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'''
Created on Nov 10, 2012
@author: attero
'''
import random, pygame, sys
import flask
import threading
import os
import signal
from pygame.locals import *
from Cannon import CannonController
from Cannon import Gunpoint
app = flask.Flask(__name__)
app.debug = True
pygame.init()
@app.route("/")
def root():
return "COCKS"
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)
colors = [GRAY, VIOLET, RED, GREEN, BLUE, VERYLIGHT]
cannon = CannonController()
screen = Screen(window, colors)
screen.draw_surface(cannon)
gunpoint = Gunpoint((5, 4), (200, 4), (5, 210))
keep_running = True
while keep_running:
screen.draw_surface(cannon)
for event in pygame.event.get():
if event.type == pygame.QUIT:
keep_running = False
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
screen.communicates.append("Calibrated")
elif event.type == MOUSEBUTTONUP:
screen.change_color()
print "Pygame thread exited."
os.kill(os.getpid(), signal.SIGINT)
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 on xx, yy"
font_object = pygame.font.Font(None,26)
pygame.draw.rect(screen, (222,222,222),(xx, yy, 300,30), 0)
pygame.draw.rect(screen, (20,20,20),
(xx -2, yy-2, 302,34), 1)
if len(message) != 0:
screen.blit(font_object.render(message, 3, (0,0,0)),
(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)
display_box(screen, "Write calibration points below", 20, 360)
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, "Write calibration points below", 20, 360)
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), 30, 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(None,text_size)
ren = font.render(text,1,color)
screen.blit(ren, (xx,yy))
if __name__ == '__main__':
def pygame_runner():
try:
main()
except Exception as e:
print "Pygame thread raised exception %s" % str(e)
os.kill(os.getpid(), signal.SIGINT)
t = threading.Thread(target=pygame_runner)
def flask_runner():
try:
app.run(use_reloader=False)
except Exception as e:
print "Flask thread raised exception %s" % str(e)
os.kill(os.getpid(), signal.SIGINT)
t2 = threading.Thread(target=flask_runner)
print "Starting pygame..."
t.start()
print "Starting flask..."
t2.start()
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