Python pygame.HWSURFACE Examples
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code examples of pygame.HWSURFACE().
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Example #1
Source File: carla_env.py From gym-carla with MIT License | 6 votes |
def _init_renderer(self): """Initialize the birdeye view renderer. """ pygame.init() self.display = pygame.display.set_mode( (self.display_size * 3, self.display_size), pygame.HWSURFACE | pygame.DOUBLEBUF) pixels_per_meter = self.display_size / self.obs_range pixels_ahead_vehicle = (self.obs_range/2 - self.d_behind) * pixels_per_meter birdeye_params = { 'screen_size': [self.display_size, self.display_size], 'pixels_per_meter': pixels_per_meter, 'pixels_ahead_vehicle': pixels_ahead_vehicle } self.birdeye_render = BirdeyeRender(self.world, birdeye_params)
Example #2
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def todo_test_flip(self): # __doc__ (as of 2008-08-02) for pygame.display.flip: # pygame.display.flip(): return None # update the full display Surface to the screen # # This will update the contents of the entire display. If your display # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this # will wait for a vertical retrace and swap the surfaces. If you are # using a different type of display mode, it will simply update the # entire contents of the surface. # # When using an pygame.OPENGL display mode this will perform a gl buffer swap. self.fail()
Example #3
Source File: run_hearing_snake.py From project-keyword-spotter with Apache License 2.0 | 6 votes |
def on_init(self): pygame.init() self._display_surf = pygame.display.set_mode( (self.window_width, self.window_height), pygame.HWSURFACE) pygame.display.set_caption('The Hearing Snake') self.game = Game(self.window_width, self.window_height) img = pygame.image.load('pygame_images/bg.jpg') img = pygame.transform.scale(img, (self.window_width, self.window_height)) self._bg_image = img.convert() self.on_load_metadata() self._running = True return True
Example #4
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def todo_test_flip(self): # __doc__ (as of 2008-08-02) for pygame.display.flip: # pygame.display.flip(): return None # update the full display Surface to the screen # # This will update the contents of the entire display. If your display # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this # will wait for a vertical retrace and swap the surfaces. If you are # using a different type of display mode, it will simply update the # entire contents of the surface. # # When using an pygame.OPENGL display mode this will perform a gl buffer swap. self.fail()
Example #5
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def todo_test_flip(self): # __doc__ (as of 2008-08-02) for pygame.display.flip: # pygame.display.flip(): return None # update the full display Surface to the screen # # This will update the contents of the entire display. If your display # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this # will wait for a vertical retrace and swap the surfaces. If you are # using a different type of display mode, it will simply update the # entire contents of the surface. # # When using an pygame.OPENGL display mode this will perform a gl buffer swap. self.fail()
Example #6
Source File: PyKinectBodyGame.py From PyKinect2 with MIT License | 5 votes |
def __init__(self): pygame.init() # Used to manage how fast the screen updates self._clock = pygame.time.Clock() # Set the width and height of the screen [width, height] self._infoObject = pygame.display.Info() self._screen = pygame.display.set_mode((self._infoObject.current_w >> 1, self._infoObject.current_h >> 1), pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32) pygame.display.set_caption("Kinect for Windows v2 Body Game") # Loop until the user clicks the close button. self._done = False # Used to manage how fast the screen updates self._clock = pygame.time.Clock() # Kinect runtime object, we want only color and body frames self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color | PyKinectV2.FrameSourceTypes_Body) # back buffer surface for getting Kinect color frames, 32bit color, width and height equal to the Kinect color frame size self._frame_surface = pygame.Surface((self._kinect.color_frame_desc.Width, self._kinect.color_frame_desc.Height), 0, 32) # here we will store skeleton data self._bodies = None
