本文整理汇总了Python中World.World类的典型用法代码示例。如果您正苦于以下问题:Python World类的具体用法?Python World怎么用?Python World使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了World类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: _set_ref
def _set_ref(self, new_ref_name):
'''Changes the reference frame of the action step'''
new_ref = World.get_ref_from_name(new_ref_name)
if (new_ref != ArmState.ROBOT_BASE):
index = ActionStepMarker._ref_names.index(new_ref_name)
new_ref_obj = ActionStepMarker._ref_object_list[index - 1]
else:
new_ref_obj = Object()
if (self.action_step.type == ActionStep.ARM_TARGET):
if self.arm_index == 0:
self.action_step.armTarget.rArm = World.convert_ref_frame(
self.action_step.armTarget.rArm, new_ref, new_ref_obj)
else:
self.action_step.armTarget.lArm = World.convert_ref_frame(
self.action_step.armTarget.lArm, new_ref, new_ref_obj)
elif (self.action_step.type == ActionStep.ARM_TRAJECTORY):
for i in range(len(self.action_step.armTrajectory.timing)):
if self.arm_index == 0:
arm_old = self.action_step.armTrajectory.rArm[i]
arm_new = World.convert_ref_frame(arm_old,
new_ref, new_ref_obj)
self.action_step.armTrajectory.rArm[i] = arm_new
else:
arm_old = self.action_step.armTrajectory.lArm[i]
arm_new = World.convert_ref_frame(arm_old,
new_ref, new_ref_obj)
self.action_step.armTrajectory.lArm[i] = arm_new
if self.arm_index == 0:
self.action_step.armTrajectory.rRefFrameObject = new_ref_obj
self.action_step.armTrajectory.rRefFrame = new_ref
else:
self.action_step.armTrajectory.lRefFrameObject = new_ref_obj
self.action_step.armTrajectory.lRefFrame = new_ref
示例2: __init__
class Application:
def __init__(self):
pygame.init()
pygame.display.set_caption('SideScroller')
pygame.display.set_mode([1024,600])
self.world = World()
self.world.addManager('player',MovementManager())
self.world.addManager('scrollable',ScrollManager())
self.world.addManager('friction',FrictionManager())
self.world.load('lvl/maps.txt','lvl/1.txt')
self.clock = pygame.time.Clock()
self.go = True
def loop(self):
while self.go:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
sys.exit()
self.clock.tick(60)
self.world.update( events )
self.world.draw(pygame.display.get_surface())
pygame.display.flip()
示例3: init
def init():
"""
Game initialization function.
1. Creates a L{Debugger} (debugger) and L{EventTimer} (eventTimer) and
stores references to them in an instance of L{EventManager}.
2. Several listeners are started and registered with eventManager:
- Instance of L{Universe} (universe)
- Instance of L{UserInterface} (ui)
- Instance of L{Window} (gameWindow)
3. We send the eventManager a message to start the game
- This message is interpreted by the gameWindow
"""
debugger = Debugger()
eventTimer = EventTimer()
#Create the event manager for low-level events
eventManager = Manager(eventTimer,debugger) #FIXME: more specific manager\
#classes will be needed later?
try:
client = GameClient(eventManager,host='10.41.24.79',port=1567)
except:
pass
#Create the occurence manager for high-level events (same across client and server)
#FIXME: NOT YET IMPLEMENTED
#Note: Do we even need this anymore? - Julian
#Response: I don't think so. - Jared
#===========================================
#Create and register the standard listeners
#With the event manager
#===========================================
#FIXME: Not yet fully implemented
#THIS WILL BE CHANGED LATER TO ACCOUNT FOR LOADING, ETC.
