Esempio n. 1
0
def main(args):
    from optparse import OptionParser

    optp = OptionParser(usage="%prog [options] [address]")

    optp.add_option("-p", "--player",
            help="Set preferred player (0-5)",
            metavar="PLAYER",
            type="int",
            default=None)

    optp.add_option("-d", "--direct-input",
            help="Get more direct input",
            action="store_false",
            default=True)

    optp.add_option("--priority",
            help="Change priority, default is 2",
            metavar="PRIORITY",
            type="int",
            default=2)

    (options, args) = optp.parse_args()

    matrix = LedMatrix(args[0] if args else None)

    try:
        matrix.change_priority(options.priority)

        game = SnakeGame(matrix, options.direct_input, options.player)
        game.run()
    finally:
        matrix.close()
Esempio n. 2
0
def main(args):
    from optparse import OptionParser

    optp = OptionParser()

    optp.add_option("-s",
                    "--fade_steps",
                    help="Set color fading speed in steps between colors",
                    metavar="FADE_STEPS",
                    type="int",
                    default=40)

    optp.add_option("--priority",
                    help="Apply the given priority to the connection",
                    metavar="PRIORITY",
                    type="int")

    optp.add_option(
        "-c",
        "--color",
        help="Add a color (in hex, e.g. ff0000) to the color fading",
        action="append",
        metavar="COLOR")

    optp.add_option("-b",
                    "--background",
                    help="Set background color",
                    metavar="COLOR")

    (options, args) = optp.parse_args()

    if options.color != None:
        colors = [parse_color(color_str) for color_str in options.color]
    else:
        colors = DEF_COLORS

    if options.background != None:
        background = parse_color(options.background)
    else:
        background = DEF_BACK

    matrix = LedMatrix()

    if options.priority != None:
        matrix.change_priority(options.priority)

    if len(args) < 1:
        text = "<<</>>"
    else:
        text = u' '.join(arg.decode("utf-8") for arg in args)

    try:
        FadingText(matrix,
                   text,
                   options.fade_steps,
                   colors,
                   background=background).endless()
    finally:
        matrix.close()
Esempio n. 3
0
def main(args):
    from optparse import OptionParser

    optp = OptionParser()

    optp.add_option("-s", "--fade_steps",
            help="Set color fading speed in steps between colors",
            metavar="FADE_STEPS",
            type="int",
            default=40)

    optp.add_option("--priority",
            help="Apply the given priority to the connection",
            metavar="PRIORITY",
            type="int")

    optp.add_option("-c", "--color",
            help="Add a color (in hex, e.g. ff0000) to the color fading",
            action="append",
            metavar="COLOR")

    optp.add_option("-b", "--background",
            help="Set background color",
            metavar="COLOR")

    (options, args) = optp.parse_args()

    if options.color != None:
         colors = [parse_color(color_str) for color_str in options.color]
    else:
         colors = DEF_COLORS

    if options.background != None:
        background = parse_color(options.background)
    else:
        background = DEF_BACK

    matrix = LedMatrix()

    if options.priority != None:
        matrix.change_priority(options.priority)

    if len(args) < 1:
        text = "<<</>>"
    else:
        text = u' '.join(arg.decode("utf-8") for arg in args)

    try:
        FadingText(matrix, text, options.fade_steps, colors, background=background).endless()
    finally:
        matrix.close()
Esempio n. 4
0
                            intensity = math.sqrt((rad - dist) / rad) * 2 * max_intensity
                            intensity = min(intensity, max_intensity)

                            # not sending if pixel already at that state
                            if field[field_pos] != intensity:
                                # marking pixel as dirty
                                field[field_pos] = intensity

                                # finally painting
                                matrix.send_pixel((x,y), (intensity, intensity, 0x00))

                if not painted and field[field_pos]:
                    # clear formerly painted and no longer used pixels
                    field[field_pos] = False
                    matrix.send_pixel((x,y), (0x00, 0x00, 0x00))

        # move forward
        self.pos += 1

        # are we finished?
        return pos < width

matrix = LedMatrix()
pacman = Pacman(matrix)

try:
    const_loop(pacman.step, 0.2)
finally:
    matrix.close()

Esempio n. 5
0
                        if old_field[n % width][m % height]:
                            prox += 1

                if old_field[x][y]:
                    prox -= 1
                    if prox < 2:
                        print "lonely ", prox
                        self.die(x, y)
                    elif prox > 3:
                        print "crowded ", prox
                        self.die(x, y)
                    else:
                        self.survive(x, y)
                elif prox == 3:
                    self.create(x, y)

        return True


matrix = LedMatrix()

try:
    matrix.send_clear()

    game = GameOfLife(matrix)
    game.load(sys.argv[1])

    const_loop(game.step, 0.2)
finally:
    matrix.close()