-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathbugtrip.py
More file actions
157 lines (123 loc) · 4.22 KB
/
bugtrip.py
File metadata and controls
157 lines (123 loc) · 4.22 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
from math import *
from random import random
import pygame, time, os
from helper import ir
from sprite import MovingSprite
import kinect as kin
import detect
fullscreen = 1
n_sprites = 12
sprite_speed = 200
speedup = 1.05
points = 10
detect.init()
detect.warmup()
detect.take_zero()
os.environ['SDL_VIDEO_CENTERED'] = '1'
pygame.init()
W, H = 800, 600 # will be overriden by fullscreen
if fullscreen:
screen = pygame.display.set_mode( (0,0), pygame.FULLSCREEN )
W = pygame.display.Info().current_w
H = pygame.display.Info().current_h
else:
screen = pygame.display.set_mode( (W,H) )
screen.fill((0,0,0))
pygame.display.flip()
font = pygame.font.Font(None, 120)
font_big = pygame.font.Font(None, 250)
class World():
def __init__(self, (W,H) ):
self.W, self.H = W, H
world = World( (W,H) )
feet = []
all_sprites = pygame.sprite.Group()
pos = random()*world.W, random()*100 # all from the same nest
for i in range(n_sprites):
alpha = random()*2*pi
speed = (random()+1)*sprite_speed/2
vel = speed*cos(alpha), speed*sin(alpha)
sp = MovingSprite( pos, vel )
all_sprites.add(sp)
# Timing
dt = 0.05 # desired frame interval
t_next = None
t_last_step = None
t_start = None
run = 1
score = 0
game_over = 0
try:
print 'Main loop'
while run:
# Pygame events
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q or \
event.key == pygame.K_ESCAPE:
run = 0
if event.type == pygame.QUIT:
run = 0
if event.type == pygame.MOUSEMOTION:
##feet = [ Pos(event.pos) ]
pass
if not run: break
# Foot detection
feet = detect.find_feet()
# Random direction changes
for s in all_sprites:
dphi = 0.1*(random()-0.5)
s.rotate_vel(dphi)
# Attraction to base line
for s in all_sprites:
delta = pi/2. - atan2(s.vy, s.vx)
if delta>pi: delta = delta - 2*pi
s.rotate_vel( delta * dt/20. )
# Repulsion from feet
for f in feet:
for s in all_sprites:
fsx = s.x - f.x # vector foot -> sprite
fsy = s.y - f.y
d = sqrt(fsx**2 + fsy**2)
if d<120:
s.rotate_vel( atan2(fsy,fsx), absolute=1)
s.speedup( 1.01 )
# Motion update
t = time.time()
if t_start==None:
t_last_step = t-dt
t_start = t
all_sprites.update(t-t_last_step, world) # real
t_last_step = t
# Test baseline hits
for s in all_sprites:
if s.y > H-10:
print 'HIT!' + ' Score:' + str(score)
pos = random()*world.W, random()*100 # Respawn
vel = 100*cos(random()), 100*sin(random())
s.set_pos( pos )
s.set_vel( vel )
score += 1
if score>=points: game_over = 1
# Screen
screen.fill((0,0,0))
all_sprites.draw(screen)
for f in feet:
pygame.draw.circle( screen, (255,255,255), ir((f.x,f.y)), 60, 0 )
pygame.draw.circle( screen, (255,0,0), ir((f.x,f.y)), 60, 2 )
text_score = font.render("%d" % score, 2, (255, 255, 255))
screen.blit( text_score, (world.W/2-20, 40) )
if game_over:
tt = time.time() - t_start
mini, sec = int(tt//60), int(tt%60)
screen.blit( font_big.render("Game over", 3, (255, 255, 255)), (100, 250) )
screen.blit( font_big.render("Time %d:%.02d" % (mini, sec), 3, (255, 255, 255)), (120,450) )
pygame.draw.rect( screen, (255,255,255), (0,0,W,H), 10 )
pygame.display.flip()
if game_over:
while pygame.event.poll().type != pygame.KEYDOWN: pass
run = 0
break
finally:
pygame.quit()
detect.quit()