本文整理汇总了Python中target.Target.draw方法的典型用法代码示例。如果您正苦于以下问题:Python Target.draw方法的具体用法?Python Target.draw怎么用?Python Target.draw使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类target.Target
的用法示例。
在下文中一共展示了Target.draw方法的2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: Map
# 需要导入模块: from target import Target [as 别名]
# 或者: from target.Target import draw [as 别名]
#.........这里部分代码省略.........
self.simStats.btPlaceTarget.setEnabled(False)
self.simStats.btPlaceRobot.setEnabled(True)
self.repaint()
elif self.mouseActionType == Map.PlaceBlockAction:
self.dragXend = x
self.dragYend = y
self.dragObject.updateDrag(self.dragXstart, self.dragYstart,
self.dragXend, self.dragYend)
self.objects.append(self.dragObject)
self.dragObject = None
self.saveToImage = True
self.setChanged(True)
self.mouseActionType = Map.NoAction
#TODO
#print(QMouseEvent.pos())
self.repaint()
def paintEvent(self, event):
rect = self.contentsRect()
if self.saveToImage == True:
ImageMap.image = QtGui.QImage(rect.right(), rect.bottom(), QtGui.QImage.Format_RGB32)
imagePainter = QtGui.QPainter(ImageMap.image)
self.draw(imagePainter)
ImageMap.image.save('image.jpg')
self.saveToImage = False
painter = QtGui.QPainter(self)
self.draw(painter)
def draw(self, painter):
rect = self.contentsRect()
painter.setPen(QtGui.QColor(0xff0000))
#TODO
#QtCore.qDebug('[sim_map.Map.paintEvent] %d %d %d %d' % (rect.top(), rect.left(), rect.bottom(), rect.right()))
painter.fillRect(0, 0, rect.right(), rect.bottom(), QtGui.QColor(0xffffff))
for obj in self.objects:
obj.draw(painter)
if not self.dragObject is None:
self.dragObject.draw(painter)
if self.robot is not None and self.saveToImage != True:
self.robot.draw(painter)
if self.target is not None and self.saveToImage != True:
self.target.draw(painter)
def keyPressEvent(self, event):
示例2: Trainer
# 需要导入模块: from target import Target [as 别名]
# 或者: from target.Target import draw [as 别名]
#.........这里部分代码省略.........
elif event.key == pygame.K_f:
if self.dof == 1:
self.set_dof(2)
elif self.dof == 2:
self.set_dof(1)
elif event.key == pygame.K_b:
self.target.set_new_target()
elif event.key == pygame.K_v:
self.training_mode = not(self.training_mode)
elif event.key == pygame.K_c:
self.target.set_fb_mode('hrf')
elif event.key == pygame.K_x:
self.target.set_fb_mode('impulse')
elif event.key == pygame.K_m:
if self.input_mode == 'mouse':
self.input_mode = 'sensor'
elif self.input_mode == 'sensor':
self.input_mode = 'mouse'
def run_timed(self):
###########################################
# main loop for time-to-target experiment #
###########################################
while True:
time_passed = self.clock.tick_busy_loop(self.FRAME_RATE)
self.check_input()
self.input_pos = self.get_pos()
self.cursor.update(self.input_pos)
self.target.update(self.cursor.pos)
if not(self.timers['reset_hold'].time_limit_hit):
gr.check_in_start(self, time_passed)
self.target.draw_bool = True
elif not(self.cursor.has_left):
gr.check_if_left(self)
self.target.draw_bool = False
elif self.training_mode:
self.target.draw_bool = True
else:
self.target.draw_bool = False
if self.cursor.has_left:
gr.frame_based_updates_timed(self)
self.timers['signal'].update(time_passed)
self.timers['tr'].update(time_passed)
if self.timers['signal'].time_limit_hit:
gr.signal_based_updates(self)
if self.timers['tr'].time_limit_hit:
gr.tr_based_updates(self)
self.draw_background()
self.therm.draw(self.cursor.has_left,
self.target.error_metric)
self.target.draw()
if (self.trial_count == 0
and not self.cursor.has_left):
self.draw_instructions_timed()
self.cursor.draw()
pygame.display.flip()
def run_block(self):
###########################################
# main loop for block feedback experiment #
###########################################
self.target.draw_bool = False