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sign_game.py
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sign_game.py
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import pygame
import sys
import random
import cv2
import mediapipe as mp
import numpy as np
import pickle
from time import sleep
WINDOW_WIDTH, WINDOW_HEIGHT = 600, 800
ALFABET = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'
BLACK = (0, 0, 0)
MISSES_LIMIT = 10
INITIAL_SPAWN_INTERVAL = 3000
model_dict = pickle.load(open('./mlModel/model.p', 'rb'))
model = model_dict['model']
cap = cv2.VideoCapture(0)
mp_hands = mp.solutions.hands
mp_drawing = mp.solutions.drawing_utils
mp_drawing_styles = mp.solutions.drawing_styles
hands = mp_hands.Hands(static_image_mode=True, min_detection_confidence=0.80)
pygame.init()
class MainMenu:
def __init__(self):
self.SCREEN = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("Main Menu")
self.background_image = pygame.image.load("./media/background.jpg").convert()
self.background_image = pygame.transform.scale(self.background_image, (WINDOW_WIDTH, WINDOW_HEIGHT))
self.clock = pygame.time.Clock()
self.menu_font = pygame.font.Font("media/font.ttf", 30)
self.FPS = 60
# Load custom font
# Define start button
self.start_button = pygame.Rect(WINDOW_WIDTH // 2 - 100, WINDOW_HEIGHT // 2 - 50, 200, 100)
def run(self):
while True:
self.events()
self.draw()
pygame.display.update()
self.clock.tick(self.FPS)
def events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mouse_pos = pygame.mouse.get_pos()
if self.start_button.collidepoint(mouse_pos):
self.start_game()
def draw(self):
self.SCREEN.blit(self.background_image, (0, 0))
game_logo = pygame.image.load(f"./media/logo.png")
game_logo = pygame.transform.scale(game_logo, (400, 300))
#start_text = self.menu_font.render("Start Game", True, BLACK)
text_rect = game_logo.get_rect(center=self.start_button.center)
self.SCREEN.blit(game_logo, text_rect)
def start_game(self):
# You need to define the Game class somewhere
game = Game()
game.startGame()
class Game:
def __init__(self):
# Initialize game window
self.SCREEN = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("Sign 'Em Off")
background_image = pygame.image.load("./media/background.jpg")
self.background_image = pygame.transform.scale(background_image, (WINDOW_WIDTH, WINDOW_HEIGHT))
self.game_font = pygame.font.Font("media/font.ttf", 10)
# Initialize game clock
self.CLOCK = pygame.time.Clock()
self.FPS = 60
# Foe behavior variables
self.foe_speed = 3
self.spawn_interval = INITIAL_SPAWN_INTERVAL
self.last_spawn_time = pygame.time.get_ticks()
# Statistics
self.missedFoes = 0
self.hitFoes = 0
self.file = open('highscore.txt', 'r')
self.highscore = int(self.file.read())
self.file.close()
# Mouse Interface
self.mouseClick = False
self.clickPos = [-100, -100]
# Game state
self.gameStarted = False
self.paused = False
self.explosions = []
self.level = 0 #CARALHO
def startGame(self):
self.sky = Sky()
self.next_level() # get to first level
self.run()
def run(self):
self.running = True
while self.running:
self.events()
self.update()
ret, frame = cap.read()
input_sign = getSign(frame)
if self.sky.pop(input_sign, self.explosions):
self.hitFoes += 1
# Pass frame to getSign function
self.draw()
#TODO:
#draw_input
self.CLOCK.tick(self.FPS)
def events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.quit()
def update(self):
current_time = pygame.time.get_ticks()
# Game over if missedFoes exceeds MISSES_LIMIT
if self.missedFoes >= MISSES_LIMIT:
self.game_over_screen()
# Spawning foes
# They stop when interval is 1 second, and then for a clean screen to skip level
if current_time - self.last_spawn_time > self.spawn_interval and self.spawn_interval > 1000:
