Esempio n. 1
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    def __init__(self, resolution):
        '''Настройка pygame дисплея'''
        self.resolution = resolution
        self.background = pygame.Surface(self.resolution)
        self.background.fill((254, 65, 43))

        pygame.init()

        self.screen = pygame.display.set_mode(self.resolution,
                                              pygame.FULLSCREEN)
        self.init()
        '''Список хендлеров'''
        self.keydown_handlers = defaultdict(list)
        self.keyup_handlers = defaultdict(list)
        self.mouse_handlers = []
        '''Камера и объекты'''
        self.camera = Camera(self.resolution)
        self.objects = pygame.sprite.Group()
        self.mobs = pygame.sprite.Group()
        '''Создание игрока'''
        self.player = Player(80, 120, self)
        self.player.set_controller(self.keydown_handlers, self.keyup_handlers,
                                   self.mouse_handlers)
        self.objects.add(self.player)
        '''Мировые эффекты и события'''
        self.action_list = []
        '''Добавляю тест-объекты'''
        for i in range(2):
            brick = Brick(32 + config.width_brick * i * 2, 360, self)
            self.objects.add(brick)
            mob = Mob(32, 180 + config.width_mob * i * 2, self)
            self.objects.add(mob)
            self.mobs.add(mob)

        self.camera.apply(self.objects)
Esempio n. 2
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class BackCameraWindow(QMainWindow, blank_window.Ui_BlankWindow):
	def __init__(self):
		super(self.__class__, self).__init__()
		self.setupUi(self) 

		#przypisuje konkretną funkcję do przycisku i sygnał
		self.setWindowFlags(QtCore.Qt.FramelessWindowHint)
		self.setStyleSheet(open("resources/style.qss", "r").read())
		self.show()

		self.Back.clicked.connect(lambda: self.closeBackCamcorderStream())
		
		#tworze etykiete, w której wyświetlą się ramki QPixmap "pobrane" z kamerki
		self.VideoLabel = QLabel(self)
		#ustalam pozycję i wymiary: x, y, szerokość, wysokość
		self.VideoLabel.setGeometry(QtCore.QRect(0, 0, 840, 540))
		
		#Rysuję przycisk zrób zdjęcie
		self.TakePhoto=RadioPlayWindow.drawControlFMButton(self,"TakePhoto",860,160,"#26d8fc","camera.png")
		self.TakePhoto.clicked.connect(lambda: self.takePhoto())
		self.TakePhoto.show()
		#dodaje rysowanie etykiety
		self.TakePhotoLabel=RadioPlayWindow.drawControlButtonLabel(self,860,320,"Zrób zdjęcie")
		self.TakePhotoLabel.show()
		
		#tworze nowy wątek
		self.ThreadStream = QThread()
		#tworzę obiekt, który dziedziczy po QObject
		#dzięki niemu będzie możliwość obsługi slotów i sygnałów
		self.WorkerStream = Camera("/dev/BackCamcorder")
		
		#jeśli obiekt klasy Camera wyślę sygnał "StreamSignal", który zawiera w sobie obiekt QPixmap
		#to funkcja streamFromBackWebcam() go obsłuży
		#czyli "wklei" go do etykiety VideoLabel, a potem tę etykietę wyświetli
		self.WorkerStream.StreamSignal.connect(self.streamFromBackWebcam)
		
		#przenoszę obiekt WorkerStream do nowego wątku
		self.WorkerStream.moveToThread(self.ThreadStream)
		
		#jeśli obiekt klasy Camera, wyślę sygnał FinishedSignal, to wątek, który obsługiwał streamowanie się zakończy
		self.WorkerStream.FinishedSignal.connect(self.ThreadStream.quit)
		
		#jeśli nowy wątek zostanie uruchomiony to
		#zostanie wykonana funkcja startCamcorderStream() z klasy Camera 
		self.ThreadStream.started.connect(self.WorkerStream.startCamcorderStream)
		
		#uruchamiam nowy wątek
		self.ThreadStream.start()

	
	#funkcja zamykająca stream z kamerki
	def closeBackCamcorderStream(self):
		os.system("rm temp/stream")
		self.close()
	#slot, który wyświetla w etykiecie VideoLabel obiekt QPixmap otrzymany od obiektu klasy Camera
	def streamFromBackWebcam(self,ResizedFrame):
		self.VideoLabel.setPixmap(ResizedFrame)
		self.VideoLabel.show()
	def takePhoto(self):
		os.system("touch temp/photo")
Esempio n. 3
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    def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.75):
        super(Mario, self).__init__(x, y, gravity)
        self.spriteCollection = Sprites().spriteCollection
        self.camera = Camera(self.rect, self)
        self.sound = sound
        self.input = Input(self)
        self.inAir = False
        self.inJump = False
        self.animation = Animation(
            [
                self.spriteCollection["mario_run1"].image,
                self.spriteCollection["mario_run2"].image,
                self.spriteCollection["mario_run3"].image,
            ],
            self.spriteCollection["mario_idle"].image,
            self.spriteCollection["mario_jump"].image,
        )

        self.traits = {
            "jumpTrait": jumpTrait(self),
            "goTrait": goTrait(self.animation, screen, self.camera, self),
            "bounceTrait": bounceTrait(self),
        }

        self.levelObj = level
        self.collision = Collider(self, level)
        self.screen = screen
        self.EntityCollider = EntityCollider(self)
        self.dashboard = dashboard
        self.restart = False
        self.pause = False
        self.pauseObj = Pause(screen, self, dashboard)
Esempio n. 4
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class FrontCamcorderWindow(QMainWindow, blank_window.Ui_BlankWindow):
	def __init__(self):
		super(self.__class__, self).__init__()
		self.setupUi(self) 
		self.setWindowFlags(QtCore.Qt.FramelessWindowHint)
		self.setStyleSheet(open("resources/style.qss", "r").read())
		#wyświetlam pusty formularz, na którym się wyświetli stream z kamery
		self.show()
		
		self.Back.clicked.connect(lambda: self.closeFrontCamcorderStream())

