Exemple #1
0
def controller(x: simulator.State, dt: float, time: float):
    global active_parking_spot, recalculate
    running = True
    for event in pygame.event.get():
        if event.type == pygame.QUIT: running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_0:
                active_parking_spot = 0
            elif event.key == pygame.K_1:
                active_parking_spot = 1
            elif event.key == pygame.K_2:
                active_parking_spot = 2
            elif event.key == pygame.K_3:
                active_parking_spot = 3
            elif event.key == pygame.K_q:
                running = False
            recalculate = True
    print(f"time: {time:.1f}")

    if car_is_in_box(x, p_list[active_parking_spot]):
        if simulator.is_zero(x.speed):
            active_parking_spot += 1
            if active_parking_spot == len(p_list): active_parking_spot = 0
    visualizer.update(x.position.x, x.position.y, x.orientation, active_parking_spot)
    recalculate = True if ((not recalculate and simulator.is_zero(x.speed)) or time % 10 < 0.1) else False

    cs = mpc.get_control_signals(x, p_list[active_parking_spot], 0.3, recalculate=recalculate)

    if simulation_time < time or not running:
        x.position.x, x.position.y, x.orientation = 0, 0, 0
        simulator.run(replay)

    cs_s.append(cs)
    return cs
Exemple #2
0
def replay(x: simulator.State, dt: float, time: float):
    print(f"time: {time:.1f}")
    global counter
    running = True if counter < len(cs_s) - 1 else False
    for event in pygame.event.get():
        if event.type == pygame.QUIT: running = False

    visualizer.update(x.position.x, x.position.y, x.orientation, -1, replay=True)
    if simulation_time < time or not running:
        simulator.close()
        visualizer.close()

    cs = cs_s[counter]
    counter += 1
    return cs
Exemple #3
0
 def update_display(self, swap1=None, swap2=None):
     import visualizer
     visualizer.update(
         self, swap1,
         swap2)  # pass the indexes to be swapped into the visualizer
Exemple #4
0
 def update_display(self, swap1=None, swap2=None):
     visualizer.update(self, swap1, swap2)
Exemple #5
0

#This will loop until the user exits
#This will handle everything that happens
while 1: #Main loop
	
	for event in pygame.event.get(): #Pygame event loop
		
		if event.type == pygame.QUIT: exit() #exit from the exit button
		
		elif event.type == pygame.KEYDOWN: #If event is a key press
			if event.key == pygame.K_ESCAPE:exit() #exit by hitting the escape key. 
			
	
	midi = midi_input.read() #use interchangably between network_midi and pygame.midi
	visualizer.update(midi) #Update the visualizer with the midi input
	pygame.display.update() #Possibly remove this if pygame display is handled in visualizer.
	fpsClock.tick(30) #Keep a constant framerate
			
			
#Above is the bare minimum for a show. Below are extras.


#This will handle midi output to the light console. If interface is possible
#This will probably use usb to midi output
import midi_light 


#This will handle the audio input analysis
#This will try to mimic midi_input as close as possible to stay consistant
import fft_input