# World w is set to the activeWorld of the universe
universe = Universe(eventManager)
ui = UserInterface(eventManager,universe.activeWorld)
gameWindow = Window(eventManager,width=1024,height=768)
w = World()
universe.changeWorld(w)
#===========================================
# Initialize 500 entities in World w
for i in range(100):
#w.addEntity(Entity('ball.png',i*50,i*50, w, (255,255,255)))
#w.addEntity(TestEntity('testBuilding.png', i*50, i*50, w, 'alpha'))
w.addEntity(TestEntity('testCraft.png',i*50,i*50,w,'alpha'))
eventManager.post(Event.WorldManipulationEvent())
#Notify the manager that the window should start to accept input:
eventManager.post(Event.StartEvent())
return eventManager.eventTypesToListeners
示例4: _offset_pose
def _offset_pose(pose, constant=1):
'''Offsets the world pose for visualization'''
transform = World.get_matrix_from_pose(pose)
offset_array = [constant * ActionStepMarker._offset, 0, 0]
offset_transform = tf.transformations.translation_matrix(offset_array)
hand_transform = tf.transformations.concatenate_matrices(transform,
offset_transform)
return World.get_pose_from_transform(hand_transform)
示例5: build
def build(self):
Config.set('graphics', 'width', self.settings.WINDOW_WIDTH)
Config.set('graphics', 'height', self.settings.WINDOW_HEIGHT)
game = World(self.settings)
game.draw()
Clock.schedule_interval(game.update, self.settings.UPDATE_SPEED)
return game
示例6: _make_gripper_marker
def _make_gripper_marker(self, control, is_hand_open=False):
'''Makes a gripper marker'''
if is_hand_open:
angle = 28 * numpy.pi / 180.0
else:
angle = 0
transform1 = tf.transformations.euler_matrix(0, 0, angle)
transform1[:3, 3] = [0.07691 - ActionStepMarker._offset, 0.01, 0]
transform2 = tf.transformations.euler_matrix(0, 0, -angle)
transform2[:3, 3] = [0.09137, 0.00495, 0]
t_proximal = transform1
t_distal = tf.transformations.concatenate_matrices(transform1,
transform2)
mesh1 = self._make_mesh_marker()
mesh1.mesh_resource = ('package://pr2_description/meshes/' +
'gripper_v0/gripper_palm.dae')
mesh1.pose.position.x = -ActionStepMarker._offset
mesh1.pose.orientation.w = 1
mesh2 = self._make_mesh_marker()
mesh2.mesh_resource = ('package://pr2_description/meshes/' +
'gripper_v0/l_finger.dae')
mesh2.pose = World.get_pose_from_transform(t_proximal)
mesh3 = self._make_mesh_marker()
mesh3.mesh_resource = ('package://pr2_description/meshes/' +
'gripper_v0/l_finger_tip.dae')
mesh3.pose = World.get_pose_from_transform(t_distal)
quat = tf.transformations.quaternion_multiply(
tf.transformations.quaternion_from_euler(numpy.pi, 0, 0),
tf.transformations.quaternion_from_euler(0, 0, angle))
transform1 = tf.transformations.quaternion_matrix(quat)
transform1[:3, 3] = [0.07691 - ActionStepMarker._offset, -0.01, 0]
transform2 = tf.transformations.euler_matrix(0, 0, -angle)
transform2[:3, 3] = [0.09137, 0.00495, 0]
t_proximal = transform1
t_distal = tf.transformations.concatenate_matrices(transform1,
transform2)
mesh4 = self._make_mesh_marker()
mesh4.mesh_resource = ('package://pr2_description/meshes/' +
'gripper_v0/l_finger.dae')
mesh4.pose = World.get_pose_from_transform(t_proximal)
mesh5 = self._make_mesh_marker()
mesh5.mesh_resource = ('package://pr2_description/meshes/' +
'gripper_v0/l_finger_tip.dae')
mesh5.pose = World.get_pose_from_transform(t_distal)
control.markers.append(mesh1)
control.markers.append(mesh2)
control.markers.append(mesh3)
control.markers.append(mesh4)
control.markers.append(mesh5)
return control
示例7: __init__
def __init__(self, interactive=False, delay=100):
World.__init__(self)
self.delay = delay
self.title('AmoebaWorld')
self.running = False
self.make_canvas()
if interactive:
self.make_control_panel()
示例8: init
def init(host='localhost',server=None):
"""
Most of this code is copied from init() function in client.py
Game initialization function.
