I am trying to draw line projection for an image . The line 4 in the code below sy/2 represents the length of projection (here is the half image range). But how to set the starting point or ending point with scripting? For example, I want to draw the line projection, from 1/4 image range to 3/4 image range. Any suggestions?
image src := getfrontimage()
number sx,sy
src.GetSize(sx,sy)
image line_projection := RealImage( "Vertical", 4, sy/2 )
line_projection[irow,0] += src
line_projection *= 1/sx
While using intrinsic variables (icol,irow,...) for iterative summing was the fasted method in GMS 1, this is no longer true for newer versions that utilize multi-threaded code, as demonstrated by the following example:
// various ways to sum a subsection of an image
number sx = 4096, sy = 4096
number startx = 0.2, starty = 0.2
number endx = 0.8, endy = 0.4
// Coordinates of cut
number t = trunc(starty*sy), l = trunc(startx*sx), b = trunc(endy*sy), r = trunc(endx*sx)
image test := realImage( "Test", 4, sx, sy )
test = sin( icol/iwidth * 20*Pi()) + cos( itheta * iradius/iwidth * 50)
test= sin( icol/iwidth * 20*Pi())
test.ShowImage()
ROI marker = NewROI()
marker.ROISetLabel( "Section" )
marker.ROISetRectangle( t, l, b, r )
marker.ROISetVolatile( 0 )
test.ImageGetImageDisplay(0).ImageDisplayAddRoi( marker )
//OKDialog( "Performing vertical sum with various methods now." )
number h = b - t
number w = r - l
ClearResults()
number ts, te, tps = GetHighResTicksPerSecond()
// using intrinsic variables
image sumImg1 := RealImage( "Sum intrinsic", 4, w )
ts = GetHighResTickcount()
sumImg1[icol, 0] += test[t,l,b,r];
te = GetHighResTickcount()
sumImg1.ShowImage()
result("\n Summing using intrinisic variables: " + (te-ts)/tps + " sec")
// using for-loop of slice
image sumImg2 := RealImage( "Sum with slice", 4, w )
ts = GetHighResTickcount()
for( number i=0; i<h; i++)
sumImg2 += test.slice1(0,i,0, 0,w,1)
te = GetHighResTickcount()
sumImg2.ShowImage()
result("\n Summing using for-loop with slice : " + (te-ts)/tps + " sec")
// using project of slice
image sumImg3 := RealImage( "Sum with project", 4, w )
ts = GetHighResTickcount()
sumImg3 = test[t,l,b,r].project( 1 )
te = GetHighResTickcount()
sumImg3.ShowImage()
result("\n Summing using project on section : " + (te-ts)/tps + " sec")
You can use slicing to only look at the image area you are interested in. For "clipping" the source to the interesting part use img[y1, x1, y2, x2].
image src := getFrontImage();
number width, height;
src.GetSize(width, height);
number start_y = 1/4 * height;
number end_y = 3/4 * height;
image line_projection := RealImage("Vertical", 4, width);
line_projection[icol, 0] += src[start_y, 0, end_y, width];
line_projection *= 1/(height/2);
line_projection.ShowImage();
I'm hoping somebody experienced can point out where/if I am missing some crucial syntax.
My program works fine (because 95% of it was created by a CS50 professor), with one exception - I cannot seem to get the player and flag files/classes to reference each other to show that my Mario character has reached the final flag.
Specifically, the function "Flag:victory(player)" does not appear to be pulling information from the player file/class, while player has a similar function that is able to access Flag, although I don't see any difference between the two files as to why Flag is not behaving properly.
