Example #1
0
    def play(self, n_turns, delay):
        for turn in range(0, n_turns):
            print("turn: " + str(turn) + " ", end="")
            Drawer.draw(self.life_grid)
            if turn < (n_turns - 1):
                time.sleep(delay)
                self.life_grid = self.life_algo.play(self.life_grid)

        exit(0)
Example #2
0
def main():
    # tk = Track('tracks/simple_straight/simple_straight.tk')
    # rl = Racingline('tracks/simple_straight/rl01.rl')
    # tk = Track('tracks/simple_90/simple_90.tk')
    # rl = Racingline('tracks/simple_90/rl01.rl')
    tk = Track('tracks/simple_90_narrow/simple_90_narrow.tk')
    rl = Racingline('tracks/simple_90_narrow/rl01.rl')

    # d = Drawer(tk, [rl])
    # d.draw()

    rls = [rl]
    evolution_generation_cnt = 1200
    for generation in range(evolution_generation_cnt):
        rls = Evolutioner.evolution(rls)
        results = []
        for rl in rls:
            res = RacingResult(tk, rl)
            res.race()
            if not res.finished:
                continue
            else:
                results.append(res)
        results.sort(key=lambda x: x.time)
        j = 1
        while True:
            if j >= len(results):
                break
            elif results[j] == results[j - 1]:
                del results[j]
            else:
                j += 1
        if generation < 500:
            max_len = 1
        elif generation < 800:
            max_len = 2
        elif generation < 1000:
            max_len = 5
        elif generation < 1100:
            max_len = 10
        elif generation < 1150:
            max_len = 20
        else:
            max_len = 50
        if len(results) > max_len:
            results = results[:max_len]
        rls.clear()
        for res in results:
            rls.append(res.racingline)

        print('generation: %4d, best time: %7.3f' %
              (generation, results[0].time))

    d = Drawer(tk, rls[:1])
    d.draw()
Example #3
0
class Dotplot(object):
    def __init__(self, sequences, plotter_args=None, drawer_args=None):
        self.sequences = [
            Sequence.from_fasta_file(sequences.file1),
            Sequence.from_fasta_file(sequences.file2)
        ]
        self.plotter = Plotter(plotter_args)
        self.drawer = Drawer(drawer_args)

    def make_plot(self):
        self.plot = self.plotter.plot(self.sequences)

    def draw(self, plot=None):
        if not plot:
            plot = self.plot
        self.drawer.draw(plot)
Example #4
0
class Gui(Holder):
    """ 
        core of the treegui system 
        handles most of the events 
        prods other ui system such as
        layout and drawing into doing
        stuff
    """

    def __init__(self,keys=None,theme=None):
        """ initilizes the gui """
        
        import __builtin__
        __builtin__.gui = self
       
        self.node = aspect2d
        
        self.id = "root"
                
        self.dragWidget = None
        self.dragPos = Vec2(0,0)
        self.dragFun = None
        self.dragSnap = False
        self.lastDragMoue = Vec2(0,0)           
        self.hoveringOver = None
        
        self.parent = False
        self.children = []
        self.idToFrame = {}
        
        self.pos = Vec2(0,0)
        self.windowsize = 800,600
        self.size = Vec2(*self.windowsize)
        
        self.mouse = Vec2(0,0) 
        self.node.setBin("fixed",2)
        self.node.setDepthWrite(False)
        self.node.setDepthTest(False)

        if not keys:
            self.keys = Keys()
        else:
            self.keys = keys
            
        if not theme:
            self.theme = Theme()
        else:
            self.theme = theme
        self.layout = Layout()
        self.drawer = Drawer()
        
        task(self._doMouse,-10)
        
        self._reSize()
        
        task(self._doDrag,10)        
        task(self._reSize,20)        
        task(self._layout,30)
        task(self._draw,40)
    
    def byId(self,name):
        if name in self.idToFrame:
            return self.idToFrame[name]
      