self.sky.addFoe(self.foe_speed, self.level)
self.last_spawn_time = current_time
self.spawn_interval -= 200
if self.spawn_interval <= 1000 and len(self.sky.foes) == 0:
self.next_level()
for foe in self.sky.foes:
foe.update()
if foe.rect.y > WINDOW_HEIGHT - 100:
self.sky.foes.remove(foe)
self.missedFoes += 1
if self.hitFoes > self.highscore:
self.highscore = self.hitFoes
explosion = Explosion("explosion")
explosion.center = (foe.rect.centerx, foe.rect.centery - 25)
self.explosions.append(explosion)
for explosion in self.explosions:
explosion.update()
self.sky.update()
def draw(self):
self.SCREEN.blit(self.background_image, (0, 0))
self.sky.draw(self.SCREEN)
self.draw_counter()
for explosion in self.explosions:
explosion.draw(self.SCREEN)
pygame.display.flip()
def draw_counter(self):
missed_counter = self.game_font.render("Missed Foes: " + str(self.missedFoes), True, BLACK)
self.SCREEN.blit(missed_counter, (20, 20))
hit_counter = self.game_font.render("Hit Foes: " + str(self.hitFoes), True, BLACK)
self.SCREEN.blit(hit_counter, (20, 50))
highscore = self.game_font.render("Highscore: " + str(self.highscore), True, BLACK)
self.SCREEN.blit(highscore, (WINDOW_WIDTH - 160, 20))
def next_level(self):
self.level += 1
self.spawn_interval = INITIAL_SPAWN_INTERVAL + self.level*200
self.level_tutorial()
def display_letter(self, letter):
letter_sign = pygame.image.load(f"./media/signs/{letter}.png")
letter_sign = pygame.transform.scale(letter_sign, (160, 180))
letter_character = pygame.image.load(f"./media/letters/{letter}{letter}.png")
letter_character = pygame.transform.scale(letter_character, (160, 180))
self.SCREEN.blit(letter_sign, (
WINDOW_WIDTH // 2 - letter_sign.get_width() // 2, WINDOW_HEIGHT * 1 / 4 - letter_sign.get_height() // 2))
self.SCREEN.blit(letter_character, (WINDOW_WIDTH // 2 - letter_character.get_width() // 2,
WINDOW_HEIGHT // 2 - letter_character.get_height() // 2 + 100))
pygame.display.flip()
def level_tutorial(self):
self.SCREEN.fill(BLACK)
for letter in ALFABET[0:self.level * 4]:
# Display letter character and sign
self.display_letter(letter)
# Wait for user to get it right
while True:
ret, frame = cap.read()
input_sign = getSign(frame)
if input_sign == letter:
# Change background to green
pygame.draw.rect(self.SCREEN, (0, 255, 0), (0, 0, WINDOW_WIDTH, WINDOW_HEIGHT), 10)
self.display_letter(letter)
pygame.display.flip()
sleep(0.5)
break
self.events() # must keep running
# Clean screen
self.SCREEN.fill(BLACK)
def game_over_screen(self):
game_over = pygame.image.load("./media/gameover.png")
self.SCREEN.blit(game_over, (WINDOW_WIDTH // 2 - game_over.get_width() // 2 - 30, WINDOW_HEIGHT // 2 - game_over.get_height() // 2))
pygame.display.flip()
while True:
self.events() # wait for user to close the game
def quit(self):
pygame.display.quit()
pygame.quit()
self.running = False
self.file = open('highscore.txt', 'w')
self.file.write(str(self.highscore))
self.file.close()
sys.exit()
class Sky:
def __init__(self):
self.foes = []
self.all_sprites = pygame.sprite.Group()
def addFoe(self, speed, level):
letter = random.choice(ALFABET[0:level*4]) # 4 more leters each level
new_foe = Foe(letter, speed)
new_foe.rect.x = random.randint(50,
WINDOW_WIDTH - 50) # Ensure x coordinate is between 25 and (WINDOW_WIDTH - 25)
# Add balloons to sprite group
self.foes.append(new_foe)
self.all_sprites.add(new_foe)
self.all_sprites.add(new_foe.parachute)
def pop(self, letter, explosions):
for foe in self.foes:
if foe.letter == letter:
foe.parachute.kill()
foe.kill()
explosion = Explosion("hit")
