def method3(): line_num = 10 # laser config laserfort = laser(precision=2) x, y = laserfort.controlLaser() if (not x == 0) and (not y == 0): print "[Error]The point is not at center." sys.exit() else: if (not laserfort.X_Axis == 0) and (not laserfort.Y_Axis == 0): print "[Error]Not in the center" positions = list() for i in range(line_num): positions.append(laserfort.calculateSteps(i)) laserfort.center() raw_input("[System]Press enter to write data to file") with open('steps.config', 'w') as fp: for index in range(256): if index >= line_num: fp.write("0 0\n") else: line = "%d %d\n" % (positions[index][0], positions[index][1]) fp.write(line) # laser test laserfort.table = laserfort.readTableFile('steps.config') for i in range(len(positions)): laserfort.shoot1((i/16), (i%16),debug=True) # return to center and shutdown laserfort.shutdown()
def method1(): line_num = 10 # laser config laserfort = laser(precision=2) x, y = laserfort.controlLaser() if (not x == 0) and (not y == 0): print "[Error]The point is not at center." sys.exit() else: if (not laserfort.X_Axis == 0) and (not laserfort.Y_Axis == 0): print "[Error]Not in the center" positions = list() for i in range(line_num): positions.append(laserfort.calculateSteps(i)) laserfort.center() raw_input("[System]Press enter to write data to file") with open('steps.config', 'w') as fp: for index in range(256): if index >= line_num: fp.write("0 0\n") else: line = "%d %d\n" % (positions[index][0], positions[index][1]) fp.write(line) # laser test laserfort.table = laserfort.readTableFile('steps.config') for i in range(len(positions)): laserfort.shoot1(0, i, debug=True) # return to center and shutdown laserfort.shutdown()
def test_cinco_soldados_em_L(self): soldados = [(0, 0), (0, 1), (0, 2), (1, 0), (2, 0)] ''' #.... #.... ###.. ''' self.assertEqual(2, laser(soldados))
def test_cinco_soldados_em_L(self): soldados = [(0,0), (0,1), (0,2), (1,0), (2,0)] ''' #.... #.... ###.. ''' self.assertEqual(2, laser(soldados))
def test_seis_soldados(self): soldados = [(0,0), (0,2), (1,2), (1,3), (2,1), (2,2)] #soldados = [(1,1), (1,2), (1,3), (2,1), (3,2), (4,3)] ''' #.#. ..## .##. ''' self.assertEqual(3, laser(soldados))
def test_seis_soldados(self): soldados = [(0, 0), (0, 2), (1, 2), (1, 3), (2, 1), (2, 2)] #soldados = [(1,1), (1,2), (1,3), (2,1), (3,2), (4,3)] ''' #.#. ..## .##. ''' self.assertEqual(3, laser(soldados))
def method5(): laserfort = laser() laserfort.controlLaser() while True: coordinate = raw_input().split() if coordinate[0] == "exit": break else: print "x : %s \t y : %s" % (coordinate[0], coordinate[1]) laserfort.move(int(coordinate[1]), int(coordinate[0]), 1, 3000) laserfort.center() laserfort.shutdown()
def method4(): # laser config laserfort = laser(precision=2) x, y = laserfort.controlLaser() if (not x == 0) and (not y == 0): print "[Error]The point is not at center." sys.exit() else: if (not laserfort.X_Axis == 0) and (not laserfort.Y_Axis == 0): print "[Error]Not in the center" while True: ay, ax = laserfort.calculateSteps() laserfort.center()
def method4(): # laser config laserfort = laser(precision=2) x,y = laserfort.controlLaser() if (not x == 0) and (not y == 0): print "[Error]The point is not at center." sys.exit() else: if (not laserfort.X_Axis == 0) and (not laserfort.Y_Axis == 0): print "[Error]Not in the center" while True: ay, ax= laserfort.calculateSteps() laserfort.center()
def generate_powerup(self, x, y, x_vel, y_vel): num = random.randint(0, 1) if num: return num = random.randint(0, 7) # num=7 if num == 0: return expandpaddle(x, y, x_vel, y_vel) elif num == 1: return shrinkpaddle(x, y, x_vel, y_vel) elif num == 2: return ballmultiplier(x, y, x_vel, y_vel) elif num == 3: return fastball(x, y, x_vel, y_vel) elif num == 4: return paddlegrab(x, y, x_vel, y_vel) elif num == 5: return thruball(x, y, x_vel, y_vel) elif num == 6: return laser(x, y, x_vel, y_vel) elif num == 7: return fireball(x, y, x_vel, y_vel)
def test_nenhum_soldado(self): soldados = [] self.assertEqual(0, laser(soldados))
"""