    def _layout(self):
        """ prods layout to do its thing """
        # compute children's real positions
        self.layout.do()
        
    def _draw(self):
        """ prods drawer to do its thing """
        self.drawer.draw(self.children)
    
    def _reSize(self):
        """ resize the window via panda3d internal events"""
        self.windowsize = base.win.getXSize(),base.win.getYSize()
        self.size = Vec2(*self.windowsize)
        self.aspect  = float(self.windowsize[0]) / float(self.windowsize[1])         
        self.node.setScale(2./base.win.getXSize(), 1, -2./base.win.getYSize())
        self.node.setPos(-1, 0, 1)
        self.node.reparentTo(render2d)    
        self._x = 0
        self._y = 0
        self._width = self.size[0]
        self._height = self.size[1]
        
    
    def baseMouseEvent(self,key):
        """ acts like user clicked mouse with key """
        md = base.win.getPointer( 0 )
        self.mouseX = md.getX()
        self.mouseY = md.getY()
        m = self.mouseEvent(key,self.mouseX,self.mouseY)        
        return m
          
    def _doMouse(self):
        """ treegui's low level mouse interface """ 
        used = self.baseMouseEvent("hover")
        if not used:
            if gui.hoveringOver and gui.hoveringOver.onOut:
                gui.hoveringOver.onOut()
            gui.hoveringOver = None
        
        
    def drag(self,widget,dragSnap=False):
        """ drags a widget """ 
        if not self.dragWidget :
            self.dragWidget = widget
            self.dragSnap = dragSnap
            self.dragPosX = widget._x-gui.mouseX
            self.dragPosY = widget._y-gui.mouseY
            widget.parent.toFront(widget)
    
    def _doDrag(self):
        """ task that does dragging at low level """
        if self.dragWidget:
            self.dragWidget.x = self.dragPosX+gui.mouseX           
            self.dragWidget.y = self.dragPosY+gui.mouseY

            if self.dragWidget.onDrag:
                self.dragWidget.onDrag()

            if self.dragSnap:
                def close(a,b):
                    return abs(a-b) < 15
        
                if close(self.dragWidget.x,0): 
                    self.dragWidget.x = "left"
                     
                elif close(
                    self.dragWidget.x + self.dragWidget._width,
                    self.dragWidget.parent._width): 
                        self.dragWidget.x = "right"
        
                if close(self.dragWidget.y,0): 
                    self.dragWidget.y = "top"
                    
                elif close(
                    self.dragWidget.y + self.dragWidget._height,
                    self.dragWidget.parent._height): 
                        self.dragWidget.y = "bottom"
                
    def focusOn(self,focus):
        if self.keys.focus:
            self.keys.focus.onUnFocus()
        focus.onFocus()
        self.keys.focus = focus
        return focus
    
    def focusNext(self,focus):

        i = focus.parent.children.index(focus)
        i -= 1   
        if i == -1 : i = len(focus.parent.children) - 1
        newFocus = focus.parent.children[i]
        
        while not newFocus.control and newFocus != focus:
            i = newFocus.parent.children.index(newFocus)
            i -= 1   
            if i == -1 : i = len(focus.parent.children) - 1
            newFocus = focus.parent.children[i]
            print "new",newFocus
    
        return self.focusOn(newFocus)        
                
    def toggle(self):
        if self.node.isHidden():
            self.node.show()
        else:
            self.node.hide()      
Example #5
0
class Player:
    def __init__(self):
        self.game_size = 50
        self.ticks_per_second = 120

        screen_size_x = 800
        screen_size_y = 800

        self.land = Land(self.game_size)
        self.drawer = Drawer(screen_size_x, screen_size_y, self.land)
        self.controller = Controller(self.land, self.drawer)

    def random_setup(self):
        for x in range(self.game_size):
            for y in range(self.game_size):

