def run(): # 初始化设置选项 ai_settings = Settings() func.clean_img(ai_settings) # 初始化小车 car = Car(ai_settings) # 初始化深度学习模型 dlmodel = DLmodel(ai_settings) # 初始化算法控制系统 algo = AlgoControl(ai_settings, car) # 创建一个状态类, 用以储存标志物状态 markstats = MarkStatus() # 开始任务的主循环 while True: func.get_image(ai_settings, car, dlmodel) algo.angle_prep = func.predict_angle(ai_settings, dlmodel) car.angle = ai_settings.angle_formula(algo.angle_prep) func.get_label_para(ai_settings, dlmodel, markstats) func.algorithmal_control(ai_settings, car, markstats, algo)
def __init__(self, x, y): self.x = x self.y = y self.pos = (x*16, y*16) self.rect = pygame.Rect(self.pos, (16,16)) self.image = functions.get_image(os.path.join('resources','map_tiles','map_mountain.bmp'), (255,0,255)) Entity.__init__(self, globals.group_tiles, globals.group_unwalkable)
def run_line(): # 初始化设置选项 ai_settings = Settings() func.clean_img(ai_settings) # 初始化小车 car = Car(ai_settings) # 初始化深度学习模型 dlmodel = DLmodel(ai_settings) # 开始任务的主循环 while True: func.get_image(ai_settings, car, dlmodel) angle_prep = func.predict_angle(ai_settings, dlmodel) angle = ai_settings.angle_formula(angle_prep) car.update(angle=angle)
def __init__(self, x, y): self.x = x self.y = y self.pos = (x * 16, y * 16) self.rect = pygame.Rect(self.pos, (16, 16)) self.image = functions.get_image( os.path.join('resources', 'map_tiles', 'map_mountain.bmp'), (255, 0, 255)) Entity.__init__(self, globals.group_tiles, globals.group_unwalkable)
def follow(): # 初始化设置选项 ai_settings = Settings() func.clean_img(ai_settings) # 初始化小车 car = Car(ai_settings) # 初始化深度学习模型 dlmodel = DLmodel(ai_settings, follow_flag=True) # 创建一个状态类, 用以储存标志物状态 markstats = MarkStatus() # 开始任务的主循环 while True: func.get_image(ai_settings, car, dlmodel) func.get_follow_para(ai_settings, dlmodel, markstats) func.update_follow_para(ai_settings, car, dlmodel, markstats)
def __init__(self, x, y): Entity.__init__(self, globals.group_player) globals.player_map = self self.currenttile = (x/16, y/16) self.desttile = (0,0) self.x = x*16.0 self.y = y*16.0 self.xvel = 0.0 self.yvel = 0.0 self.keydown = {'LEFT':False, 'RIGHT':False, 'UP':False, 'DOWN':False} self.key_pressed = False self.image = functions.get_image(os.path.join('resources', 'player_map','player_map.bmp'), (255,0,255)) self.pos = (x,y) self.moving = False self.rect = pygame.Rect(x, y, 16, 16)
def __init__(self, x, y): Entity.__init__(self, globals.group_player) globals.player_map = self self.currenttile = (x / 16, y / 16) self.desttile = (0, 0) self.x = x * 16.0 self.y = y * 16.0 self.xvel = 0.0 self.yvel = 0.0 self.keydown = { 'LEFT': False, 'RIGHT': False, 'UP': False, 'DOWN': False } self.key_pressed = False self.image = functions.get_image( os.path.join('resources', 'player_map', 'player_map.bmp'), (255, 0, 255)) self.pos = (x, y) self.moving = False self.rect = pygame.Rect(x, y, 16, 16)
def start_game(fps, starting_scene): # set clock clock = pygame.time.Clock() # set frame itself, title and icon of the frame pygame.display.set_icon(functions.get_image('img/logo-32.png')) pygame.display.set_caption("Space Bottle") # set default volume pygame.mixer.music.set_volume(scenes_and_characters.music_volume / 100) for sound in scenes_and_characters.sounds: sound.set_volume(scenes_and_characters.sounds_volume / 100) # set active scene active_scene = starting_scene while active_scene is not None: pressed_keys = pygame.key.get_pressed() filtered_events = [] for event in pygame.event.get(): quit_attempt = False if event.type == pygame.QUIT: quit_attempt = True if quit_attempt: active_scene.terminate() else: filtered_events.append(event) active_scene.event_handling(filtered_events) active_scene.render() active_scene.update(pressed_keys) active_scene = active_scene.next clock.tick(fps) pygame.display.update()
def load_title(): bg = Entities.Menu_BG(functions.get_image(os.path.join('Resources','General Resources','TitleScreenFinal.png'), (0,0,0))) playbutt = Entities.Menu_PlayButt(359,330) quitbutt = Entities.Menu_QuitButt(359,450)