Best Python code snippet using ATX
thomas'_main.py
Source:thomas'_main.py
1import arcade2import math3import random4WIDTH = 8405HEIGHT = 5806class Bullet(arcade.Sprite):7 def update(self):8 # Barrier checks (Image must completely disappear from screen)9 if self.center_x - self.width > WIDTH:10 self.kill()11 elif self.center_x + self.width < 0:12 self.kill()13 elif self.center_y - self.height > HEIGHT:14 self.kill()15 elif self.center_y + self.height < 0:16 self.kill()17 self.center_x += self.change_x18 self.center_y += self.change_y19class Bolder(arcade.Sprite):20 def update(self):21 # Border checks22 if self.center_x - self.width / 2 < 0:23 self.change_x *= -124 elif self.center_x + self.width / 2 > WIDTH:25 self.change_x *= -126 elif self.center_y + self.height / 2 > HEIGHT:27 self.change_y *= -128 elif self.center_y - self.height / 2 < 0:29 self.change_y *= -130 self.center_y += self.change_y31 self.center_x += self.change_x32class Player(arcade.Sprite):33 def update(self):34 self.center_x += self.change_x35 self.center_y += self.change_y36 # Border checks37 if self.center_x - self.width / 2 < 0:38 self.center_x = self.width / 239 self.change_x = 040 elif self.center_x + self.width / 2 > WIDTH:41 self.center_x = WIDTH - self.width / 242 self.change_x = 043 if self.center_y + self.height / 2 > HEIGHT:44 self.center_y = HEIGHT - self.height / 245 self.change_y = 046 elif self.center_y - self.height / 2 < 0:47 self.center_y = self.height / 248 self.change_y = 049def bolder_split(bolder,game_info): # Bolder splits into smaller pieces50 # Get info51 bolder.kill()52 x = bolder.center_x53 y = bolder.center_y54 scale = bolder.scale55 # Make new bolders56 for i in range(random.randint(2, 5)):57 new_scale = scale * 0.558 # Check to see if bolder is too small59 if new_scale >= 0.05:60 skin = random.choice(game_info.bolder_skins)61 bolder = Bolder(skin, new_scale, center_x=x,center_y=y)62 bolder.change_x = random.uniform(-5,5)63 bolder.change_y = random.uniform(-5,5)64 game_info.bolder_list.append(bolder)65class Game():66 def __init__(self, key_map, frame_count, game_score, bolder_list, bolder_skins, player, bullet_list):67 self.key_map = key_map68 self.frame_count = frame_count69 self.game_score = game_score70 self.bolder_list = bolder_list71 self.bolder_skins = bolder_skins72 self.player = player73 self.bullet_list = bullet_list74 def update(self):75 # Increment score and frames76 self.frame_count += 177 if self.frame_count % 20 == 0:78 self.game_score += 179 # Bolder creation80 if self.frame_count % 280 == 0:81 x = random.randint(100, WIDTH - 100)82 y = random.randint(100, HEIGHT - 100)83 bolder = Bolder('Image Folder/spaceMeteors_001.png', 0.2, center_x=x, center_y=y)84 bolder.change_x = random.uniform(-5, 5 + 1)85 bolder.change_y = random.uniform(-5, 5 + 1)86 self.bolder_list.append(bolder)87 # Check for movement speeds/directions88 max_speed = 489 if self.key_map['up pressed'] == True:90 if abs(self.player.change_y + 0.5) < max_speed:91 self.player.change_y += .592 elif self.key_map['down pressed'] == True:93 if abs(self.player.change_y - 0.5) < max_speed:94 self.player.change_y -= .595 if self.key_map['right pressed'] == True:96 if abs(self.player.change_x + 0.5) < max_speed:97 self.player.change_x += .598 elif self.key_map['left pressed'] == True:99 if abs(self.player.change_x - 0.5) < max_speed:100 self.player.change_x -= .5101 self.player.update()102 # Collision between bullet and bolder103 for bullet in self.bullet_list:104 bullet_bolder_collision = arcade.check_for_collision_with_list(bullet, self.bolder_list)105 for bolder in bullet_bolder_collision:106 bullet.kill()107 bolder_split(bolder,self)108 # Collision between player and bolder109 for bolder in self.bolder_list:110 player_bolder_collision = arcade.check_for_collision(self.player, bolder)111 if player_bolder_collision == True:112 return 'Contact'113 self.bullet_list.update()114 self.bolder_list.update()115 def on_draw(self):116 # Score117 arcade.draw_text('Score: {}'.format(self.game_score), WIDTH - 150, 25, arcade.color.WHITE, 22)118 # Player119 self.player.draw()120 # Bullets121 self.bullet_list.draw()122 # Bolders123 self.bolder_list.draw()124 def on_key_press(self,key):125 if key == arcade.key.W:126 self.key_map['up pressed'] = True127 if key == arcade.key.S:128 self.key_map['down pressed'] = True129 if key == arcade.key.A:130 self.key_map['left pressed'] = True131 if key == arcade.key.D:132 self.key_map['right pressed'] = True133 def on_key_release(self,key):134 if key == arcade.key.W:135 self.key_map['up pressed'] = False136 if key == arcade.key.S:137 self.key_map['down pressed'] = False138 if key == arcade.key.A:139 self.key_map['left pressed'] = False140 if key == arcade.key.D:141 self.key_map['right pressed'] = False142 def on_mouse_press(self,x,y):143 # CREATE BULLET144 mouse_x = x145 mouse_y = y146 # Setup trig ratios147 x_diff = mouse_x - self.player.center_x148 y_diff = mouse_y - self.player.center_y149 angle = math.atan2(y_diff, x_diff)150 bullet_angle = math.degrees(angle) - 90151 bullet_speed = 14152 d_x = math.cos(angle) * bullet_speed153 d_y = math.sin(angle) * bullet_speed154 # Finished product155 bullet = Bullet('Image Folder/Bullet.png', 0.6, center_x=self.player.center_x, center_y=self.player.center_y)156 bullet.change_x = d_x157 bullet.change_y = d_y158 bullet.angle = bullet_angle159 self.bullet_list.append(bullet)160 def on_mouse_motion(self,x, y):161 # Gether info162 mouse_x = x163 mouse_y = y164 # Setup trig ratios165 x_diff = mouse_x - self.player.center_x166 y_diff = mouse_y - self.player.center_y167 angle = math.atan2(y_diff, x_diff)168 new_angle = math.degrees(angle) - 90169 self.player.angle = new_angle170class Button():171 def __init__(self, x, y, w, h, default_color, hover_color, current_color, text):172 self.x = x173 self.y = y174 self.w = w175 self.h = h176 self.default_color = default_color177 self.hover_color = hover_color178 self.current_color = current_color179 self.text = text180 def draw(self):181 arcade.draw_rectangle_filled(self.x, self.y, self.w, self.h, self.current_color)182 arcade.draw_text(self.text,self.x,self.y,arcade.color.BLACK, 15, anchor_x='center', anchor_y='center')183 def on_hover(self,mouse_x,mouse_y):184 if self.x - self.w / 2 <= mouse_x <= self.x + self.w / 2 and self.y - self.h / 2 <= mouse_y <= self.y + self.h / 2:185 self.current_color = self.hover_color186 else:187 self.current_color = self.default_color188 def on_click(self, mouse_x, mouse_y):189 if self.x - self.w / 2 <= mouse_x <= self.x + self.w / 2 and self.y - self.h / 2 <= mouse_y <= self.y + self.h / 2:190 return True191 return False192class Menu():193 def __init__(self): # Why do we still need __init__194 global instructions_option, game_option, credits_option195 default_color = (240, 63, 63)196 hover_color = (204, 255, 229)197 current_color = default_color198 instructions_option = Button(WIDTH / 2, HEIGHT / 2 + 100, 100, 35,199 default_color, hover_color, current_color, 'Instructions')200 game_option = Button(WIDTH / 2, HEIGHT / 2, 100, 35,201 default_color, hover_color, current_color, 'Game')202 credits_option = Button(WIDTH / 2, HEIGHT / 2 - 100, 100, 35,203 default_color, hover_color, current_color, 'Credits')204 def draw(self):205 instructions_option.draw()206 game_option.draw()207 credits_option.draw()208 arcade.draw_text('Laser Quest', WIDTH / 2,HEIGHT / 2 + 225,arcade.color.BLACK, 45,209 align='center', anchor_y='center', anchor_x='center')210 def on_hover(self, mouse_x, mouse_y):211 instructions_option.on_hover(mouse_x, mouse_y)212 game_option.on_hover(mouse_x, mouse_y)213 credits_option.on_hover(mouse_x, mouse_y)214 def on_click(self,mouse_x,mouse_y):215 # Is the click registered onto a box?216 if instructions_option.on_click(mouse_x,mouse_y) == True:217 return 'instructions'218 elif game_option.on_click(mouse_x,mouse_y) == True:219 return 'game'220 elif credits_option.on_click(mouse_x, mouse_y) == True:221 return 'credits'222 # None are clicked223 return False224class Instructions():225 def __init__(self):226 default_color = (240, 63, 63)227 hover_color = (204, 255, 229)228 current_color = default_color229 global back_option230 back_option = Button(75, 50, 75, 50, default_color, hover_color, current_color, 'Back')231 def draw(self):232 # Set up instructions txt233 arcade.draw_text('Instructions', WIDTH/2, HEIGHT/2 + 200, arcade.color.BLACK, 35,234 anchor_x='center', anchor_y='center', align='center')235 arcade.draw_text('Movement \n\n W,A,S,D to move.', WIDTH/2, HEIGHT/2 + 100, arcade.color.ORANGE, 25,236 anchor_x='center', anchor_y='center', align='center')237 arcade.draw_text('Shooting \n\n Left click to shoot.', WIDTH/2, HEIGHT/2, arcade.color.RED, 25,238 anchor_x='center', anchor_y='center', align='center')239 arcade.draw_text('Aiming \n\n Cursor to aim.', WIDTH/2, HEIGHT/2 - 100, arcade.color.GRAPE, 25,240 anchor_x='center', anchor_y='center', align='center')241 # Set up back button242 back_option.draw()243 def on_click(self,mouse_x,mouse_y):244 # Box click checks245 if back_option.on_click(mouse_x,mouse_y) == True:246 return 'back'247 return False248 def on_hover(self, mouse_x, mouse_y):249 back_option.on_hover(mouse_x, mouse_y)250class Exitscreen():251 def __init__(self):252 default_color = (240, 63, 63)253 hover_color = (204, 255, 229)254 current_color = default_color255 global back_option256 back_option = Button(75, 50, 75, 50, default_color, hover_color, current_color, 'Back')257 def draw(self,score):258 # Print exitscreen txt259 arcade.draw_text('You Died \n\n Your Score: {}'.format(score), WIDTH / 2, HEIGHT / 2, arcade.color.BLACK, 40,260 align='center', anchor_x='center', anchor_y='center')261 # Set up back button262 back_option.draw()263 def on_click(self, mouse_x, mouse_y):264 # Box click checks265 if back_option.on_click(mouse_x, mouse_y) == True:266 return 'back'267 return False268 def on_hover(self, mouse_x, mouse_y):269 back_option.on_hover(mouse_x, mouse_y)270class Credits():271 def __init__(self):272 default_color = (240, 63, 63)273 hover_color = (204, 255, 229)274 current_color = default_color275 global back_option276 back_option = Button(75, 50, 75, 50, default_color, hover_color, current_color, 'Back')277 def draw(self):278 # Set up credits txt279 arcade.draw_text('This game is so far made entirely by Thomas Wu', WIDTH / 2, HEIGHT / 2, arcade.color.BLACK,280 22, anchor_y='center', anchor_x='center', align='center')281 # Set up back button282 back_option.draw()283 def on_click(self,mouse_x,mouse_y):284 # Box click checks285 if back_option.on_click(mouse_x,mouse_y) == True:286 return 'back'287 return False288 def on_hover(self, mouse_x, mouse_y):289 back_option.on_hover(mouse_x, mouse_y)290def update(delta_time):291 global exitscreen_bool, game_bool292 if game_bool == True:293 # Check for contact294 if game.update() == 'Contact':295 exitscreen_bool = True296 game_bool = False297def on_draw():298 arcade.start_render()299 if main_menu_bool == True:300 main_menu.draw()301 elif instructions_bool == True:302 instructions.draw()303 elif credits_bool == True:304 credits.draw()305 elif game_bool == True:306 game.on_draw()307 elif exitscreen_bool == True:308 exitscreen.draw(game.game_score)309def on_key_press(key, modifiers):310 if game_bool == True:311 game.on_key_press(key)312def on_key_release(key, modifiers):313 if game_bool == True:314 game.on_key_release(key)315def on_mouse_press(x, y, button, modifiers):316 global main_menu_bool, instructions_bool, game_bool, credits_bool, exitscreen_bool317 if main_menu_bool == True:318 click_result = main_menu.on_click(x,y)319 if click_result != False:320 main_menu_bool = False321 if click_result == 'instructions':322 instructions_bool = True323 elif click_result == 'game':324 game_bool = True325 else: # Credits box was clicked326 credits_bool = True327 elif instructions_bool == True:328 click_result = instructions.on_click(x, y)329 if click_result != False:330 # Go back to main menu331 instructions_bool = False332 main_menu_bool = True333 elif credits_bool == True:334 click_result = credits.on_click(x, y)335 if click_result != False:336 # Go back to main menu337 credits_bool = False338 main_menu_bool = True339 elif