Exemplo n.º 1
0
def debug_wrapper():
    # initialize things
    pygame.init()
    pose_source = user_pose.FPS_Pose(two_d=True)  # initialize position source
    visar_controller = controller.Controller(
        pose_source)  # initialize controller
    renderer = rendering.Renderer(visar_controller)  # initialize renderer

    # add pose source to update stack
    visar_controller.add_update(pose_source.update)

    # setup a static square object (from rendertest)
    square1 = Debug_Static()  # create a render module
    renderer.add_module(square1)  # add module to render stack

    # setup dynamic (moving) square object (rendertest)
    square2 = Debug_Dynamic()  # create another module
    visar_controller.add_update(square2.update)  # add pose listener
    renderer.add_module(square2)  # add drawable to render stack

    # setup a static square object with depth (from rendertest)
    square3 = Debug_Depth()  # create a render module
    renderer.add_module(square3)  # add module to render stack

    # run the controller (spawns new thread)
    #visar_controller.do_loop() # removed unused code

    # run the renderer (blocks until code is done)
    renderer.do_loop(visar_controller.kill_flag)

    # program quit, kill pygame
    pygame.quit()
Exemplo n.º 2
0
 def __init__(self, sequences, start, input):
     self.sequences = sequences
     self.input = input
     self.current = self.sequences[start](self.input)
     self.renderer = rendering.Renderer()
     self.timer = pygame.time.Clock()
     telemetry.log('Starting.')
     self.inactive_start = 0
     self.refresh = 0
Exemplo n.º 3
0
def visar():
    debug_mode = False

    if len(sys.argv) > 1:
        if sys.argv[1] == '--debug':
            debug_mode = True  # check for debug mode

    # initialize things
    pygame.init()
    pose_source = user_pose.FPS_Pose()  # initialize position source
    visar_controller = controller.Controller(
        pose_source)  # initialize controller
    renderer = rendering.Renderer(visar_controller,
                                  debug_mode)  # initialize renderer

    # arrows
    arrows_ = arrows.Arrows()
    renderer.add_module(arrows_)

    # communications pop up
    comm_pu = comms_pop_up.Pop_Up()
    renderer.add_module(comm_pu)

    # menu buttons
    menu = menu_button.Menu()
    renderer.add_module(menu)

    # add pose source to update stack
    visar_controller.add_update(pose_source.update)
    visar_controller.add_update(menu.update)
    visar_controller.add_update(arrows_.update)
    visar_controller.add_update(comm_pu.update)

    # setup/start the audio manager (voice communication)
    audio_controller = audio.Audio_Manager(visar_controller)
    audio_controller.start_server_thread()
    visar_controller.book.audio_manager = audio_controller

    # start the controller (new thread)
    #visar_controller.do_loop() #temporarily disabled

    # run the renderer (same thread)
    renderer.do_loop(visar_controller.kill_flag)

    # cleanup
    print 'Shutting Down'
    audio_controller.cleanup()
    pygame.quit()  # shutdown pygame
Exemplo n.º 4
0
    def __init__(self, enable_render=True):
        super(BabaEnv, self).__init__()

        self.path = '../../../Resources/Maps/volcano.txt'
        self.game = pyBaba.Game(self.path)
        self.renderer = rendering.Renderer(self.game)

        self.action_space = [
            pyBaba.Direction.UP, pyBaba.Direction.DOWN, pyBaba.Direction.LEFT,
            pyBaba.Direction.RIGHT
        ]

        self.action_size = len(self.action_space)

        self.seed()
        self.reset()
Exemplo n.º 5
0
 def CARAS():
     type = "PTRAIN"
     if(typeSwitcher(type) == ""):
         print("ERROR: Invalid type: {}".format(type))
         sys.exit(0)
     frames = 20
     numAnims = 1000
     # Use this to vary the name of the images we want to create
     index_name = "CaffeImage"
     sc.clearPickleIndex(type, index_name)
     sc.clearIndex(index_name)
     for i in range(numAnims):
         #need a delimiter to separate scene# from frame#
         delim = "D"
         name = index_name + str(i) + delim
         #bugfix
         sc.secondAnimation(name, type, index_name)
         # sc.createBasicAnimation(name, 0)
         renderer = r.Renderer(frames=None)
         renderer.renderByName(name, type)
         renderer.appendImages(name, type)
     print("Completed Anim rendering")