                num = random()
                if num < 0.01:  # 1% bunnies
                    thing = Bunny(x, y)
                    self.controller.put(thing)
                elif num < 0.013:  # 0.3% wolves
                    thing = Wolf(x, y)
                    self.controller.put(thing)
                elif num < 0.315:  # 30% bushes
                    thing = Bush(x, y)
                    self.controller.put(thing)
                else:  # 60% empty space
                    pass  # and 100% reason to remember the name <---- joke comment, disregard

    def small_setup(self):

        self.controller.put(Wolf(20, 20))
        self.controller.put(Bunny(19, 20))
        self.controller.put(Bunny(22, 20))
        self.controller.put(Bunny(21, 19))
        self.controller.put(Bunny(21, 23))
        self.controller.put(Bunny(21, 22))

    def play(self):
        # Loop until the user clicks the close button.
        done = False
        pause = False
        clock = pygame.time.Clock()

        self.drawer.draw(self.controller.land)  # draw the entire canvas

        tick_count = 0
        start_time = time()

        while not done:

            for event in pygame.event.get():  # User did something
                if event.type == pygame.QUIT:  # If user clicked close
                    done = True  # Flag that we are done so we exit this loop
                elif event.type == pygame.MOUSEBUTTONUP:
                    pause = not pause

            tick_count += 1

            #if tick_count % self.ticks_per_second == 0:
            #end_time = time()
            #print(end_time - start_time)
            #start_time = end_time

            if not pause:
                self.controller.tick()
                # controller.print_tmi()
                # print(tick_count)
                # print()

            # This limits the while loop to a max amount of ticks per second.
            clock.tick(self.ticks_per_second)

        # Be IDLE friendly
        pygame.quit()
Example #6
0
from track import Track
from drawer import Drawer
from racingline import Racingline
from evolutioner import Evolutioner

# d = Drawer(Track('tracks/simple_straight/simple_straight.tk'), [Racingline('tracks/simple_straight/rl01.rl')])
# d.draw()

tk = Track('tracks/simple_straight/simple_straight.tk')
rl = Racingline('tracks/simple_straight/rl01.rl')
# print(tk.race(rl))
#
# d = Drawer(tk, [rl])
# d.draw()

rls = Evolutioner.evolution(rl)


for rl in rls:
    print(rl)
    print(tk.race(rl))
print(rls)

d = Drawer(tk, rls)
d.draw()
Example #7
0
class Game():
    def __init__(self, size, bombs_proportion, no_cursor=False, no_drawing=False):
        random.seed(time.time())
        self.__no_cursor = no_cursor
        self.__no_drawing = no_drawing

        self.__size = size
        if self.__size < MIN_SIZE:
            self.__size = MIN_SIZE
        if self.__size > MAX_SIZE:
            self.__size = MAX_SIZE

        if bombs_proportion < MIN_BOMBS:
            bombs_proportion = MIN_BOMBS
        if bombs_proportion > MAX_BOMBS:
            bombs_proportion = MAX_BOMBS
        self.__bombs_count = int(bombs_proportion * self.__size**2)
        self.__hidden_count = self.__size**2 - self.__bombs_count
        
        self.__grid = [[0 for _ in range(self.__size)] for _ in range(self.__size)]
        self.__grid_mask = [[0 for _ in range(self.__size)] for _ in range(self.__size)]
        self.__bombs_placed = False
        
        self.__cursor = {'x': 0, 'y': 0}
        self.__status = 'in_game'

        self.__drawer = Drawer(self.__size, self.__bombs_count)
        self.__drawer.draw(self.__grid, self.__grid_mask, self.__cursor)
        
    def play_as_player(self):
        while self.__status == 'in_game':
            user_char = getch.getch()
            self.__action(user_char)
    
    def __action(self, user_char):
        if user_char == 'h':
            self.go_left()
        if user_char == 'j':
            self.go_down()
        if user_char == 'k':
            self.go_up()
        if user_char == 'l':
            self.go_right()
        if user_char == 'H':
            self.go_max_left()
        if user_char == 'J':
            self.go_max_down()
        if user_char == 'K':
            self.go_max_up()
        if user_char == 'L':
            self.go_max_right()
        if user_char == 'f':
            self.update_flag()
        if user_char == ' ':
            self.reveal_cell()
        if user_char == 'a':
            self.reveal_around()