exitscreen_bool == True:340 click_result = exitscreen.on_click(x, y)341 if click_result != False:342 # Go back to main menu343 exitscreen_bool = False344 main_menu_bool = True345 # Restart all game logic346 # Bolder list347 game.bolder_list = arcade.SpriteList()348 # Initial bolder creation (default bolders in the game)349 for i in range(3):350 skin = random.choice(game.bolder_skins)351 #Set up bolder position (Make sure not to spawn on player)352 x_range = [[100, int(WIDTH / 2 - game.player.width)], [int(WIDTH / 2 + game.player.width), WIDTH - 100]]353 y_range = [[100, int(HEIGHT / 2 - game.player.height)],354 [int(HEIGHT / 2 + game.player.height), HEIGHT - 100]]355 x = random.randint(*random.choice(x_range))356 y = random.randint(*random.choice(y_range))357 scale = random.uniform(0.15, 0.23)358 bolder = Bolder(skin, scale, center_x=x, center_y=y)359 bolder.change_x = random.uniform(-5, 5 + 1)360 bolder.change_y = random.uniform(-5, 5 + 1)361 game.bolder_list.append(bolder)362 # Player movements363 game.player.change_x = 0364 game.player.change_y = 0365 game.player.center_x = WIDTH / 2366 game.player.center_y = HEIGHT / 2367 game.key_map = {'up pressed': False, 'down pressed': False, 'right pressed': False, 'left pressed': False}368 # Bullets369 game.bullet_list = arcade.SpriteList()370 game.game_score = 0371 game.frame_count = 0372 elif game_bool == True:373 game.on_mouse_press(x, y)374def on_mouse_motion(x,y,dx,dy):375 if main_menu_bool == True:376 main_menu.on_hover(x, y)377 elif instructions_bool == True:378 instructions.on_hover(x,y)379 elif credits_bool == True:380 credits.on_hover(x, y)381 elif game_bool == True:382 game.on_mouse_motion(x, y)383 elif exitscreen_bool == True:384 exitscreen.on_hover(x, y)385def setup():386 arcade.open_window(WIDTH, HEIGHT, 'Laser Quest')387 arcade.set_background_color(arcade.color.GREEN_YELLOW)388 arcade.schedule(update, 1/60)389 # Override arcade window methods390 window = arcade.get_window()391 window.on_draw = on_draw392 window.on_key_press = on_key_press393 window.on_key_release = on_key_release394 window.on_mouse_motion = on_mouse_motion395 window.on_mouse_press = on_mouse_press396 global main_menu397 main_menu = Menu()398 global instructions399 instructions = Instructions()400 global credits401 credits = Credits()402 global exitscreen403 exitscreen = Exitscreen()404 global main_menu_bool,instructions_bool, credits_bool, game_bool, exitscreen_bool405 main_menu_bool = True406 instructions_bool = False407 game_bool = False408 credits_bool = False409 exitscreen_bool = False410 # Info about the actual gameplay411 # Player and player movement412 player = Player('Image Folder/Space_ship.png', 0.40, center_x=WIDTH / 2, center_y=HEIGHT / 2)413 player.change_x = 0414 player.change_y = 0415 key_map = {'up pressed': False, 'down pressed': False, 'right pressed': False, 'left pressed': False}416 # Bolders417 bolder_skins = [418 'Image Folder/spaceMeteors_001.png',419 'Image Folder/spaceMeteors_002.png',420 'Image Folder/spaceMeteors_003.png',421 'Image Folder/spaceMeteors_004.png'422 ]423 bolder_list = arcade.SpriteList()424 # Initial bolder creation (default bolders in the game)425 for i in range(3):426 skin = random.choice(bolder_skins)427 # Set up bolder position (Make sure not to spawn on player)428 x_range = [[100, int(WIDTH / 2 - player.width)], [int(WIDTH / 2 + player.width), WIDTH - 100]]429 y_range = [[100, int(HEIGHT / 2 - player.height)],430 [int(HEIGHT / 2 + player.height), HEIGHT - 100]]431 x = random.randint(*random.choice(x_range))432 y = random.randint(*random.choice(y_range))433 scale = random.uniform(0.15, 0.23)434 bolder = Bolder(skin, scale, center_x=x, center_y=y)435 bolder.change_x = random.uniform(-5, 5 + 1)436 bolder.change_y = random.uniform(-5, 5 + 1)437 bolder_list.append(bolder)438 # Bullets439 bullet_list = arcade.SpriteList()440 # Score data441 frame_count = 0442 game_score = 0443 global game444 game = Game(key_map, frame_count, game_score, bolder_list, bolder_skins, player, bullet_list)445 arcade.run()446if __name__ == '__main__':...
