Exemplo n.º 1
0
 def _restart(self):
     self.update_car_value(g.start_car_value)
     self._sprites = []
     self._just_simulated = []
     self._pcontroller = PigeonController(world=self, keymap=self._keymap)
     car = Car(self)
     self._crosshair = Crosshair(self)
     self.add_sprite(self._crosshair)
     if '--showcar' in g.argv:
         self.add_sprite(car)
     else:
         self.add_just_simulated_sprite(car)
     print "keys = %s" % len(self._keymap)
Exemplo n.º 2
0
    def __init__(self, printer_uuid):
        template = os.path.split(__file__)[0]
        template = os.path.join(template, "templates", "printer_control.glade")
        self.builder = Gtk.Builder()
        self.builder.add_from_file(template)
        self.builder.connect_signals(self)

        window = self.builder.get_object("window1")
        self.widget = window.get_child()
        window.remove(self.widget)

        self.controls = self.builder.get_object("control_widgets_box")
        self.crosshair = Crosshair(self)
        self.info = None
        self.gauges = {
            "b": None,
            "t": [],
        }
        self.update_controls()
        self.disable()
        self.set_printer_name("Unknown Printer")

        PrinterInterface.__init__(self, printer_uuid)
Exemplo n.º 3
0
    def __init__(self, printer_uuid):
        template = os.path.split(__file__)[0]
        template = os.path.join(template, "templates", "printer_control.glade")
        self.builder = Gtk.Builder()
        self.builder.add_from_file(template)
        self.builder.connect_signals(self)

        window = self.builder.get_object("window1")
        self.widget = window.get_child()
        window.remove(self.widget)

        self.controls = self.builder.get_object("control_widgets_box")
        self.crosshair = Crosshair(self)
        self.info = None
        self.gauges = {
            "b" : None,
            "t" : [],
            }
        self.update_controls()
        self.disable()
        self.set_printer_name("Unknown Printer")

        PrinterInterface.__init__(self, printer_uuid)
Exemplo n.º 4
0
def main(screen, window_size):
    """
    :param screen: the surface object
    :param window_size: the window size as a tuple
    :return: void
    This is the main game loop
    """
    FPS = 30
    FPS_CLOCK = pygame.time.Clock()

    pygame.mixer.music.load('battle.ogg')
    pygame.mixer.music.play(-1)
    whip = pygame.mixer.Sound('whip.ogg')
    boom = pygame.mixer.Sound('boom.ogg')
    pond = pygame.image.load('pond.png')

    # Draw Frogs
    frog1 = Frog(1, window_size)
    crosshair1 = Crosshair(window_size, 1)

    frog2 = Frog(2, window_size)
    crosshair2 = Crosshair(window_size, 2)

    # Fly Setup
    fly_sprites = pygame.sprite.Group()
    FLY_SPAWN = pygame.USEREVENT + 1
    pygame.time.set_timer(FLY_SPAWN, 1000)

    # Dragonfly Setup
    dfly_sprites = pygame.sprite.Group()
    DFLY_SPAWN = pygame.USEREVENT + 2
    pygame.time.set_timer(DFLY_SPAWN, 5000)

    fireballs1 = pygame.sprite.Group()
    fireballs2 = pygame.sprite.Group()

    # Text
    start_ticks = pygame.time.get_ticks()
    timer = 61
    timer_font = pygame.font.SysFont('berlinsansfb', 50)
    score_font = pygame.font.SysFont('berlinsansfb', 30)

    p1_move_right = False
    p1_move_left = False
    p1_charge = 0
    p1_score = 0
    p1_fire = 0

    p2_move_right = False
    p2_move_left = False
    p2_charge = 0
    p2_score = 0
    p2_fire = 0
    while True:  # <--- main game loop