Flag = Class{}
function Flag:init(map)
-- reference to map for checking tiles
self.texture = map.spritesheet
-- animation frames
self.frames = {}
-- current animation frame
self.currentFrame = nil
self.player = Player(map)
-- used to determine behavior and animations
self.state = 'waving'
-- x and y velocity
self.dy = 0
-- position on top of map tiles
self.y = map.tileHeight * ((map.mapHeight / 2) - 4)
self.x = (map.mapWidth - 3) * map.tileWidth
-- initialize all player animations
self.animations = {
['waving'] = Animation({
texture = self.texture,
frames = {
love.graphics.newQuad(0, 48, 16, 16, self.texture:getDimensions()),
love.graphics.newQuad(16, 48, 16, 16, self.texture:getDimensions()),
love.graphics.newQuad(0, 48, 16, 16, self.texture:getDimensions()),
},
interval = 0.30
}),
['falling'] = Animation({
texture = self.texture,
frames = {
love.graphics.newQuad(32, 48, 16, 16, self.texture:getDimensions())
}
})
}
-- initialize animation and current frame we should render
self.animation = self.animations['waving']
self.currentFrame = self.animation:getCurrentFrame()
end
function Flag:update(dt)
self.animation:update(dt)
self.currentFrame = self.animation:getCurrentFrame()
self:victory()
end
function Flag:render()
local scaleX = - 1
-- draw sprite with scale factor and offsets
love.graphics.draw(self.texture, self.currentFrame, math.floor(self.x + 8 / 2),
math.floor(self.y + 8 / 2), 0, scaleX, 1, 8 / 2, 8 / 2)
end
function Flag:victory(player)
if self.player.victory == true then -- when player reaches flag
self.state = 'falling' -- change flag animation to down sprite
self.animation = self.animations['falling']
self.y = self.y + 2 -- descend the flag
end
end
--[[
Represents our player in the game, with its own sprite.
]]
Player = Class{}
local WALKING_SPEED = 140
local JUMP_VELOCITY = 400
function Player:init(map)
self.x = 0
self.y = 0
self.width = 16
self.height = 20
-- offset from top left to center to support sprite flipping
self.xOffset = 8
self.yOffset = 10
-- reference to map for checking tiles
self.map = map -- just a convenience because map comes in as a param/arg so the self should be dropped
self.texture = love.graphics.newImage('graphics/blue_alien.png')
-- sound effects
self.sounds = {
['jump'] = love.audio.newSource('sounds/jump.wav', 'static'),
['hit'] = love.audio.newSource('sounds/hit.wav', 'static'),
['coin'] = love.audio.newSource('sounds/coin.wav', 'static'),
}
-- variable for playing sound just once when game ends
self.musicplayed = false
-- animation frames
self.frames = {}
-- current animation frame
self.currentFrame = nil
-- used to determine behavior and animations
self.state = 'idle'
-- determines sprite flipping
self.direction = 'left'
-- x and y velocity
self.dx = 0
self.dy = 0
-- position on top of map tiles
self.y = map.tileHeight * ((map.mapHeight - 2) / 2) - self.height
self.x = map.tileWidth * 10
self.xmax = self.x -- farthest that mario has ever gone to the right
self.xmin = 1 -- farthest mario may go to the left, based on xmax and left border of map
-- initialize all player animations
self.animations = {
['idle'] = Animation({
texture = self.texture,
frames = {
love.graphics.newQuad(0, 0, 16, 20, self.texture:getDimensions())
}
}),
['walking'] = Animation({
texture = self.texture,
frames = {
love.graphics.newQuad(128, 0, 16, 20, self.texture:getDimensions()),
love.graphics.newQuad(144, 0, 16, 20, self.texture:getDimensions()),
love.graphics.newQuad(160, 0, 16, 20, self.texture:getDimensions()),
love.graphics.newQuad(144, 0, 16, 20, self.texture:getDimensions()),
},
interval = 0.15
}),
['jumping'] = Animation({
texture = self.texture,
frames = {
love.graphics.newQuad(32, 0, 16, 20, self.texture:getDimensions())
}
}),
['victory'] = Animation({
texture = self.texture,
frames = {
love.graphics.newQuad(0, 0, 16, 20, self.texture:getDimensions()),
love.graphics.newQuad(48, 0, 16, 20, self.texture:getDimensions()),
love.graphics.newQuad(0, 0, 16, 20, self.texture:getDimensions()),