Example #7
Source File: PyKinectInfraRed.py From PyKinect2 with MIT License | 5 votes |
def run(self): # -------- Main Program Loop ----------- while not self._done: # --- Main event loop for event in pygame.event.get(): # User did something if event.type == pygame.QUIT: # If user clicked close self._done = True # Flag that we are done so we exit this loop elif event.type == pygame.VIDEORESIZE: # window resized self._screen = pygame.display.set_mode(event.dict['size'], pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32) # --- Getting frames and drawing if self._kinect.has_new_infrared_frame(): frame = self._kinect.get_last_infrared_frame() self.draw_infrared_frame(frame, self._frame_surface) frame = None self._screen.blit(self._frame_surface, (0,0)) pygame.display.update() # --- Go ahead and update the screen with what we've drawn. pygame.display.flip() # --- Limit to 60 frames per second self._clock.tick(60) # Close our Kinect sensor, close the window and quit. self._kinect.close() pygame.quit()
Example #8
Source File: carla_manual_control.py From ros-bridge with MIT License | 5 votes |
def main(): """ main function """ rospy.init_node('carla_manual_control', anonymous=True) role_name = rospy.get_param("~role_name", "ego_vehicle") # resolution should be similar to spawned camera with role-name 'view' resolution = {"width": 800, "height": 600} pygame.init() pygame.font.init() pygame.display.set_caption("CARLA ROS manual control") world = None try: display = pygame.display.set_mode( (resolution['width'], resolution['height']), pygame.HWSURFACE | pygame.DOUBLEBUF) hud = HUD(role_name, resolution['width'], resolution['height']) world = World(role_name, hud) controller = KeyboardControl(role_name, hud) clock = pygame.time.Clock() while not rospy.core.is_shutdown(): clock.tick_busy_loop(60) if controller.parse_events(clock): return hud.tick(clock) world.render(display) pygame.display.flip() finally: if world is not None: world.destroy() pygame.quit()
Example #9
Source File: war.py From gamedev with MIT License | 5 votes |
def __init__(self): pygame.init() # pygame.mixer.init() flags = pygame.DOUBLEBUF | pygame.HWSURFACE # | pygame.FULLSCREEN self.screen = pygame.display.set_mode((WIDTH, HEIGHT), flags) pygame.display.set_caption(TITLE) self.clock = pygame.time.Clock() self.OFFSET = OFFSET self.load_data()
Example #10
Source File: part_test2.py From gamedev with MIT License | 5 votes |
def __init__(self): pygame.init() flags = pygame.DOUBLEBUF # | pygame.HWSURFACE | pygame.FULLSCREEN self.screen = pygame.display.set_mode((WIDTH, HEIGHT), flags) self.clock = pygame.time.Clock() self.new()
Example #11
Source File: part_test_ship.py From gamedev with MIT License | 5 votes |
def __init__(self): pygame.init() flags = pygame.DOUBLEBUF # | pygame.HWSURFACE | pygame.FULLSCREEN self.screen = pygame.display.set_mode((WIDTH, HEIGHT), flags) self.clock = pygame.time.Clock() self.new()
Example #12
Source File: dash.py From gamedev with MIT License | 5 votes |
def __init__(self): # initialize game settings # os.environ['SDL_VIDEO_CENTERED'] = '1' # os.environ['SDL_VIDEO_WINDOW_POS'] = '0,0' pygame.init() # pygame.mixer.init() flags = pygame.DOUBLEBUF | pygame.HWSURFACE # | pygame.FULLSCREEN self.screen = pygame.display.set_mode((WIDTH, HEIGHT), flags) pygame.display.set_caption("My Game") self.clock = pygame.time.Clock() self.load_data() font = pygame.font.match_font("Ubuntu Mono") self.menu = GameMenu(self, "Dash!", ["Play", "Options", "Quit"], font=font, font_size=30, padding=20)
Example #13
Source File: map_test.py From gamedev with MIT License | 5 votes |
def __init__(self): pygame.init() os.environ['SDL_VIDEODRIVER'] = 'fbcon' flags = pygame.DOUBLEBUF | pygame.HWSURFACE # | pygame.FULLSCREEN self.screen = pygame.display.set_mode((WIDTH, HEIGHT), flags) self.screen_rect = self.screen.get_rect() pygame.display.set_caption("Map Test") self.clock = pygame.time.Clock() self.load_data()