def level_run(self, running): # Initial variable set self.level_count = 0 color_setting = ColorSet() color = color_setting.get_colors() old_color = color counter = 0 score = 0 finalScore = 0 top = 0 bottom = self.height - 1 refresh_start = False refresh_count = 0 calc_start = False calc_count = 0 new_level = 0 level_length = 100 score_label = "Score: " laser_label = "Laser: " laser_interval = 30 # number of steps before laser replinishes laser_max = 5 # max number of lasers player can have laser_count = 5 self.place_hero() moveH = 0 moveV = 0 createLaser = False # place score label in bottom left hand corner self.stdscr.move(self.height, 0) self.stdscr.addstr(score_label) # Primary loop while running: asyncore.loop(timeout = 1, count = 1) timer = int(round(time.clock() * 1000)) # Referenced to maintain updates and refresh rate p = self.socket.getData() while p != "": client, cmd, val = p.split('*') val = int(val) if cmd == "mH": if client == str(self.socket.clientB): moveH += val elif cmd == "mV": if client == str(self.socket.clientA): moveV += val elif cmd == "fL": createLaser = True p = self.socket.getData() #move hero after all packets processed if self.heroCol + moveH < self.width and self.heroCol + moveH > 0: if self.level_grid[self.heroRow + moveV][self.heroCol + moveH] != '&' and self.level_grid[self.heroRow + moveV][self.heroCol + moveH] != '#' : self.move_hero(moveV, moveH) self.socket.buildPacket("mP", "-1," + str(moveH) + "," + str(moveV)) moveV = 0 moveH = 0 else: self.socket.buildPacket("end", score) asyncore.loop(timeout = 1, count = 1) return score #fire laser if createLaser: createLaser = False if client == str(self.socket.clientB) and laser_count > 0: l = laser(self.currID, self.heroRow, self.heroCol + 1, self.width - 1) self.lasers.append(l) self.socket.buildPacket("cL", str(self.currID)) laser_count -= 1 self.currID += 1 player_height = self.heroRow player_depth = self.heroCol # Update all aspects of game at designated intervals if calc_start is False: calc_count = timer calc_start = True elif calc_start and (timer - calc_count) > 100: # Interval to update game elements(milliseconds) counter += 1 new_level += 1 if counter == level_length: if bottom - top > 7: top += 1 bottom -= 1 counter = 0 self.level_count += 1 # Change color palette upon reaching new level elif counter == level_length - 1: old_color = color while old_color == color: color = color_setting.get_colors() new_level = 0 self.level_update(top, bottom, player_height, player_depth) score += 1 # update score whenever level updates if (score % laser_interval == 0) and laser_count < laser_max: laser_count = laser_count + 1 calc_start = False # Refreash screen at designated intervals if refresh_start is False: refresh_count = timer refresh_start = True self.level_draw(color, old_color, new_level) self.stdscr.move(self.height, len(score_label)) self.stdscr.addstr(str(score)) self.stdscr.move(self.height, self.width-(len(score_label)+10)) self.stdscr.addstr(laser_label) # add a red bar for each laser for i in range(laser_count): self.stdscr.addstr('|', curses.color_pair(10)) self.stdscr.addstr(' ') # make sure rest of laser bar is blacked out for i in range(laser_max - laser_count): self.stdscr.addstr(' ') # check for collisions after drawing level if self.level_grid[self.heroRow][self.heroCol] != '@': self.socket.buildPacket("end", score) asyncore.loop(timeout = 1, count = 1) return score elif refresh_start and (timer - refresh_count) > 16: # Interval to refresh game screen(milliseconds) refresh_start = False self.stdscr.refresh()
def test_tres_soldados_em_L(self): soldados = [(1, 2), (1, 1), (2, 1)] self.assertEqual(2, laser(soldados))
def test_tres_soldados_em_linha(self): soldados = [(1,2), (1,1), (1,3)] self.assertEqual(1, laser(soldados))
