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State.py
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State.py
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import pygame
from pygame.locals import *
import cv
import common
import imcompare
from player import BasePlayer
from common import InterruptedException
class State:
def __init__(self, screen, background, capture, ref_img, transform_mat):
self.screen = screen
self.background = background
self.capture = capture
self.ref_img = ref_img
self.transform_mat = transform_mat
self.state_running = True
self.should_draw_bounding_box = common.DRAW_BOUNDING_BOXES
self.redraw_next_frame = False
self.font = pygame.font.Font(common.FONT_NAME, 36)
self.sprites = pygame.sprite.LayeredUpdates()
self.rects = []
self.special_detection_rects = []
self.player1, self.player2 = self.create_players()
def create_players(self):
return BasePlayer(common.DIRECTION_RIGHT, self), BasePlayer(common.DIRECTION_LEFT, self)
def bounding_box(self, c, cm, ap, color, p_text):
if self.should_draw_bounding_box:
p_rect = pygame.rect.Rect(cv.BoundingRect(c))
pygame.draw.rect(self.screen, color, p_rect, 2)
pygame.draw.circle(self.screen, color, cm, 10, 2)
pygame.draw.circle(self.screen, color, ap, 10, 2)
text = self.font.render(p_text, 1, color)
self.screen.blit(text, (p_rect[0], p_rect[1] - text.get_height()))
self.rects.append(p_rect.inflate(5, text.get_height()))
def process_player_one(self, c1, cm1, ap1):
self.player1.set_properties(c1, cm1, ap1)
self.player1.collision_detection(self.player2.attacks)
self.bounding_box(c1, cm1, ap1, (255,0,0), "Player 1")
def process_player_two(self, c2, cm2, ap2):
self.player2.set_properties(c2, cm2, ap2)
self.player2.collision_detection(self.player1.attacks)
self.bounding_box(c2, cm2, ap2, (0,0,255), "Player 2")
def process_attacks(self):
collide_callable = pygame.sprite.collide_rect_ratio(0.8)
crossed_attacks = pygame.sprite.groupcollide(self.player1.attacks, self.player2.attacks, True, True, collide_callable)
for attack1, attack2 in crossed_attacks.iteritems():
self.sprites.remove(attack1)
self.sprites.remove(attack2)
def _state_specific(self):
pass
def _process_event(self, event):
pass
def _state_destruct(self):
pass
def run(self):
game_clock = pygame.time.Clock()
camera_feed = common.CameraFeed(self.capture, self.transform_mat)
camera_feed.start()
self.screen.blit(self.background, (0,0))
pygame.display.flip()
while self.state_running:
for event in pygame.event.get():
self._process_event(event)
if event.type == KEYUP and event.key == K_TAB:
self.state_running = False
break
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
camera_feed.stop()
raise InterruptedException()
self.frame = None
if camera_feed.new_pic_available:
camera_feed.lock.acquire()
self.frame = camera_feed.ready_img
camera_feed.new_pic_available = False
camera_feed.wait_for_pic = True
camera_feed.lock.release()
if not self.frame:
continue
self.warped_frame = cv.CreateImage(common.RESOLUTION, 8, 3)
cv.WarpPerspective(self.frame, self.warped_frame, self.transform_mat, 0)
self.backup_warped_frame = cv.CreateImage(common.RESOLUTION, 8, 3)
cv.Copy(self.warped_frame, self.backup_warped_frame)
# make the sprites we changed not visible to the image processing
if len(self.sprites) > 0:
for sprite in self.sprites:
if self.screen.get_rect().inflate(sprite.rect.width, sprite.rect.height).contains(sprite.rect):
r = (sprite.rect.x if sprite.rect.x >= 0 else 0,
sprite.rect.y if sprite.rect.x >= 0 else 0,
sprite.rect.width if sprite.rect.width + sprite.rect.x <= common.RESOLUTION[0] else common.RESOLUTION[0] - sprite.rect.x,
sprite.rect.height if sprite.rect.height + sprite.rect.y <= common.RESOLUTION[1] else common.RESOLUTION[1] - sprite.rect.y)
cv.SetImageROI(self.warped_frame, r)
cv.SetImageROI(self.ref_img, r)
cv.Copy(self.ref_img, self.warped_frame)
cv.ResetImageROI(self.warped_frame)
cv.ResetImageROI(self.ref_img)
# Except for those we WANT to be
if len(self.special_detection_rects) > 0:
for rect in self.special_detection_rects:
r = (rect.x, rect.y, rect.width, rect.height)
cv.SetImageROI(self.backup_warped_frame, r)
cv.SetImageROI(self.warped_frame, r)
cv.Copy(self.backup_warped_frame, self.warped_frame)
cv.ResetImageROI(self.warped_frame)
cv.ResetImageROI(self.ref_img)
c1, cm1, c2, cm2 = imcompare.findDifference(self.ref_img, self.warped_frame, common.THRESHOLD, common.WIDTH_LIM, common.VERTEX_COUNT)
ap1, ap2 = imcompare.get_action_points(c1, c2)
if self.should_draw_bounding_box or self.redraw_next_frame:
self.screen.blit(self.background, (0,0))
self.rects = []
self._state_specific()
self.sprites.update(pygame.time.get_ticks())
if c1:
self.process_player_one(c1, cm1, ap1)
if c2:
self.process_player_two(c2, cm2, ap2)
self.process_attacks()
if common.SHOW_FPS:
s = "FPS = %f" % game_clock.get_fps()
text = self.font.render(s, 1, (10, 10, 10), (255, 255, 255))
self.rects.append(self.screen.blit(text, (0, 0)))
self.rects += self.sprites.draw(self.screen)
if self.should_draw_bounding_box or self.redraw_next_frame:
pygame.display.flip()
self.redraw_next_frame = False
else:
pygame.display.update(self.rects)
game_clock.tick(common.MAX_FPS)
self.sprites.clear(self.screen, self.background)
camera_feed.stop()