    def __draw(self):
        if self.__status == 'in_game':
            if not self.__no_drawing:
                self.__drawer.draw(self.__grid, self.__grid_mask, self.__cursor)
        else:
            self.__drawer.display_end_screen(self.__status, self.__grid, self.__grid_mask, self.__cursor)

    def reveal_around(self):
        if self.__status == 'in_game':
            if not self.__bombs_placed:
                self.__place_bombs()
            self.__reveal_around()
            self.__draw()

    def reveal_cell(self):
        if self.__status == 'in_game':
            if not self.__bombs_placed:
                self.__place_bombs()
            self.__reveal_cell(self.__cursor['x'], self.__cursor['y'])
            self.__draw()
    
    def go_max_right(self):
        if self.__status == 'in_game':
            self.__cursor['x'] = self.__size - 1
            if not self.__no_cursor:
                self.__draw()

    def go_max_up(self):
        if self.__status == 'in_game':
            self.__cursor['y'] = 0
            if not self.__no_cursor:
                self.__draw()

    def go_max_left(self):
        if self.__status == 'in_game':
            self.__cursor['x'] = 0
            if not self.__no_cursor:
                self.__draw()

    def go_max_down(self):
        if self.__status == 'in_game':
            self.__cursor['y'] = self.__size - 1
            if not self.__no_cursor:
                self.__draw()

    def go_right(self):
        if self.__status == 'in_game' and self.__cursor['x'] < self.__size - 1:
            self.__cursor['x'] += 1
            if not self.__no_cursor:
                self.__draw()

    def go_up(self):
        if self.__status == 'in_game' and self.__cursor['y'] > 0:
            self.__cursor['y'] -= 1
            if not self.__no_cursor:
                self.__draw()

    def go_left(self):
        if self.__status == 'in_game' and self.__cursor['x'] > 0:
            self.__cursor['x'] -= 1
            if not self.__no_cursor:
                self.__draw()

    def go_down(self):
        if self.__status == 'in_game' and self.__cursor['y'] < self.__size - 1:
            self.__cursor['y'] += 1
            if not self.__no_cursor:
                self.__draw()

    def update_flag(self):
        if self.__status == 'in_game':
            x = self.__cursor['x']
            y = self.__cursor['y']
            if self.__grid_mask[x][y] == 2:
                self.__grid_mask[x][y] = 0
            elif self.__grid_mask[x][y] == 0:
                self.__grid_mask[x][y] = 2
            self.__draw()

    def __reveal_around(self):
        x = self.__cursor['x']
        y = self.__cursor['y']
        if x > 0 and y > 0 and self.__status == 'in_game':
            self.__reveal_cell(x - 1, y - 1)
        if x > 0 and self.__status == 'in_game':
            self.__reveal_cell(x - 1, y)
        if x > 0 and y < self.__size - 1 and self.__status == 'in_game':
            self.__reveal_cell(x - 1, y + 1)
        if y > 0 and self.__status == 'in_game':
            self.__reveal_cell(x, y - 1)
        if y < self.__size - 1 and self.__status == 'in_game':
            self.__reveal_cell(x, y + 1)
        if x < self.__size - 1 and y > 0 and self.__status == 'in_game':
            self.__reveal_cell(x + 1, y - 1)
        if x < self.__size - 1 and self.__status == 'in_game':
            self.__reveal_cell(x + 1, y)
        if x < self.__size - 1 and y < self.__size - 1 and self.__status == 'in_game':
            self.__reveal_cell(x + 1, y + 1)

