def draw_R(N1, N2, draw_type): para_R = [ [-10, 0, 5, 100, 0.2, 0.6, 13, 0], [2, 3, -4, 100, 0.9, 10, 8 / 3, 0], [2, 3, -4, 100, 0.1, 1, 6, 0], [160, 10, 2, 100, 0.7, 2, 5, 0], [1.e-4, 0, 1, 100, 0.9, 10, 8 / 3, 0], [1.e-4, 0, 1, 100, 0.95, 10, 8 / 3, 0], [1.e-4, 0, 1, 100, 1.01, 10, 8 / 3, 0], [1.e-4, 0, 1, 100, 1.2, 10, 8 / 3, 0], [2, 3, -4, 100, 8, 10, 8 / 3, 0], [160, 10, 2, 100, 10, 2, 5, 0], [-10, 0, 0, 100, 13.962, 10, 8 / 3, 0], [0, 0, 10, 100, 13.962, 10, 8 / 3, 0], [3, 6, 8, 100, 15, 10, 8 / 3, 0], [3, 6, 8, 100, 24, 10, 8 / 3, 0], [6.1101, 6.1101 + 1.e-5, 14, 100, 15, 10, 8 / 3, 0], [7.6594, 7.6594 + 1.e-5, 23, 100, 24, 10, 8 / 3, 0], [3, 2, 6, 100, 28, 10, 8 / 3, 0], [50, 20, -60, 100, 28, 10, 8 / 3, 0], [8.6, 8.5, 28, 100, 80, 10, 8 / 3, 0], [8.6, 8.6, 28.1, 100, 80, 10, 8 / 3, 0], [8.6, 8.7, 28, 100, 80, 10, 8 / 3, 0], [8.6, 8.6, 28, 100, 80, 10, 8 / 3, 0], [100, 100, 100, 100, 28, 1, 8 / 3, 0], [100, 100, 100, 100, 28, 10, 8 / 3, 0], [1, 1, -1, 100, 470 / 19, 10, 8 / 3, 0], [1, 1, -.95, 100, 470 / 19, 10, 8 / 3, 0], [19.53, 19.53, 143, 100, 144, 10, 8 / 3, 0], [19.53, 19.53, 142, 100, 144, 10, 8 / 3, 0], [7.956, 7.956, 23.737, 100, 24.737, 10, 8 / 3, 0], [7.956, 7.957, 23.737, 100, 24.737, 10, 8 / 3, 0], [1, 1, -1, 100, 167, 10, 8 / 3, 0], [1, 1, -.95, 100, 167, 10, 8 / 3, 0], ] if draw_type == "anima": for i in range(len(para_R)): para_R[i].append("../Project_Videos/tendency/" + str(i) + "Test.mp4") for i in range(N1, N2): Draw.Draw(para_R[i][0:8], para_R[i][8], "anima") if draw_type == "static": for i in range(len(para_R)): para_R[i].append("../Project_Pictures/final/" + str(i) + ".png") for i in range(N1, N2): Draw.Draw(para_R[i][0:8], para_R[i][8], "static") else: return "Wrong Draw Type!"