        seconds = (pygame.time.get_ticks() - start_ticks)/1000

        # render objects
        SCREEN.blit(pond, (0, 0))
        frog1.draw(SCREEN)
        frog2.draw(SCREEN)

        if len(dfly_sprites) > 0:
            dfly_sprites.update()
            dfly_sprites.draw(SCREEN)
        if len(fly_sprites) > 0:
            fly_sprites.update()
            fly_sprites.draw(SCREEN)
        if len(fireballs1) > 0:
            fireballs1.update()
            fireballs1.draw(SCREEN)
            frogs_stunned = pygame.sprite.spritecollide(frog2, fireballs1, True)
            if len(frogs_stunned) > 0:
                frog2.stunned = True
                p2_charge = 0
                crosshair2.charging = 0
                frog2.time_of_stun = timer - seconds
        if len(fireballs2) > 0:
            fireballs2.update()
            fireballs2.draw(SCREEN)
            frogs_stunned = pygame.sprite.spritecollide(frog1, fireballs2, True)
            if len(frogs_stunned) > 0:
                frog1.stunned = True
                p1_charge = 0
                crosshair1.charging = 0
                frog1.time_of_stun = timer - seconds

        # draw targeting line and charge meter for frog 1
        draw_line(screen, frog1.mouth, (crosshair1.x + crosshair1.size[0]/2, crosshair1.y + crosshair1.size[1]/2))
        crosshair1.draw(SCREEN, p1_charge * 5)

        # draw targeting line and charge meter for frog 2
        draw_line(screen, frog2.mouth,  (crosshair2.x + crosshair2.size[0]/2, crosshair2.y + crosshair2.size[1]/2))
        crosshair2.draw(SCREEN, p2_charge * 5)

        for event in pygame.event.get():
            if event.type == QUIT:  # QUIT event to exit the game
                pygame.quit()
                sys.exit()

            # Fly event timer
            if event.type == FLY_SPAWN:
                if len(fly_sprites) < 10:
                    if random.randrange(0, 2) == 0:
                        fly = Fly(0, random.randrange(175, 501), random.randrange(1, 11))
                        fly_sprites.add(fly)
                    else:
                        fly = Fly(700, random.randrange(175, 501), random.randrange(1, 11))
                        fly_sprites.add(fly)

            # Dragonfly event timer
            if event.type == DFLY_SPAWN:
                if len(dfly_sprites) < 1:
                    if random.randrange(0, 2) == 0:
                        dragonfly = Dragonfly(0, random.randrange(175, 450), random.randrange(5, 11), random.randrange(3,11))
                        dfly_sprites.add(dragonfly)
                    else:
                        dragonfly = Dragonfly(700, random.randrange(175, 450), random.randrange(5, 11), random.randrange(3,11))
                        dfly_sprites.add(dragonfly)

            # Input events
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    return 0
                # Player 1
                if event.key == K_LEFT:
                    p1_move_left = True
                if event.key == K_RIGHT:
                    p1_move_right = True
                if event.key == K_DOWN and not frog1.stunned:
                    crosshair1.charging = True

                # Player 2
                if event.key == K_a:
                    p2_move_left = True
                if event.key == K_d:
                    p2_move_right = True
                if event.key == K_s and not frog2.stunned:
                    crosshair2.charging = True

                # Quit
                if event.key == K_ESCAPE:
                    pygame.quit()
                    sys.exit()

            if event.type == KEYUP:
                # Player 1
                if event.key == K_LEFT:
                    p1_move_left = False
                if event.key == K_RIGHT:
                    p1_move_right = False
                if event.key == K_DOWN and not frog1.stunned:
                    whip.play()
                    crosshair1.charging = False
                    xhair1 = (crosshair1.x + crosshair1.size[0]/2,crosshair1.y + crosshair1.size[1]/2)
                    hit_list, is_dragon = frog1.fire_tongue(SCREEN, p1_charge, xhair1[0], xhair1[1], fly_sprites, dfly_sprites)
                    p1_score += len(hit_list)
                    if len(hit_list) > 0 and p1_charge >= 15:
                        p1_score += 2
                    if is_dragon:
                        p1_fire += 1
                        p1_score += 1
                    p1_charge = 0
                if event.key == K_UP and not frog1.stunned:
                    if p1_fire > 0:
                        boom.play()
                        fireball = Fireball(1, frog1.x + 50, frog1.y)
                        fireballs1.add(fireball)
                        p1_fire -= 1

