laserz_und_stuff/Lasers_und_stuff/main.py

292 lines
9.4 KiB
Python

'''
Created on Nov 10, 2012
@author: attero
'''
import random, pygame, sys
from pygame.locals import *
from math import fabs
from math import ceil
import serial
import glob
pygame.init()
def main():
#create the screen
window = pygame.display.set_mode((800, 600))
GRAY = ( 182, 182, 182)
VIOLET = (150, 100, 190)
RED = (150, 0, 0)
GREEN = (0, 150, 0)
BLUE = (30, 30, 180)
VERYLIGHT = (210, 210, 210)
BACKGROUND_COLOR = GREEN
colors = [GRAY, VIOLET, RED, GREEN, BLUE, VERYLIGHT]
window.fill(BACKGROUND_COLOR)
#mouseClicked = False
pygame.display.flip()
cannon = CannonController()
screen = Screen(window, colors)
screen.draw_surface(cannon)
gunpoint = Gunpoint((5, 4), (200, 4), (5, 210))
coords = gunpoint.aim((0,0))
#input handling ( code):
while True:
screen.draw_surface(cannon)
#mouseClicked = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == KEYUP :
cannon.send_data()
if event.key == K_SPACE:
if cannon.fired:
cannon.fired = False
else:
cannon.fired = True
elif event.key == K_RIGHT:
cannon.move_right(20)
elif event.key == K_LEFT:
cannon.move_left(20)
elif event.key == K_UP:
cannon.move_up(20)
elif event.key == K_DOWN:
cannon.move_down(20)
elif event.key == K_l:
if cannon.laser:
cannon.disable_laser()
if "Laser enabled" in screen.communicates :
screen.communicates.remove("Laser enabled")
screen.communicates.append("Laser disabled")
else:
cannon.enable_laser()
if "Laser disabled" in screen.communicates :
screen.communicates.remove("Laser disabled")
screen.communicates.append("Laser enabled")
elif event.key == K_c:
point1 = get_calibration_point(window, "Point1")
point2 = get_calibration_point(window, "Point2")
point3 = get_calibration_point(window, "Point3")
print point1, point2, point3
gunpoint.calibrate(point1, point2, point3)
print gunpoint.horizontal_angle, gunpoint.vertical_angle
elif event.type == MOUSEBUTTONUP:
#mouseClicked = True
screen.change_color()
#if mouseClicked :
#coords = [gunpoint.aim((x/10.0,x/10.0)) for x in range(0,11)]
#samples = [(x/10.0,x/10.0) for x in range(0, 11)]
#print samples
#print coords
def get_key():
while 1:
event = pygame.event.poll()
if event.type == KEYDOWN:
return event.key
else:
pass
def display_box(screen, message, xx, yy):
"Print a message in a box in the middle of the screen"
font_object = pygame.font.Font(None,18)
pygame.draw.rect(screen, (20,20,20),(xx, yy, 200,20), 0)
pygame.draw.rect(screen, (222,222,222),
(xx -2, yy-2, 202,24), 1)
if len(message) != 0:
screen.blit(font_object.render(message, 1, (255,255,255)),
(xx + 6, yy + 6) )
pygame.display.flip()
def ask(screen, question):
"ask(screen, question) -> answer"
pygame.font.init()
current_string = []
display_box(screen, question + ": " + "".join(current_string), 20, 400)
while 1:
inkey = get_key()
if inkey == K_BACKSPACE:
current_string = current_string[0:-1]
elif inkey == K_RETURN:
break
elif inkey == K_MINUS:
current_string.append("_")
elif inkey <= 127:
current_string.append(chr(inkey))
display_box(screen, question + ": " + "".join(current_string), 20, 400)
return "".join(current_string)
def get_calibration_point(screen, message):
point_string = ask(screen, message)
while(not (is_valid_point(point_string)) ):
point_string = ask(screen, "Again, " + message)
return [float(x) for x in point_string.split(",")]
def is_valid_point(string):
point = string.split(',')
if (len(point) != 2):
return False
if((not point[0].isdigit()) or (not point[1].isdigit())):
return False
if(float(point[0]) > 255 or float(point[1]) > 255 or float(point[0])< 0 or float(point[1]) <0 ):
return False
return True
class Screen:
def __init__(self, window, colors):
self.communicates = []
self.communicates.append("Press space to fire!")