love.graphics.newQuad(160, 0, 16, 20, self.texture:getDimensions()),
love.graphics.newQuad(0, 0, 16, 20, self.texture:getDimensions()),
},
interval = .25
})
}
-- initialize animation and current frame we should render
self.animation = self.animations['idle']
self.currentFrame = self.animation:getCurrentFrame()
-- behavior map we can call based on player state
self.behaviors = {
['idle'] = function(dt)
-- add spacebar functionality to trigger jump state
if love.keyboard.wasPressed('space') then
self.dy = -JUMP_VELOCITY
self.state = 'jumping'
self.animation = self.animations['jumping']
self.sounds['jump']:play()
elseif love.keyboard.isDown('left') then
self.direction = 'left'
self.dx = -WALKING_SPEED
self.state = 'walking'
self.animations['walking']:restart()
self.animation = self.animations['walking']
self:checkLeftBoundary()
elseif love.keyboard.isDown('right') then
self.direction = 'right'
self.dx = WALKING_SPEED
self.state = 'walking'
self.animations['walking']:restart()
self.animation = self.animations['walking']
else
self.dx = 0
end
self:checkLeftBoundary()
self:checkRightBoundary()
end,
['walking'] = function(dt)
-- keep track of input to switch movement while walking, or reset
-- to idle if we're not moving
if love.keyboard.wasPressed('space') then
self.dy = -JUMP_VELOCITY
self.state = 'jumping'
self.animation = self.animations['jumping']
self.sounds['jump']:play()
elseif love.keyboard.isDown('left') then
self.direction = 'left'
self.dx = -WALKING_SPEED
elseif love.keyboard.isDown('right') then
self.direction = 'right'
self.dx = WALKING_SPEED
else
self.dx = 0
self.state = 'idle'
self.animation = self.animations['idle']
end
self:checkLeftBoundary()
self:checkRightBoundary()
-- check for collisions moving left and right
self:checkRightCollision()
self:checkLeftCollision()
-- check if there's a tile directly beneath us
if not self.map:collides(self.map:tileAt(self.x, self.y + self.height)) and
not self.map:collides(self.map:tileAt(self.x + self.width - 1, self.y + self.height)) then
-- if so, reset velocity and position and change state
self.state = 'jumping'
self.animation = self.animations['jumping']
end
end,
['jumping'] = function(dt)
if love.keyboard.isDown('left') then
self.direction = 'left'
self.dx = -WALKING_SPEED
elseif love.keyboard.isDown('right') then
self.direction = 'right'
self.dx = WALKING_SPEED
end
-- apply map's gravity before y velocity
self.dy = self.dy + self.map.gravity
-- check if there's a tile directly beneath us
if self.map:collides(self.map:tileAt(self.x, self.y + self.height)) or
self.map:collides(self.map:tileAt(self.x + self.width - 1, self.y + self.height)) then
-- if so, reset velocity and position and change state
self.dy = 0
self.state = 'idle'
self.animation = self.animations['idle']
self.y = (self.map:tileAt(self.x, self.y + self.height).y - 1) * self.map.tileHeight - self.height
end
self:checkLeftBoundary()
self:checkRightBoundary()
-- check for collisions moving left and right
self:checkRightCollision()
self:checkLeftCollision()
end,
['victory'] = function(dt)
self.dx = 0
-- check if there's a tile directly beneath us
if self.map:collides(self.map:tileAt(self.x, self.y + self.height)) or
self.map:collides(self.map:tileAt(self.x + self.width - 1, self.y + self.height)) then
-- if so, reset velocity and position and change state
self.dy = 0
self.y = (self.map:tileAt(self.x, self.y + self.height).y - 1) * self.map.tileHeight - self.height
end
end
}
end
function Player:update(dt)
self.behaviors[self.state](dt)
self.animation:update(dt)
self.currentFrame = self.animation:getCurrentFrame()
self.x = self.x + self.dx * dt
self.xmax = math.max(self.x, self.xmax) -- tester to update xmax if player moves further to right than ever before
self.xmin = math.max(1, math.min(self.xmax - VIRTUAL_WIDTH / 2, map.mapWidthPixels - VIRTUAL_WIDTH)) -- farthest mario may go to the left, based on xmax and left border of map
self:calculateJumps()
self:gameover()
self:reachflag()
if self.map:victory() == true then
self.victory = true
end
-- apply velocity