carlaUtils.py
Source:carlaUtils.py
1# coding:utf-82# Type: Public3import numpy as np4import common.Math as cMath5import math6class CarlrUtils(object):7 Author = "BaoChuan Wang"8 AllowImport = False9 @staticmethod10 def get_direction_vector_series_and_car_to_next_waypoint_ratio(11 carla_engine,12 start_waypoint_xy_array,13 target_waypoint_xy_array,14 draw_in_UE=False15 ):16 '''17 éç¨äºWaypointsTargetç¯å¢çstateæ±å18 # 以ä¸ä»£ç ä½ä¸ºåè19 è·å¾è½¦è¾æè¿çè·¯å¾ç¹,以åæ¥ä¸æ¥n个路å¾ç¹(ç®åæ¹ä¸ºæå两个路å¾ç¹,ä¸ä¼éç车è¾ä½ç½®æ´æ°!),ç¶åè¿åä¸è¿ä¸¤ä¸ªè·¯å¾ç¹ç¸å
³çåæ°,æ:20 1.车è¾å°ä¸¤ä¸ªwaypointsçä¸ç¹è·ç¦»21 2.waypointæ¹åè§22 3.车è¾å°waypointä¸ç¹æ¹åè§23 4.车è¾æ¬èº«æ¹åè§24 # å¦å¤è¿æ ·è·åwaypointså®æ¶æ´æ°çæ¹æ³æ¯ä¸åéç,产ççrewardsä¸å¯¹actionè¿ç»25 # åæ¥çæ¹æ³æ¯è½¦è¾è·åæè¿çwaypointç¶åæ±å¾ä¸ä¸ä¸ªwaypoints,ç°å¨æ¹æä¸å¼å§å°±ç¡®å®waypoints26 å 为使ç¨è·åæè¿waypointsçæ¹æ³å¯è½ä¼äº§çåé27 åæ¥çæ¹æ³ä»£ç :28 # # è·å¾è½¦è¾çä¸ä¸¤ä¸ªwaypointsçxyåæ 29 # next_center_waypoints = self.engine.map.get_waypoint(30 # # location31 # self.engine.vehicle.get_location()32 # )33 # # è·å¾æ¥ä¸æ¥5mçä½ä¸ºä¸ä¸ä¸ªè·¯å¾ç¹34 # next_next_center_waypoints = next_center_waypoints.next(5)[0]35 #36 # waypoint_list =((37 # next_center_waypoints.transform.location.x,38 # next_center_waypoints.transform.location.y39 # ), (40 # next_next_center_waypoints.transform.location.x,41 # next_next_center_waypoints.transform.location.y42 # ))43 #44 # # å¨carlaä¸ç»å¶è·¯å¾ç¹45 # self.engine.draw_waypoint_list(46 # [next_center_waypoints,next_next_center_waypoints],life_time=1)47 #48 # return waypoint_list49 # 注æç¹:50 å 为æç»è®¡ç®çæ¶åæ¯éè¦ä¸¤ä¸ªwaypointæ¥å¾å°å车è¾çè·ç¦»51 以å 车è¾å°waypointsä¸å¿ç¹çæ¹å å 两个waypointsæ¹å ç夹è§52 æ以ä¸å®è¦ä¿è¯waypointsä¸å¿ç¹å¨è½¦è¾åæ¹(å¦åå°±ä¼åé)53 éè¦ä¿è¯Waypointsçé´é足å¤å¤§å³å¯!ä¹å¯ä»¥è¿éåç¹æ¶ååé¢ä¸¤ä¸ªç¹èä¸æ¯ä¸ä¸ªç¹!54 # è¿éç代ç æ¯æ±å¾è·ç¦»è½¦è¾æè¿çç¹,ç¶åå¾ä¸æ¾3个ç¹,ç°å¨æ´æ°æä¸å¼å§æå®çç¹!55 # # æ±å¾æè¿çwaypointsçindex,ç¶åæ¾ä¸ä¸ä¸ª!å¦æå°äºwaypointsçæ«ç«¯?56 # distance = np.sqrt(57 # np.sum(np.square(self.car_waypoints_xy_array - np.array([self.engine.vehicle.get_location().x,58 # self.engine.vehicle.get_location().y])), axis=1))59 #60 # # print(distance)61 # # æ大çindex62 # index_max = distance.shape[0] - 163 # # æ¾å°è·ç¦»æè¿çwaypointsçindex64 # index = int(np.argmin(distance))65 #66 #67 # index = index_max - 168 #69 # # è¿éç¹åå¾ååä¸ç¹å¿70 # next_point_index = index + 371 # if next_point_index > index_max: next_point_index = index_max72 # if draw_in_UE:73 # # ä½åºä¸¤ä¸ªwaypointsç线段74 # start = self.car_waypoints_list[index]75 # end = self.car_waypoints_list[next_point_index]76 # self.engine.draw_line(start, end, life_time=1, color=(0, 255, 0))77 # center_point = (self.car_waypoints_xy_array[index, :].reshape(-1) +78 # self.car_waypoints_xy_array[next_point_index, :].reshape(-1)) / 279 '''80 # 车è¾ä½ç½®81 vehicle_location = carla_engine.vehicle.get_location()82 car_point = np.array([vehicle_location.x, vehicle_location.y])83 if draw_in_UE:84 # waypointä¸ç¹85 center_point = (start_waypoint_xy_array + target_waypoint_xy_array) / 286 center_point_transform = carla_engine.make_transform(87 x=center_point[0],88 y=center_point[1],89 