		#tworze etykiete, w której wyświetlą się ramki QPixmap "pobrane" z kamerki
		self.VideoLabel = QLabel(self)
		#ustalam pozycję i wymiary: x, y, szerokość, wysokość
		self.VideoLabel.setGeometry(QtCore.QRect(0, 0, 840, 540))

		#tworze nowy wątek
		self.ThreadStream = QThread()
		#tworzę obiekt, który dziedziczy po QObject
		#dzięki niemu będzie możliwość obsługi slotów i sygnałów
		self.WorkerStream = Camera("/dev/FrontCamcorder")
		
		#jeśli obiekt klasy Camera wyślę sygnał "StreamSignal", który zawiera w sobie obiekt QPixmap
		#to funkcja streamFromFrontWebcam() go obsłuży
		#czyli "wklei" go do etykiety VideoLabel, a potem tę etykietę wyświetli
		self.WorkerStream.StreamSignal.connect(self.streamFromFrontWebcam)
		
		#przenoszę obiekt WorkerStream do nowego wątku
		self.WorkerStream.moveToThread(self.ThreadStream)
		
		#jeśli obiekt klasy Camera, wyślę sygnał FinishedSignal, to wątek, który obsługiwał streamowanie się zakończy
		self.WorkerStream.FinishedSignal.connect(self.ThreadStream.quit)
		
		#jeśli nowy wątek zostanie uruchomiony to
		#zostanie wykonana funkcja startFrontCamcorderStream() z klasy Camera 
		self.ThreadStream.started.connect(self.WorkerStream.startCamcorderStream)
		
		#uruchamiam nowy wątek
		self.ThreadStream.start()
	
	#funkcja zamykająca stream z kamerki
	def closeFrontCamcorderStream(self):
		os.system("rm temp/stream")
		self.close()
	#slot, który wyświetla w etykiecie VideoLabel obiekt QPixmap otrzymany od obiektu klasy Camera
	def streamFromFrontWebcam(self,ResizedFrame):
		self.VideoLabel.setPixmap(ResizedFrame)
		self.VideoLabel.show()
Esempio n. 5
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    def __init__(self, size, fps, client_name):
        """ init block """
        pygame.init()
        pygame.font.init()
        pygame.joystick.init()
        """ display block """

        self.request_list = []

        self.resolution = size
        self.fps = fps
        self.icon = None
        self.caption = "Caster-Game"
        self.screen = pygame.display.set_mode(self.resolution,
                                              pygame.RESIZABLE)
        self.camera = Camera(self.resolution)

        self.camera_target = None
        self.is_camera_target = False

        self.name = client_name

        self.init()
        """ input block """

        # self.joys = [pygame.joystick.Joystick(i) for i in range(pygame.joystick.get_count())]
        # for j in self.joys:
        #     j.init()
        """ handlers block """

        self.keydown_handlers = defaultdict(list)
        self.keyup_handlers = defaultdict(list)
        self.mouse_handlers = []
        self.event_list = []
        """ game const block """

        self.play = True
        self.output = []
        """ interface block """

        self.buttons = ButtonGroup()
        """ ingame block """

        self.objects = GameGroup()
        self.background = pygame.Surface(self.resolution)
        self.background.fill((254, 65, 43))
        self.session = None
Esempio n. 6
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    def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.75):
        super(Mario, self).__init__(x, y, gravity)
        self.x = x
        self.spriteCollection = Sprites().spriteCollection
        self.CT = CollisionTester()
        self.camera = Camera(self.rect, self)
        self.sound = sound
        self.level = level
        self.OI = Input(self)
        self.closest_mob = None
        self.closest_object = None
        self.output =0
        self.inAir = False
        self.brain = Model().share_memory()
        self.fitness = 0

        self.animation = Animation(
            [
                self.spriteCollection["mario_run1"].image,
                self.spriteCollection["mario_run2"].image,
                self.spriteCollection["mario_run3"].image,
            ],
            self.spriteCollection["mario_idle"].image,
            self.spriteCollection["mario_jump"].image,
        )

        self.traits = {
            "jumpTrait": jumpTrait(self),
            "goTrait": goTrait(self.animation, screen, self.camera, self),
            "bounceTrait": bounceTrait(self),
        }

        self.levelObj = level
        self.collision = Collider(self, level)
        self.screen = screen
        self.EntityCollider = EntityCollider(self)
        self.dashboard = dashboard
        self.restart = False
        self.pause = False
        self.pauseObj = Pause(screen, self, dashboard)
Esempio n. 7
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    def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.75):
        super(Mario, self).__init__(x, y, gravity)
        self.camera = Camera(self.rect, self)
        self.sound = sound
        self.input = Input(self)
        self.inAir = False
        self.inJump = False
        self.powerUpState = 0
        self.invincibilityFrames = 0
        self.traits = {
            "jumpTrait": JumpTrait(self),
            "goTrait": GoTrait(smallAnimation, screen, self.camera, self),
            "bounceTrait": bounceTrait(self),
        }