explosion.center = (foe.rect.centerx, foe.rect.centery - 25)
explosions.append(explosion)
# foes may not be needed
self.foes.remove(foe)
return True
return False
def update(self):
self.all_sprites.update()
def draw(self, screen):
self.all_sprites.draw(screen)
class Foe(pygame.sprite.Sprite):
def __init__(self, letter, speed):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(f"./media/letters/{letter}{letter}.png")
self.image = pygame.transform.scale(self.image, (80, 90))
self.letter = letter
self.speed = speed
self.rect = self.image.get_rect()
self.rect.x = random.randint(50, WINDOW_WIDTH - 50)
self.rect.y = -self.rect.height
self.parachute = Parachute(self.rect.x + self.rect.width // 2, self.rect.y)
def update(self):
self.rect.y += self.speed
self.parachute.rect.y = self.rect.y - self.parachute.rect.height + 10
self.parachute.rect.x = self.rect.x + self.rect.width // 2 - self.parachute.rect.width // 2
if self.rect.y > WINDOW_HEIGHT - 100:
self.has_fallen = True
self.parachute.kill()
self.kill()
class Parachute(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("media/parachute.png")
self.image = pygame.transform.scale(self.image, (110, 110))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Explosion:
def __init__(self, type):
self.explosion_sequence = [ pygame.image.load(f"media/{type}/{type}{i}.png") for i in range(1, 6)]
self.frame_index = 0
self.image = None
self.rect = None
self.center = (WINDOW_WIDTH // 2, WINDOW_HEIGHT // 2)
def update(self):
if self.frame_index < len(self.explosion_sequence):
self.image = self.explosion_sequence[self.frame_index]
self.image = pygame.transform.scale(self.image, (100, 100))
self.frame_index += 1
else:
self.image = None
def draw(self, screen):
if self.image:
self.rect = self.image.get_rect(center=self.center)
screen.blit(self.image, self.rect)
def getSign(frame):
ret, frame = cap.read()
labels_dict = {
0: 'A', 1: 'B', 2: 'C', 3: 'D', 4: 'E', 5: 'F', 6: 'G', 7: 'H', 8: 'I', 9: 'J',
10: 'K', 11: 'L', 12: 'M', 13: 'N', 14: 'O', 15: 'P', 16: 'Q', 17: 'R', 18: 'S',
19: 'T', 20: 'U', 21: 'V', 22: 'W', 23: 'X', 24: 'Y', 25: 'Z'
}
H, W, _ = frame.shape
frame_rgb = cv2.cvtColor(frame, cv2.COLOR_BGR2RGB)
results = hands.process(frame_rgb)
if results.multi_hand_landmarks:
for hand_landmarks in results.multi_hand_landmarks:
mp_drawing.draw_landmarks(
frame, hand_landmarks, mp_hands.HAND_CONNECTIONS,
mp_drawing_styles.get_default_hand_landmarks_style(),
mp_drawing_styles.get_default_hand_connections_style()
)
data_aux = []
x_ = []
y_ = []
for hand_landmarks in results.multi_hand_landmarks:
for i in range(len(hand_landmarks.landmark)):
x = hand_landmarks.landmark[i].x
y = hand_landmarks.landmark[i].y
x_.append(x)
y_.append(y)
for i in range(len(hand_landmarks.landmark)):
x = hand_landmarks.landmark[i].x
y = hand_landmarks.landmark[i].y
data_aux.append(x - min(x_))
data_aux.append(y - min(y_))
x1 = int(min(x_) * W) - 10
y1 = int(min(y_) * H) - 10
x2 = int(max(x_) * W) - 10
y2 = int(max(y_) * H) - 10
try:
prediction = model.predict([np.asarray(data_aux)])
predicted_character = labels_dict[int(prediction[0])]
cv2.rectangle(frame, (x1, y1), (x2, y2), (0, 0, 0), 4)
cv2.putText(frame, predicted_character, (x1, y1 - 10), cv2.FONT_HERSHEY_SIMPLEX, 1.3, (0, 0, 0), 3,
cv2.LINE_AA)
prediction_proba = max(max(model.predict_proba([np.asarray(data_aux)])))
if prediction_proba > 0.80:
# Print prediction and metrics
print("Predicted Character:", predicted_character)
print("Prediction Probability:", prediction_proba)
return predicted_character
return None
except Exception as e:
print("Too many features")
return None
# Start the main menu
menu = MainMenu()
menu.run()
pygame.quit()
sys.exit()