                # Player 2
                if event.key == K_a:
                    p2_move_left = False
                if event.key == K_d:
                    p2_move_right = False
                if event.key == K_s and not frog2.stunned:
                    whip.play()
                    crosshair2.charging = False
                    xhair2 = (crosshair2.x + crosshair2.size[0]/2, crosshair2.y + crosshair2.size[1]/2)
                    hit_list, is_dragon = frog2.fire_tongue(SCREEN, p2_charge, xhair2[0], xhair2[1], fly_sprites, dfly_sprites)
                    p2_score += len(hit_list)
                    if len(hit_list) > 0 and p2_charge >= 15:
                        p2_score += 2
                    if is_dragon:
                        p2_fire += 1
                        p2_score += 1
                    p2_charge = 0
                if event.key == K_w and not frog2.stunned:
                    if p2_fire > 0:
                        boom.play()
                        fireball = Fireball(2, frog2.x + 50, frog2.size[1] - 45)
                        fireballs2.add(fireball)
                        p2_fire -= 1

        # Player 1 crosshair events
        if p1_move_left and not crosshair1.x < 0:
            crosshair1.change_x(-15)
        if p1_move_right and not crosshair1.x > window_size[0] - crosshair1.size[0]:
            crosshair1.change_x(15)
        if crosshair1.charging:
            if p1_charge < 20:
                p1_charge += 0.5

        # Player 2 crosshair events
        if p2_move_left and not crosshair2.x < 0:
            crosshair2.change_x(-15)
        if p2_move_right and not crosshair2.x > window_size[0] - crosshair2.size[0]:
            crosshair2.change_x(15)
        if crosshair2.charging:
            if p2_charge < 20:
                p2_charge += 0.5

        # Calculate, render timers
        if timer - seconds > 0:
            timer_text = str(round(timer - seconds, 2))
        else:
            timer_text = 'GAME OVER'
        if frog1.stunned:
            if (timer - seconds) < frog1.time_of_stun - 2:
                frog1.stunned = False
        if frog2.stunned:
            if (timer - seconds) < frog2.time_of_stun - 2:
                frog2.stunned = False
        SCREEN.blit(timer_font.render(timer_text, False, (255, 0, 0)), (25, 25))
        if (timer - seconds) <= 0:
            if p1_score > p2_score:
                return 1
            elif p2_score > p1_score:
                return 2
            elif p1_score == p2_score:
                return 3

        # render HUD info
        p1_score_text = 'Player 1: ' + str(p1_score)
        p1_fire_text = 'Fireballs: ' + str(p1_fire)

        p2_score_text = 'Player 2: ' + str(p2_score)
        p2_fire_text = 'Fireballs: ' + str(p2_fire)

        SCREEN.blit(score_font.render(p1_score_text, True, (0, 0, 0)),
                    (window_size[0]/2 + frog1.size[0]/2 + 25, window_size[1] - 75))
        SCREEN.blit(score_font.render(p1_fire_text, True, (0, 0, 0)),
                    (window_size[0]/2 + frog1.size[0]/2 + 25, window_size[1] - 50))
        SCREEN.blit(score_font.render(p2_score_text, True, (0, 0, 0)),
                    (window_size[0]/2 + frog1.size[0]/2 + 25, 25))
        SCREEN.blit(score_font.render(p2_fire_text, True, (0, 0, 0)),
                    (window_size[0]/2 + frog1.size[0]/2 + 25, 50))

        pygame.display.update()
        FPS_CLOCK.tick(FPS)
Exemplo n.º 5
0
class World(EventHandler):

    def __init__(self):
        super(World, self).__init__()
        self._font = pygame.font.Font(None, 48)
        self._background_channel = g.sounds['pigeon_background']
        self._background_channel.set_volume(0.8)
        self._restart()

    def set_car_value(self, v):
        self._car_value = v

    def get_car_value(self):
        return self._car_value

    car_value = property(get_car_value, set_car_value)

    def update_car_value(self, car_value):
        print "car value = %s" % car_value
        self.car_value = car_value
        self._car_value_text = self._font.render("Car Value: %s$" % (self._car_value), 1, g.yellow)
        self._car_value_rect = self._car_value_text.get_rect(centerx=g.width*85/100, centery = g.height*9/10)

