01])

        self.solomon.draw()
        if self.solomon.sol_walking == 1: self.solomon.AG_walk.do()

        self.thing += 1
        ###glDisable(GL_LIGHT0)

        #if debug==True:
        if False:
            glLoadIdentity()
            gluLookAt(0, -0.5, 2.5, 0, 0, 0, 0, 1, 0)
            wdth = 0.2
            joystick_actions = [
                x for x in dir(self.joystick) if x[0:2] == "is"
            ]
            glTranslate(0.0 - (len(joystick_actions) - 1) * 2 * wdth / 2.0,
                        -1.0, 0)
            for k in joystick_actions:
                #print(k)
                col = "red"
                if getattr(self.joystick, k)(self.keys): col = "green"
                glMaterialfv(GL_FRONT, GL_DIFFUSE, colours[col])
                glutSolidCube(2 * wdth - 0.02)
                glTranslate(2 * wdth, 0, 0)
                glPushMatrix()
                #glLoadIdentity()
                glScale(0.007, 0.01, -0.01)
                glTranslate(-75, 0, -20)
                #glTranslate(-180,-70,0)
                glTranslate(-2 * wdth, 0, 0)
                self.letters.drawString(k[2:5])
                glPopMatrix()

        ##glLoadIdentity()
        ##
        ##gluLookAt(0, 0, 2.5,
        ##          0, 0, 0  ,
        ##          0, 1, 0  )
        ##
        ##glScale(0.01,0.01,-0.01)
        ##glTranslate(-180,-70,0)

        #if debug==True:
        ##if True:
        ##    self.letters.drawString('X:'+str(self.solomon.solx)+' Y:'+str(self.solomon.soly))
        ##    glTranslate(0,0-15,0)
        ##    gx,gy=int(self.solomon.solx),int(self.solomon.soly)
        ##    self.letters.drawString('G {0} on: {1} below: {2}'.format(str((gx,gy)),self.level.grid[gy][gx],self.level.grid[gy-1][gx]))
        ##    glTranslate(0,0-15,0)
        ##    self.letters.drawString('')

        glutSwapBuffers()

    def keydownevent(self, c, x, y):
        #print ("*******************************************************************************")
        try:
            self.keys[c] = True
            if self.joystick.callback_down is not None:
                self.joystick.callback_down(c)
            #print(self.keys)
            if self.joystick.isFire(self.keys):
                Logic.event(self.keys, c, self.solomon)
        except Exception as e:
            print(e)
            pass

        glutPostRedisplay()

    def keyupevent(self, c, x, y):
        try:
            if c in self.keys: self.keys[c] = False
            if self.joystick.callback_up is not None:
                self.joystick.callback_up(c)
            #print(self.keys)
        except Exception as e:
            print(e)
            pass

        glutPostRedisplay()
Example #19
0
class JoystickTest(unittest.TestCase):
    
    def setUp(self):
        '''
        Verify environment is setup properly.
        '''
        self.joystick = Joystick()
        j_list = self.joystick.get_joystick_list()
        self.joystick.connect(j_list[0])
    
    def tearDown(self):
        '''
        Verify environment is tore down properly.
        '''
        self.joystick.disconnect()
        pass
        
    def test_up(self):
        '''
        Verify that the joystick up movement is working without
        problems.
        '''
        self.joystick.clear_commmands()
        value = False
        while not value:
            print "Move up using the joystick."
            j_command = self.joystick.get_commands()
            value = j_command["UP"]
        self.assertTrue(value)
        
    def test_down(self):
        '''
        Verify that the joystick down movement is working without
        problems.
        '''
        self.joystick.clear_commmands()
        value = False
        while not value:
            print "Move down using the joystick."
            j_command = self.joystick.get_commands()
            value = j_command["DOWN"]
        self.assertTrue(value)
        
    def test_left(self):
        '''
        Verify that the joystick left movement is working without
        problems.
        '''
        self.joystick.clear_commmands()
        value = False
        while not value:
            print "Move left using the joystick."
            j_command = self.joystick.get_commands()
            value = j_command["LEFT"]
        self.assertTrue(value)
        
    def test_right(self):
        '''
        Verify that the joystick right movement is working without
        problems.
        '''
        self.joystick.clear_commmands()
        value = False
        while not value:
            print "Move right using the joystick."
            j_command = self.joystick.get_commands()
            value = j_command["RIGHT"]
        self.assertTrue(value)
        
    def test_speed(self):
        '''
        Verify that the joystick speed command is working without
        problems.
        '''
        self.joystick.clear_commmands()
        value = False
        while not value:
            print "Speed up using the joystick."
            j_command = self.joystick.get_commands()
            value = j_command["SPEED"]
        self.assertTrue(value)
        
    def test_break(self):
        '''
        Verify that the joystick break command is working without
        problems.
        '''
        self.joystick.clear_commmands()
        value = False
        while not value:
            print "break using the joystick."
            j_command = self.joystick.get_commands()
            value = j_command["BREAK"]
        self.assertTrue(value)
Example #20
0
print('start')
pioneer_mini.arm() # запуск моторов
pioneer_mini.takeoff() # предстартовые проверки


pygame.init() # Иницилизация пугейм
pygame.key.set_repeat(1, 20) # Включение обработки зажатой клавиши

sc = pygame.display.set_mode((W, H))
clock = pygame.time.Clock()


##############################
"""Инициализация джойстиков"""
##############################
joy = Joystick()



if __name__ == '__main__':
    running = True
    while running:
        # обработка остановочных нажатий
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False

            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    running = False
Example #21
0
			print "%s pressed" % (jdev.event_number)
		else:
			print "%s released" % (jdev.event_number)
	elif jdev.event_type & 0x02:
		# joystick moved			#define JS_EVENT_AXIS	0x02
		print("axis moved")
		print"number: " + str(jdev.event_number) + ", value: " + str(jdev.event_value)
	else:
		print("unknown event: %s" % jdev.event_type)

# list available devices
print('available devices: ')
for fn in os.listdir('/dev/input'):
	if fn.startswith('js'):
		path = '/dev/input/' + fn
		jdev = Joystick(path)
		jdev.initialize()
		if jdev.deviceName == 'Generic X-Box pad':
			print('correct device: %s' % jdev.deviceName)
			break
		else:
			print('incorrect device: %s' %jdev.deviceName)
			jdev.close()

count = 0
while count < 30:
	jdev.read_event()
	if jdev.newData:
		processEvent(jdev);
		count = count + 1