Example #14
Source File: freetype_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def test_freetype_Font_render_mono(self): font = self._TEST_FONTS['sans'] color = pygame.Color('black') colorkey = pygame.Color('white') text = "." save_antialiased = font.antialiased font.antialiased = False try: surf, r = font.render(text, color, size=24) self.assertEqual(surf.get_bitsize(), 8) flags = surf.get_flags() self.assertTrue(flags & pygame.SRCCOLORKEY) self.assertFalse(flags & (pygame.SRCALPHA | pygame.HWSURFACE)) self.assertEqual(surf.get_colorkey(), colorkey) self.assertIsNone(surf.get_alpha()) translucent_color = pygame.Color(*color) translucent_color.a = 55 surf, r = font.render(text, translucent_color, size=24) self.assertEqual(surf.get_bitsize(), 8) flags = surf.get_flags() self.assertTrue(flags & (pygame.SRCCOLORKEY | pygame.SRCALPHA)) self.assertFalse(flags & pygame.HWSURFACE) self.assertEqual(surf.get_colorkey(), colorkey) self.assertEqual(surf.get_alpha(), translucent_color.a) surf, r = font.render(text, color, colorkey, size=24) self.assertEqual(surf.get_bitsize(), 32) finally: font.antialiased = save_antialiased
Example #15
Source File: freetype_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def test_freetype_Font_render_mono(self): font = self._TEST_FONTS['sans'] color = pygame.Color('black') colorkey = pygame.Color('white') text = "." save_antialiased = font.antialiased font.antialiased = False try: surf, r = font.render(text, color, size=24) self.assertEqual(surf.get_bitsize(), 8) flags = surf.get_flags() self.assertTrue(flags & pygame.SRCCOLORKEY) self.assertFalse(flags & (pygame.SRCALPHA | pygame.HWSURFACE)) self.assertEqual(surf.get_colorkey(), colorkey) self.assertIsNone(surf.get_alpha()) translucent_color = pygame.Color(*color) translucent_color.a = 55 surf, r = font.render(text, translucent_color, size=24) self.assertEqual(surf.get_bitsize(), 8) flags = surf.get_flags() self.assertTrue(flags & (pygame.SRCCOLORKEY | pygame.SRCALPHA)) self.assertFalse(flags & pygame.HWSURFACE) self.assertEqual(surf.get_colorkey(), colorkey) self.assertEqual(surf.get_alpha(), translucent_color.a) surf, r = font.render(text, color, colorkey, size=24) self.assertEqual(surf.get_bitsize(), 32) finally: font.antialiased = save_antialiased
Example #16
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def todo_test_flip(self): # __doc__ (as of 2008-08-02) for pygame.display.flip: # pygame.display.flip(): return None # update the full display Surface to the screen # # This will update the contents of the entire display. If your display # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this # will wait for a vertical retrace and swap the surfaces. If you are # using a different type of display mode, it will simply update the # entire contents of the surface. # # When using an pygame.OPENGL display mode this will perform a gl buffer swap. self.fail()
Example #17
Source File: freetype_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def test_freetype_Font_render_mono(self): font = self._TEST_FONTS['sans'] color = pygame.Color('black') colorkey = pygame.Color('white') text = "." save_antialiased = font.antialiased font.antialiased = False try: surf, r = font.render(text, color, size=24) self.assertEqual(surf.get_bitsize(), 8) flags = surf.get_flags() self.assertTrue(flags & pygame.SRCCOLORKEY) self.assertFalse(flags & (pygame.SRCALPHA | pygame.HWSURFACE)) self.assertEqual(surf.get_colorkey(), colorkey) self.assertIsNone(surf.get_alpha()) translucent_color = pygame.Color(*color) translucent_color.a = 55 surf, r = font.render(text, translucent_color, size=24) self.assertEqual(surf.get_bitsize(), 8) flags = surf.get_flags() self.assertTrue(flags & (pygame.SRCCOLORKEY | pygame.SRCALPHA)) self.assertFalse(flags & pygame.HWSURFACE) self.assertEqual(surf.get_colorkey(), colorkey) self.assertEqual(surf.get_alpha(), translucent_color.a) surf, r = font.render(text, color, colorkey, size=24) self.assertEqual(surf.get_bitsize(), 32) finally: font.antialiased = save_antialiased
Example #18