    def _restart(self):
        self.update_car_value(g.start_car_value)
        self._sprites = []
        self._just_simulated = []
        self._pcontroller = PigeonController(world=self, keymap=self._keymap)
        car = Car(self)
        self._crosshair = Crosshair(self)
        self.add_sprite(self._crosshair)
        if '--showcar' in g.argv:
            self.add_sprite(car)
        else:
            self.add_just_simulated_sprite(car)
        print "keys = %s" % len(self._keymap)

    def start_background_sound(self):
        self._background_channel.play(-1)

    def stop_background_sound(self):
        self._background_channel.stop()

    def on_mouse_down(self):
        self._crosshair.shoot()

    def add_sprite(self, sprite):
        self._sprites.append(sprite)

    def add_just_simulated_sprite(self, sprite):
        self._just_simulated.append(sprite)

    def simulated_pairs(self):
        all = self._sprites + self._just_simulated
        n = len(all)
        for i_src, src in enumerate(all):
            for i_dest in xrange(i_src + 1, n):
                dest = all[i_dest]
                yield src, dest

    def simulate(self):
        """ core interactions - simulate everything, collide everything, O(n^2) """
        removed = []
        for i, s in enumerate(self._sprites):
            if s.simulate() == 'killme':
                removed.append(i)
        # Check for collision, kill collided stuff
        for src, dest in self.simulated_pairs():
            if src._rect.colliderect(dest._rect):
                src.onhit(dest) # \
                dest.onhit(src) # / this makes it easier to implement - just define onhit where it matters
                # NOTE: it will only die in the next loop - not that bad..
        # Delete finished projectiles / pigeons
        for i in sorted(set(removed), reverse=True):
            try:
                del self._sprites[i]
            except:
                print "cannot delete sprite %s, have %s sprites left" % (i, len(self._sprites))

    def blit(self, screen):
        for s in self._sprites:
            if s.visible():
                screen.blit(s._sprite, s._rect)
        # show car_value
        screen.blit(self._car_value_text, self._car_value_rect)

    # End game
    def car_is_dead_long_live_the_pigeons(self):
        splash(pygame.display.get_surface(), 'pigeon_win_splash.png', min_timeout=1.0)
        self._restart()

    def pigeons_dead_long_live_the_car(self):
        splash(pygame.display.get_surface(), 'car_win_splash.png', min_timeout=1.0)
        self._restart()
Exemplo n.º 6
0
class PrinterController(PrinterInterface):
    """This class implements the gui functionality for the configuring
    and operating a specific printer."""
    def __init__(self, printer_uuid):
        template = os.path.split(__file__)[0]
        template = os.path.join(template, "templates", "printer_control.glade")
        self.builder = Gtk.Builder()
        self.builder.add_from_file(template)
        self.builder.connect_signals(self)

        window = self.builder.get_object("window1")
        self.widget = window.get_child()
        window.remove(self.widget)

        self.controls = self.builder.get_object("control_widgets_box")
        self.crosshair = Crosshair(self)
        self.info = None
        self.gauges = {
            "b": None,
            "t": [],
        }
        self.update_controls()
        self.disable()
        self.set_printer_name("Unknown Printer")

        PrinterInterface.__init__(self, printer_uuid)

    def add_gauges(self):
        """Adds any necessary gaguges from a given temperature
        report."""

        self.info = self.get_class_info()
        assert self.info.printer_type == "FFF 3D Printer"

        dirty = False
        if self.info.heated_bed:
            if self.gauges["b"] is None:
                dirty = True
                self.gauges["b"] = BedGauge(self)

        while self.info.tools > len(self.gauges["t"]):
            tool_num = len(self.gauges["t"])
            self.gauges["t"].append(ExtruderGauge(self, tool_num))
            dirty = True

        if dirty:
            self.update_controls()

    def get_gauges(self):
        """Return a list of all gauge widgets without context."""

        gauges = []
        if self.gauges["b"] is not None:
            gauges.append(self.gauges["b"])
        if self.gauges["t"]:
            gauges += self.gauges["t"]
        return gauges

    def update_controls(self):
        """Clears out the controls packing box, and then populates it
        with a crosshair widget and some number of temperature
        controllers.
        """
        for child in self.controls.get_children():
            self.controls.remove(child)
        self.controls.add(self.crosshair.widget)

        for gauge in self.get_gauges():
            self.controls.add(gauge.widget)
            gauge.enable()

    def on_temp_request(self, gauge, target):
        """Called by a gauge when a user requests a temperature change."""