def __gen_possibilities(self): if self.display: pbar = tqdm.tqdm(total=12000000) for x in range(0, 1000000): for y in range(0, 12): self.possibilities.append(Draw(x, y)) pbar.update(12) pbar.close() else: for x in range(0, 1000000): for y in range(0, 12): self.possibilities.append(Draw(x, y))
def __init__(self, row, col): self.row, self.col = row, col self.color_num = len(Game.colors) - 1 self.matrix = [[0 for _ in range(col)] for _ in range(row)] self.chosen = self.highlighted = None self.q = queue.Queue() self.generate() self.height, self.width = self.get_size() self.drawer = Draw(self, row, col)
def Make_Sequential_Draw(self): draw = Draw() draw.n_1 = self.random.Get_10() draw.n_2 = self.random.Get_10() draw.n_3 = self.random.Get_10() draw.n_4 = self.random.Get_10() draw.n_5 = self.random.Get_10() draw.n_6 = self.random.Get_10() draw.symbol = self.random.Get_12() return draw
def transformation(imCalRGB, calData, tx1, ty1, tx2, ty2, tx3, ty3, tx4, ty4): points = calData.points ## sectors are sometimes different -> make accessible # used when line rectangle intersection at specific segment is used for transformation: newtop = destinationPoint(calData.dstpoints[0], calData) newbottom = destinationPoint(calData.dstpoints[1], calData) newleft = destinationPoint(calData.dstpoints[2], calData) newright = destinationPoint(calData.dstpoints[3], calData) # get a fresh new image new_image = imCalRGB.copy() # create transformation matrix src = np.array([(points[0][0] + tx1, points[0][1] + ty1), (points[1][0] + tx2, points[1][1] + ty2), (points[2][0] + tx3, points[2][1] + ty3), (points[3][0] + tx4, points[3][1] + ty4)], np.float32) dst = np.array([newtop, newbottom, newleft, newright], np.float32) transformation_matrix = cv2.getPerspectiveTransform(src, dst) new_image = cv2.warpPerspective(new_image, transformation_matrix, (800, 800)) # draw image drawBoard = Draw() new_image = drawBoard.drawBoard(new_image, calData) cv2.circle(new_image, (int(newtop[0]), int(newtop[1])), 2, cv.CV_RGB(255, 255, 0), 2, 4) cv2.circle(new_image, (int(newbottom[0]), int(newbottom[1])), 2, cv.CV_RGB(255, 255, 0), 2, 4) cv2.circle(new_image, (int(newleft[0]), int(newleft[1])), 2, cv.CV_RGB(255, 255, 0), 2, 4) cv2.circle(new_image, (int(newright[0]), int(newright[1])), 2, cv.CV_RGB(255, 255, 0), 2, 4) cv2.imshow('manipulation', new_image) return transformation_matrix
def open_uix(): codeinput = CodeInput(lexer=KivyLexer()) Draw().run()
# print(FIND3_API.Post_Data(jsonData1)) # print(FIND3_API.Post_Data(jsonData2)) # print(FIND3_API.Post_Data(jsonData3)) #print(FIND3_API.Post_PassiveData(jsonData1)) #print(FIND3_API.Post_PassiveData(jsonData2)) #print(FIND3_API.Post_PassiveData(jsonData3)) #print(FIND3_API.Post_Data(FIND3_API.Return_Json(0,-60))) #print(FIND3_API.Post_Data(FIND3_API.Return_Json(1,-50))) #print(FIND3_API.Post_Data(FIND3_API.Return_Json(2,-60))) text = FIND3_API.Get_Database(familyName) WriteFile(fileName, text) TrackedDevices, Signals, Sensors = ParseFile(fileName) WriteFile("TrackedDevices.txt", TrackedDevices, isJson=True) WriteFile("Signals.txt", Signals, isJson=True) WriteFile("Sensors.txt", Sensors, isJson=True) draw = Draw() sensorPositions = {"a": [2, 3.29], "c": [6.35, 2.1], "b": [6.35, 9.5]} draw.SetMap(12, 12, 1) timestamp = "1554820270500" draw.Draw(sensorPositions, TrackedDevices, Signals, Sensors, timestamp) # Signals=[{"timestamp": "1", "deviceID": "G", "sensordata": {"a": -87,"c":-74,"b":-85,}}] # # draw=Draw() # sensorPositions={"a":[5,5],"b":[5,10],"c":[15,5]} # draw.SetMap(20,15,1) # timestamp="1" # draw.Draw(sensorPositions,TrackedDevices,Signals,Sensors,timestamp)
l.Value = l.Tail def VergelijkYN(l) while l.IsEmpty == False: tempL = l.Value if event.type == MOUSEBUTTONUP and mousex > l.PositionX and mousex < (l.PositionX + 42) and