Wednesday, April 28, 2021

Edward Lance Lorilla

Edward Lance Lorilla


【VISUAL VB NET】ProgressBar Marque

Posted: 27 Apr 2021 09:38 AM PDT

 Imports System

Imports System.Collections.GenericImports System.ComponentModelImports System.DataImports System.DrawingImports System.LinqImports System.TextImports System.Threading.TasksImports System.Windows.Forms' make sure that using System.Diagnostics; is included Imports System.Diagnostics' make sure that using System.Security.Principal; is included Imports System.Security.Principal Public Class Form1 Public Sub New() MyBase.New() InitializeComponent() End Sub Private StartPos As Integer = 0 Private TextToShow As String = "Catch me if you can :)" Private Position As Integer = 20 Private Sub timer1_Tick(sender As Object, e As EventArgs) Handles timer1.Tick Me.Refresh() Dim gra As Graphics = Me.CreateGraphics() gra.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality gra.DrawString(TextToShow, New Font("Arial", Position), New SolidBrush(Color.Black), StartPos, 35) StartPos += 10 If StartPos >= Me.Width Then StartPos = TextToShow.Length * Position * -1 End If End Sub Private Sub Form1_Load(sender As Object, e As EventArgs) Handles MyBase.Load End SubEnd Class

【GAMEMAKER】Random Level Generator

Posted: 27 Apr 2021 09:30 AM PDT

 Information about object: obj_player

Sprite: spr_idle_down
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

///set up
enum player_state {
idle,
up,
down,
left,
right
}

dir=player_state.down;
is_moving=false;
image_speed=0.5;
Step Event:
execute code:

///keypress code
if (keyboard_check(vk_left))
{
dir=player_state.left;
is_moving=true;
}
else
if (keyboard_check(vk_right))
{
dir=player_state.right;
is_moving=true;
}
else
if (keyboard_check(vk_up))
{
dir=player_state.up;
is_moving=true;
}
else
if (keyboard_check(vk_down))
{
dir=player_state.down;
is_moving=true;
}
else
{
is_moving=false;
}
execute code:

///movement
if is_moving
{
switch (dir)
{
case player_state.up:
if !position_meeting(x,y-4,obj_solid_base) y -= 4;
break;

case player_state.down:
if !position_meeting(x,y+4,obj_solid_base) y += 4;
break;

case player_state.left:
if !position_meeting(x-4,y,obj_solid_base) x -= 4;
break;

case player_state.right:
if !position_meeting(x+4,y,obj_solid_base) x += 4;
break;
}
}
depth=-y;
execute code:

///animation
if is_moving
{
switch (dir)
{
case player_state.up:
sprite_index=spr_walk_up;
break;

case player_state.down:
sprite_index=spr_walk_down;
break;

case player_state.left:
sprite_index=spr_walk_left;
break;

case player_state.right:
sprite_index=spr_walk_right;
break;
}
}
else
{
switch (dir)
{
case player_state.up:
sprite_index=spr_idle_up;
break;

case player_state.down:
sprite_index=spr_idle_down;
break;

case player_state.left:
sprite_index=spr_idle_left;
break;

case player_state.right:
sprite_index=spr_idle_right;
break;
}
}

Information about object: obj_cactus
Sprite: spr_cactus
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent: obj_elements_parent
Children:
Mask:

No Physics Object
Information about object: obj_flag
Sprite: spr_flag
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent: obj_elements_parent
Children:
Mask:

No Physics Object
Information about object: obj_mushroom
Sprite: spr_mushroom
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent: obj_elements_parent
Children:
Mask:

No Physics Object
Information about object: obj_elements_parent
Sprite:
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent:

Children
obj_cactus
obj_flag
obj_mushroom
Mask:


No Physics Object

Create Event:
execute code:

instance_create(x,y,obj_solid_base);
depth=-y;

Information about object: obj_solid_base
Sprite: spr_solid_base
Solid: false
Visible: false
Depth:
0
Persistent: false
Parent:

Children
obj_wall
Mask:

No Physics Object
Information about object: obj_wall
Sprite: spr_wall
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent: obj_solid_base
Children:
Mask:

No Physics Object
Information about object: obj_water
Sprite: spr_water
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent:
Children:
Mask:

No Physics Object

Information about object: obj_generate
Sprite: spr_generate
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent:
Children:
Mask:

No Physics Object

Create Event:
execute code:

randomize();
path=path_add();
alarm[0]=room_speed;

Alarm Event for alarm 0:
execute code:



//place wall borders
size=room_width/32-1;
for (var loop = 1; loop < size; loop += 1)
{
instance_create(loop*32,32,obj_wall);
instance_create(loop*32,0,obj_wall);
instance_create(loop*32,968,obj_wall);
instance_create(loop*32,1000,obj_wall);
instance_create(32,32*loop+16,obj_wall);
instance_create(0,32*loop+16,obj_wall);
instance_create(968,32*loop+16,obj_wall);
instance_create(1000,32*loop+16,obj_wall);
}
instance_create(16,16,obj_wall);
instance_create(16,984,obj_wall);
instance_create(984,16,obj_wall);
instance_create(984,1000,obj_wall);
alarm[1]=room_speed;
Alarm Event for alarm 1:
execute code:

repeat(5)//do this 5 times
{
//get two random points atleast 100 from room edge
var xx1=irandom_range(100,room_width-100);
var yy1=irandom_range(100,room_height-100);
var xx2=irandom_range(100,room_width-100);
var yy2=irandom_range(100,room_height-100);
//add points to a path
path_add_point(path,xx1,yy1,3);
path_add_point(path,xx2,yy2,3);
//get length of path
var size=floor(path_get_length(path)); show_debug_message(size);
//divide by 64
var division=floor(size/64); show_debug_message(division);
//get total blocks to draw
total=floor(size/division); show_debug_message(total);
for (var i = 1; i < total; i += 1)
{
var point=(1/total)*i;//get a value based on i
var placex=path_get_x(path,point);//get x at point on path
var placey=path_get_y(path,point);//get y at point on path
instance_create(placex,placey,obj_road);//create a road object
}
path_clear_points(path);
}

alarm[2]=room_speed;
Alarm Event for alarm 2:
execute code:

//draw some lakes
repeat(12)
{
do
{
xx = random(room_width) div 32*32;
yy = random(room_height) div 32 *32;
}
until (!position_meeting(xx, yy, all))
instance_create(xx,yy,obj_water);
instance_create(xx+32,yy,obj_water);
instance_create(xx+32,yy+32,obj_water);
instance_create(xx+64,yy,obj_water);
instance_create(xx+64,yy+32,obj_water);
instance_create(xx+64,yy+64,obj_water);
}
//draw some square lakes
repeat(12)
{
do
{
xx = random(room_width) div 32*32;
yy = random(room_height) div 32 *32;
}
until (!position_meeting(xx, yy, all))
instance_create(xx,yy,obj_water);
instance_create(xx+32,yy,obj_water);
instance_create(xx,yy+32,obj_water);
instance_create(xx+32,yy+32,obj_water);
}
alarm[3]=room_speed;

Alarm Event for alarm 3:
execute code:

//add some cactus / mushroom
repeat(20)
{
do
{
xx = random(room_width-64) div 32 * 32 +32;
yy = random(room_height-64) div 32* 32 + 32;
}
until (!position_meeting(xx, yy, all))
instance_create(xx,yy,choose(obj_mushroom,obj_cactus));
}

path_delete(path);
instance_destroy();

Information about object: obj_road
Sprite: spr_road
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent:
Children:
Mask:

No Physics Object

【PYTHON OPENCV】blobFromImage and imagesFromBlob

Posted: 27 Apr 2021 09:22 AM PDT

 """

Understanding cv2.dnn.blobFromImage() and also cv2.dnn.imagesFromBlob() in OpenCV """ # Import required packages:import cv2import numpy as npfrom matplotlib import pyplot as plt def show_img_with_matplotlib(color_img, title, pos): """Shows an image using matplotlib capabilities""" img_RGB = color_img[:, :, ::-1] ax = plt.subplot(1, 4, pos) plt.imshow(img_RGB) plt.title(title) plt.axis('off') def get_image_from_blob(blob_img, scalefactor, dim, mean, swap_rb, mean_added): """Returns image from blob assuming that the blob is from only one image""" images_from_blob = cv2.dnn.imagesFromBlob(blob_img) image_from_blob = np.reshape(images_from_blob[0], dim) / scalefactor image_from_blob_mean = np.uint8(image_from_blob) image_from_blob = image_from_blob_mean + np.uint8(mean) if mean_added is True: if swap_rb: image_from_blob = image_from_blob[:, :, ::-1] return image_from_blob else: if swap_rb: image_from_blob_mean = image_from_blob_mean[:, :, ::-1] return image_from_blob_mean # Load image:image = cv2.imread("face_test.png") # Call cv2.dnn.blobFromImage():blob_image = cv2.dnn.blobFromImage(image, 1.0, (300, 300), [104., 117., 123.], False, False) # The shape of the blob_image will be (1, 3, 300, 300):print(blob_image.shape) # Get different images from the blob:img_from_blob = get_image_from_blob(blob_image, 1.0, (300, 300, 3), [104., 117., 123.], False, True)img_from_blob_swap = get_image_from_blob(blob_image, 1.0, (300, 300, 3), [104., 117., 123.], True, True)img_from_blob_mean = get_image_from_blob(blob_image, 1.0, (300, 300, 3), [104., 117., 123.], False, False)img_from_blob_mean_swap = get_image_from_blob(blob_image, 1.0, (300, 300, 3), [104., 117., 123.], True, False) # Create the dimensions of the figure and set title:fig = plt.figure(figsize=(16, 4))plt.suptitle("cv2.dnn.blobFromImage() visualization", fontsize=14, fontweight='bold')fig.patch.set_facecolor('silver') # Show the created images:show_img_with_matplotlib(img_from_blob, "img from blob " + str(img_from_blob.shape), 1)show_img_with_matplotlib(img_from_blob_swap, "img from blob swap " + str(img_from_blob.shape), 2)show_img_with_matplotlib(img_from_blob_mean, "img from blob mean " + str(img_from_blob.shape), 3)show_img_with_matplotlib(img_from_blob_mean_swap, "img from blob mean swap " + str(img_from_blob.shape), 4) # Show the Figure:plt.show()

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