z=vehicle_location.z90 )91 carla_engine.draw_point_xyz(center_point[0], center_point[1], carla_engine.vehicle.get_location().z + 0.25,92 color=(0, 255, 255), thickness=0.1)93 carla_engine.draw_line_location(94 vehicle_location,95 center_point_transform.location,96 life_time=1, color=(0, 0, 255)97 )98 # waypointsçåä½æ¹ååé99 way_unit_direction = target_waypoint_xy_array - start_waypoint_xy_array100 way_unit_direction /= np.linalg.norm(way_unit_direction, 2)101 # 车è¾å°ä¸å¿ç¹çåä½æ¹ååé102 car_to_way_unit_direction = (target_waypoint_xy_array - car_point)103 car_to_way_unit_direction /= np.linalg.norm(car_to_way_unit_direction, 2)104 # 车è¾æ¬èº«çåä½æ¹ååé105 car_unit_direction = carla_engine.vehicle.get_transform().get_forward_vector()106 car_unit_direction = np.array([car_unit_direction.x, car_unit_direction.y])107 # 车è¾å°targetç¹åæ»è·¯ç¨çæ¯å¼108 total_distance = np.linalg.norm(target_waypoint_xy_array - start_waypoint_xy_array, 2)109 now_distance = np.linalg.norm(target_waypoint_xy_array - car_point, 2)110 car_to_target_distance_ratio = now_distance / total_distance111 # 车è¾çyawè§åº¦112 car_yaw = math.radians(carla_engine.vehicle_yaw)113 # å¢å :ç¸å¯¹äºè½¦è¾åæ çç®æ waypointçxåy114 target_xy_array_relate_to_car = cMath.convert_point_into_relative_coordinate(115 target_waypoint_xy_array,116 car_point,117 original_yaw_radius=car_yaw)118 return way_unit_direction, car_to_way_unit_direction, car_unit_direction, car_to_target_distance_ratio, target_xy_array_relate_to_car119 @staticmethod120 def get_car_target_waypoints(engine, vehicle, n_waypoint=2, waypoint_spacing=15, draw_waypoints=True):121 if n_waypoint < 2:122 raise ValueError("At least 2 waypoints will return!")123 # List<Waypoints>124 car_waypoints_list = []125 # Array2D126 car_waypoints_xy_array = None127 # List<List>128 car_waypoints_xy_list = []129 # èµ·å§çç¹130 next_center_waypoints = engine.map.get_waypoint(vehicle.get_location())131 # 车è¾çèµ·ç¹132 start_waypoint_xy_array = np.array([next_center_waypoints.transform.location.x,133 next_center_waypoints.transform.location.y])134 car_waypoints_list.append(next_center_waypoints)135 car_waypoints_xy_list.append([next_center_waypoints.transform.location.x,136 next_center_waypoints.transform.location.y])137 if n_waypoint == 2:138 next_center_waypoints = next_center_waypoints.next(waypoint_spacing)[0]139 car_waypoints_list.append(next_center_waypoints)140 car_waypoints_xy_list.append([next_center_waypoints.transform.location.x,141 next_center_waypoints.transform.location.y])142 else:143 for i in range(n_waypoint - 1):144 next_center_waypoints = next_center_waypoints.next(waypoint_spacing)[0]145 car_waypoints_list.append(next_center_waypoints)146 car_waypoints_xy_list.append([next_center_waypoints.transform.location.x,147 next_center_waypoints.transform.location.y])148 car_waypoints_xy_array = np.array(car_waypoints_xy_list)149 # ç»ç¹150 target_waypoint_xy_array = np.array([next_center_waypoints.transform.location.x,151 next_center_waypoints.transform.location.y])152 # ç»å¶è·¯å¾ç¹153 if draw_waypoints:154 engine.draw_waypoint_list(car_waypoints_list, life_time=99999)155 