mousey > l.PositionY and mousey < (l.PositionY + 42) l.PositionY = l.PositionY - 42 l.Value = l.Tail while start == True: DISPLAYSURF.fill(WHITE) DISPLAYSURF.blit(spelImg, (0 ,0)) Draw(player1soldaat) for event in pygame.event.get(): if event.type == MOUSEMOTION: mousex, mousey = pygame.mouse.get_pos() if event.type == KEYUP and event.key == K_ESCAPE or (mousex > 1198 and mousex < 1360 and mousey > 690 and mousey < 763): start = False if event.type == MOUSEBUTTONUP and mousex > 775 and mousex < 937 and mousey > 440 and mousey < 478: start = False train = True if event.type == MOUSEBUTTONUP and mousex > 775 and mousex < 937 and mousey > 230 and mousey < 268: walk = True fight = False build = False train = False instruction = False if event.type == MOUSEBUTTONUP and mousex > 775 and mousex < 937 and mousey > 300 and mousey < 338:
# plt.hist(rvs2,bins=hist) # plt.show() import Model5 import Environment import Individual import Cal_para import Draw args_model = [0.6, -0.21] args_time = [2, 1, 10000] args_steps = [-1.80, 5] args_grid = [[20, 20], [10, 2, 10, 2], 200] time = 100 temp_routeList = [] Envir = Environment.normal_Environment(dimenssion=[20], xy_args=args_grid[1], size=200) #model=Model5.HomeOrWork_Model(args_model=args_model,args_t=args_time,args_steps=args_steps,environment=Envir,visited_Place=[],homeposition=random.choice(Envir.locations),workposition=random.choice(Envir.locations)) model = Individual.Nomal_Individual(args_model=args_model, args_t=args_time, args_step=args_steps, simulate_time=time, Environment=Envir) model.simulate() print(9) cal = Cal_para.Cal_para(model.data_mid.route, Envir) dis = cal.get_visit_location_number_disput() draw = Draw.Draw(cal, [model.home_loc, model.work_loc]) draw.draw_visit_location_number_disput() draw.draw_location_disput(model.data_mid) print(1)
def Main(menu,player1,player1soldaat): while menu == True: start = False rules = False rulespage2 = False DISPLAYSURF.fill(WHITE) DISPLAYSURF.blit(SpelImg, (0,0)) DISPLAYSURF.blit(start2Img, (928.5,250)) DISPLAYSURF.blit(start4Img, (928.5,325)) DISPLAYSURF.blit(rulesImg, (928.5,400)) DISPLAYSURF.blit(endImg,(928.5,475)) for event in pygame.event.get(): if event.type == MOUSEMOTION: mousex, mousey = pygame.mouse.get_pos() if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE) or (event.type == MOUSEBUTTONUP and mousex > 928.5 and mousex < 778.5 and mousey > 475 and mousey < 519): pygame.quit() sys.exit() if event.type == MOUSEBUTTONUP and mousex > 928.5 and mousex < 1042.5 and mousey > 200 and mousey < 244: DISPLAYSURF.blit(spelImg, (0,0)) if event.type == MOUSEBUTTONUP and mousex > 928.5 and mousex < 1042.5 and mousey > 250 and mousey < 294: #player 2 menu = False start = True rules = False rulespage2 = False if event.type == MOUSEBUTTONUP and mousex > 928.5 and mousex < 1042.5 and mousey > 325 and mousey < 369: #player 4 menu = False start = True rules = False rulespage2 = False if event.type == MOUSEBUTTONUP and mousex > 928.5 and mousex < 1042.5 and mousey > 400 and mousey < 444: #rules menu = False start = False rules = True rulespage2 = False pygame.display.update() while start == True: DISPLAYSURF.fill(WHITE) DISPLAYSURF.blit(spelImg, (0 ,0)) Draw(player1soldaat) for event in pygame.event.get(): if event.type == MOUSEMOTION: mousex, mousey = pygame.mouse.get_pos() if event.type == KEYUP and event.key == K_ESCAPE or (mousex > 1198 and mousex < 1360 and mousey > 690 and mousey < 763): start = False if event.type == MOUSEBUTTONUP and mousex > 775 and mousex < 937 and mousey > 440 and mousey < 478: start = False train = True if event.type == MOUSEBUTTONUP and mousex > 775 and mousex < 937 and mousey > 230 and mousey < 268: walk = True fight = False build = False train = False instruction = False if event.type == MOUSEBUTTONUP and mousex > 775 