Example #1
0
def init(data):
    data.start = False
    data.message = "None" # for login
    data.drawn = 0
    data.temp = 0 
    data.mode = "start"
    data.timeLimit = 20000 # 30 seconds 
    loadImages(data) 
    data.time = 0
    data.level = 1
    data.numPlayers = -1
    data.numPlayerClicks = 0
    data.myClicks = 0
    data.highScore = 0
    data.play = False
    data.nextClicks = 0
    data.minTotalScrollX, data.minTotalScrollY = 0, 0 # for last player
    data.maxTotalScrollX, data.maxTotalScrollY = 0, 0 # for first player
    createObjects(data) # all objects of the game (except the characters)
    data.scrollX = data.width//50 # speed of horizontal scrolling
    data.scrollY = data.scrollX # speed of vertical scrolling
    data.jump, data.speed = data.height//5, data.width//20
    data.jumpStep = data.jump//15
    data.platforms = set()
    Platforms(0, 0, data)
    data.platforms.clear()
    data.me = FlyingCharacter("Lonely", data)
    Patronus(0, 0, data)
    data.bullets.clear()
    data.others = dict() # other players
Example #2
0
def init(data):
    data.controller = Leap.Controller()
    data.frame = data.controller.frame()
    data.fingerNames = ['Thumb', 'Index', 'Middle', 'Ring', 'Pinky']
    data.boneNames = ['Metacarpal', 'Proximal', 'Intermediate', 'Distal']
    data.mode = "splashScreen"
    loadImages.loadImages(data)
    data.color = 'gray'
    data.outlineX = 0
    data.outlineY = 0
    data.BGoutlineX = 0
    data.BGoutlineY = 0
    data.propOutlineX = 0
    data.propOutlineY = 0
    data.background = None
    data.prop = None
    data.ballCenterX = data.width / 2
    data.ballCenterY = 50
    data.down = True
    data.accessory = None
    data.accOutlineX = 0
    data.accOutlineY = 0
    data.sock2 = False
    data.color2 = 'gray'
    data.accessory2 = None
    data.appleState = 0
    data.appleStates = [
        data.apple, data.apple1, data.apple2, data.apple3, data.apple4, None
    ]
    data.appleCenterX = data.width - 100
    data.appleCenterY = data.height / 2 + 25
    data.energy = 6000
    data.carCenterX = data.width / 2
    data.velocity = 0
    data.linePoints = []
    data.linePoints2 = []
    data.b1 = 'up'
    data.xold, data.yold = None, None
    data.wrongShape = False
    # Music from http://www.orangefreesounds.com
    data.music = None
    data.playMusic = False
    data.music1 = 'Music/Fur-elise-music-box.wav'
    data.music2 = 'Music/Happy-electronic-music.wav'
    data.music3 = 'Music/Magical-path-melodic-upbeat-electronic-music.wav'
    data.music4 = 'Music/Short-electronic-background-music.wav'
    data.musicOutlineX = 0
    data.musicOutlineY = 0
Example #3
0
    def __init__(self, topSurface, pos, dir, spd, owner, actType='bullet'):
        """Constructor"""
        imageListIn = loadImages.loadImages(r'./art/bullet/', 'png', (16, 16))
        
        super(Projectle, self).__init__(topSurface,
                                     pos, imageListIn, actType)
        
        print 'spawned:', self
        #self.pos = pos
    
        self.imageList= loadImages.loadImages(r'./art/bullet/', 'png', (16, 16))

        #size
        #self.width = constants.unit * 2
        #self.height = constants.unit * 2
        self.width = 16
        self.height = 16
        
        #rect of the size of the image to be
        self.rect = pygame.rect.Rect(0, 0, self.width, self.height)
        #set the rects center to the anythings pos
        self.rect.center = pos
        
        #direction
        self.direction = dir
        self.facing = (1, 0)
        
        #degrees sprite is rotated
        self.currentRotation = 0
        
        
        #speed 
        self.speed = spd
        
        #drawable surface
        self.surface = self.imageList
        #self.surface.fill(constants.BLUE)
        
        self.topSurface = topSurface
        
        #who fired it
        self.owner = owner
        
        #bounding boxes, the perimiter of the rects, in a list
        self.bboxsList = self.getBboxes()
   
        self.point = (0, 0)
        self.point2 = (0, 0), (0, 0)
Example #4
0
def preprocessing():
    # ------------------------------------------------
    # YOUR CODE HERE
    img73, img87 = loadImages()
    featLearn = 0

    # Redimensionnement
    img73 = img73[120:820, 180:800, :]
    img87 = img87[120:820, 180:800, :]

    # Affichage des images
    plt.figure(1);
    plt.imshow(img73);
    plt.show()

    plt.figure(2);
    plt.imshow(img87);
    plt.show()

    # Echantillonnage
    featLearn, nbPix, nbFeat = selectFeatureVectors(img73, 500)
    print('nb pix:', nbPix, '\r')
    print('nb feat:', nbFeat, '\r')
    # print('featLearn:', featLearn, '\r')

