def set_trap(self, type): '''(StaticTile, Surface) -> NoneType ''' self.trap = True if (type == "FIRE"): self.trapimg = load_img("Fire2.png") elif (type == "SPIKE"): self.trapimg = load_img("Spike.png") elif (type == "POOP"): self.trapimg = load_img("Poop.png") else: self.trapimg = load_img("Poop.png")
def load_cont_img(image='./data/img/file.jpg', scale=0.1): content = img.load_img(image) height, width, _ = content.shape height = int(height * scale) width = int(width * scale) content = img.resize_img(content, height, width) return np.array([img.convert_img(content)])
def __init__(self, X, Y): '''(Player, int, int) -> NoneType (X,Y) are the coordinates (in tiles) of the player ''' self.x = X self.y = Y self.rect = None self.update_rect() self.img = load_img("Bob.png") self.sum = 0 self.keys = 0 # Number of keys in inventory self.win = False # Wins when reaches exit
def load_trapimg(self, IMG): '''(Tile, str) -> NoneType Load IMG into self.trapimg. Assumes we want a trap here. ''' self.trapimg = load_img(IMG)
def load_img(self, IMG_N): '''(Tile, str) -> NoneType Loads img given by IMG_N into self.img as Surface. Assumes IMG_N valid.''' self.img = load_img(IMG_N)
The original caffemodel: www.robots.ox.ac.uk/~vgg/research/very_deep/ has been translated in to numpy's ndarray: https://mega.nz/#!xZ8glS6J!MAnE91ND_WyfZ_8mvkuSa2YcA7q-1ehfSm-Q1fxOvvs This implementation is adapted from : https://github.com/machrisaa/tensorflow-vgg.git ''' import sys sys.path.append('./utils') import numpy as np import tensorflow as tf import img import vgg # load images and vgg19 coefficients bgr = np.array([ img.convert_img(img.resize_img(img.load_img('./data/img/tiger.jpg'))), img.convert_img(img.resize_img(img.load_img('./data/img/file.jpg'))), ]) vgg19 = vgg.VGG19('./data/vgg19.npy') # build vgg19 _, height, width, _ = bgr.shape x_bgr = vgg19.input_bgr(height, width) vgg19.build_upto(x_bgr, 'prob') # object classification with tf.Session() as sess: prob = vgg19.layers['prob'].eval(feed_dict={x_bgr: bgr}) vgg19.predict(prob)
def load_sty_imgs(imgs=['./data/img/art1.jpg']): sty_imgs = [] for image in imgs: sty_imgs.append(np.array([img.convert_img(img.load_img(image))])) return sty_imgs
end_time = time.time() if loss < best_loss: best_loss = loss # updating best loss best_img = deprocess_img(init_image.numpy()) # updating best image if i % display_interval == 0: # getting numpy array for images plot_img = deprocess_img(init_image.numpy()) imgs.append(plot_img) IPython.display.clear_output(wait=True) IPython.display.display_png(PIL.Image.fromarray(plot_img)) print('\nTotal time: {:.4f}s'.format(time.time() - global_start)) # displaying results IPython.display.clear_output(wait=True) plt.figure(figsize=(14, 4)) for i, img in enumerate(imgs): plt.subplot(num_rows, num_cols, i + 1) plt.imshow(img) plt.xticks([]) plt.yticks([]) PIL.Image.fromarray(best_img) plt.figure(figsize=(10, 5)) content, style = load_img(content_path), load_img(style_path) plt.subplot(1, 2, 1) imshow(content, 'Content Image') plt.subplot(1, 2, 2) imshow(style, 'Style Image') plt.figure(figsize=(10, 10)) plt.imshow(best_img) plt.title('Output Image') plt.show()
from Tkinter import Tk, Canvas, PhotoImage root = Tk() root.title('MineSweeper') root.geometry(str(size_game[0] * 25) + 'x' + str(size_game[1] * 25 + 45)) root.resizable(False, False) root.protocol('WM_DELETE_WINDOW', e) #i=PhotoImage(file='data/ico.png') #root.call('wm','iconphoto',root._w,i) import main from header import header from img import load_img flag_number = [boom_number[0]] game_status = ['normal'] img = load_img() root.call('wm', 'iconphoto', root._w, img['icon']) h = header() h.frame = [Canvas(root)] h.frame[0].place(x=0, y=10, height=25, relwidth=1.0) h.flag_number = flag_number h.img = img h.exit = exit h.status = game_status h.list_cell = main.list_cell h.size_game = size_game main.frame = [Canvas(root)] main.frame[0].place(x=0, y=45, height=size_game[1] * 25, relwidth=1.0)