and mousex < 937 and mousey > 300 and mousey < 338: walk = False fight = True build = False train = False instruction = False if event.type == MOUSEBUTTONUP and mousex > 775 and mousex < 937 and mousey > 370 and mousey < 408: walk = False fight = False build = True train = False instruction = False if event.type == MOUSEBUTTONUP and mousex > 775 and mousex < 937 and mousey > 440 and mousey < 478: walk = False if event.type == MOUSEBUTTONUP and mousex > 802 and mousex < 965 and mousey > 691 and mousey < 730: walk = False fight = False build = False train = False instruction = True if event.type == MOUSEBUTTONUP and mousex > 998 and mousex < 1160 and mousey > 725 and mousey < 763: end = True pygame.display.update() while train == True: DISPLAYSURF.fill(WHITE) DISPLAYSURF.blit(train1, (0 ,0)) Draw(player1soldaat) for event in pygame.event.get(): if event.type == MOUSEMOTION: mousex, mousey = pygame.mouse.get_pos() if event.type == KEYUP and event.key == K_ESCAPE or (mousex > 1198 and mousex < 1360 and mousey > 690 and mousey < 763): train = False if event.type == MOUSEBUTTONUP and mousex > 936 and mousex < 1114 and mousey > 259 and mousey < 296: soldaat = True train = False pygame.display.update() while soldaat == True: DISPLAYSURF.fill(WHITE) DISPLAYSURF.blit(train1, (0 ,0)) Draw(player1soldaat) for event in pygame.event.get(): if event.type == MOUSEMOTION: mousex, mousey = pygame.mouse.get_pos() if event.type == MOUSEBUTTONUP and mousex > player1.startPosX and mousex < (player1.startPosX + 42) and mousey > player1.startPosY and mousey < (player1.startPosY +42): player1soldaat = Node(Soldier(sol1,(player1.startPosX+42),player1.startPosY),player1soldaat) pygame.display.update() Main(False,player1,player1soldaat)
import numpy as np import Data, InitPeople, Draw, Rule, Income import matplotlib.pyplot as plt import matplotlib.animation import time init = InitPeople.InitPeoples() draw = Draw.Draw() # move=Rule.PeopleMove() income = Income.outDirection() # allPeople=init.creatPeople() allPeople = init.creatForemostPeo() allWall = init.creatWall() allExit = init.creatExit() # while Data.flag: # for p in allPeople: # income.outDirection(p,allPeople) # direction=max(p.allInComeBySort.items(),key=lambda x:x[1])[0] # print('direction ==',direction) while Data.flag: for p in allPeople: income.outDirection(p, allPeople) direction = max(p.allInComeBySort.items(), key=lambda x: x[1])[0] Rule.chickOverAround(p, allPeople) Rule.PeopleMove(p, direction) # print(p.grendIncome) # print(p.isInGrend) print(p.allInComeBySort)
def main(): ConSerial().serial_ports Draw().run()
def calibrate(cam_R, cam_L): try: success, imCalRGB_R = cam_R.read() _, imCalRGB_L = cam_L.read() except: print "Could not init cams" return imCal_R = imCalRGB_R.copy() imCal_L = imCalRGB_L.copy() imCalRGBorig = imCalRGB_R.copy() cv2.imwrite("frame1_R.jpg", imCalRGB_R) # save calibration frame cv2.imwrite("frame1_L.jpg", imCalRGB_L) # save calibration frame global calibrationComplete calibrationComplete = False while calibrationComplete == False: #Read calibration file, if exists if os.path.isfile("calibrationData_R.pkl"): try: calFile = open('calibrationData_R.pkl', 'rb') calData_R = CalibrationData() calData_R = pickle.load(calFile) calFile.close() calFile = open('calibrationData_L.pkl', 'rb') calData_L = CalibrationData() calData_L = pickle.load(calFile) calFile.close() #copy image for old calibration data transformed_img_R = imCalRGB_R.copy() transformed_img_L = imCalRGB_L.copy() transformed_img_R = cv2.warpPerspective( imCalRGB_R, calData_R.transformation_matrix, (800, 800)) transformed_img_L = cv2.warpPerspective( imCalRGB_L, calData_L.transformation_matrix, (800, 800)) draw_R = Draw() draw_L = Draw() transformed_img_R = draw_R.drawBoard(transformed_img_R, calData_R) transformed_img_L = draw_L.drawBoard(transformed_img_L, calData_L) cv2.imshow("Right Cam", transformed_img_R) cv2.imshow("Left Cam", transformed_img_L) test = cv2.waitKey(0) if test == 13: cv2.destroyAllWindows() #we are good with the previous calibration data calibrationComplete = True return calData_R, calData_L else: cv2.destroyAllWindows() calibrationComplete = True #delete the calibration file and start over os.remove("calibrationData_R.pkl") os.remove("calibrationData_L.pkl") #restart calibration calibrate(cam_R, cam_L) #corrupted file except EOFError as err: print err # start calibration if no calibration data exists else: calData_R = CalibrationData() calData_L = CalibrationData() imCal_R = imCalRGB_R.copy() imCal_L = imCalRGB_L.copy() calData_R.points = getTransformationPoints(imCal_R, "right") # 13/6: 0 | 6/10: 1 | 10/15: 2 | 15/2: 3 | 2/17: 4 | 17/3: 5 | 3/19: 6 | 19/7: 7 | 7/16: 8 | 16/8: 9 | # 8/11: 10 | 11/14: 11 | 14/9: 12 | 9/12: 13 | 12/5: 14 | 5/20: 15 | 20/1: 16 | 1/18: 17 | 18/4: 18 | 4/13: 19 # top, bottom, left, right # 12/9, 2/15, 8/16, 13/4 calData_R.dstpoints = [12, 2, 8, 18] calData_R.transformation_matrix = manipulateTransformationPoints( imCal_R, calData_R) calData_L.points = getTransformationPoints(imCal_L, "left") # 12/9, 2/15, 8/16, 13/4 calData_L.dstpoints = [12, 2, 8, 18] calData_L.transformation_matrix = manipulateTransformationPoints( imCal_L, calData_L) cv2.destroyAllWindows() print "The dartboard image has now been normalized." print "" cv2.imshow(winName4, imCal_R) test = cv2.waitKey(0) if test == 13: cv2.destroyWindow(winName4) cv2.destroyAllWindows() #write the calibration data to a file calFile = open("calibrationData_R.pkl", "wb") pickle.dump(calData_R, calFile, 0) calFile.close() calFile = open("calibrationData_L.pkl", "wb") pickle.dump(calData_L, calFile, 0) calFile.close() calibrationComplete = True return calData_R, calData_L cv2.destroyAllWindows()
while start == True: DISPLAYSURF.fill(WHITE) DISPLAYSURF.blit(spelImg, (0 ,0)) Draw(player1soldaat) Draw(player1tank) for event in pygame.event.get(): if event.type == MOUSEMOTION: mousex, mousey = pygame.mouse.get_pos() if event.type == KEYUP and event.key == K_ESCAPE or (mousex > 1198 and mousex < 1360 and mousey > 690 and mousey < 763): start = False if event.type == MOUSEBUTTONUP and mousex > 775 and mousex < 937 and mousey > 440 and mousey < 478: start = False train = True if event.type == MOUSEBUTTONUP and mousex > 775 and mousex < 937 and mousey > 230 and mousey < 268: walk = True fight = False build = False train = False instruction = False
rawpath = planner.path() from Draw import * ################### SMOOTHING spath = smooth(grid=grid, path=rawpath[:]) ################### WAYPOINTING waypoints = waypointing(path=spath, speed=0.5) ################### FORCE FIELD waypoints = forceField(planner=planner, waypoints=waypoints, neighborhood=2) ################### WAYPOINTING AGAIN waypoints = waypointing(path=waypoints, speed=0.5) ################### DRAWING d = Draw(rows=grid.rows, cols=grid.cols, cellSize=20) d.drawGrid() d.fillCells(grid=grid.obstacleGrid, color='green') d.fillCells(grid=grid.closedGrid, color='grey') d.drawLine(path=rawpath, color='red') d.drawLine(path=spath, color='orange') d.drawLine(path=waypoints, color='blue') # d.drawPoints(pointset=waypoints, color='blue') d.loop()
from ResetDeck import * # Imports the Reset function for Deck.txt from Draw import * # Imports the Draw class which allows us to draw cards from Deck.txt ResetDeck() # Resets Deck.txt to default Card=Draw() # Draws a card using the class Draw Card1=Card.Card # Turns the card drawn over to Card1 Card=Draw() Card2=Card.Card Card=Draw() Card3=Card.Card Card=Draw() Card4=Card.Card Card=Draw() Card5=Card.Card print([Card1,Card2,Card3,Card4,Card5]) # Prints the 5 cards drawn