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# renderer.py
# Copyright (C) 2011 Russell Cohen <rcoh@mit.edu>,
# Leah Alpert <lalpert@mit.edu>
#
# This file is part of Burton-Conner Tetris Battle.
#
# Burton-Conner Tetris Battle is free software: you can redistribute it
# and/or modify it under the terms of the GNU General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# Burton-Conner Tetris Battle is distributed in the hope that it will be
# useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Burton-Conner Tetris Battle. If not, see
# <http://www.gnu.org/licenses/>.
from numpy import zeros
import pygame
from pygame.locals import Color
import util
class Renderer(object):
def render_game(self, game_board):
"""
renderBoard
@param game_board -- dictionary of tuples of location (x,y), 0 indexed from
the top left of the board.
"""
raise NotImplementedError
def color_deref(self, color_str):
return Color(color_str)
class PygameGoodRenderer(Renderer):
"""
Based heavily off of PygameRenderer in SmootLight. Renders Tetris to a
pygame Window.
"""
DISPLAY_SIZE = (1000,1000)
OFFSET = (50, 50)
SCALE = 20
RADIUS = 6
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode(self.DISPLAY_SIZE)
self.background = pygame.Surface(self.screen.get_size())
self.background = self.background.convert()
self.background.fill(Color(0,0,0))
def render_game(self, game_board):
#print game_board
self.background.fill(Color(0,0,0))
x0 = self.OFFSET[0] - 1
y0 = self.OFFSET[1] - 1
x1 = self.OFFSET[0] + 10*self.SCALE
y1 = self.OFFSET[1] + 20*self.SCALE - 1
b2 = self.SCALE * 13 #x offset for second board
font = pygame.font.Font(None, 22)
for n in [0,1]:
if (n,"score") in game_board:
score = game_board[(n,"score")]
score_string = "Score: %d" % (score,)
text = font.render(score_string, 1, (255,255,255))
textpos = (x0 + self.SCALE*3 + b2*n,y1 - self.SCALE- 6)
self.background.blit(text, textpos)
if (2,"level") in game_board:
level = game_board[(2,"level")]
level_string = "Level: %d" % (level,)
text = font.render(level_string, 1, (255,255,255))
textpos = (x0 + self.SCALE * 6 ,y0 - self.SCALE * 2)
self.background.blit(text, textpos)
if (2,"time_left") in game_board:
time = game_board[(2,"time_left")]
time_string = "Time left: %d" % (round(time),)
text = font.render(time_string, 1, (255,255,255))
textpos = (x1 + self.SCALE * 3 ,y0 - self.SCALE * 2)
self.background.blit(text, textpos)
line_endpoints = [((x0,y0), (x0,y1)), ((x0,y1), (x1,y1)), ((x1,y1), (x1,y0)), ((x1,y0), (x0,y0)),
((x0,y1 - self.SCALE*2), (x1,y1 - self.SCALE*2))]
for p1,p2 in line_endpoints:
pygame.draw.line(self.background, self.color_deref("white"), p1, p2)
pygame.draw.line(self.background, self.color_deref("white"), (p1[0]+b2,p1[1]),(p2[0]+b2,p2[1]))
for (x,y) in game_board:
if y not in ["level","time_left","score"]:
disp_x = x
if x >= 10:
disp_x+=3
pygame.draw.rect(self.background, self.color_deref(game_board[(x,y)]),
(self.OFFSET[0] + disp_x*self.SCALE, self.OFFSET[1] + y*self.SCALE, self.SCALE-1, self.SCALE-1))
self.screen.blit(self.background, (0,0))
pygame.display.flip()
class PygameRenderer(Renderer):
"""
Based heavily off of PygameRenderer in SmootLight. Renders Tetris to a
pygame Window.