self.communicates.append("Use arrows to adjust position")
self.communicates.append("Press C for calibration")
self.communicates.append("Press L to enable laser")
self.window = window
self.colors = colors
self.color = random.choice(self.colors)
def change_color(self):
self.color = random.choice(self.colors)
def draw_surface(self, cannon):
self.window.fill(self.color)
for i, text in enumerate(self.communicates):
self.print_text(text, 20, 20 + i*20, (0, 0, 0), 20, self.window)
if cannon.fired:
self.print_text("Fired!", 20, 150, (150, 20, 40), 40, self.window)
self.print_text([str(x) for x in cannon.get_data()].__str__(), 20, 300, (0, 0, 0), 30, self.window)
pygame.display.flip()
def print_text(self, text,xx,yy,color,text_size, screen):
font = pygame.font.SysFont("Courier New",text_size)
ren = font.render(text,1,color)
screen.blit(ren, (xx,yy))
class CannonController :
def __init__(self):
print("cannon controller started")
self.position = [0, 0]
self.fired = False
self.laser = False
ports = glob.glob("/dev/ttyACM*")
if(len(ports) == 1):
self.ser = serial.Serial(ports[0], 115200, timeout=1)
self.connected_to_serial = True
else:
self.ser = False
self.connected_to_serial = False
if len(ports) > 1 :
raise "To many devices to handle"
elif len(ports) == 0 :
print "No device is connected"
def set_position(self, point):
self.position = point
def fire(self):
self.fired = True
def enable_laser(self):
self.laser = True
def disable_laser(self):
self.laser = False
def move_left(self, change):
if(self.position[0] >= change):
self.position[0] -= change
def move_right(self, change):
if(self.position[0] < 255 - change):
self.position[0] += change
def move_up(self, change):
if(self.position[1] < 255 - change):
self.position[1] += change
def move_down(self, change):
if(self.position[1] >= change):
self.position[1] -= change
def check_validity_of_data(self):
if(fabs(self.position[0]) > 255):
return False
if (fabs(self.position[1]) > 255):
return False
return True
def get_data(self):
if self.check_validity_of_data():
data = []
data.extend(self.position)
if(self.fired):
data.append(255)
else:
data.append(0)
if(self.laser):
data.append(255)
else:
data.append(0)
return data
else:
return [0, 0, 0, 0]
def get_data_to_send(self):
data = self.get_data()
return [chr(x) for x in data]
def send_data(self):
if(self.connected_to_serial):
data = self.get_data_to_send()
self.ser.write('a')
self.ser.write(data[0])
print "wrote %i" % ord(data[0])
self.ser.write('b')
self.ser.write(data[1])
self.ser.write('c')
self.ser.write(data[2])
self.ser.write('d')
self.ser.write(data[3])
else:
print "Cannot send data, not connected..."
class Gunpoint :
def __init__(self, point1, point2, point3):
self.vertical_angle = point3[1] - point1[1]
self.horizontal_angle = point2[0] - point1[0]
self.beginnig_horizontal = point1[0]
self.beginnig_vertical = point1[1]
def calibrate(self, point1, point2, point3):
self.vertical_angle = point3[1] - point1[1]
self.horizontal_angle = point2[0] - point1[0]
self.beginnig_horizontal = point1[0]
self.beginnig_vertical = point1[1]
def aim(self, point):
horizontal = ceil(self.beginnig_horizontal + self.horizontal_angle*point[0])
vertical = ceil(self.beginnig_vertical + self.vertical_angle*point[1])
return [horizontal, vertical]
if __name__ == '__main__':
main()