        self.levelObj = level
        self.collision = Collider(self, level)
        self.screen = screen
        self.EntityCollider = EntityCollider(self)
        self.dashboard = dashboard
        self.restart = False
        self.pause = False
        self.pauseObj = Pause(screen, self, dashboard)
Esempio n. 8
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    def __init__(self, x, y, level, screen, dashboard, gravity=1.25):
        super(Mario, self).__init__(x, y, gravity)
        self.spriteCollection = Sprites().spriteCollection
        self.camera = Camera(self.rect, self)
        self.sound = Sound()

        self.animation = Animation([
            self.spriteCollection["mario_run1"].image,
            self.spriteCollection["mario_run2"].image,
            self.spriteCollection["mario_run3"].image
        ], self.spriteCollection["mario_idle"].image,
                                   self.spriteCollection["mario_jump"].image)

        self.traits = {
            "jumpTrait": jumpTrait(self),
            "goTrait": goTrait(self.animation, screen, self.camera, self),
            "bounceTrait": bounceTrait(self)
        }
        self.levelObj = level
        self.collision = Collider(self, level)
        self.screen = screen
        self.EntityCollider = EntityCollider(self)
        self.dashboard = dashboard
        self.restart = False
Esempio n. 9
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class Mario(EntityBase):
    def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.75):
        super(Mario, self).__init__(x, y, gravity)
        self.spriteCollection = Sprites().spriteCollection
        self.camera = Camera(self.rect, self)
        self.sound = sound
        self.input = Input(self)
        self.inAir = False
        self.inJump = False
        self.animation = Animation(
            [
                self.spriteCollection["mario_run1"].image,
                self.spriteCollection["mario_run2"].image,
                self.spriteCollection["mario_run3"].image,
            ],
            self.spriteCollection["mario_idle"].image,
            self.spriteCollection["mario_jump"].image,
        )

        self.traits = {
            "jumpTrait": jumpTrait(self),
            "goTrait": goTrait(self.animation, screen, self.camera, self),
            "bounceTrait": bounceTrait(self),
        }

        self.levelObj = level
        self.collision = Collider(self, level)
        self.screen = screen
        self.EntityCollider = EntityCollider(self)
        self.dashboard = dashboard
        self.restart = False
        self.pause = False
        self.pauseObj = Pause(screen, self, dashboard)

    def update(self):
        self.updateTraits()
        self.moveMario()
        self.camera.move()
        self.applyGravity()
        self.checkEntityCollision()
        self.input.checkForInput()

    def moveMario(self):
        self.rect.y += self.vel.y
        self.collision.checkY()
        self.rect.x += self.vel.x
        self.collision.checkX()

    def checkEntityCollision(self):
        for ent in self.levelObj.entityList:
            collisionState = self.EntityCollider.check(ent)
            if collisionState.isColliding:
                if ent.type == "Item":
                    self._onCollisionWithItem(ent)
                elif ent.type == "Block":
                    self._onCollisionWithBlock(ent)
                elif ent.type == "Mob":
                    self._onCollisionWithMob(ent, collisionState)

    def _onCollisionWithItem(self, item):
        self.levelObj.entityList.remove(item)
        self.dashboard.points += 100
        self.dashboard.coins += 1
        self.sound.play_sfx(self.sound.coin)

    def _onCollisionWithBlock(self, block):
        if not block.triggered:
            self.dashboard.coins += 1
            self.sound.play_sfx(self.sound.bump)
        block.triggered = True

    def _onCollisionWithMob(self, mob, collisionState):
        if collisionState.isTop and (mob.alive
                                     or mob.alive == "shellBouncing"):
            self.sound.play_sfx(self.sound.stomp)
            self.rect.bottom = mob.rect.top
            self.bounce()
            self.killEntity(mob)
        elif collisionState.isTop and mob.alive == "sleeping":
            self.sound.play_sfx(self.sound.stomp)
            self.rect.bottom = mob.rect.top
            mob.timer = 0
            self.bounce()
            mob.alive = False
        elif collisionState.isColliding and mob.alive == "sleeping":
            if mob.rect.x < self.rect.x:
                mob.leftrightTrait.direction = -1
                mob.rect.x += -5
            else:
                mob.rect.x += 5
                mob.leftrightTrait.direction = 1
            mob.alive = "shellBouncing"
        elif collisionState.isColliding and mob.alive:
            self.gameOver()

    def bounce(self):
        self.traits["bounceTrait"].jump = True

    def killEntity(self, ent):
        if ent.__class__.__name__ != "Koopa":
            ent.alive = False
        else:
            ent.timer = 0
            ent.alive = "sleeping"
        self.dashboard.points += 100

    def gameOver(self):
        srf = pygame.Surface((640, 480))
        srf.set_colorkey((255, 255, 255), pygame.RLEACCEL)
        srf.set_alpha(128)
        self.sound.music_channel.stop()
        self.sound.music_channel.play(self.sound.death)

        for i in range(500, 20, -2):
            srf.fill((0, 0, 0))
            pygame.draw.circle(
                srf,
                (255, 255, 255),
                (int(self.camera.x + self.rect.x) + 16, self.rect.y + 16),
                i,
            )
            self.screen.blit(srf, (0, 0))
            pygame.display.update()
            self.input.checkForInput()
        while self.sound.music_channel.get_busy():
            pygame.display.update()
            self.input.checkForInput()
        self.restart = True

