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lost_in_space.py
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lost_in_space.py
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#!/usr/bin/env python
# -*- coding = utf-8 -*-
"""
Digital Art Jam
"""
from time import gmtime, strftime
from arbalet.core import Application, Rate
from arbalet.colors import hsv_to_rgb, rgb_to_hsv
import pygame, argparse, random
from pygame.locals import *
from PIL import Image
import time
from numpy import floor
from spawn import Spawn
#size must be greater than the table size
size = 25,25
MAX_SPEED = 3
MIN_SPEED = 1
MAX_SPAWNS = size[0]*size[1]/10
#MAX_SPAWNS = 25 # for testing purposes
class LostInSpace(Application):
def __init__(self, argparser):
Application.__init__(self, argparser)
self.base_color = None
self.color = (1.0, 1.0, 1.0)
# relative coordonate to image center
self.y = self.height/2
self.x = self.width/2
# offset from
self.offset_y = 0
self.offset_x = 0
self.model.set_all('white')
self.state = 'init'
self.spawns = []
self.speed = 1
self.fade = 1
self.vector = None
self.color_level = [0]*6
self.last_spawn_color = 0
# Treating arguments
parser = argparser.parse_args()
self.invader = parser.invader
self.ai = parser.auto
self.file = parser.pattern
if (self.file==''):
self.image = Image.new('RGB',size, (255,255,255))
else:
self.image = Image.open(self.file)
self.image = self.image.resize(size)
def find_spawn(self, coord):
for spawn in self.spawns:
if coord in spawn.points:
return spawn
def spawn_source(self,position, parent = None, color=None):
new_spawn=Spawn(size, position, parent,color, self.invader)
self.spawns.append(new_spawn)
def mix_color(self,(r1,g1,b1),(r2,g2,b2)):
r = (r1+r2)/2
g = (g2+g1)/2
b = (b1+b2)/2
return r,g,b
def event(self):
action = False
pygame.event.pump()
keys = pygame.key.get_pressed()
if(self.ai):
dir_list = ['up', 'down', 'left', 'right']
direction = dir_list[random.randint(0,len(dir_list)-1)]
steps = random.randint(0,10)
else:
direction =''
steps = 1
for it in range(steps):
#time.sleep(0.05)
#print direction, it, steps
if keys[K_UP] or direction == 'up':
self.offset_y = (self.offset_y - 1) % size[1]
self.vector = 'up'
action = True
elif keys[K_DOWN] or direction == 'down':
self.offset_y = (self.offset_y + 1) % size[1]
self.vector = 'down'
action = True
elif keys[K_RIGHT] or direction == 'right':
self.offset_x = (self.offset_x + 1) % size[0]
self.vector = 'right'
action = True
elif keys[K_LEFT] or direction == 'left':
self.offset_x = (self.offset_x - 1) % size[0]
self.vector = 'left'
action = True
elif keys[K_SPACE]:
if self.state == 'init':
self.first_spawns()
action = True
if keys[K_ESCAPE]:
self.state = 'end'
return
if not action:
self.speed = max(self.speed/1.2, MIN_SPEED)
self.fade = max(self.fade/1.2, 1)
if self.speed!=MIN_SPEED:
if self.vector=='up':
self.offset_y = (self.offset_y - 1) % size[1]
elif self.vector=='down':
self.offset_y = (self.offset_y + 1) % size[1]
elif self.vector=='left':
self.offset_x = (self.offset_x - 1) % size[0]
elif self.vector=='right':
self.offset_x = (self.offset_x + 1) % size[0]
action = True
if self.state == 'init':
return
elif self.state == 'running' and action:
with self.model:
# Changing color
brightness = max(rgb_to_hsv(self.color)[1] - 1./self.fade, 0)
self.color = hsv_to_rgb(rgb_to_hsv(self.color)[0], brightness, rgb_to_hsv(self.color)[2])
collide_spawn = None
# if we are on a spot
x = (self.offset_x + self.x)%size[0]
y = (self.offset_y + self.y)%size[1]
for spawn in self.spawns:
if (x, y) == (spawn.x, spawn.y):
collide_spawn = spawn
if collide_spawn is not None:
spawn = collide_spawn
self.last_spawn_color = spawn.color
#print self.last_spawn_color
self.base_color = spawn.color
r = int(round(spawn.color[0] * 255))
g = int(round(spawn.color[1] * 255))
b = int(round(spawn.color[2] * 255))
self.image.putpixel(((self.offset_x + self.x) % size[0], (self.offset_y + self.y) % size[1]),
(r, g, b))
self.color = self.base_color
# play sound
sound = spawn.get_sound(self.color_level[spawn.color_id])