        # first determine if we're talking about a tool or the bed
        if self.gauges["b"] == gauge:
            # its the bed
            self.set_bed_temp(target)
        else:
            # which tool?
            try:
                tool = self.gauges["t"].index(gauge)
                self.set_tool_temp(tool, target)
            except ValueError:
                # never mind
                pass

    def refocus(self):
        """Called to reset the ui state.  Currently, this is only
        really used by the crosshair when the notebook page changes.
        """
        self.crosshair.refocus()

    def disable(self):
        """Disable the controls for this printer."""
        self.crosshair.disable()
        for gauge in self.get_gauges():
            gauge.disable()

        motors_off = self.builder.get_object("motors_off_button")
        motors_off.set_sensitive(False)

    def enable(self):
        """Enable this printer's controls."""
        self.crosshair.enable()
        for gauge in self.get_gauges():
            gauge.enable()

        motors_off = self.builder.get_object("motors_off_button")
        motors_off.set_sensitive(True)

    def on_state_change(self, state):
        """Signal handler for when the printer goes on or offline."""
        if state == "ready":
            self.add_gauges()
            self.enable()
        elif state == "offline":
            self.disable()

    def on_report(self, blob):
        packet = json.loads(blob)
        if packet.has_key("thermistors"):
            temps = packet['thermistors']
            if self.info.heated_bed:
                self.gauges["b"].set_label(temps["bed"][0])
            for gauge, temp in zip(self.gauges["t"], temps["tools"]):
                gauge.set_label(temp[0])

    def set_printer_name(self, name):
        """Sets the displayed name for this printer."""
        label = self.builder.get_object("dashboard_header")
        label.set_text("Dashboard for %s" % name)

    def on_focus_in(self, widget, event_info):
        self.crosshair.on_focus_in(widget, event_info)
        for gauge in self.get_gauges():
            gauge.on_focus_in(widget, event_info)

    def on_focus_out(self, widget, event_info):
        self.crosshair.on_focus_out(widget, event_info)
        for gauge in self.get_gauges():
            gauge.on_focus_out(widget, event_info)

    def on_motors_off(self, *args):
        self.motors_off()
Exemplo n.º 7
0
class PrinterController(PrinterInterface):
    """This class implements the gui functionality for the configuring
    and operating a specific printer."""

    def __init__(self, printer_uuid):
        template = os.path.split(__file__)[0]
        template = os.path.join(template, "templates", "printer_control.glade")
        self.builder = Gtk.Builder()
        self.builder.add_from_file(template)
        self.builder.connect_signals(self)

        window = self.builder.get_object("window1")
        self.widget = window.get_child()
        window.remove(self.widget)

        self.controls = self.builder.get_object("control_widgets_box")
        self.crosshair = Crosshair(self)
        self.info = None
        self.gauges = {
            "b" : None,
            "t" : [],
            }
        self.update_controls()
        self.disable()
        self.set_printer_name("Unknown Printer")

        PrinterInterface.__init__(self, printer_uuid)

    def add_gauges(self):
        """Adds any necessary gaguges from a given temperature
        report."""

        self.info = self.get_class_info()
        assert self.info.printer_type == "FFF 3D Printer"
        
        dirty = False
        if self.info.heated_bed:
            if self.gauges["b"] is None:
                dirty = True
                self.gauges["b"] = BedGauge(self)

        while self.info.tools > len(self.gauges["t"]):
            tool_num = len(self.gauges["t"])
            self.gauges["t"].append(ExtruderGauge(self, tool_num))
            dirty = True

        if dirty:
            self.update_controls()

    def get_gauges(self):
        """Return a list of all gauge widgets without context."""
        
        gauges = []
        if self.gauges["b"] is not None:
            gauges.append(self.gauges["b"])
        if self.gauges["t"]:
            gauges += self.gauges["t"]
        return gauges

    def update_controls(self):
        """Clears out the controls packing box, and then populates it
        with a crosshair widget and some number of temperature
        controllers.
        """
        for child in self.controls.get_children():
            self.controls.remove(child)
        self.controls.add(self.crosshair.widget)
    
        for gauge in self.get_gauges():
            self.controls.add(gauge.widget)
            gauge.enable()

    def on_temp_request(self, gauge, target):
        """Called by a gauge when a user requests a temperature change."""