    def getPos(self):
        return self.camera.x + self.rect.x, self.rect.y

    def setPos(self, x, y):
        self.rect.x = x
        self.rect.y = y
import sys
from os import path
sys.path.append(path.dirname(path.dirname(path.abspath(__file__))))
from classes.Camera import Camera, PICAMERA, USB
import os
from time import sleep
import cv2
from PIL import Image
import numpy as np
import io
from time import time

c = Camera(USB, camera_num=2, resolution=(320, 240), framerate=15, rotation=-1)
c.start()

framerate = [0, 0]
start = time()
while True:

    if c.ready and c.more():
        framerate[1] += 1

        frame = c.get_frame()
        if frame is not None:
            cv2.imshow("camera_r", frame)
            #stream.seek(0)
            key = cv2.waitKey(1) & 0xFF

        if time() - start > 1:
            framerate = [sum(framerate) / 2, 0]
            start = time()
Esempio n. 11
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class Client:
    def __init__(self, size, fps, client_name):
        """ init block """
        pygame.init()
        pygame.font.init()
        pygame.joystick.init()
        """ display block """

        self.request_list = []

        self.resolution = size
        self.fps = fps
        self.icon = None
        self.caption = "Caster-Game"
        self.screen = pygame.display.set_mode(self.resolution,
                                              pygame.RESIZABLE)
        self.camera = Camera(self.resolution)

        self.camera_target = None
        self.is_camera_target = False

        self.name = client_name

        self.init()
        """ input block """

        # self.joys = [pygame.joystick.Joystick(i) for i in range(pygame.joystick.get_count())]
        # for j in self.joys:
        #     j.init()
        """ handlers block """

        self.keydown_handlers = defaultdict(list)
        self.keyup_handlers = defaultdict(list)
        self.mouse_handlers = []
        self.event_list = []
        """ game const block """

        self.play = True
        self.output = []
        """ interface block """

        self.buttons = ButtonGroup()
        """ ingame block """

        self.objects = GameGroup()
        self.background = pygame.Surface(self.resolution)
        self.background.fill((254, 65, 43))
        self.session = None

    def init(self):
        '''Нужно для загрузки изображений'''
        gameconsts.image_player = load_image("..//..//resources//green.png")
        gameconsts.image_brick = load_image("..//..//resources//brick.png")
        gameconsts.image_mob = load_image("..//..//resources//red.png")
        gameconsts.image_bullet = load_image("..//..//resources//blue8x8.png")
        gameconsts.init()
        self.camera_target = ClientGameObject(0, 0, 3, -1)

    def set_caption(self, caption):
        self.caption = caption
        pygame.display.set_caption(self.caption)

    def set_icon(self, img):
        self.icon = img
        pygame.display.set_icon(img)

    def load_icon(self, icon):
        self.icon = pygame.image.load(icon)

    def set_resolution(self, resolution):
        self.resolution = resolution
        self.screen = pygame.display.set_mode(resolution)
        self.camera.set_size(resolution)

    def handler(self):
        for event in pygame.event.get():
            if event.type == pygame.MOUSEMOTION:
                cam_pos = (self.camera.global_rect.x,
                           self.camera.global_rect.y)
                pos = (cam_pos[0] + event.pos[0], cam_pos[1] + event.pos[1])
                packet = [pygame.MOUSEMOTION, pos]
                self.output.append(packet)
            elif event.type in {pygame.KEYUP, pygame.KEYDOWN}:
                packet = [event.type, event.key]
                self.output.append(packet)
            elif event.type in {pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN}:
                packet = [event.type, event.button]
                self.output.append(packet)
            else:
                pass

    def update_display(self):
        self.screen.blit(self.background, (0, 0))
        self.camera.update(self.camera_target)
        self.camera.apply(self.objects)
        self.objects.draw(self.screen)
        self.buttons.draw(self.screen)
        pygame.display.flip()

    def connect_to_server(self, host, port):
        self.session = TCPClientConnection(host, port)
        self.session.connect()
        self.session.start()

    def create_object(self, packet):
        cl_obj = ClientGameObject(packet[3][0], packet[3][1], packet[1],
                                  packet[2])
        if (not self.is_camera_target) and (cl_obj.class_id == 3):
            self.camera_target = cl_obj
            self.is_camera_target = True
        self.objects[cl_obj.id] = cl_obj
        print('Object {} from packet {}'.format(object, packet))

    def move_object(self, packet):
        self.objects[packet[1]].x = packet[2][0]
        self.objects[packet[1]].y = packet[2][1]

    def remove_object(self, packet):
        del self.objects[packet[1]]
        print('deleted {}'.format(packet[1]))

    def send(self):
        """send information to server"""
        output = copy.copy(self.output)
        self.session.send(output)
        self.output.clear()
        self.request_list.clear()

    def receive(self):
        """receive information from server"""
        data = self.session.get_input()
        for packet in data:
            if packet[0] == 0:
                self.create_object(packet)
            elif packet[0] == 1:
                try:
                    self.move_object(packet)
                except KeyError:
                    request = ['request', packet[1]]
                    '''Проверка на то, что мы еще не отправляли этот запрос на данном тике'''
                    if packet[1] not in self.request_list:
                        self.request_list.append(packet[1])
                        print('request for {}'.format(packet[1]))
                        self.output.append(request)
            elif packet[0] == 2:
                try:
                    self.remove_object(packet)
                except KeyError:
                    print('Object with id {} doesn\'t exist'.format(packet[1]))
Esempio n. 12
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class Mario(EntityBase):
    def __init__(self, x, y, level, screen, dashboard, sound, gravity=1.25):
        super(Mario, self).__init__(x, y, gravity)
        self.spriteCollection = Sprites().spriteCollection
        self.camera = Camera(self.rect, self)
        self.sound = sound
        self.input = Input(self)