    def __reveal_cell(self, x, y):
        if self.__grid_mask[x][y] == 0:
            self.__hidden_count -= 1
            self.__grid_mask[x][y] = 1
            if self.__grid[x][y] == -1:
                self.__status = 'lost'
            elif self.__hidden_count == 0:
                self.__status = 'won'
            else:
                if self.__grid[x][y] == 0:
                    self.__flood_empty(x, y)

    def __flood_empty(self, x, y):
        queue = [(x, y)]
        while queue:
            cell = queue.pop(0)
            if cell[0] > 0:
                new_cell = self.__flood(cell[0] - 1, cell[1])
                if new_cell != None:
                    queue.append(new_cell)
            if cell[1] > 0:
                new_cell = self.__flood(cell[0], cell[1] - 1)
                if new_cell != None:
                    queue.append(new_cell)
            if cell[0] < self.__size - 1:
                new_cell = self.__flood(cell[0] + 1, cell[1])
                if new_cell != None:
                    queue.append(new_cell)
            if cell[1] < self.__size - 1:
                new_cell = self.__flood(cell[0], cell[1] + 1)
                if new_cell != None:
                    queue.append(new_cell)
            if cell[0] > 0 and cell[1] > 0:
                new_cell = self.__flood(cell[0] - 1, cell[1] - 1)
                if new_cell != None:
                    queue.append(new_cell)
            if cell[0] > 0 and cell[1] < self.__size - 1:
                new_cell = self.__flood(cell[0] - 1, cell[1] + 1)
                if new_cell != None:
                    queue.append(new_cell)
            if cell[0] < self.__size - 1 and cell[1] > 0:
                new_cell = self.__flood(cell[0] + 1, cell[1] - 1)
                if new_cell != None:
                    queue.append(new_cell)
            if cell[0] < self.__size - 1 and cell[1] < self.__size - 1:
                new_cell = self.__flood(cell[0] + 1, cell[1] + 1)
                if new_cell != None:
                    queue.append(new_cell)
        if self.__hidden_count == 0:
            self.__status = 'won'
    
    def __flood(self, x, y):
        cell = None
        if self.__grid_mask[x][y] != 1:
            self.__hidden_count -= 1
            self.__grid_mask[x][y] = 1
            if self.__grid[x][y] == 0:
                cell = (x, y)
        return cell

    def __place_bombs(self):
        for _ in range(self.__bombs_count):
            bomb_placed = False
            while not bomb_placed:
                x = random.randint(0, self.__size - 1)
                y = random.randint(0, self.__size - 1)
                if x != self.__cursor['x'] and y != self.__cursor['y'] and self.__grid[x][y] != -1:
                    bomb_placed = True
                    self.__grid[x][y] = -1
        for y in range(self.__size):
            for x in range(self.__size):
                if self.__grid[x][y] != -1:
                    self.__grid[x][y] = self.__count_bombs_in_neighbourhood(x, y)
        self.__bombs_placed = True

    def __count_bombs_in_neighbourhood(self, x, y):
        count = 0
        if x > 0 and y > 0 and self.__grid[x - 1][y - 1] == -1:
            count += 1
        if x > 0 and self.__grid[x - 1][y] == -1:
            count += 1
        if x > 0 and y < self.__size - 1 and self.__grid[x - 1][y + 1] == -1:
            count += 1
        if y > 0 and self.__grid[x][y - 1] == -1:
            count += 1
        if y < self.__size - 1 and self.__grid[x][y + 1] == -1:
            count += 1
        if x < self.__size - 1 and y > 0 and self.__grid[x + 1][y - 1] == -1:
            count += 1
        if x < self.__size - 1 and self.__grid[x + 1][y] == -1:
            count += 1
        if x < self.__size - 1 and y < self.__size - 1 and self.__grid[x + 1][y + 1] == -1:
            count += 1
        return count

    def get_cursor(self):
        return deepcopy(self.__cursor)
    