self.y = self.y + self.dy * dt
end
function Player:gameover()
if self.y > 300 then
self.game_over = true
end
end
function Player:reachflag(Flag)
if self.x >= flag.x then
self.victory = true
end
end
-- jumping and block hitting logic
function Player:calculateJumps()
-- if we have negative y velocity (jumping), check if we collide
-- with any blocks above us
if self.dy < 0 then
if self.map:tileAt(self.x, self.y).id ~= TILE_EMPTY or
self.map:tileAt(self.x + self.width - 1, self.y).id ~= TILE_EMPTY then
-- reset y velocity
self.dy = 0
-- change block to different block
local playCoin = false
local playHit = false
if self.map:tileAt(self.x, self.y).id == JUMP_BLOCK then
self.map:setTile(math.floor(self.x / self.map.tileWidth) + 1,
math.floor(self.y / self.map.tileHeight) + 1, JUMP_BLOCK_HIT)
playCoin = true
else
playHit = true
end
if self.map:tileAt(self.x + self.width - 1, self.y).id == JUMP_BLOCK then
self.map:setTile(math.floor((self.x + self.width - 1) / self.map.tileWidth) + 1,
math.floor(self.y / self.map.tileHeight) + 1, JUMP_BLOCK_HIT)
playCoin = true
else
playHit = true
end
if playCoin then
self.sounds['coin']:play()
elseif playHit then
self.sounds['hit']:play()
end
end
end
end
-- checks two tiles to our left to see if a collision occurred
function Player:checkLeftCollision()
if self.dx < 0 then
-- check if there's a tile directly beneath us
if self.map:collides(self.map:tileAt(self.x - 1, self.y)) or
self.map:collides(self.map:tileAt(self.x - 1, self.y + self.height - 1)) then
-- if so, reset velocity and position and change state
self.dx = 0
self.x = self.map:tileAt(self.x - 1, self.y).x * self.map.tileWidth
end
end
end
-- checks two tiles to our right to see if a collision occurred
function Player:checkRightCollision()
if self.dx > 0 then
-- check if there's a tile directly beneath us
if self.map:collides(map:tileAt(self.x + self.width, self.y)) or
self.map:collides(map:tileAt(self.x + self.width, self.y + self.height - 1)) then
-- if so, reset velocity and position and change state
self.dx = 0
self.x = (self.map:tileAt(self.x + self.width, self.y).x - 1) * map.tileWidth - self.width
end
end
end
function Player:checkLeftBoundary()
if self.x <= self.xmin then -- went too far left
self.x = self.xmin
if self.direction == 'left'then
self.dx = 0 -- set speed to zero but keep state, ie walking, jumping/falling
end
end
end
function Player:checkRightBoundary()
if self.x >= map.mapWidthPixels - 16 then -- went too far right
self.x = map.mapWidthPixels - 16
if self.direction == 'right'then
self.dx = 0 -- set speed to zero but keep state, ie walking, jumping/falling
end
end
end
function Player:render()
local scaleX
-- set negative x scale factor if facing left, which will flip the sprite
-- when applied
if self.direction == 'right' then
scaleX = 1
else
scaleX = -1
end
-- draw sprite with scale factor and offsets
love.graphics.draw(self.texture, self.currentFrame, math.floor(self.x + self.xOffset),
math.floor(self.y + self.yOffset), 0, scaleX, 1, self.xOffset, self.yOffset)
if self.game_over == true then
self.state = 'idle'
self.dy = 0
self.dx = 0
map.music:stop()
if self.musicplayed == false then
love.audio.newSource('sounds/Laser_Shoot2.wav', 'static'):play()
self.musicplayed = true
end
love.graphics.print('Oh Snap! Try again? (y/n)', self.xmin + 40, 40)
if love.keyboard.isDown('y') then
self.map:init()
self.map:render()
elseif love.keyboard.isDown('n')then
love.event.quit()
end
end
if self.victory == true then
self.state = 'victory'
self.animation = self.animations['victory']
if self.musicplayed == false then
love.audio.newSource('sounds/Powerup23.wav', 'static'):play()
self.musicplayed = true
end
love.graphics.print('Congratulations! Play again? (y/n)', self.xmin + 35, 40)
if love.keyboard.isDown('y') then
self.map:init()
self.map:render()
map.music:stop()
elseif love.keyboard.isDown('n')then
love.event.quit()
end
end
end
--[[
Super Mario Bros. Demo
Author: Colton Ogden
Original Credit: Nintendo
Demonstrates rendering a screen of tiles.