        self.animation = Animation([
            self.spriteCollection["mario_run1"].image,
            self.spriteCollection["mario_run2"].image,
            self.spriteCollection["mario_run3"].image
        ], self.spriteCollection["mario_idle"].image,
                                   self.spriteCollection["mario_jump"].image)

        self.traits = {
            "jumpTrait": jumpTrait(self),
            "goTrait": goTrait(self.animation, screen, self.camera, self),
            "bounceTrait": bounceTrait(self)
        }

        self.levelObj = level
        self.collision = Collider(self, level)
        self.screen = screen
        self.EntityCollider = EntityCollider(self)
        self.dashboard = dashboard
        self.restart = False

    def update(self):
        self.updateTraits()
        self.moveMario()
        self.camera.move()
        self.applyGravity()
        self.checkEntityCollision()
        self.input.checkForInput()

    def moveMario(self):
        self.rect.y += self.vel.y
        self.collision.checkY()
        self.rect.x += self.vel.x
        self.collision.checkX()

    def checkEntityCollision(self):
        for ent in self.levelObj.entityList:
            collisionState = self.EntityCollider.check(ent)
            if collisionState.isColliding:
                if (ent.type == "Item"):
                    self._onCollisionWithItem(ent)
                elif (ent.type == "Block"):
                    self._onCollisionWithBlock(ent)
                elif (ent.type == "Mob"):
                    self._onCollisionWithMob(ent, collisionState)

    def _onCollisionWithItem(self, item):
        self.levelObj.entityList.remove(item)
        self.dashboard.points += 100
        self.dashboard.coins += 1
        self.sound.play_sfx(self.sound.coin)

    def _onCollisionWithBlock(self, block):
        if (not block.triggered):
            self.sound.play_sfx(self.sound.bump)
        block.triggered = True

    def _onCollisionWithMob(self, mob, collisionState):
        if collisionState.isTop and (mob.alive is True
                                     or mob.alive == "shellBouncing"):
            self.sound.play_sfx(self.sound.stomp)
            self.rect.bottom = mob.rect.top
            self.bounce()
            self.killEntity(mob)
        elif collisionState.isTop and mob.alive == "sleeping":
            self.sound.play_sfx(self.sound.stomp)
            self.rect.bottom = mob.rect.top
            mob.timer = 0
            self.bounce()
            mob.alive = False
        elif collisionState.isTop and mob.alive == "sleeping":
            if (mob.rect.x < self.rect.x):
                mob.leftrightTrait.direction = -1
            else:
                mob.leftrightTrait.direction = 1
            mob.alive = "shellBouncing"
        elif collisionState.isColliding and mob.alive == True:
            self.gameOver()

    def bounce(self):
        self.traits['bounceTrait'].jump = True

    def killEntity(self, ent):
        if ent.__class__.__name__ != "Koopa":
            ent.alive = False
        else:
            ent.timer = 0
            ent.alive = "sleeping"
        self.dashboard.points += -1000

    def gameOver(self):
        srf = pygame.Surface((640, 480))
        srf.set_colorkey((255, 255, 255), pygame.RLEACCEL)
        srf.set_alpha(128)
        self.sound.music_channel.stop()
        self.sound.music_channel.play(self.sound.death)

        # for i in range(500, 20, -2):
        #     srf.fill((0, 0, 0))
        #     pygame.draw.circle(
        #         srf, (255, 255, 255), (int(
        #             self.camera.x + self.rect.x) + 2, self.rect.y + 2), i)
        #     self.screen.blit(srf, (0, 0))
        #     pygame.display.update()
        #     self.input.checkForInput()
        # while(self.sound.music_channel.get_busy()):
        #     pygame.display.update()
        #     self.input.checkForInput()
        self.restart = True

    def getPos(self):
        return (self.camera.x + self.rect.x, self.rect.y)

    def doRandomMove(self):
        moves = ['moveLeft', 'moveRight', 'jump', 'doNothing']
        random_move = random.choice(moves)
        if random_move == 'moveLeft':
            self.traits['goTrait'].direction = -1
        elif random_move == 'moveRight':
            self.traits['goTrait'].direction = 1
        elif random_move == 'jump':
            self.traits['jumpTrait'].start()
        elif random_move == 'doNothing':
            self.traits['goTrait'].direction = 0
Esempio n. 13
0
if __name__ == "__main__":
    setup_files_and_folders()

    screen_width = int(root.winfo_screenwidth())
    screen_height = int(root.winfo_screenheight())

    root.geometry(f"600x800")
    # root.geometry(f"{screen_width}x{screen_height}")

    actions = { 
        "take_pictures": photobooth_workflow,
        "not_print": reset_ui,
        "print": print_photo
    }

    camera = Camera(
        root_dir=ROOT_DIR,
        on_error=show_error
    )
    photobooth_ui = PhotoboothUi(master=root, actions=actions)
    photobooth_ui.home_screen.pack(expand=True, fill='both')

    countdown = Countdown(master=root)

    root.bind("<KeyPress>", photobooth_workflow)
    root.bind("<KeyPress>", quit_)

    root.mainloop()