return car_waypoints_list, car_waypoints_xy_list, car_waypoints_xy_array, target_waypoint_xy_array156 @staticmethod157 def get_velocity_accel_relative_to_car_and_their_scalar(engine):158 velocity_vector = engine.get_velocity()159 velocity_to_car_x, velocity_to_car_y = cMath.convert_point_into_relative_coordinate(160 target_xy=[velocity_vector.x, velocity_vector.y],161 original_xy=[0, 0],162 original_yaw_radius=math.radians(engine.vehicle_yaw))163 velocity = engine.get_velocity_scalar()164 accel_vector = engine.get_accel()165 accel_to_car_x, accel_to_car_y = cMath.convert_point_into_relative_coordinate(166 target_xy=[accel_vector.x, accel_vector.y],167 original_xy=[0, 0],168 original_yaw_radius=math.radians(engine.vehicle_yaw))169 accel = engine.get_velocity_scalar()...
temp1.py
Source:temp1.py
1#2# Simple example scene for a 2D simulation3# Simulation of a buoyant smoke density plume4#5from manta import *6#import manta7from PIL import Image8im = Image.open("/home/tushar/manta_mikey_1/manta/scenes/mine/november_24/templates_krueger/his/temp_gray.png")9pix = im.load()10x,y=im.size11image_perlin_1()12image_load_1()13from time import sleep14# solver params15res = 12816res_x = res17res_y = res18gs = vec3(res_x,res_y,1)19s = Solver(name='main', gridSize = gs, dim=2)20s.timestep = 1.021timings = Timings()22# prepare grids23flags = s.create(FlagGrid)24#flag_test = s.create(FlagGrid)25vel = s.create(MACGrid)26#vel_test = s.create(MACGrid)27density = s.create(RealGrid)28pressure = s.create(RealGrid)29#This is a dummy grid created for the velocity-only visualization in the GUI.Velocity is MAC Grid30velocity_only = s.create(RealGrid)31#This is the pressure just after CG solve32pressure_before = s.create(RealGrid)33pressure_modification_elliptical_gaussian = s.create(RealGrid)34flags.initDomain()35flags.fillGrid()36if (GUI):37 gui = Gui()38 gui.show()39 gui.pause()40#This is the source shape41source = s.create(Cylinder, center=gs*vec3(0.5,0.5,0.5), radius=res*0.48, z=gs*vec3(0, 0.48, 0))42# This is for elliptical gaussian43splat_center_ellipse = gs*vec3(0.5,0.5,0.5)44splat_center_ellipse_rounded = vec3(0,0,0)45splat_sigma_x = 16.046splat_sigma_y = 2.047splat_radius_x = (res*0.5) - 4.048splat_radius_y = (res*0.25) - 1.049velocity_center = vec3(0.0,0.0,0.0)50# This is the noise with central mean value as 151source.applyRNG_binary_NoiseToGrid_seeded(grid=density, value=1, fraction_white=0.20, res_x = res_x, res_y = res_y)52#main loop53for t in range(400):54 setInflowBcs(vel, dire='y', value=vec3(0.0,0.3,0.0))55 advectSemiLagrange_time_fraction(flags=flags, vel=vel, grid=density, order=2, time_fraction = 1.0)56 advectSemiLagrange_time_fraction(flags=flags, vel=vel, grid=vel, order=2, time_fraction = 1.0)57 setWallBcs(flags=flags, vel=vel) 58 setInflowBcs(vel, dire='y', value=vec3(0.0,0.3,0.0))59# splat_center_ellipse_rounded.x = int(splat_center_ellipse.x+0.5)60# splat_center_ellipse_rounded.y = int(splat_center_ellipse.y+0.5)61# splat_center_ellipse_rounded.z = int(splat_center_ellipse.z+0.5)62# velocity_center = vel.get(splat_center_ellipse_rounded)63# print "velocity_center.x = ",velocity_center.x64# print "velocity_center.y = ",velocity_center.y65# print "velocity_center.z = ",velocity_center.z66# This is elliptical Gaussian67 splat_center_ellipse = (splat_center_ellipse)+((s.timestep)*(velocity_center))68 print "splat_center_ellipse.x = ",splat_center_ellipse.x69 print "splat_center_ellipse.y = ",splat_center_ellipse.y70 print "splat_center_ellipse.z = ",splat_center_ellipse.z71 splat_center_ellipse_rounded.x = int(splat_center_ellipse.x+0.5)72 splat_center_ellipse_rounded.y = int(splat_center_ellipse.y+0.5)73 splat_center_ellipse_rounded.z = int(splat_center_ellipse.z+0.5)74 create_pressure_modifier_elliptical_gaussian_with_multiplier(pressure_modification_elliptical_gaussian , splat_radius_x , splat_radius_y , splat_center_ellipse_rounded , splat_sigma_x , splat_sigma_y , multiplier = 10.0, lower_factor = 1.0, higher_factor = 1.0)75# time range of application of pressure modification76 t1 = 577 t2 = 9578 if (t==(t1-2)):79 gui.pause()80 if (t==(t2-2)):81 gui.pause()82 if (t>t1)and(t<t2):83# This is velocity correction84 solvePressure3_part2(flags=flags, vel=vel, pressure=pressure_modification_elliptical_gaussian)85 setWallBcs(flags=flags, vel=vel)86 setInflowBcs(vel, dire='y', value=vec3(0.0,0.3,0.0))87 advectSemiLagrange_time_fraction(flags=flags, vel=vel, grid=vel, order=2, time_fraction = 0.5)88 setWallBcs(flags=flags, vel=vel) 89 setInflowBcs(vel, dire='y', value=vec3(0.0,0.3,0.0))90# splat_center_ellipse_rounded.x = int(splat_center_ellipse.x+0.5)91# splat_center_ellipse_rounded.y = int(splat_center_ellipse.y+0.5)92# splat_center_ellipse_rounded.z = int(splat_center_ellipse.z+0.5)93# velocity_center = vel.get(splat_center_ellipse_rounded)94# print "velocity_center.x = ",velocity_center.x95# print "velocity_center.y = ",velocity_center.y96# print "velocity_center.z = ",velocity_center.z97 solvePressure3_part1(flags=flags, vel=vel, pressure=pressure, openBound='Y')98 solvePressure3_part2(flags=flags, vel=vel, pressure=pressure)99 setWallBcs(flags=flags, vel=vel)100 setInflowBcs(vel, dire='y', value=vec3(0.0,0.3,0.0))101 splat_center_ellipse_rounded.x = int(splat_center_ellipse.x+0.5)102 splat_center_ellipse_rounded.y = int(splat_center_ellipse.y+0.5)103 splat_center_ellipse_rounded.z = int(splat_center_ellipse.z+0.5)104 velocity_center = vel.get(splat_center_ellipse_rounded)105 print "velocity_center.x = ",velocity_center.x106 print "velocity_center.y = ",velocity_center.y107 print "velocity_center.z = ",velocity_center.z108 timings.display()109 s.step()...
Learn to execute automation testing from scratch with LambdaTest Learning Hub. Right from setting up the prerequisites to run your first automation test, to following best practices and diving deeper into advanced test scenarios. LambdaTest Learning Hubs compile a list of step-by-step guides to help you be proficient with different test automation frameworks i.e. Selenium, Cypress, TestNG etc.
You could also refer to video tutorials over LambdaTest YouTube channel to get step by step demonstration from industry experts.
Get 100 minutes of automation test minutes FREE!!