sound.play()
sound.fadeout(3000)
# draw spawn
points = spawn.get_points(self.color_level[spawn.color_id], size)
for point in points:
self.image.putpixel((point[0], point[1]),(r, g, b))
self.spawns.remove(spawn)
# generate two new spawns
random.seed()
self.spawn_source([random.randint(floor(self.x-self.width/2)+1,floor(self.x+self.width/2)-1),
random.randint(floor(self.y-self.height/2)+1,floor(self.y + self.height/2)-1)],parent=spawn)
self.spawn_source([random.randint(0, size[0]-1), random.randint(0, size[1]-1)])
# delete two old spawns if too many spawns
#print len(self.spawns), MAX_SPAWNS
if len(self.spawns)>=MAX_SPAWNS:
spawns_to_remove = 2
indices_to_remove = []
iterations = 0
while(len(indices_to_remove) <2 and iterations<MAX_SPAWNS):
tmp_index = random.randint(0,floor(MAX_SPAWNS/2))
iterations += 1
tmp_spawn = self.spawns[tmp_index]
if (tmp_spawn.x<=(self.x-self.width/2) or tmp_spawn.x>=(self.x +
self.width/2) or tmp_spawn.y <= (self.y - self.height/2) or
tmp_spawn.y >= (self.y + self.height/2)):
#self.spawns.remove(tmp_index)
if not tmp_index in indices_to_remove :
indices_to_remove.append(tmp_index)
spawns_to_remove -=1
#print indices_to_remove
for index in indices_to_remove:
self.spawns.remove(self.spawns[index])
indices_to_remove = []
#print len(self.spawns)
# get information about speed and fading
self.speed = spawn.get_speed(self.color_level[spawn.color_id])
self.fade = spawn.get_fading(self.color_level[spawn.color_id])
self.color_level[spawn.color_id] = min(self.color_level[spawn.color_id]+1, 3)
# else we tranform the current color
else:
# transforming player color to PIL RGB
r = int(round(self.color[0] * 255))
g = int(round(self.color[1] * 255))
b = int(round(self.color[2] * 255))
# we only print on the image if we still have color
if not (rgb_to_hsv(self.color)[0] == 0.):
actual_color = self.image.getpixel(
((self.offset_x + self.x) % size[0], (self.offset_y + self.y) % size[1]))
if actual_color != (255, 255, 255):
r, g, b = self.mix_color((r, g, b), (actual_color[0], actual_color[1], actual_color[2]))
self.image.putpixel(((self.offset_x + self.x) % size[0], (self.offset_y + self.y) % size[1]),
(r, g, b))
# random diffusion on the sides with bluuuueee !
if self.last_spawn_color == [0.047058823529411764,
0.14901960784313725,0.7019607843137254] and self.color_level[2]==3:
# blue is hard-coded
#print "fuuuuuusioooon"
tmp_brightness = max(rgb_to_hsv(self.color)[1] -random.randint(1.,8.)/self.fade, 0)
tmp_color = hsv_to_rgb(rgb_to_hsv(self.color)[0], tmp_brightness, rgb_to_hsv(self.color)[2])
r = int(round(tmp_color[0] * 255))
g = int(round(tmp_color[1] * 255))
b = int(round(tmp_color[2] * 255))
# uncomment to smoothen the sides of the blue track
#r, g, b = self.mix_color((r, g, b), (actual_color[0], actual_color[1], actual_color[2]))
if self.vector == 'up':
self.image.putpixel(((self.offset_x + self.x+1) % size[0],
(self.offset_y + self.y+1) % size[1]),
(r, g, b))
self.image.putpixel(((self.offset_x + self.x-1) % size[0],
(self.offset_y + self.y+1) % size[1]),
(r, g, b))
elif self.vector == 'down':
self.image.putpixel(((self.offset_x + self.x+1) % size[0],
(self.offset_y + self.y-1) % size[1]),
(r, g, b))
self.image.putpixel(((self.offset_x + self.x-1) % size[0],
(self.offset_y + self.y-1) % size[1]),
(r, g, b))
elif self.vector == 'left':
self.image.putpixel(((self.offset_x + self.x+1) % size[0],
(self.offset_y + self.y+1) % size[1]),
(r, g, b))
self.image.putpixel(((self.offset_x + self.x+1) % size[0],
(self.offset_y + self.y-1) % size[1]),
(r, g, b))
elif self.vector == 'right':
self.image.putpixel(((self.offset_x + self.x-1) % size[0],
(self.offset_y + self.y+1) % size[1]),
(r, g, b))
self.image.putpixel(((self.offset_x + self.x-1) % size[0],
(self.offset_y + self.y-1) % size[1]),
(r, g, b))
if self.last_spawn_color == [0.06666666666666667, 0.6470588235294118,
0.2784313725490196] and self.color_level[1]==1:
tmp_brightness = max(rgb_to_hsv(self.color)[1] -1./self.fade, 0)
tmp_color = hsv_to_rgb(rgb_to_hsv(self.color)[0], tmp_brightness, rgb_to_hsv(self.color)[2])