    sys.exit(0)
Esempio n. 14
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class Mario(EntityBase):
    def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.75):
        super(Mario, self).__init__(x, y, gravity)
        self.x = x
        self.spriteCollection = Sprites().spriteCollection
        self.CT = CollisionTester()
        self.camera = Camera(self.rect, self)
        self.sound = sound
        self.level = level
        self.OI = Input(self)
        self.closest_mob = None
        self.closest_object = None
        self.output =0
        self.inAir = False
        self.brain = Model().share_memory()
        self.fitness = 0

        self.animation = Animation(
            [
                self.spriteCollection["mario_run1"].image,
                self.spriteCollection["mario_run2"].image,
                self.spriteCollection["mario_run3"].image,
            ],
            self.spriteCollection["mario_idle"].image,
            self.spriteCollection["mario_jump"].image,
        )

        self.traits = {
            "jumpTrait": jumpTrait(self),
            "goTrait": goTrait(self.animation, screen, self.camera, self),
            "bounceTrait": bounceTrait(self),
        }

        self.levelObj = level
        self.collision = Collider(self, level)
        self.screen = screen
        self.EntityCollider = EntityCollider(self)
        self.dashboard = dashboard
        self.restart = False
        self.pause = False
        self.pauseObj = Pause(screen, self, dashboard)

    def getInputs(self):
        map = []
        input = []
        for x in range(60):
            map.append(self.CT.test(x, 11, self.level, self))
            if map[x] == 3:
                map[x] = 0

        for x in range(int(self.rect.x/32), int(self.rect.x/32) + 8):
            input.append(map[x])
        return torch.FloatTensor(input)

    def update(self):
        self.updateTraits()
        self.moveMario()
        self.camera.move()
        self.applyGravity()
        self.checkEntityCollision()
        self.output = self.brain.forward(self.getInputs())
        #print(self.output)
        self.OI.checkForInput(self.output)

    def moveMario(self):
        self.rect.y += self.vel.y
        self.collision.checkY()
        self.rect.x += self.vel.x
        self.collision.checkX()

    def checkEntityCollision(self):
        for ent in self.levelObj.entityList:
            collisionState = self.EntityCollider.check(ent)
            if collisionState.isColliding:
                if ent.type == "Item":
                    self._onCollisionWithItem(ent)
                elif ent.type == "Block":
                    self._onCollisionWithBlock(ent)
                elif ent.type == "Mob":
                    self._onCollisionWithMob(ent, collisionState)

    def _onCollisionWithItem(self, item):
        self.levelObj.entityList.remove(item)
        self.dashboard.points += 100
        self.dashboard.coins += 1
        self.sound.play_sfx(self.sound.coin)

    def _onCollisionWithBlock(self, block):
        if not block.triggered:
            self.dashboard.coins += 1
            self.sound.play_sfx(self.sound.bump)
        block.triggered = True

    def _onCollisionWithMob(self, mob, collisionState):
        if collisionState.isTop and (mob.alive or mob.alive == "shellBouncing"):
            self.sound.play_sfx(self.sound.stomp)
            self.rect.bottom = mob.rect.top
            self.bounce()
            self.killEntity(mob)
        elif collisionState.isTop and mob.alive == "sleeping":
            self.sound.play_sfx(self.sound.stomp)
            self.rect.bottom = mob.rect.top
            mob.timer = 0
            self.bounce()
            mob.alive = False
        elif collisionState.isColliding and mob.alive == "sleeping":
            if mob.rect.x < self.rect.x:
                mob.leftrightTrait.direction = -1
                mob.rect.x += -5
            else:
                mob.rect.x += 5
                mob.leftrightTrait.direction = 1
            mob.alive = "shellBouncing"
        elif collisionState.isColliding and mob.alive:
            self.gameOver()

    def bounce(self):
        self.traits["bounceTrait"].jump = True

    def killEntity(self, ent):
        if ent.__class__.__name__ != "Koopa":
            ent.alive = False
        else:
            ent.timer = 0
            ent.alive = "sleeping"
        self.dashboard.points += 100

    def gameOver(self):
        self.restart = True

    def getPos(self):
        return self.camera.x + self.rect.x, self.rect.y

    def setPos(self,x,y):
        self.rect.x = x
        self.rect.y = y
Esempio n. 15
0
class Mario(EntityBase):
    def __init__(self, x, y, level, screen, dashboard, gravity=1.25):
        super(Mario, self).__init__(x, y, gravity)
        self.spriteCollection = Sprites().spriteCollection
        self.camera = Camera(self.rect, self)
        self.sound = Sound()

        self.animation = Animation([
            self.spriteCollection["mario_run1"].image,
            self.spriteCollection["mario_run2"].image,
            self.spriteCollection["mario_run3"].image
        ], self.spriteCollection["mario_idle"].image,
                                   self.spriteCollection["mario_jump"].image)

        self.traits = {
            "jumpTrait": jumpTrait(self),
            "goTrait": goTrait(self.animation, screen, self.camera, self),
            "bounceTrait": bounceTrait(self)
        }
        self.levelObj = level
        self.collision = Collider(self, level)
        self.screen = screen
        self.EntityCollider = EntityCollider(self)
        self.dashboard = dashboard
        self.restart = False

    def update(self):
        self.updateTraits()
        self.moveMario()
        self.camera.move()
        self.applyGravity()
        self.checkEntityCollision()

    def moveMario(self):
        self.rect.y += self.vel.y
        self.collision.checkY()
        self.rect.x += self.vel.x
        self.collision.checkX()