        # first determine if we're talking about a tool or the bed
        if self.gauges["b"] == gauge:
            # its the bed
            self.set_bed_temp(target)
        else:
            # which tool?
            try:
                tool = self.gauges["t"].index(gauge)
                self.set_tool_temp(tool, target)
            except ValueError:
                # never mind
                pass
            
    def refocus(self):
        """Called to reset the ui state.  Currently, this is only
        really used by the crosshair when the notebook page changes.
        """
        self.crosshair.refocus()

    def disable(self):
        """Disable the controls for this printer."""
        self.crosshair.disable()
        for gauge in self.get_gauges():
            gauge.disable()

        motors_off = self.builder.get_object("motors_off_button")
        motors_off.set_sensitive(False)
        
    def enable(self):
        """Enable this printer's controls."""
        self.crosshair.enable()
        for gauge in self.get_gauges():
            gauge.enable()
        
        motors_off = self.builder.get_object("motors_off_button")
        motors_off.set_sensitive(True)

    def on_state_change(self, state):
        """Signal handler for when the printer goes on or offline."""
        if state == "ready":
            self.add_gauges()
            self.enable()
        elif state == "offline":
            self.disable()

    def on_report(self, blob):
        packet = json.loads(blob)
        if packet.has_key("thermistors"):
            temps = packet['thermistors']
            if self.info.heated_bed:
                self.gauges["b"].set_label(temps["bed"][0])
            for gauge, temp in zip(self.gauges["t"], temps["tools"]):
                gauge.set_label(temp[0])
        
    def set_printer_name(self, name):
        """Sets the displayed name for this printer."""
        label = self.builder.get_object("dashboard_header")
        label.set_text("Dashboard for %s" % name)

    def on_focus_in(self, widget, event_info):
        self.crosshair.on_focus_in(widget, event_info)
        for gauge in self.get_gauges():
            gauge.on_focus_in(widget, event_info)

    def on_focus_out(self, widget, event_info):
        self.crosshair.on_focus_out(widget, event_info)
        for gauge in self.get_gauges():
            gauge.on_focus_out(widget, event_info)

    def on_motors_off(self, *args):
        self.motors_off()
Exemplo n.º 8
0
    def __init__(self,
                 world_to_slice,
                 layers=None,
                 annotations=None,
                 interpolation=False,
                 display_coordinates="physical",
                 scalar_bar_visibility=False,
                 orientation_visibility=True,
                 corner_annotations_visibility=False,
                 crosshair="full"):

        layers = layers or []
        annotations = annotations or ObservableList()

        ############################
        # Property-related members #
        ############################

        self._interpolation = None
        self._display_coordinates = None
        self._scalar_bar_visibility = True
        self._orientation_visibility = None
        self._corner_annotations_visibility = None
        self._crosshair = None

        self._world_to_slice = None

        self._slice_to_world = None

        self._layers = []

        self._annotations = None
        self._gui_annotations = {}

        self._image_physical_position = None
        self._image_index_position = None

        self._cursor_physical_position = None
        self._cursor_index_position = None

        self._zoom = None

        self._mouse_tools = {}
        self._keyboard_tools = {}

        self._renderer = vtkRenderer()

        ###################
        # Private members #
        ###################

        # World-to-slice matrix, with rows and columns added or removed so that
        # it is 3x3.
        self._3d_world_to_slice = None
        self._3d_slice_to_world = None

        # Slice extent is the physical extent of all layers,
        # given as (x_min, x_max, y_min, y_max)
        self._slice_extent = (-100, 100, -100, 100)

        # VTK objects
        self._scalar_bar_actor = vtkScalarBarActor()
        self._corner_annotation = vtkCornerAnnotation()
        self._orientation_annotation = vtkOrientationAnnotation()
        self._crosshair = Crosshair()

        # Tools and interactions
        self._observer_tags = []
        self._active_source = None

        ##################
        # Initialization #
        ##################

        super(Slice, self).__init__([
            "world_to_slice", "interpolation", "display_coordinates",
            "scalar_bar_visibility", "orientation_visibility",
            "corner_annotations_visibility", "crosshair", "zoom"
        ])
        self.add_allowed_event("cursor_position")
        self.add_allowed_event("image_position")
        self.add_allowed_event("center")
        self.add_allowed_event("layer_visibility")