Source File: no_rendering_mode.py From scenario_runner with MIT License | 5 votes |
def game_loop(args): try: # Init Pygame pygame.init() display = pygame.display.set_mode( (args.width, args.height), pygame.HWSURFACE | pygame.DOUBLEBUF) pygame.display.set_caption(args.description) font = pygame.font.Font(pygame.font.get_default_font(), 20) text_surface = font.render('Rendering map...', True, COLOR_WHITE) display.blit(text_surface, text_surface.get_rect(center=(args.width / 2, args.height / 2))) pygame.display.flip() # Init modules input_module = ModuleInput(MODULE_INPUT) hud_module = ModuleHUD(MODULE_HUD, args.width, args.height) world_module = ModuleWorld(MODULE_WORLD, args, timeout=2.0) # Register Modules module_manager.register_module(world_module) module_manager.register_module(hud_module) module_manager.register_module(input_module) module_manager.start_modules() clock = pygame.time.Clock() while True: clock.tick_busy_loop(60) module_manager.tick(clock) module_manager.render(display) pygame.display.flip() except KeyboardInterrupt: print('\nCancelled by user. Bye!') finally: if world_module is not None: world_module.destroy()
Example #19
Source File: PyKinectInfraRed.py From PyKinect2 with MIT License | 5 votes |
def __init__(self): pygame.init() # Used to manage how fast the screen updates self._clock = pygame.time.Clock() # Loop until the user clicks the close button. self._done = False # Used to manage how fast the screen updates self._clock = pygame.time.Clock() # Kinect runtime object, we want only color and body frames self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Infrared) # back buffer surface for getting Kinect infrared frames, 8bit grey, width and height equal to the Kinect color frame size self._frame_surface = pygame.Surface((self._kinect.infrared_frame_desc.Width, self._kinect.infrared_frame_desc.Height), 0, 24) # here we will store skeleton data self._bodies = None # Set the width and height of the screen [width, height] self._infoObject = pygame.display.Info() self._screen = pygame.display.set_mode((self._kinect.infrared_frame_desc.Width, self._kinect.infrared_frame_desc.Height), pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32) pygame.display.set_caption("Kinect for Windows v2 Infrared")
Example #20
Source File: cnc_display.py From MonitorDarkly with GNU General Public License v3.0 | 5 votes |
def main(): pg.init() screen = pg.display.set_mode((1920,1200), pg.FULLSCREEN|pg.DOUBLEBUF|pg.HWSURFACE) lock = image.DellImage("lock_https.gif") packet = cnc_packet.build_upload_packet(cnc_packet.build_image_blob(lock, 50, 50)) display_packet(packet, screen) while True: x, y = pg.mouse.get_pos() packet = cnc_packet.build_cursor_packet(x, y) display_packet(packet, screen)
Example #21
Source File: render.py From macad-gym with MIT License | 5 votes |
def multi_view_render(images, unit_dimension, actor_configs): """Render images based on pygame > 1.9.4 Args: images (dict): unit_dimension (list): window size, e.g., [84, 84] actor_configs (dict): configs of actors Returns: N/A. """ global i pygame.init() surface_seq = () poses, window_dim = get_surface_poses( len(images), unit_dimension, images.keys()) # Get all surfaces. for actor_id, im in images.items(): if not actor_configs[actor_id]["render"]: continue surface = pygame.surfarray.make_surface(im.swapaxes(0, 1) * 128 + 128) surface_seq += ((surface, (poses[actor_id][1], poses[actor_id][0])), ) display = pygame.display.set_mode((window_dim[0], window_dim[1]), pygame.HWSURFACE | pygame.DOUBLEBUF) display.blits(blit_sequence=surface_seq, doreturn=1) pygame.display.flip() # save to disk # pygame.image.save(display, # "/mnt/DATADRIVE1/pygame_surfs/" + str(i) + ".jpeg") i += 1
Example #22
Source File: manual_control.py From macad-gym with MIT License | 5 votes |