1. Creates a L{Debugger} (debugger) and L{EventTimer} (eventTimer) and
stores references to them in an instance of L{EventManager}.
2. Several listeners are started and registered with eventManager:
- Instance of L{Universe} (universe)
- Instance of L{UserInterface} (ui)
- Instance of L{Window} (gameWindow)
3. We send the eventManager a message to start the game
- This message is interpreted by the gameWindow
"""
#Creates a Debugger that posts events to the terminal for debugging purposes
debugger = Debugger()
eventTimer = EventTimer()
#Create the event manager for low-level events
eventManager = Manager(eventTimer,debugger) #FIXME: more specific manager\
Entity.manager = eventManager
# World w is set to the activeWorld of the universe
universe = Universe(eventManager)
ui = UserInterface(eventManager,universe.activeWorld,'BROADCASTSERVER')
gameWindow = Window(eventManager,width=1024,height=768)
gameWindow.fullscreenMode = False
gameWindow.updateScreenMode()
w = World(universe)
s.world=w
networked = True
client = GameClient(eventManager,host=s.host,port=1567)
#wait until the client is assigned an ID before proceeding
while client.ID == None:
import time
time.sleep(.02)
print 'Got an ID',client.ID
clientID = client.ID
ui.setClientID(clientID)
wManipulator = WorldManipulator(eventManager,w,networked,gameClientID = clientID)
#generate the resources in the server, the existance of these
#resources will propogate through to every client when they connect
w._generateResources()
#Notify the manager that the window should start to accept input:
eventManager.post(Event.StartEvent())
return eventManager.eventTypesToListeners
示例9: __init__
def __init__(self,r=1.0,s=1.0,v=1.0,cloudsize=1.0) :
World.__init__(self,r,s,v,cloudsize)
Tk.__init__(self)
self.title("World")
self.iconname("World")
self.frame = Frame(self)
self.frame.pack(side=TOP,expand=YES,fill=BOTH)
self.setupMenu()
self.setupWindow()
self.setupOptionsEntry()
示例10: __init__
def __init__(self, canvas_size=500, cell_size=10, interactive=False):
World.__init__(self)
self.title('GIS Modling and Problem Solving Final Project')
self.canvas_size = canvas_size
self.cell_size = cell_size
self.cells = {}
if interactive:
self.make_canvas()
self.make_control()
示例11: __init__
def __init__(self, interactive=False):
World.__init__(self)
self.title("TurtleWorld")
# the interpreter executes user-provided code
self.make_interpreter(globals())
# make the GUI
self.setup()
if interactive:
self.setup_interactive()
示例12: startNewSim
def startNewSim(self,simParam):
self.stopSimulation()
with self.lock:
self.thread_exit = False
self.isRunning = True
self.worldBuffer = Queue.Queue()
world = World(simParam) #starts the world
self.staticWorld = copy.deepcopy(world) #static copy to merge and send to GUI
self.worldBuffer.put((0,world.copyDynamicState())) #puts dynamic state in the first spot
self.simThread = threading.Thread(target=self.simulate, args=(world, 0, 1)) #runs the thread
self.runTimeS = time.clock()
self.simThread.start()
示例13: __init__
def __init__(self, canvas_size=500, cell_size=5, interactive=False):
World.__init__(self)
self.title('CellWorld')
self.canvas_size = canvas_size
self.cell_size = cell_size
# cells is a map from index tuples to Cell objects
self.cells = {}
if interactive:
self.make_canvas()
self.make_control()
示例14: extract_startsize
def extract_startsize(a):
beetype, formation, formnumber, seed = a
w = World(beetype,
len(formation),
len(formation)*2,
len(formation)*2,
{"seed":0, "formation":formation},
seed,
True)
w.stepForward()
i = 0
return [seed, beetype.__name__, formnumber, w.sizeOfWorld]
示例15: __init__
def __init__(self, interactive=False):
World.__init__(self)
self.title('TurtleWorld')
# the interpreter executes user-provided code
g = globals()
g['world'] = self
self.make_interpreter(g)
# make the GUI
self.setup()
if interactive:
self.setup_interactive()