    def get_status(self):
        return self.__status

    def get_size(self):
        return self.__size

    def get_bombs_count(self):
        return self.__bombs_count

    def get_grid(self):
        grid = deepcopy(self.__grid)
        for x in range(self.__size):
            for y in range(self.__size):
                if self.__grid_mask[x][y] == 0:
                    grid[x][y] = None
                elif self.__grid_mask[x][y] == 2:
                    grid[x][y] = -2
        return grid
Example #8
0


def displayMessage(code):
    if (code == 1):
        print('Selected position was cleared')
    elif (code == 2):
        print('Position does not exists')
    elif (code == 3):
        print('You stepped on a bomb, game over')
    elif (code == 4):
        print('Position already clear')
    elif (code == 6):
        print('You won')

if __name__ == "__main__":
    uRows = int(input('Type in the number of rows for this game:\n'))
    uCols = int(input('Type in the number of columns for this game:\n'))
    nBombs = int(input('Type in the number of bombs for this game:\n'))
    mf = MineField(uRows, uCols, nBombs)
    dw = Drawer(mf.board)
    while (not mf.isOver):
        dw.draw(mf.positionsCleared)
        x = int(input('Type in a value for the X axis: '))
        y = int(input('Type in a value for the Y axis: '))
        code = mf.selectPos(x, y)
        displayMessage(code)
        if (code in (3, 6)):
            mf.isOver = True
            dw.draw(mf.positionsCleared)
Example #9
0
class Main:
    def __init__(self, width, height, caption):
        self.width = width
        self.height = height
        self.caption = caption
        self.drawer = Drawer(self)
        self.logic = Logic()

    def init(self):
        pygame.init()
        pygame.display.set_caption(self.caption)
        self.screen = pygame.display.set_mode((self.width, self.height))
        self.drawer.init()

        # start game with clear surface
        self.drawer.clear()
        self.draw_info()
        pygame.display.flip()

        # spwn number in one second after game start
        pygame.time.set_timer(SPAWN, 1000)

    def quit(self):
        pygame.quit()

    def loop(self):
        running = True
        while running:
            event = pygame.event.wait()
            if event.type == pygame.QUIT:
                running = False
            elif event.type == SPAWN:
                self.spawn()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    running = False
                else:
                    self.submit(event.key)

    def spawn(self):
        pygame.time.set_timer(SPAWN, 0)
        self.logic.start_test()

        transform = self.logic.current_transform
        self.drawer.draw(transform)
        self.draw_info()
        pygame.display.flip()

    def submit(self, key):
        if key in (pygame.K_SPACE, pygame.K_r, pygame.K_f):
            # neither rotated nor flipped
            if key == pygame.K_SPACE:
                self.logic.submit_result(False, False)
            elif key == pygame.K_r:
                self.logic.submit_result(True, False)
            else: # key == pygame.K_f
                self.logic.submit_result(False, True)

            # make number disappear
            self.drawer.clear()
            self.draw_info()
            pygame.display.flip()

            # spawn another test in one second
            pygame.time.set_timer(SPAWN, 1000)

    def draw_info(self):
        text = "Tests Completed: %d\nTests Failed: %d\nAverage Time: %f sec" % (self.logic.tests_completed, self.logic.tests_failed, (float(self.logic.average_time)/1000.0))
        self.drawer.render_text(text, False)
        self.drawer.render_text("Press R if rotated\nPress F if flipped\nPress SPACE if neither apply", True)
Example #10
0
def main(_):
    if FLAGS.interval > 3:
        sys.exit(' [!] {} is too big detector interval...'.format(
            FLAGS.interval))

    os.environ['CUDA_VISIBLE_DEVICES'] = FLAGS.gpu_index

    img_shape = (720, 1280, 3)
    model = Model(FLAGS)  # Initialize detection network
    tracker = Tracker(img_shape,
                      min_hits=3,
                      num_classes=8,
                      interval=FLAGS.interval)  # Initialize tracker
    drawer = Drawer(FLAGS, img_shape)  # Inidialize drawer class

    recoder = None
    if FLAGS.is_record:
        recoder = RecordVideo(FLAGS, img_shape)

    window_name0 = 'Detection-by-Tracking'
    window_name1 = 'Detection Only'
    cv2.namedWindow(window_name0)
    cv2.namedWindow(window_name1)
    cv2.moveWindow(window_name0, 630, 0)
    cv2.moveWindow(window_name1, 1920, 0)

    cap = cv2.VideoCapture(FLAGS.data)
    frameID = 0
    moving_tra, moving_det = 0., 0.
    while cap.isOpened():
        ret, raw_frame = cap.read()
        if ret is False:
            print(' [!] Can not read vidoe frame!')
            break