def game_loop(args): pygame.init() pygame.font.init() world = None try: client = carla.Client(args.host, args.port) client.set_timeout(2.0) display = pygame.display.set_mode( (args.width, args.height), pygame.HWSURFACE | pygame.DOUBLEBUF) hud = HUD(args.width, args.height) world = World(client.get_world(), hud) controller = KeyboardControl(world, args.autopilot) clock = pygame.time.Clock() while True: clock.tick_busy_loop(60) if controller.parse_events(world, clock): return world.tick(clock) world.render(display) pygame.display.flip() finally: if world is not None: world.destroy() pygame.quit() # ============================================================================== # -- main() -------------------------------------------------------------------- # ==============================================================================
Example #23
Source File: Fullcode.py From Learning-Python-by-building-games with MIT License | 5 votes |
def loader(self): pygame.init() self.surface = pygame.display.set_mode((self.Width, self.Height), pygame.HWSURFACE) self._running = True self._image_surf = pygame.image.load("snake.png").convert() self._Frog_surf = pygame.image.load("frog-main.png").convert()
Example #24
Source File: game_items.py From alien-invasion-game with MIT License | 5 votes |
def __init__(self, ai_settings: Settings, stats: GameStats, **kwargs: game_items_types): """Initialize with default items unless specified in kwargs.""" # Default initializations for game items. # Initialize screen. flags = pygame.HWSURFACE | pygame.DOUBLEBUF # | pygame.FULLSCREEN self.screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height), flags) pygame.display.set_caption("Alien Invasion Game") # Initialize ship. self.ship = Ship(ai_settings, self.screen) # Initialize aliens group. self.aliens = Group() # Initialize bullets group. self.bullets = Group() # Initialize buttons. self.play_button = Button(self.screen, "Play!") # TODO implement Restart and Cancel buttons. # self.restart_button = Button(self.screen, "Restart") # self.cancel_button = Button(self.screen, "Cancel", (255, 0, 0, 80)) # self.set_button_pos() # Initialize scorecard. self.sb = Scorecard(ai_settings, stats, self.screen) # Set the game items for those default values are given. for game_item in kwargs: if game_item in self.acceptable_game_items: self.__setattr__(game_item, kwargs[game_item])
Example #25
Source File: env_utils.py From tensorforce with Apache License 2.0 | 5 votes |
def get_display(window_size, mode=pygame.HWSURFACE | pygame.DOUBLEBUF): """Returns a display used to render images and text. :param window_size: a tuple (width: int, height: int) :param mode: pygame rendering mode. Default: pygame.HWSURFACE | pygame.DOUBLEBUF :return: a pygame.display instance. """ return pygame.display.set_mode(window_size, mode)
Example #26
Source File: carla_task.py From VerifAI with BSD 3-Clause "New" or "Revised" License | 5 votes |
def run_task(self, sample): try: pygame.init() pygame.font.init() self.hud = HUD(*self.display_dim) self.display = pygame.display.set_mode( self.display_dim, pygame.HWSURFACE | pygame.DOUBLEBUF ) # print("[carla_task] Setting up world.") if self.client.get_world().get_map().name == self.world_map: self.world = World(self.client.get_world(), self.hud, cam_transform=self.cam_transform) else: self.world = World(self.client.load_world(self.world_map), self.hud, cam_transform=self.cam_transform) # print("[carla_task] World setup complete.") self.use_sample(sample) self.world.restart() self.timestep = 0 while self.timestep < self.n_sim_steps: self.step_world() self.timestep += 1 traj = self.trajectory_definition() finally: self.world.destroy() pygame.quit() return traj
Example #27
Source File: human_agent.py From scenario_runner with MIT License | 5 votes |
def __init__(self, parent): self.quit = False self._parent = parent self._width = 800 self._height = 600 self._throttle_delta = 0.05 self._steering_delta = 0.01 self._surface = None pygame.init() pygame.font.init() self._clock = pygame.time.Clock() self._display = pygame.display.set_mode((self._width, self._height), pygame.HWSURFACE | pygame.DOUBLEBUF) pygame.display.set_caption("Human Agent")
Example #28
Source File: manual_control.py From scenario_runner with MIT License | 5 votes |