]]
Class = require 'class'
push = require 'push'
require 'Animation'
require 'Map'
require 'Player'
require 'Flag'
-- close resolution to NES but 16:9
VIRTUAL_WIDTH = 432
VIRTUAL_HEIGHT = 243
-- actual window resolution
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720
-- seed RNG
math.randomseed(os.time())
-- makes upscaling look pixel-y instead of blurry
love.graphics.setDefaultFilter('nearest', 'nearest')
-- an object to contain our map data
map = Map()
flag = Flag(map)
player = Player(map)
-- performs initialization of all objects and data needed by program
function love.load()
-- sets up a different, better-looking retro font as our default
love.graphics.setFont(love.graphics.newFont('fonts/font.ttf', 16))
-- sets up virtual screen resolution for an authentic retro feel
push:setupScreen(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT, {
fullscreen = false,
resizable = true
})
love.window.setTitle('Super Mario 50')
love.keyboard.keysPressed = {}
love.keyboard.keysReleased = {}
end
-- called whenever window is resized
function love.resize(w, h)
push:resize(w, h)
end
-- global key pressed function
function love.keyboard.wasPressed(key)
if (love.keyboard.keysPressed[key]) then
return true
else
return false
end
end
-- global key released function
function love.keyboard.wasReleased(key)
if (love.keyboard.keysReleased[key]) then
return true
else
return false
end
end
-- called whenever a key is pressed
function love.keypressed(key)
if key == 'escape' then
love.event.quit()
end
love.keyboard.keysPressed[key] = true
end
-- called whenever a key is released
function love.keyreleased(key)
love.keyboard.keysReleased[key] = true
end
-- called every frame, with dt passed in as delta in time since last frame
function love.update(dt)
map:update(dt)
-- reset all keys pressed and released this frame
love.keyboard.keysPressed = {}
love.keyboard.keysReleased = {}
end
-- called each frame, used to render to the screen
function love.draw()
-- begin virtual resolution drawing
push:apply('start')
-- clear screen using Mario background blue
love.graphics.clear(108/255, 140/255, 255/255, 255/255)
-- renders our map object onto the screen
love.graphics.translate(math.floor(-map.camX + 0.5), math.floor(-map.camY + 0.5))
map:render()
-- end virtual resolution
push:apply('end')
end
--[[
Contains tile data and necessary code for rendering a tile map to the
screen.