for event in pygame.event.get(): if event == pygame.QUIT: pygame.quit() if event.type == pygame.KEYDOWN: if (event.key == pygame.K_LEFT): movement = -2 elif (event.key == pygame.K_RIGHT): movement = 2 if event.key == pygame.K_SPACE: bool = True if event.key == pygame.K_SPACE: if timer > 600: timer = 0 elote.append( laser(natalia.sisterMidX(), natalia.sisterMidY())) elif (event.type == pygame.KEYUP): if event.key == pygame.K_RIGHT or pygame.K_LEFT: movement = 0 count = 0 for e in emis: if (e != None): screen.blit(e.getEmi(), (e.getX(), e.getY())) if (timer2 > 1000) & (emis.index(e) % 2 == 0): el.append(laser(e.getX() + 16, e.getY() + 32)) elif (timer2 == 500) & emis.index(e) % 2 != 0: el.append(laser(e.getX() + 16, e.getY() + 32)) elif (e == None): count += 1 if (count == len(emis)):
def level_run(self, running): # Initial variable set self.level_count = 0 color_setting = ColorSet() color = color_setting.get_colors() old_color = color counter = 0 score = 0 top = 0 bottom = self.height - 1 refresh_start = False refresh_count = 0 calc_start = False calc_count = 0 new_level = 0 level_length = 100 score_label = "Score: " laser_label = "Laser: " laser_interval = 30 # number of steps before laser replinishes laser_max = 5 # max number of lasers player can have laser_count = 5 self.place_hero() # place score label in bottom left hand corner self.stdscr.move(self.height, 0) self.stdscr.addstr(score_label) # Primary loop while running: asyncore.loop(timeout = 1, count = 1) timer = int(round(time.clock() * 1000)) # Referenced to maintain updates and refresh rate p = self.socket.getData() while p != "": cmd, val = p.split('*') if ',' in val: id, x, y = val.split(',') id = int(id) x = int(x) y = int(y) else: val = int(val) if cmd == "mP": self.move_hero(y, x) #move enemy elif cmd == "mE": for e in self.enemies: if e.ID == id: if e.width >= 0 and e.width < self.width: self.level_grid[e.height][e.width] = ' ' e.height = y e.width = x self.level_grid[e.height][e.width] = '&' break #move wall elif cmd == "mW": for o in self.obstacles: if o.ID == id: if o.width >= 0 and o.width < self.width: self.level_grid[o.height][o.width] = ' ' o.height = y o.width = x self.level_grid[o.height][o.width] = '#' break #move laser elif cmd == "mL": for l in self.lasers: if l.ID == id: if l.col >= 0 and l.col < self.width: self.level_grid[l.row][l.col] = ' ' l.row = y l.col = x self.level_grid[l.row][l.col] = '-' #create enemy elif cmd == "cE": enemy = EnemyGen(id, y, x, top, bottom, self.level_grid, player_height, player_depth, self.level_count) self.enemies.append(enemy) #create wall elif cmd == "cW": wall = Obstacle(id, y, x, self) self.obstacles.append(wall) #create laser elif cmd == "cL": l = laser(val, self.heroRow, self.heroCol + 1, self.width - 1) self.lasers.append(l) laser_count -= 1 #delete enemy elif cmd == "delE": for e in self.enemies[:]: if e.ID == id: e.width = x e.height = y EnemyGen.enemy_death(e, self, top, bottom) self.del_enemies.append(e) self.enemies.remove(e) break #delete laser if cmd == "delL": for l in self.lasers[:]: if l.ID == id: if l.col >= 0 and l.col < self.width: self.level_grid[l.row][l.col] = ' ' self.lasers.remove(l) break #delete wall elif cmd == "delW": for o in self.obstacles[:]: if o.ID == id: if o.width >= 0 and o.width < self.width: self.level_grid[o.height][o.width] = ' ' self.obstacles.remove(o) break #laser enemy elif cmd == "eE": for e in self.enemies[:]: if e.ID == id: if e.width >= 0 and e.width < self.width: self.level_grid[e.height][e.width] = ' ' e.height = y e.width = x self.level_grid[e.height][e.width] = '}' self.del_enemies.append(e) self.enemies.remove(e) break #explode wall elif cmd == "eW": for o in self.obstacles[:]: if o.ID == id: if o.width >= 0 and o.width < self.width: self.level_grid[o.height][o.width] = ' ' o.height = y o.width = x self.del_obstacles.append(o) self.obstacles.remove(o) break elif cmd == "end": return val p = self.socket.getData() #get user input vIn, hIn = self.getInput() #fire laser if vIn == 2: self.socket.buildPacket("fL", vIn) else: #vertical movement if vIn != 0: self.socket.buildPacket("mV", vIn) #horizontal movement if hIn != 0: self.socket.buildPacket("mH", hIn) player_height = self.heroRow player_depth = self.heroCol # Update all aspects of game at designated intervals if calc_start is False: calc_count = timer calc_start = True elif calc_start and (timer - calc_count) > 100: # Interval to update game