def game_loop(args): pygame.init() pygame.font.init() world = None try: client = carla.Client(args.host, args.port) client.set_timeout(2.0) display = pygame.display.set_mode( (args.width, args.height), pygame.HWSURFACE | pygame.DOUBLEBUF) hud = HUD(args.width, args.height) world = WorldSR(client.get_world(), hud, args) controller = KeyboardControl(world, args.autopilot) clock = pygame.time.Clock() while True: clock.tick_busy_loop(60) if controller.parse_events(client, world, clock): return if not world.tick(clock): return world.render(display) pygame.display.flip() finally: if (world and world.recording_enabled): client.stop_recorder() if world is not None: world.destroy() pygame.quit() # ============================================================================== # -- main() -------------------------------------------------------------------- # ==============================================================================
Example #29
Source File: PyKinectBodyGame.py From PyKinect2 with MIT License | 4 votes |
def run(self): # -------- Main Program Loop ----------- while not self._done: # --- Main event loop for event in pygame.event.get(): # User did something if event.type == pygame.QUIT: # If user clicked close self._done = True # Flag that we are done so we exit this loop elif event.type == pygame.VIDEORESIZE: # window resized self._screen = pygame.display.set_mode(event.dict['size'], pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32) # --- Game logic should go here # --- Getting frames and drawing # --- Woohoo! We've got a color frame! Let's fill out back buffer surface with frame's data if self._kinect.has_new_color_frame(): frame = self._kinect.get_last_color_frame() self.draw_color_frame(frame, self._frame_surface) frame = None # --- Cool! We have a body frame, so can get skeletons if self._kinect.has_new_body_frame(): self._bodies = self._kinect.get_last_body_frame() # --- draw skeletons to _frame_surface if self._bodies is not None: for i in range(0, self._kinect.max_body_count): body = self._bodies.bodies[i] if not body.is_tracked: continue joints = body.joints # convert joint coordinates to color space joint_points = self._kinect.body_joints_to_color_space(joints) self.draw_body(joints, joint_points, SKELETON_COLORS[i]) # --- copy back buffer surface pixels to the screen, resize it if needed and keep aspect ratio # --- (screen size may be different from Kinect's color frame size) h_to_w = float(self._frame_surface.get_height()) / self._frame_surface.get_width() target_height = int(h_to_w * self._screen.get_width()) surface_to_draw = pygame.transform.scale(self._frame_surface, (self._screen.get_width(), target_height)); self._screen.blit(surface_to_draw, (0,0)) surface_to_draw = None pygame.display.update() # --- Go ahead and update the screen with what we've drawn. pygame.display.flip() # --- Limit to 60 frames per second self._clock.tick(60) # Close our Kinect sensor, close the window and quit. self._kinect.close() pygame.quit()
Example #30
Source File: vehicle_manager.py From macad-gym with MIT License | 4 votes |
def apply_control(self, ctrl_args): """Apply control to current vehicle. Args: ctrl_args(list): send control infor, e.g., throttle. Returns: N/A. """ config = self._config if config['manual_control']: clock = pygame.time.Clock() # pygame self._display = pygame.display.set_mode( (800, 600), pygame.HWSURFACE | pygame.DOUBLEBUF) logging.debug('pygame started') controller = KeyboardControl(self._world, False) controller.actor_id = ctrl_args[5] # only in manual_control mode controller.parse_events(self, clock) self._on_render() elif config["auto_control"]: self._vehicle.set_autopilot() else: # TODO: Planner based on waypoints. # cur_location = self._vehicle.get_location() # dst_location = carla.Location( # x = self.end_pos[i][0], # y = self.end_pos[i][1], # z = self.end_pos[i][2]) # cur_map = self.world.get_map() # next_point_transform = # get_transform_from_nearest_way_point( # cur_map, cur_location, dst_location) # next_point_transform.location.z = 40 # self.actor_list[i].set_transform(next_point_transform) self._vehicle.apply_control( carla.VehicleControl( throttle=ctrl_args[0], steer=ctrl_args[1], brake=ctrl_args[2], hand_brake=ctrl_args[3], reverse=ctrl_args[4])) # TODO: use the render in cam_manager instead of this.