        # Configure camera
        camera = self._renderer.GetActiveCamera()
        camera.ParallelProjectionOn()
        camera.SetPosition(0, 0, self._actors_altitudes["camera"])
        camera.SetFocalPoint(0, 0, 0)

        # Create cursor
        self._crosshair.altitude = self._actors_altitudes["cursor"]
        self._crosshair.hole_size = 5
        self._renderer.AddActor(self._crosshair.actor)

        # Create scalar bar (from vtkInria3D)
        self._scalar_bar_actor.GetLabelTextProperty().SetColor(1.0, 1.0, 1.0)
        self._scalar_bar_actor.GetTitleTextProperty().SetColor(1.0, 1.0, 1.0)
        self._scalar_bar_actor.GetLabelTextProperty().BoldOff()
        self._scalar_bar_actor.GetLabelTextProperty().ShadowOff()
        self._scalar_bar_actor.GetLabelTextProperty().ItalicOff()
        self._scalar_bar_actor.SetNumberOfLabels(3)
        self._scalar_bar_actor.GetLabelTextProperty().SetFontSize(8)
        self._scalar_bar_actor.GetPositionCoordinate(
        ).SetCoordinateSystemToNormalizedViewport()
        self._scalar_bar_actor.SetWidth(0.1)
        self._scalar_bar_actor.SetHeight(0.5)
        self._scalar_bar_actor.SetPosition(0.8, 0.3)
        self._scalar_bar_actor.PickableOff()
        self._renderer.AddActor(self._scalar_bar_actor)

        # Setup text-annotation actors
        self._corner_annotation.SetNonlinearFontScaleFactor(0.3)
        self._renderer.AddActor(self._corner_annotation)
        self._orientation_annotation.SetNonlinearFontScaleFactor(0.25)
        self._renderer.AddActor(self._orientation_annotation)

        self._set_interpolation(interpolation)
        self._set_display_coordinates(display_coordinates)

        self._set_scalar_bar_visibility(scalar_bar_visibility)
        self._set_orientation_visibility(orientation_visibility)
        self._set_corner_annotations_visibility(corner_annotations_visibility)
        self._set_crosshair(crosshair)

        self._set_world_to_slice(world_to_slice)

        for layer in layers:
            self.append_layer(**layer)

        if annotations is not None:
            self._set_annotations(annotations)

        # Position slice at middle of layer 0
        self.reset_view()

        # Configure default tools
        self.set_mouse_button_tool("Left", mouse_tools.Select())
        self.set_mouse_button_tool("Middle", mouse_tools.Pan())
        self.set_mouse_button_tool("Right", mouse_tools.WindowLevel())
        self.set_wheel_tool("Forward", mouse_tools.Zoom(1.1))
        self.set_wheel_tool("Backward", mouse_tools.Zoom(1. / 1.1))
        self.set_keyboard_tool("Left", keyboard_tools.MoveCursor())
        self.set_keyboard_tool("Right", keyboard_tools.MoveCursor())
        self.set_keyboard_tool("Up", keyboard_tools.MoveCursor())
        self.set_keyboard_tool("Down", keyboard_tools.MoveCursor())
        self.set_keyboard_tool("Prior", keyboard_tools.MoveCursor())
        self.set_keyboard_tool("Next", keyboard_tools.MoveCursor())
        self.set_keyboard_tool("PageUp", keyboard_tools.MoveCursor())
        self.set_keyboard_tool("PageDown", keyboard_tools.MoveCursor())
        self.set_keyboard_tool("+", keyboard_tools.Zoom(1.1))
        self.set_keyboard_tool("-", keyboard_tools.Zoom(1. / 1.1))
        self.set_keyboard_tool("i", keyboard_tools.ToggleInterpolation())
        self.set_keyboard_tool("b", keyboard_tools.ToggleScalarBarVisibility())
        self.set_keyboard_tool(
            "c", keyboard_tools.ToggleCornerAnnotationsVisibility())
        self.set_keyboard_tool("o",
                               keyboard_tools.ToggleOrientationVisibility())