elements(milliseconds) counter += 1 new_level += 1 if counter == level_length: if bottom - top > 7: top += 1 bottom -= 1 counter = 0 self.level_count += 1 # Change color palette upon reaching new level elif counter == level_length - 1: old_color = color while old_color == color: color = color_setting.get_colors() new_level = 0 self.level_update(top, bottom, player_height, player_depth) score += 1 # update score whenever level updates if (score % laser_interval == 0) and laser_count < laser_max: laser_count += 1 calc_start = False # Refreash screen at designated intervals if refresh_start is False: refresh_count = timer refresh_start = True self.level_draw(color, old_color, new_level) # add score and laser count self.stdscr.move(self.height, len(score_label)) self.stdscr.addstr(str(score)) self.stdscr.move(self.height, self.width-(len(score_label)+10)) self.stdscr.addstr(laser_label) # add a red bar for each laser for i in range(laser_count): self.stdscr.addstr('|', curses.color_pair(10)) self.stdscr.addstr(' ') # make sure rest of laser bar is blacked out for i in range(laser_max - laser_count): self.stdscr.addstr(' ') elif refresh_start and (timer - refresh_count) > 16: # Interval to refresh game screen(milliseconds) refresh_start = False self.stdscr.refresh()
def test_dois_soldados_em_fila(self): soldados = [(1, 1), (1, 2)] self.assertEqual(1, laser(soldados))
# show the forwarding time print "It cost %f sec" % (tEnd - tStart) # show the output tables dt.print_catagory_table(output) dt.print_probability_table(output) # get targets coordinates coordinates = dt.get_coordinates(output) # save video snapshots if args.save: images = list() images_name = sorted(os.listdir('/tmp/crops/')) for image_name in images_name: tmp = cv2.imread('/tmp/crops/' + image_name) images.append(cv2.imread('/tmp/crops/' + image_name)) sri.saveImage(images) del images, images_path # send the message to laser fort via ROS if args.ros: laser = laser() for coordinate in coordinates: laser.shoot1(coordinate['X-Axis'], coordinate['Y-Axis']) laser.shutdown() # free memory del img_list del net
import sys import cv2 from target import * from display import draw import laser print('Iniciando RADAR') x = pygame.init() pygame.font.init() defaultFont = pygame.font.get_default_font() fontRenderer = pygame.font.Font(defaultFont, 20) radarDisplay = pygame.display.set_mode((1400, 800)) pygame.display.set_caption('Tela do RADAR') ls = laser.laser() servoPIN = 16 GPIO.setmode(GPIO.BCM) GPIO.setwarnings(False) GPIO.setup(servoPIN, GPIO.OUT) p = GPIO.PWM(servoPIN, 50) p.start(0) targets = {} try: while True: for a in range(0, 180):
def test_dois_soldados_em_fila(self): soldados = [(1,1), (1,2)] self.assertEqual(1, laser(soldados))
def test_dois_soldados_em_diagonal(self): soldados = [(1,1), (2,2)] self.assertEqual(2, laser(soldados))
def test_tres_soldados_em_L(self): soldados = [(1,2), (1,1), (2,1)] self.assertEqual(2, laser(soldados))
from music import music from laser import laser lasernumber = 5 device = 1 dummy = 0 instrument = 61 mc = music(lasernumber ,0,60,True, instrument); mc.test(); harfe = laser(lasernumber, device, dummy); harfe.calibration() while(1): # ak = cv2.waitKey(1) # if ak != -1: # ak = chr(ak) # if ak == 'c': # sys.exit() keylist = harfe.readInputUntilRecognition(0) for i in range(lasernumber): harfe.beams[i] = 0; for key in keylist:
def test_dois_soldados_em_diagonal(self): soldados = [(1, 1), (2, 2)] self.assertEqual(2, laser(soldados))
def test_tres_soldados_em_coluna(self): soldados = [(1, 1), (2, 1), (3, 1)] self.assertEqual(1, laser(soldados))
def cria_lasers(L, janela, nave): if len(L) < 4: novo_laser = laser(janela, nave) L.append(novo_laser)
def test_tres_soldados_em_linha(self): soldados = [(1, 2), (1, 1), (1, 3)] self.assertEqual(1, laser(soldados))
def test_um_soldado(self): soldados = [(1,1)] self.assertEqual(1, laser(soldados))
def test_tres_soldados_em_coluna(self): soldados = [(1,1), (2,1), (3,1)] self.assertEqual(1, laser(soldados))
def test_um_soldado(self): soldados = [(1, 1)] self.assertEqual(1, laser(soldados))