]]
require 'Util'
Map = Class{}
TILE_BRICK = 1
TILE_EMPTY = -1
-- cloud tiles
CLOUD_LEFT = 6
CLOUD_RIGHT = 7
-- bush tiles
BUSH_LEFT = 2
BUSH_RIGHT = 3
-- mushroom tiles
MUSHROOM_TOP = 10
MUSHROOM_BOTTOM = 11
-- jump block
JUMP_BLOCK = 5
JUMP_BLOCK_HIT = 9
-- flagpole
FLAGPOLE_TOP = 8
FLAGPOLE_MIDDLE = 12
FLAGPOLE_BOTTOM = 16
PYRAMID_BLOCK = 17
-- a speed to multiply delta time to scroll map; smooth value
local SCROLL_SPEED = 62
-- constructor for our map object
function Map:init()
self.spritesheet = love.graphics.newImage('graphics/spritesheet.png')
self.sprites = generateQuads(self.spritesheet, 16, 16)
self.music = love.audio.newSource('sounds/music.wav', 'static')
self.pyramid_block = love.graphics.newImage('graphics/pyramidblock.png')
self.tileWidth = 16
self.tileHeight = 16
self.mapWidth = 300
self.mapHeight = 28
self.tiles = {}
-- applies positive Y influence on anything affected
self.gravity = 15
-- associate player with map
self.player = Player(self)
self.flag = Flag(self)
-- camera offsets
self.camX = 0
self.camY = -3
-- cache width and height of map in pixels
self.mapWidthPixels = self.mapWidth * self.tileWidth
self.mapHeightPixels = self.mapHeight * self.tileHeight
-- first, fill map with empty tiles
for y = 1, self.mapHeight do
for x = 1, self.mapWidth do
-- support for multiple sheets per tile; storing tiles as tables
self:setTile(x, y, TILE_EMPTY)
end
end
-- begin generating the terrain using vertical scan lines
local x = 1
while x < self.mapWidth - 20 do
-- 2% chance to generate a cloud
-- make sure we're 2 tiles from edge at least
if x < self.mapWidth - 2 then
if math.random(20) == 1 then
-- choose a random vertical spot above where blocks/pipes generate
local cloudStart = math.random(self.mapHeight / 2 - 6)
self:setTile(x, cloudStart, CLOUD_LEFT)
self:setTile(x + 1, cloudStart, CLOUD_RIGHT)
end
end
-- 5% chance to generate a mushroom
if math.random(20) == 1 then
-- left side of pipe
self:setTile(x, self.mapHeight / 2 - 2, MUSHROOM_TOP)
self:setTile(x, self.mapHeight / 2 - 1, MUSHROOM_BOTTOM)
-- creates column of tiles going to bottom of map
for y = self.mapHeight / 2, self.mapHeight do
self:setTile(x, y, TILE_BRICK)
end
-- next vertical scan line
x = x + 1
-- 10% chance to generate a bush, being sure to generate away from edge
elseif math.random(10) == 1 and x < self.mapWidth - 3 then
local bushLevel = self.mapHeight / 2 - 1
-- place bush component and then column of bricks
self:setTile(x, bushLevel, BUSH_LEFT)
for y = self.mapHeight / 2, self.mapHeight do
self:setTile(x, y, TILE_BRICK)
end
x = x + 1
self:setTile(x, bushLevel, BUSH_RIGHT)
for y = self.mapHeight / 2, self.mapHeight do
self:setTile(x, y, TILE_BRICK)
end
x = x + 1
-- 10% chance to not generate anything, creating a gap
elseif math.random(10) ~= 1 then
-- creates column of tiles going to bottom of map
for y = self.mapHeight / 2, self.mapHeight do
self:setTile(x, y, TILE_BRICK)
end
-- chance to create a block for Mario to hit
if math.random(15) == 1 then
self:setTile(x, self.mapHeight / 2 - 4, JUMP_BLOCK)
end
-- next vertical scan line
x = x + 1
else
-- increment X so we skip two scanlines, creating a 2-tile gap
x = x + 2
end
end
while x <= self.mapWidth do
-- draw in pyramid
if x == self.mapWidth - 13 then
local row = 1 -- how wide pyramid to be
while row < 7 do
local column = 1 -- might need to not say local everytime
while column <= row do
self:setTile(x, self.mapHeight / 2 - column, PYRAMID_BLOCK)
column = column + 1
end
-- creates column of tiles going to bottom of map
for y = self.mapHeight / 2, self.mapHeight do
self:setTile(x, y, TILE_BRICK)
end
row = row + 1
x = x + 1
end
end
-- draw in flagpole
if x == self.mapWidth - 2 then
self:setTile(x, self.mapHeight / 2 - 3, FLAGPOLE_TOP)
self:setTile(x, self.mapHeight / 2 - 2, FLAGPOLE_MIDDLE)
self:setTile(x, self.mapHeight / 2 - 1, FLAGPOLE_BOTTOM)
end
-- creates column of tiles going to bottom of map
for y = self.mapHeight / 2, self.mapHeight do
self:setTile(x, y, TILE_BRICK)
end
-- next vertical scan line
x = x + 1
end
-- start the background music
self.music:setLooping(true)
self.music:play()
end
-- return whether a given tile is collidable
function Map:collides(tile)
-- define our collidable tiles
local collidables = {
TILE_BRICK, JUMP_BLOCK, JUMP_BLOCK_HIT,
MUSHROOM_TOP, MUSHROOM_BOTTOM, PYRAMID_BLOCK
}
-- iterate and return true if our tile type matches
for _, v in ipairs(collidables) do
if tile.id == v then
return true
end
end
return false
end
-- this function doesn't appear to be doing anything...