    # Affichage 2D et 3D
    displayFeatures2d(featLearn)
    displayFeatures3d(featLearn)

    # ------------------------------------------------
    # ------------------------------------------------
    #%% sortie
    return featLearn,img73,img87
    
Example #5
0
def part1():
    loadI = loadImages()
    leung_malik = loadmat(os.path.join(loadI.filters,
                                       "leung_malik_filter.mat"))["F"]
    if not os.path.exists("part1_plots"):
        os.mkdir("part1_plots")
    myImages = []
    for i in loadI.imagesVector:
        img = cv2.imread(os.path.join(loadI.imagesPath, i), 0)
        img = cv2.resize(img, (100, 100))
        myImages.append(img)
    for i in range(48):
        fig, axs = plt.subplots(2, 4)
        axs[0, 1].axis("off")
        axs[0, 0].imshow(leung_malik[:, :, i])
        axs[0, 0].set_title("Filter")
        axs[0, 2].imshow(ndimage.convolve(myImages[0], leung_malik[:, :, i]))
        axs[0, 2].set_title(loadI.imagesVector[0])
        axs[0, 3].imshow(ndimage.convolve(myImages[1], leung_malik[:, :, i]))
        axs[0, 3].set_title(loadI.imagesVector[1])
        axs[1, 0].imshow(ndimage.convolve(myImages[2], leung_malik[:, :, i]))
        axs[1, 0].set_title(loadI.imagesVector[2])
        axs[1, 1].imshow(ndimage.convolve(myImages[3], leung_malik[:, :, i]))
        axs[1, 1].set_title(loadI.imagesVector[3])
        axs[1, 2].imshow(ndimage.convolve(myImages[4], leung_malik[:, :, i]))
        axs[1, 2].set_title(loadI.imagesVector[4])
        axs[1, 3].imshow(ndimage.convolve(myImages[5], leung_malik[:, :, i]))
        axs[1, 3].set_title(loadI.imagesVector[5])
        name = 'plot_filter_' + str(i) + '.png'
        fig.savefig(os.path.abspath(os.path.join("part1_plots", name)))
        plt.close(fig)
Example #6
0
def init():
    '''initializes screen'''
    global screen, background_surface
    #initializes pygame
    PG.init()
    

    #starts the screen
    screen = PG.display.set_mode((constants.WIDTH, constants.HEIGHT))
    
    #set Icon, may not work off windows
    icon = loadImages.loadImages(r'./art/man/', 'png')
    icon = icon[7]
    PG.display.set_icon(icon)    
    
    #fills the screen with a color
    screen.fill(constants.BACKGROUND)
    
    #loads the background image
    background_surface = loadImages.loadImages(r'./art/backgrounds/',
                                                       r'pond.png',
                                                       (screen.get_rect().w,
                                                        screen.get_rect().h))
    background_surface = background_surface.convert()
    
    screen.blit(background_surface, (0, 0))    
    
    #loads joyticks to gamePad list
    controls.initJoysticks()
    

    
    global imageList
    imageList = loadImages.loadImages(r'./art/man/', 'png')
    
    #create a first Anything
    actors.spawnAnything(screen, imageList, (400, 400))  
    actors.Shooter(lists.ANYTHINGs[0])
    
    
    PG.display.flip()
    
    return screen
Example #7
0
def debugControls(action, surface):
    """handles debug controls. Ex: createActor"""
    
    if action == 'createAnything':
        try:
            tile = random.choice(lists.all_tiles)
            pos_chosen = random.choice(tile.coords)
            
            actors.spawnAnything(surface, loadImages.loadImages(
                            r'./art/man/', 'png'),
                            pos=pos_chosen)
        
        except IndexError as e:
            print str(e).upper(), 'grid\'s probably not made, right click and try again'
Example #8
0
 def assLimbs(self):
     """assembles the jets, weapons, mods on top of
     the body surface"""
     
     #right now it's just flames, but there'll be more later
     
     #load flames and make that the list of surfaces to use
     self.surfaceLimbsList = loadImages.loadImages(r'./art/flames/', r'png', (16, 16))
     #load the right flame based on the limbsNum
     self.surfaceLimbsPart = self.surfaceLimbsList[self.limbsNum]
     #print 'self.limbsNum', self.limbsNum
     #finalize the surface will all the limbs on it
     self.surfaceLimbs = self.surfaceLimbsPart
     self.surfaceLimbs.set_colorkey(constants.TRANS)
Example #9
0
 def assemble2(self, images, index):
     """takes all the images and deals with them, returning the right one"""
     
     self.spriteList = images
     
     #main body surface
     try:
         self.bodySurface = self.spriteList[index]
     except TypeError:
         print 'error, only one surface'
         self.bodySurface = self.spriteList
     
     #etc stuff, flames, turrets etc
     self.etc = {}
     
     if self.actType == 'ship':
         flames = loadImages.loadImages(r'./art/flames/', 'png', (16, 16))
         
         self.etc['flames'] = flames
Example #10
0
def preprocessing():

    img73, img87 = loadImages()
    featLearn = selectFeatureVectors(img73, 500)

    return featLearn, img73, img87
Example #11
0
def keyHandler(e, surface):
    """handles only keyboard"""
   
    #letter keys
    #try:
        