    def checkEntityCollision(self):
        for ent in self.levelObj.entityList:
            collission = self.EntityCollider.check(ent)
            if (collission != False):
                if (ent.type == "Item"):
                    self.levelObj.entityList.remove(ent)
                    self.dashboard.points += 100
                    self.dashboard.coins += 1
                    self.sound.play_sfx(self.sound.coin)
                elif (ent.type == "Block"):
                    if (not ent.triggered):
                        self.sound.play_sfx(self.sound.bump)
                    ent.triggered = True
                elif (ent.type == "Mob"):
                    if (collission == "top"):
                        self.sound.play_sfx(self.sound.bump)
                    if collission == "top" and (ent.alive == True or ent.alive
                                                == "shellBouncing"):
                        self.rect.bottom = ent.rect.top
                        self.bounce()
                        self.killEntity(ent)
                    elif collission == "top" and ent.alive == "sleeping":
                        self.rect.bottom = ent.rect.top
                        self.bounce()
                        ent.alive = False
                    elif collission and ent.alive == "sleeping":
                        if (ent.rect.x < self.rect.x):
                            ent.leftrightTrait.direction = -1
                        else:
                            ent.leftrightTrait.direction = 1
                        ent.alive = "shellBouncing"
                    elif collission and ent.alive == True:
                        self.gameOver()

    def bounce(self):
        self.traits['bounceTrait'].jump = True

    def killEntity(self, ent):
        if ent.__class__.__name__ != "Koopa":
            ent.alive = False
        else:
            ent.timer = 0
            ent.alive = "sleeping"
        self.dashboard.points += 100

    def gameOver(self):
        srf = pygame.Surface((640, 480))
        srf.set_colorkey((255, 255, 255), pygame.RLEACCEL)

        for i in range(500, 20, -3):
            srf.fill((0, 0, 0))
            pygame.draw.circle(srf, (255, 255, 255),
                               (int(self.camera.pos.x * 32 + self.rect.x) + 16,
                                self.rect.y + 16), i)
            self.screen.blit(srf, (0, 0))
            pygame.display.update()
        self.restart = True

    def getPos(self):
        return (self.camera.pos.x * 32 + self.rect.x, self.rect.y)
Esempio n. 16
0
class Mario(EntityBase):
    def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.8):
        super(Mario, self).__init__(x, y, gravity)
        self.camera = Camera(self.rect, self)
        self.sound = sound
        self.input = Input(self)
        self.inAir = False
        self.inJump = False
        self.powerUpState = 0
        self.invincibilityFrames = 0
        self.traits = {
            "jumpTrait": JumpTrait(self),
            "goTrait": GoTrait(smallAnimation, screen, self.camera, self),
            "bounceTrait": bounceTrait(self),
        }

        self.levelObj = level
        self.collision = Collider(self, level)
        self.screen = screen
        self.EntityCollider = EntityCollider(self)
        self.dashboard = dashboard
        self.restart = False
        self.pause = False
        self.pauseObj = Pause(screen, self, dashboard)

    def update(self):
        if self.invincibilityFrames > 0:
            self.invincibilityFrames -= 1
        self.updateTraits()
        self.moveMario()
        self.camera.move()
        self.applyGravity()
        self.checkEntityCollision()
        self.input.checkForInput()

    def moveMario(self):
        self.rect.y += self.vel.y
        self.collision.checkY()
        self.rect.x += self.vel.x
        self.collision.checkX()

    def checkEntityCollision(self):
        for ent in self.levelObj.entityList:
            collisionState = self.EntityCollider.check(ent)
            if collisionState.isColliding:
                if ent.type == "Item":
                    self._onCollisionWithItem(ent)
                elif ent.type == "Block":
                    self._onCollisionWithBlock(ent)
                elif ent.type == "Mob":
                    self._onCollisionWithMob(ent, collisionState)

    def _onCollisionWithItem(self, item):
        self.levelObj.entityList.remove(item)
        self.dashboard.points += 100
        self.dashboard.coins += 1
        self.sound.play_sfx(self.sound.coin)

    def _onCollisionWithBlock(self, block):
        if not block.triggered:
            self.dashboard.coins += 1
            self.sound.play_sfx(self.sound.bump)
        block.triggered = True

    def _onCollisionWithMob(self, mob, collisionState):
        if isinstance(mob, RedMushroom) and mob.alive:
            self.powerup(1)
            self.killEntity(mob)
            self.sound.play_sfx(self.sound.powerup)
        elif collisionState.isTop and (mob.alive or mob.bouncing):
            self.sound.play_sfx(self.sound.stomp)
            self.rect.bottom = mob.rect.top
            self.bounce()
            self.killEntity(mob)
        elif collisionState.isTop and mob.alive and not mob.active:
            self.sound.play_sfx(self.sound.stomp)
            self.rect.bottom = mob.rect.top
            mob.timer = 0
            self.bounce()
            mob.alive = False
        elif collisionState.isColliding and mob.alive and not mob.active and not mob.bouncing:
            mob.bouncing = True
            if mob.rect.x < self.rect.x:
                mob.leftrightTrait.direction = -1
                mob.rect.x += -5
                self.sound.play_sfx(self.sound.kick)
            else:
                mob.rect.x += 5
                mob.leftrightTrait.direction = 1
                self.sound.play_sfx(self.sound.kick)
        elif collisionState.isColliding and mob.alive and not self.invincibilityFrames:
            if self.powerUpState == 0:
                self.gameOver()
            elif self.powerUpState == 1:
                self.powerUpState = 0
                self.traits['goTrait'].updateAnimation(smallAnimation)
                x, y = self.rect.x, self.rect.y
                self.rect = pygame.Rect(x, y + 32, 32, 32)
                self.invincibilityFrames = 60
                self.sound.play_sfx(self.sound.pipe)