        # print('frameID: {}'.format(frameID))

        tic = time.time()
        dets_arr, labels_arr, is_dect = None, None, None
        if np.mod(frameID, FLAGS.interval) == 0:
            dets_arr, labels_arr = model.test(raw_frame)
            is_dect = True
        elif np.mod(frameID, FLAGS.interval) != 0:
            dets_arr, labels_arr = np.array([]), np.array([])
            is_dect = False
        pt_det = (time.time() - tic)  # unit is sec.

        tracker_arr = tracker.update(dets_arr, labels_arr,
                                     is_dect=is_dect)  # tracker
        pt_tra = (time.time() - tic)

        if frameID != 0:
            moving_tra = (frameID / (frameID + 1) *
                          moving_tra) + (1. / (frameID + 1) * pt_tra)
            moving_det = (frameID / (frameID + 1) *
                          moving_det) + (1. / (frameID + 1) * pt_det)

        show_frame = drawer.draw(raw_frame,
                                 tracker_arr,
                                 labels_arr, (1. / (moving_tra + 1e-8)),
                                 is_tracker=True)
        det_frame = drawer.draw(raw_frame,
                                dets_arr,
                                labels_arr, (1. / (moving_det + 1e-8)),
                                is_tracker=False)

        cv2.imshow(window_name0, show_frame)
        cv2.imshow(window_name1, det_frame)
        if cv2.waitKey(FLAGS.delay) & 0xFF == 27:
            sys.exit(' [*] Esc clicked!')

        frameID += 1

        if FLAGS.is_record:
            recoder.record(show_frame, det_frame)

    if FLAGS.is_record:
        recoder.turn_off()
def main():
    global selected_figure_index

    sdl2.ext.init()
    window = sdl2.ext.Window("Filled polygon", size=(640, 480))
    window.show()

    window_surface = window.get_surface()
    pixels = sdl2.ext.PixelView(window_surface)

    figures = [
        Figure([
            Point(150, 100),
            Point(250, 100),
            Point(250, 210),
            Point(150, 210)
        ], sdl2.ext.Color(0, 255, 0, 255), sdl2.ext.Color(255, 255, 255, 255), z_order=1),
        Figure([
            Point(500, 60),
            Point(300, 100),
            Point(550, 100)
        ], sdl2.ext.Color(0, 0, 255, 255), sdl2.ext.Color(255, 255, 255, 255), z_order=2)
    ]
    figures.sort(key=lambda f: f.z_order)

    cutting_off_field = SquareCuttingOffField(50, 590, 430, 50, sdl2.ext.Color(255, 0, 0, 255))

    drawer = Drawer(pixels, cutting_off_field, figures)

    running = True
    old_x = ctypes.c_int32(0)
    old_y = ctypes.c_int32(0)

    last_rotate_time = 0

    is_changed = True

    while running:
        events = sdl2.ext.get_events()
        for event in events:
            if event.type == sdl2.SDL_QUIT:
                running = False
                break
            if event.type == sdl2.SDL_MOUSEBUTTONDOWN:
                selected_figure_index = None
                SDL_GetMouseState(ctypes.byref(old_x), ctypes.byref(old_y))
                for i in range(len(figures)):
                    if figures[i].is_point_inside(Point(old_x.value, old_y.value)):
                        selected_figure_index = i
                        break

            if event.type == sdl2.SDL_MOUSEBUTTONUP:
                selected_figure_index = None

