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Symulator miecza świetlnego (WiiRemote + PC)
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# -*- coding: utf-8 -*- | |
import cwiid | |
import pygame | |
import time | |
import random | |
print 'Press 1+2 on your Wiimote now...' | |
wm = cwiid.Wiimote() | |
time.sleep(1) | |
wm.rpt_mode = cwiid.RPT_BTN | cwiid.RPT_ACC | cwiid.RPT_IR | |
wm.led = 0 | |
pygame.init() | |
# licznik dla diod | |
i = 0 | |
# włączenie/wyłączenie miecza | |
power = False | |
# przyciski bezodbiciowe | |
a_wcisniety = False | |
a_powtorzenie = False | |
b_wcisniety = False | |
b_powtorzenie = False | |
# stan początkowy przyspieszenia dla wszystkich współrzędnych | |
accel_x = 0 | |
accel_y = 0 | |
accel_z = 0 | |
print "-----------------------------------------------------" | |
print "OK, let's get some fun:" | |
print "Press \"A\" button to turn on/off your lightsaber." | |
print "Press \"B\" button to exit simulator." | |
print "-----------------------------------------------------" | |
while True: | |
# Włączenie/wyłączenie miecza | |
if wm.state['buttons'] == 8: # przycisk A | |
a_wcisniety = True | |
if a_wcisniety and not a_powtorzenie: | |
power = not power | |
# Wydobycie/chowanie promienia | |
pygame.mixer.Sound('on.wav').play() | |
if power == True: | |
i = 0 | |
else: | |
wm.led = 0 | |
a_powtorzenie = True | |
else: | |
a_wcisniety = a_powtorzenie = False | |
if wm.state['buttons'] == 4: # przycisk B | |
b_wcisniety = True | |
if b_wcisniety and not b_powtorzenie: | |
if power: | |
print "Turn off your lightsaber!" | |
else: | |
print "May the Force be with you. Always." | |
quit() | |
b_powtorzenie = True | |
else: | |
b_wcisniety = b_powtorzenie = False | |
# Miecz działa, gdy zmienna 'power' ma wartość True: | |
if power == True: | |
# Dźwięk miecza w bezruchu | |
pygame.mixer.Sound('default.wav').play() | |
wm.rumble = False | |
# Obsługa migających diodek | |
if i == 6: | |
i = 0 | |
if i == 0: | |
wm.led = 1 | |
elif (i == 1) or (i == 5): | |
wm.led = 2 | |
elif (i == 2) or (i == 4): | |
wm.led = 4 | |
elif i == 3: | |
wm.led = 8 | |
i += 1 | |
# Analizowanie przyspieszenia | |
# przypadek początkowy | |
if (accel_x == 0) and (accel_y == 0) and (accel_z == 0): | |
accel_x = wm.state['acc'][0] | |
accel_y = wm.state['acc'][1] | |
accel_z = wm.state['acc'][2] | |
else: | |
# pobór aktualnego położenia | |
tmp_acc_x = wm.state['acc'][0] | |
tmp_acc_y = wm.state['acc'][1] | |
tmp_acc_z = wm.state['acc'][2] | |
acc_abs_diff_x = abs(accel_x - tmp_acc_x) | |
acc_abs_diff_y = abs(accel_y - tmp_acc_y) | |
acc_abs_diff_z = abs(accel_z - tmp_acc_z) | |
print "acc_abs_diff_x = ", str(acc_abs_diff_x) | |
print "acc_abs_diff_y = ", str(acc_abs_diff_y) | |
print "acc_abs_diff_z = ", str(acc_abs_diff_z) | |
if (acc_abs_diff_x > 10) or (acc_abs_diff_y > 10) or (acc_abs_diff_z > 10): | |
accel_x = tmp_acc_x | |
accel_y = tmp_acc_y | |
accel_z = tmp_acc_z | |
# dźwięk ruchu | |
number = random.randint(0, 9) | |
pygame.mixer.Sound('ltsaberswing0' + str(number) + '.wav').play() | |
wm.rumble = True | |
else: | |
wm.rumble = False | |
# Opóźnienie | |
time.sleep(.1) |
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