# init rendering update_queue = deque() # Queue of rects specifying areas of display to update background = Background(WINDOW_WIDTH, WINDOW_HEIGHT, GREY) background.render(screen, update_queue) # draw a bunch of garbage cans (debug) gbg_can_size = IMG_SIZES["garbage_can"] x_coord = TILE_SIZE * 3 while x_coord < TILE_SIZE * 10: y_coord = TILE_SIZE * 3 while y_coord < WINDOW_HEIGHT: gbg_can = Obj(x_coord, y_coord, gbg_can_size[0], gbg_can_size[1]) gbg_can.img = load_img(GBG_CAN_N) gbg_can.render(screen, update_queue) env_obj_list.append(gbg_can) y_coord += TILE_SIZE * 2 x_coord += TILE_SIZE * 2 # Draw player (debug) player_size = IMG_SIZES["man_standing"] player = Player(WINDOW_WIDTH, WINDOW_HEIGHT, player_size[0], player_size[1]) player.img = load_img(MAN_STAND_N) player.render(screen, update_queue) # create a capture bot (debug)
def load(self, ZONE_N): '''(Zone, str) -> NoneType Loads Zone from Zone given in ZONE_N. Assumes success. Format for map files: min <int_value> max <int_value> img <index> <img_name> ... map XYZ ... ... min, max - optional entries to specific inclusive range for randomly generated integers for tile values, which is used if given a ? character img - optional entry or entries to specify images for tiles (images are not required by tiles). <img_name> is added to a list, and <index> corresponds with the index in the list. map - an array of tile entries, which are X,Y,Z,U , separated by spaces. X is the type of tile to be loaded: 0 for default tile, 1 for trap, 2 is wall, 3 is key, 4 is lock, 5 is exit. Y is the img index for the primary img to be used, where 0 means no img. Z is the value to be given to the tile, where ? means a random value generated using min, max. U is the secondary img to be used, 0 for no img.''' TILE_SIZE = get_tile_size() # Seed random in case random values are to be generated random.seed() PATH = _get_zone_path(ZONE_N) with open(PATH) as FILE: min = None max = None img_list = [None] # None there for use of 0 for no img line = FILE.readline() while line: data = line.split() if data[0] == "min": min = int(data[1]) elif data[0] == "max": max = int(data[1]) elif data[0] == "start": coord = (int(data[1]), int(data[2])) elif data[0] == "img": img_list.append(data[2]) elif data[0] == "map": # Map is rest of file line = FILE.readline() for i in range(self.num_tiles_h): # Row number of data data = line.split() for j in range(self.num_tiles_w): # Column number of data tile = data[j].split(",") tile_s = Tile(j * TILE_SIZE, i * TILE_SIZE) img_index = int(tile[1]) sec_img_index = int(tile[3]) #loads the image of the tile if img_index: tile_s.load_img(img_list[img_index]) #gives the tile a value if tile[2] == "?": # Randomize value given by min, max tile_s.value = random.randint(min, max) else: tile_s.value = int(tile[2]) # Determine tile type if tile[0] == "0": # Normal pass elif tile[0] == "1": # Trap tile_s.trap = True tile_s.load_trapimg(img_list[sec_img_index]) elif tile[0] == "2": # Wall tile_s.wall = True tile_s.wall_img = load_img(img_list[sec_img_index]) elif tile[0] == "3": # Key tile_s.key = True tile_s.key_img = load_img(img_list[sec_img_index]) elif tile[0] == "4": # Lock tile_s.lock = True tile_s.lock_img = load_img(img_list[sec_img_index]) elif tile[0] == "5": # Exit tile_s.exit = True tile_s.exit_img = load_img(img_list[sec_img_index]) self.map[j][i] = tile_s line = FILE.readline() line = FILE.readline() self.player = Player(*coord) # Starting coords