"""
DISPLAY_SIZE = (1500,1500)
OFFSET = (50, 50)
SCALE = 20
RADIUS = 6
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode(self.DISPLAY_SIZE)
self.background = pygame.Surface(self.screen.get_size())
self.background = self.background.convert()
self.background.fill(Color(0,0,0))
def render_game(self, game_board):
self.background.fill(Color(0,0,0))
x0 = self.OFFSET[0] - self.SCALE/2 - 3
y0 = self.OFFSET[1] - 10
x1 = self.OFFSET[0]+8 + 9*self.SCALE
y1 = self.OFFSET[1]+8 + 19*self.SCALE
b2 = self.SCALE * 13 #x offset for second board
line_endpoints = [((x0,y0), (x0,y1)), ((x0,y1), (x1,y1)), ((x1,y1), (x1,y0)), ((x1,y0), (x0,y0)),
((x0,y1 - 16), (x1,y1 - 16)), ((x0,y1 - 31), (x1,y1 - 31))]
for p1,p2 in line_endpoints:
pygame.draw.line(self.background, self.color_deref("white"), p1, p2)
pygame.draw.line(self.background, self.color_deref("white"), (p1[0]+b2,p1[1]),(p2[0]+b2,p2[1]))
x_mid = (x0+x1)/2 + self.SCALE
pygame.draw.line(self.background, self.color_deref("white"), (x_mid,y1 - 16),(x_mid,y1 - 31))
pygame.draw.line(self.background, self.color_deref("white"), (x_mid+b2,y1 - 16),(x_mid+b2,y1 - 31))
for (x,y) in game_board:
disp_x = x
if x >= 10:
disp_x+=3
pygame.draw.circle(self.background, self.color_deref(game_board[(x,y)]),
(self.OFFSET[0] + disp_x*self.SCALE, self.OFFSET[1] + y*self.SCALE), self.RADIUS)
self.screen.blit(self.background, (0,0))
pygame.display.flip()
class LedRenderer(Renderer):
"""
Renderer for the LEDs. Based heavily on IndoorRenderer in Smootlight and
general Smootlight abstraction patterns
"""
POWER_SUPPLY_IPS = ['10.32.0.32','10.32.0.32', '10.32.0.31',
'10.32.0.31','10.32.0.35','10.32.0.35','10.32.0.33','10.32.0.33'] #TODO: Fill in
SOCK_PORT = 6038
sockets = {}
def render_game(self, game_board):
packets = self.map_to_packets(game_board)
packets_with_destinations = zip(self.POWER_SUPPLY_IPS, packets)
for (ip, (port, packet)) in packets_with_destinations:
if not ip in self.sockets:
self.sockets[ip] = util.getConnectedSocket(ip, self.SOCK_PORT)
final_packet = util.composePixelStripPacket(packet, port)
try:
if self.sockets[ip] != None:
self.sockets[ip].send(final_packet, 0x00)
except:
print 'failure sending packet'
def color_deref(self, color):
return Color(color)[0:3]
def fake_map_to_packets(self, game_board):
strip = zeros((50,3), 'ubyte')
strip[:] = (255,255,0)
return [(1, strip), (2, strip)] * 4
def map_to_packets(self, game_board):
"""
Performs the mapping between a game_board and a list of (port,packet) pairs. The port,packet
pairs should line up with the ip's in IP_ADDRESSES
"""
#This is hardcoded, mostly because I'm curious of the complexity
packets = []
board_x_min = 0
board_x_max = 9
section_width = 10
section_height = 5
board_x_min = 0
#left board
for board_y_min in [14, 9, 4, -1]:
strip = zeros((50,3),'ubyte')
index = 0
for y in range(board_y_min+section_height, board_y_min, -1): #for each strip
strand_dir = -1 if y % 5 % 2 == 0 else 1 #direction alternates within strip
left_x = board_x_min+section_width-1 if strand_dir < 0 else board_x_min
right_x = board_x_min-1 if strand_dir < 0 else board_x_min+section_width
for x in range(left_x, right_x, strand_dir):
#strip[index] = (x*10,0,y*10)
if (x,y) in game_board:
strip[index] = self.color_deref(game_board[(x,y)])
index += 1
packets.append((1+(len(packets) % 2), strip)) #port alternates by strip
#right board:
board_x_min = 10
for board_y_min in [15, 10, 5, 0]:
strip = zeros((50,3),'ubyte')
index = 0
for y in range(board_y_min, board_y_min + section_height ): #for each strip
strand_dir = 1 if y % 5 % 2 == 0 else -1 #direction alternates within strip
left_x = board_x_min+section_width-1 if strand_dir < 0 else board_x_min
right_x = board_x_min-1 if strand_dir < 0 else board_x_min+section_width
for x in range(left_x, right_x, strand_dir):
#strip[index] = (x*10,0,y*10)
if (x,y) in game_board:
strip[index] = self.color_deref(game_board[(x,y)])
index += 1
packets.append((1+(len(packets) % 2), strip)) #port alternates by strip
return packets
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