r = int(round(tmp_color[0] * 255))
g = int(round(tmp_color[1] * 255))
b = int(round(tmp_color[2] * 255))
if self.vector == 'up':
if ((self.y + self.offset_y)%2 == 0):
self.image.putpixel(((self.offset_x + self.x+1) % size[0],
(self.offset_y + self.y+1) % size[1]),
(r, g, b))
else:
self.image.putpixel(((self.offset_x + self.x-1) % size[0],
(self.offset_y + self.y+1) % size[1]),
(r, g, b))
elif self.vector == 'down':
if ((self.y + self.offset_y)%2 == 0):
self.image.putpixel(((self.offset_x + self.x+1) % size[0],
(self.offset_y + self.y-1) % size[1]),
(r, g, b))
else :
self.image.putpixel(((self.offset_x + self.x-1) % size[0],
(self.offset_y + self.y-1) % size[1]),
(r, g, b))
elif self.vector == 'left':
if ((self.x + self.offset_x)%2 == 0):
self.image.putpixel(((self.offset_x + self.x+1) % size[0],
(self.offset_y + self.y+1) % size[1]),
(r, g, b))
else :
self.image.putpixel(((self.offset_x + self.x+1) % size[0],
(self.offset_y + self.y-1) % size[1]),
(r, g, b))
elif self.vector == 'right':
if ((self.x + self.offset_x)%2 ==0):
self.image.putpixel(((self.offset_x + self.x-1) % size[0],
(self.offset_y + self.y+1) % size[1]),
(r, g, b))
else :
self.image.putpixel(((self.offset_x + self.x-1) % size[0],
(self.offset_y + self.y-1) % size[1]),
(r, g, b))
else:
self.color=(1.0, 1.0, 1.0)
for i in range(len(self.color_level)):
self.color_level[i] = 0
self.speed = max(self.speed / 1.2, MIN_SPEED)
# finaly, we draw the grid
self.draw_grid()
def draw_grid(self):
#drag from image
for i in range(0,self.model.width):
for j in range(0,self.model.height):
x = (self.offset_x + i + size[0])%size[0]
y = (self.offset_y + j + size[1])%size[1]
c = self.image.getpixel((x,y))
r = c[0]/255.
g = c[1]/255.
b = c[2]/255.
self.model.set_pixel(j, i, [r, g ,b])
# draw spawn, QLE style
for spawn in self.spawns:
try:
self.model.set_pixel((spawn.y-self.offset_y+size[1])%size[1],(spawn.x-self.offset_x+size[0])%size[0],spawn.draw_color)
except:
pass
if self.color == (1.0, 1.0, 1.0):
self.model.set_pixel(self.y, self.x, 'black')
def first_spawns(self):
with self.model:
# set initial color
self.model.set_pixel(self.y, self.x, (1.0,1.0,1.0))
self.color = self.model.get_pixel(self.y, self.x)
self.base_color = self.color
# spawn first stop near the player
self.spawn_source([self.offset_x + self.x, self.offset_y + self.y + 2], color=0)
self.spawn_source([self.offset_x + self.x - 2, self.offset_y + self.y + 1], color=1)
self.spawn_source([self.offset_x + self.x - 2, self.offset_y + self.y - 1], color=2)
self.spawn_source([self.offset_x + self.x, self.offset_y + self.y - 2], color=3)
self.spawn_source([self.offset_x + self.x + 2, self.offset_y + self.y + 1], color=4)
self.spawn_source([self.offset_x + self.x + 2, self.offset_y + self.y - 1], color=5)
self.state = 'running'
def run(self):
if(self.ai):
self.state = 'init'
self.first_spawns()
random.seed()
for it in range(5):
self.spawn_source([random.randint(floor(self.x-self.width/2)+1,floor(self.x+self.width/2)-1),
random.randint(floor(self.y-self.height/2)+1,floor(self.y + self.height/2)-1)],parent=None)
while self.state is not 'end':
self.event()
time.sleep(0.15/self.speed)
image = self.image.resize((1000,1000))
image.show()
if (self.ai):
image.save('output/ai_' +strftime("%Y-%m-%d %H.%M.%S", gmtime()) + '.bmp')
else:
image.save('output/' +strftime("%Y-%m-%d %H.%M.%S", gmtime()) + '.bmp')
if __name__ == '__main__':
parser = argparse.ArgumentParser(description='Do something :D')
parser.add_argument('-i', '--input', default='keyboard', choices=['keyboard','joystick'], help='Input method (default: keyboard)')
parser.add_argument('--invader', action='store_true', help='Super Space Invader mod (default: disabled)')
parser.add_argument('-a-', '--auto', action='store_true', help='The computer plays alone (default: disabled)')
parser.add_argument('-p', '--pattern', default='', help='Input file, to begin the game with a default pattern as background (expected format : jpg or png)')
LostInSpace(parser).start()