    def bounce(self):
        self.traits["bounceTrait"].jump = True

    def killEntity(self, ent):
        if ent.__class__.__name__ != "Koopa":
            ent.alive = False
        else:
            ent.timer = 0
            ent.leftrightTrait.speed = 1
            ent.alive = True
            ent.active = False
            ent.bouncing = False
        self.dashboard.points += 100

    def gameOver(self):
        srf = pygame.Surface((640, 480))
        srf.set_colorkey((255, 255, 255), pygame.RLEACCEL)
        srf.set_alpha(128)
        self.sound.music_channel.stop()
        self.sound.music_channel.play(self.sound.death)

        for i in range(500, 20, -2):
            srf.fill((0, 0, 0))
            pygame.draw.circle(
                srf,
                (255, 255, 255),
                (int(self.camera.x + self.rect.x) + 16, self.rect.y + 16),
                i,
            )
            self.screen.blit(srf, (0, 0))
            pygame.display.update()
            self.input.checkForInput()
        while self.sound.music_channel.get_busy():
            pygame.display.update()
            self.input.checkForInput()
        self.restart = True

    def getPos(self):
        return self.camera.x + self.rect.x, self.rect.y

    def setPos(self, x, y):
        self.rect.x = x
        self.rect.y = y
        
    def powerup(self, powerupID):
        if self.powerUpState == 0:
            if powerupID == 1:
                self.powerUpState = 1
                self.traits['goTrait'].updateAnimation(bigAnimation)
                self.rect = pygame.Rect(self.rect.x, self.rect.y-32, 32, 64)
                self.invincibilityFrames = 20
Esempio n. 17
0
import sys
from os import path
sys.path.append(path.dirname(path.dirname(path.abspath(__file__))))
from classes.Camera import Camera, PICAMERA, USB
import os
from time import sleep
import cv2
from PIL import Image
import numpy as np
import io
from time import time

c = Camera(PICAMERA,
           camera_num=0,
           resolution=(320, 240),
           framerate=10,
           rotation=180)
c.start()

framerate = [0, 0]
start = time()
while True:

    if c.ready and c.more():
        framerate[1] += 1

        frame = c.get_frame()
        if frame is not None:
            cv2.imshow("camera_c", frame)
            #stream.seek(0)
            key = cv2.waitKey(1) & 0xFF
Esempio n. 18
0
class Caster:
    def __init__(self, resolution):
        '''Настройка pygame дисплея'''
        self.resolution = resolution
        self.background = pygame.Surface(self.resolution)
        self.background.fill((254, 65, 43))

        pygame.init()

        self.screen = pygame.display.set_mode(self.resolution,
                                              pygame.FULLSCREEN)
        self.init()
        '''Список хендлеров'''
        self.keydown_handlers = defaultdict(list)
        self.keyup_handlers = defaultdict(list)
        self.mouse_handlers = []
        '''Камера и объекты'''
        self.camera = Camera(self.resolution)
        self.objects = pygame.sprite.Group()
        self.mobs = pygame.sprite.Group()
        '''Создание игрока'''
        self.player = Player(80, 120, self)
        self.player.set_controller(self.keydown_handlers, self.keyup_handlers,
                                   self.mouse_handlers)
        self.objects.add(self.player)
        '''Мировые эффекты и события'''
        self.action_list = []
        '''Добавляю тест-объекты'''
        for i in range(2):
            brick = Brick(32 + config.width_brick * i * 2, 360, self)
            self.objects.add(brick)
            mob = Mob(32, 180 + config.width_mob * i * 2, self)
            self.objects.add(mob)
            self.mobs.add(mob)

        self.camera.apply(self.objects)

    def init(self):
        '''Нужно для загрузки изображений'''
        config.image_player = load_image("..//resources//green.png")
        config.image_brick = load_image("..//resources//brick.png")
        config.image_mob = load_image("..//resources//red.png")
        config.image_bullet = load_image("..//resources//blue8x8.png")

    def handler(self):
        '''Просто хендлер, внутренняя логика игры'''
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
            elif event.type == pygame.KEYDOWN:
                for handler in self.keydown_handlers[event.key]:
                    handler(event.key)
            elif event.type == pygame.KEYUP:
                for handler in self.keyup_handlers[event.key]:
                    handler(event.key)
            elif event.type in {pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP}:
                for handler in self.mouse_handlers:
                    handler(event.pos, event.button)
            elif event.type == pygame.MOUSEMOTION:
                pass
            elif event.type == config.event_spell:
                event.spell.cast_spell(self, event.pos)
            elif event.type == config.event_scroll:
                event.scroll.use_scroll(self, event.pos)
            elif event.type == config.event_calculate_behavior:
                pass

    def update(self, dt):
        for action in self.action_list:
            if not action.is_alive:
                action.kill(self.action_list)
                continue
            action.update(dt)

        for o in self.objects:
            collide_objects = collide_sprite(o, self.objects)
            for obj in collide_objects:
                obj.on_collision(o)

        for m in self.mobs:
            m.calculate_action(target=self.player)

        for o in self.objects:
            o.update(dt)

        self.camera.update(self.player)

    def render(self):
        self.screen.blit(self.background, (0, 0))
        self.camera.apply(self.objects)
        self.objects.draw(self.screen)
        pygame.display.flip()

    def start(self):
        clock = pygame.time.Clock()
        while True:
            self.handler()
            self.update(clock.get_time())
            self.render()
            clock.tick(60)
            print(1000 / clock.get_time())