            if event.type == sdl2.SDL_MOUSEMOTION:
                if selected_figure_index is not None:
                    x = ctypes.c_int32(0)
                    y = ctypes.c_int32(0)
                    SDL_GetMouseState(ctypes.byref(x), ctypes.byref(y))
                    dx = x.value - old_x.value
                    dy = y.value - old_y.value
                    old_x = x
                    old_y = y
                    figures[selected_figure_index].move(dx, dy)
                    is_changed = True

            if event.type == sdl2.SDL_MOUSEWHEEL:
                x = ctypes.c_int32(0)
                y = ctypes.c_int32(0)
                SDL_GetMouseState(ctypes.byref(x), ctypes.byref(y))
                active_figure = None
                for figure in figures:
                    if figure.is_point_inside(Point(old_x.value, old_y.value)):
                        active_figure = figure
                        break

                if active_figure:
                    active_figure.rotate(event.wheel.y)
                    is_changed = True

        if is_changed:
            clear(window_surface)
            drawer.draw()
            window.refresh()
            is_changed = False

    sdl2.ext.quit()
    return 0
Example #12
0
from drawer import Drawer
from system import System

rules = {'X': 'F[-X][X]F[-X]+FX', 'F': 'pFF'}

s = System('X', rules)
d = Drawer(draw_speed=0,
           init_angle=0,
           init_size=7,
           fwd_amt=5,
           turn_amt=30,
           inc_amt=0.1)

d.draw(s.get_str(6))

try:
    input('any key to exit')
except:
    pass
Example #13
0
            val = key.uni if key.valid else ""
            # If R pressed clear the sudoku board
            if event.key == pygame.K_ESCAPE:
                pygame.quit()
#                grid = puzzle.empty_matrix            # If D is pressed reset the board to default

    if list(grid.flatten()) == puzzle.solution:
        flag2 = 1
    if flag2 == 1:
        rs = 1
        flag2 = 0
    if val:
        drawer.draw_val(val)

        grid[int(drawer.x) - 10][int(drawer.y)] = val.upper()
        val = 0

    if rs == 1:
        drawer.draw_result()
    drawer.draw(puzzle.letters_matrix.shape[0], grid)
    if flag1 == 1:
        drawer.draw_box()
    drawer.draw_expressions(puzzle.rows_expressions, puzzle.cols_expressions)
    drawer.draw_instruction()

    # Update window
    pygame.display.update()

# Quit pygame window
pygame.quit()
Example #14
0
    d = Drawer()

    savefig_path = None
    if int(ns.saveplots):  # Сохранять графики
        if not os.path.exists(Settings.Plots.PlotRoot):
            os.makedirs(Settings.Plots.PlotRoot)
        if not os.path.exists(Settings.Plots.TbPlotDir):
            os.makedirs(Settings.Plots.TbPlotDir)
        savefig_path = os.path.join(Settings.Plots.TbPlotDir, lbl + '.tb' + '.png')

    if not int(ns.noplots):
        d.draw(m.DATA,
               # title=u'Brightness temperatures',
               xlabel=u'время (чч:мм)', ylabel=u'Яркостная температура, K',
               labels=parameter.plot.labels('ru').basic_plus,
               colors=parameter.plot.colors.basic_plus,
               linestyles=parameter.plot.linestyles.basic_plus,
               linewidth=1.35, timeformat='hm',
               savefig_path=savefig_path)

    if int(ns.tbreport):
        if not os.path.exists(Settings.Reports.ReportRoot):
            os.makedirs(Settings.Reports.ReportRoot)
        if not os.path.exists(Settings.Reports.TbReportDir):
            os.makedirs(Settings.Reports.TbReportDir)
        report_path = os.path.join(Settings.Reports.TbReportDir, lbl + '.tb' + '.txt')
        Reports.makeTable(m.DATA, report_path)

    if not int(ns.nosf):
        SFData = structural_functions(m.DATA)