function Map:victory(player, flag)
if self.player.x >= self.flag.x * map.tileWidth then
return true
else
return false
end
end
-- function to update camera offset with delta time
function Map:update(dt)
self.player:update(dt)
self.flag:update(dt)
-- keep camera's X coordinate following the player, preventing camera from
-- scrolling past 0 to the left and the map's width
self.camX = math.min(self.mapWidthPixels - VIRTUAL_WIDTH, math.max(self.camX, math.min(self.player.x - VIRTUAL_WIDTH / 2,
math.min(self.mapWidthPixels - VIRTUAL_WIDTH, self.player.x))))
end
-- gets the tile type at a given pixel coordinate
function Map:tileAt(x, y)
return {
x = math.floor(x / self.tileWidth) + 1,
y = math.floor(y / self.tileHeight) + 1,
id = self:getTile(math.floor(x / self.tileWidth) + 1, math.floor(y / self.tileHeight) + 1)
}
end
-- returns an integer value for the tile at a given x-y coordinate
function Map:getTile(x, y)
return self.tiles[(y - 1) * self.mapWidth + x]
end
-- sets a tile at a given x-y coordinate to an integer value
function Map:setTile(x, y, id)
self.tiles[(y - 1) * self.mapWidth + x] = id
end
-- renders our map to the screen, to be called by main's render
function Map:render()
for y = 1, self.mapHeight do
for x = 1, self.mapWidth do
local tile = self:getTile(x, y)
if tile ~= TILE_EMPTY then
if tile > 16 then
love.graphics.draw(self.pyramid_block,
(x - 1) * self.tileWidth, (y - 1) * self.tileHeight)
else
love.graphics.draw(self.spritesheet, self.sprites[tile],
(x - 1) * self.tileWidth, (y - 1) * self.tileHeight)
end
end
end
end
self.player:render()
self.flag:render()
end
You're using 'self.player' which is a brand new player at the init() (which is a different player than the one you want)
You need to use 'player' that you passed as an argument to check if player.victory is true.
I would like to ask if it is possible to locate the position of every maxima and minima of an intensity profile on DM.
How do I come up with a simple script that identifies the positions of the peaks in the example below?
Here's a screenshot of line intensity profile of a STEM image along the Y-direction:
If you want to filter for "strict" local maxima, then you can easily do this with image expressions and the conditional "tert" operator. The following example illustrates this:
image CreateTestSpec( number nChannels, number nPeaks, number amp, number back )
{
image testImg := RealImage( "TestSpec", 4, nChannels )
testImg = amp * cos( PI() + 2*PI() * nPeaks * icol/(iwidth-1) )
testImg += back
testImg = PoissonRandom( testImg )
return testImg
}
image FilterLocalMaxima1D( image spectrumIn, number range )
{
image spectrumOut := spectrumIn.ImageClone()
for( number dx = -range; dx<=range; dx++ )
spectrumout *= ( spectrumIn >= offset(spectrumIn,dx,0) ? 1 : 0 )
spectrumout.SetName("Local maxima ("+range+") filtered")
return spectrumOut
}
image test1 := CreateTestSpec(256,10,1000,5000)
image test2 := FilterLocalMaxima1D(test1,3)
test1.ShowImage()
test2.ShowImage()
However, considering noise (also in your example image), you might want to perform fits around these "local maxima" to ensure you're really getting what you want. The data from above is then only the starting point for that.