        #if chr(e.key) in range(256):
        
        #isLetter = 1
        
    #else:
        #isLetter = 0
    if e.type == PG.KEYDOWN and e.key in xrange(256):
        print 'caught the "', chr(e.key), '" key'
        
        #save the keydown key
        lists.keysDown.append(chr(e.key))
        #print 'added', e.key
        
            
        #movement
        if chr(e.key) in movementCtrlsDict.keys():
            print 'start movement controls'
            movementControls(movementCtrlsDict[chr(e.key)], surface)
            print 'end movement controls'
            
            
        #shooter
        elif chr(e.key) in shooterCtrlsDict.keys():
            print 'start shooter controls'
            shooterControls(shooterCtrlsDict[chr(e.key)])
            print 'end shooter controls'
            
        #debug
        elif chr(e.key) in debugCtrlsDict.keys():
            print 'start debug controls'
            debugControls(debugCtrlsDict[chr(e.key)], surface)
            print 'end debug controls'
            
        #other
        else:
            print e.key, 'is not assigned to a list'
            
            if isKey(e.key,'l'):
                
                
                flames = loadImages.loadImages(r'./art/flames/', 'png', (16, 16))
                
                lists.flames = flames
                constants.FLAMES = True
                
            elif isKey(e.key,'z'):
                
                
                plr = lists.ANYTHINGs[0]
                #create a random anything instance
                lists.ANYTHINGs[0].point2 = toolsV2.vectors.rectPerimeter(
                                            lists.ANYTHINGs[0].rect,
                                            lists.ANYTHINGs[0].direction)
    
                #new way
                lists.ANYTHINGs[0].point2 = toolsV2.vectors.intersect_perimeter(
                                            plr.direction[0], 
                                            plr.direction[1],
                                            plr.rect.w, 
                                            plr.rect.h, ) 
                plr.point2 = toolsV2.vectors.add(plr.point2, plr.rect.center)
                
            elif isKey(e.key,'m'):
                
                x, y = lists.ANYTHINGs[0].pos()
                PG.mouse.set_pos(x, y)
                
            elif isKey(e.key, 'q'):
                
                print 'facing', lists.ANYTHINGs[0].facing
                print 'direction', lists.ANYTHINGs[0].direction
                print 'pos', lists.ANYTHINGs[0].pos()
                print 'mouse', PG.mouse.get_pos()
                
            elif isKey(e.key, 'h'):
                
                #loads the image of a house and counts the points that are transparent
                house = loadImages.loadImages(r'./art/house/', 'house1.png', 'orig')
                trans_points = []
                colorkey = house.get_colorkey()
                for x in xrange(house.get_rect().w-1):
                    for y in xrange(house.get_rect().h-1):
                        color = house.get_at((x, y))
                        if color == colorkey:
                            trans_points.append((x, y))
                            pass
                #adds the transparent points to the list
                lists.DEBUGs['house'] = house, trans_points
                print 'number of transparent points in house', len(trans_points)
                
            elif isKey(e.key, 'p'):
                global path_found
                path_found = pathing.AStar(lists.TILEs[0][0], lists.TILEs[10][22])
                
    elif e.type == PG.KEYUP and e.key in xrange(256):
        lists.keysDown.remove(chr(e.key))
        #print 'removed', e.key, lists.keysDown
        
        mixedList = [k for k in lists.keysDown if k in movementCtrlsDict.keys()]
        #print 'mixed', len(mixedList)
        if len(mixedList) == 0:
            
            lists.ANYTHINGs[0].moving = False
Example #12
0
                np.linalg.norm(
                    texture_repr_concat_vector[class1] -
                    texture_repr_concat_vector[class2], 2, 0))
            texture_repr_mean_between.append(
                np.linalg.norm(
                    texture_repr_mean_vector[class1] -
                    texture_repr_mean_vector[class2], 2, 0))

    print("Bag of words ratio: ",
          np.average(bow_repr_within) / np.average(bow_repr_between))
    print(
        "Texture concatenated ratio: ",
        np.average(texture_repr_concat_within) /
        np.average(texture_repr_concat_between))
    print(
        "Texture mean ratio: ",
        np.average(texture_repr_mean_within) /
        np.average(texture_repr_mean_between))


if __name__ == "__main__":
    i = loadImages()

    # computeTextureReprs(cv2.imread(os.path.abspath(os.path.join(i.imagesPath, i.imagesVector[0]))), loadmat(
    # os.path.abspath(os.path.join(i.filters, 'leung_malik_filter.mat')))['F'])
    # location_points, scores, Ixx, Iyy = extract_keypoints(cv2.imread(
    #     os.path.abspath(os.path.join(i.imagesPath, i.imagesVector[5]))))
    # part3(os.path.abspath(os.path.join(i.imagesHybridazation, i.imagesHybridazationVector[0])), os.path.abspath(
    #     os.path.join(i.imagesHybridazation, i.imagesHybridazationVector[1])))
    # part7(i)
Example #13
0
 def explode(self):
     """changes the drawable surface to an explosion"""
     
     self.surface = loadImages.loadImages(r'./art/explosion/',
                                          'png', (16, 16))