Also: Sometimes you can get away with first averaging your data and then finding the local maxima, instead of doing real data fitting in each peak. This works in particular, if you "know" the width of your real peaks rather well.
This would be the example:
image CreateTestSpec( number nChannels, number nPeaks, number amp, number back )
{
image testImg := RealImage( "TestSpec", 4, nChannels )
testImg = amp * cos( PI() + 2*PI() * nPeaks * icol/(iwidth-1) )
testImg += back
testImg = PoissonRandom( testImg )
return testImg
}
image FilterLocalMaxima1D( image spectrumIn, number range )
{
image spectrumOut := spectrumIn.ImageClone()
for( number dx = -range; dx<=range; dx++ )
spectrumout *= ( spectrumIn >= offset(spectrumIn,dx,0) ? 1 : 0 )
spectrumout.SetName("Local maxima ("+range+") filtered")
return spectrumOut
}
image FilterLocalMaxima1DAveraged( image spectrumIn, number range )
{
image avSpectrum := spectrumIn.ImageClone()
avSpectrum = 0
for( number dx = -range; dx<=range; dx++ )
avSpectrum += offset(spectrumIn,dx,0)
avSpectrum *= 1/(2*range+1)
image spectrumOut := spectrumIn.ImageClone()
for( number dx = -range; dx<=range; dx++ )
spectrumout *= ( avSpectrum >= offset(avSpectrum,dx,0) ? 1 : 0 )
spectrumout.SetName("Local maxima ("+range+") filtered, average")
return spectrumOut
}
image test1 := CreateTestSpec(256,10,1000,5000)
image maxPeaks := FilterLocalMaxima1D(test1,3)
image maxPeaksAv := FilterLocalMaxima1DAveraged(test1,3)
test1.ShowImage()
test1.ImageGetImageDisplay(0).ImageDisplayAddImage( maxPeaks, "local max" )
test1.ImageGetImageDisplay(0).ImageDisplayAddImage( maxPeaksAv, "local max from Average" )
test1.ImageGetImageDisplay(0).LinePlotImageDisplaySetSliceComponentColor( 0, 1, 0.7, 0.7, 0.7 )
test1.ImageGetImageDisplay(0).LinePlotImageDisplaySetSliceDrawingStyle( 1, 2)
test1.ImageGetImageDisplay(0).LinePlotImageDisplaySetSliceComponentColor( 1, 1, 1, 0, 0 )
test1.ImageGetImageDisplay(0).LinePlotImageDisplaySetSliceTransparency( 1, 1, 0.7 )
test1.ImageGetImageDisplay(0).LinePlotImageDisplaySetSliceDrawingStyle( 2, 2)
test1.ImageGetImageDisplay(0).LinePlotImageDisplaySetSliceComponentColor( 2, 1, 0, 1, 0 )
test1.ImageGetImageDisplay(0).LinePlotImageDisplaySetSliceTransparency( 2, 1, 0.7 )
The easiest way is to use 1-point (or 2-point) neighborhood to decide, whether center is minimum (maximum). See pseudo code below:
// assume 0 <= x <= maxX, y(x) is value at point x, radius is 1
x = 1;
while (x + 1 <= maxX)
{
if (y(x) > y(x-1) and y(x) > y(x+1))
// we found a maximum at x
if (y(x) < y(x-1) and y(x) < y(x+1))
// we found a minimum at x
x = x + 1
}
For 2-point neighborhood maximum condition could be
if (y(x) > y(x-1) and y(x-1) >= y(x-2) and y(x) > y(x+1) and y(x+1) >= y(x+2))
Note >= here. You may use > instead.
Note that above approach won't find maximum in case two consecutive x have the same value y e.g. for y(0) = 0, y(1) = 1, y(2) = 1, y(3) = 0 it won't find maximum neither for x = 1, nor for x = 2.