änderung von Spiel und Gesteerkennung

This commit is contained in:
Elise Angela Bwemba 2025-11-19 17:17:33 +00:00
parent 32351334d9
commit 4ed8120690
2 changed files with 128 additions and 114 deletions

View File

@ -28,7 +28,6 @@ def start_osc_server():
disp.map("/touch", osc_touch)
disp.map("/clap", osc_clap)
# ⚠ Port an deine Gesture-App anpassen:
# Dein gesture_input_osc sendet an 127.0.0.1:5005 → hier auch 5005
server = osc_server.ThreadingOSCUDPServer(("127.0.0.1", 5005), disp)
print("🔊 OSC server läuft auf Port 5005")
@ -103,12 +102,10 @@ class MemoryGame:
self.pair_count = 6
self.player_mode = 2
# Confirmation phase
# "Bestätigungsphase" = wir warten auf Klatschen
self.awaiting_confirmation = False
self.confirmation_result = None
self.correct_answer_expected = None
self.confirmation_start_time = None
self.confirmation_time_limit = 5
self.confirmation_time_limit = 5 # Sekunden
# Visuals
self.card_back = None
@ -169,6 +166,8 @@ class MemoryGame:
self.found_pairs = 0
self.current_player = 0
self.scores = [0, 0]
self.awaiting_confirmation = False
self.confirmation_start_time = None
cols = 4
rows = (len(self.cards) + cols - 1) // cols
@ -214,6 +213,11 @@ class MemoryGame:
screen.blit(title, (20, 20))
screen.blit(score_text, (20, 50))
# Hinweis: wenn 2 Karten offen sind, warte auf Clap
if self.awaiting_confirmation and len(self.selected) == 2:
hint = self.small_font.render("👏 Klatschen, um das Paar zu bestätigen!", True, (255, 255, 0))
screen.blit(hint, (SCREEN_WIDTH // 2 - hint.get_width() // 2, 80))
for i, rect in enumerate(self.card_rects):
if self.matched[i]:
pygame.draw.rect(screen, MATCH_COLOR, rect)
@ -233,34 +237,13 @@ class MemoryGame:
)
screen.blit(label, label.get_rect(center=(rect.centerx, rect.centery + 20)))
if self.awaiting_confirmation:
self.draw_confirmation_box(screen)
pygame.display.flip()
def draw_confirmation_box(self, screen):
box = pygame.Rect(SCREEN_WIDTH // 2 - 150, SCREEN_HEIGHT // 2 - 320, 300, 160)
pygame.draw.rect(screen, (250, 250, 250), box)
pygame.draw.rect(screen, (0, 0, 0), box, 3)
text = self.font.render("Is that correct?", True, (0, 0, 0))
screen.blit(text, (box.centerx - text.get_width() // 2, box.y + 20))
elapsed = time.time() - self.confirmation_start_time
remaining = max(0, self.confirmation_time_limit - elapsed)
timer = self.small_font.render(f"{remaining:.1f}s left", True, (150, 0, 0))
screen.blit(timer, (box.centerx - timer.get_width() // 2, box.y + 60))
self.yes_rect = pygame.Rect(box.x + 50, box.y + 90, 80, 40)
self.no_rect = pygame.Rect(box.x + 170, box.y + 90, 80, 40)
pygame.draw.rect(screen, (0, 200, 0), self.yes_rect)
pygame.draw.rect(screen, (200, 0, 0), self.no_rect)
screen.blit(self.font.render("Yes", True, (255, 255, 255)), self.yes_rect.move(20, 5))
screen.blit(self.font.render("No", True, (255, 255, 255)), self.no_rect.move(25, 5))
# -------------------------------
# Interaction Logic
# -------------------------------
def handle_click(self, pos):
# Menüs: mit Touch durchklicken
if self.state in ["mode", "continent", "americas", "difficulty", "pairs", "timer"]:
for rect, option in self.buttons:
if rect.collidepoint(pos):
@ -297,12 +280,11 @@ class MemoryGame:
self.setup_game()
self.state = "game"
return
# Spiel: Karten nur anklicken, wenn wir NICHT gerade auf Clap warten
elif self.state == "game":
if self.awaiting_confirmation:
if self.yes_rect.collidepoint(pos):
self.confirmation_result = "yes"
elif self.no_rect.collidepoint(pos):
self.confirmation_result = "no"
if self.awaiting_confirmation or len(self.selected) >= 2:
# Während wir auf Klatschen warten, keine weiteren Karten öffnen
return
for i, rect in enumerate(self.card_rects):
@ -318,19 +300,49 @@ class MemoryGame:
"""Verarbeite die aktuellen OSC-Eingaben (Touch & Clap)."""
global touch_x, touch_y, clap_trigger
# TOUCH: als Klick ins Spiel
# TOUCH: als Klick ins Spiel (Menü oder Karte)
if touch_x is not None and touch_y is not None:
pos = (int(touch_x), int(touch_y))
self.handle_click(pos)
# Reset, damit es nicht mehrfach feuert
touch_x, touch_y = None, None
touch_x, touch_y = None, None # Reset
# CLAP: bestätige "Yes", wenn wir gerade fragen
# CLAP: wenn 2 Karten offen und wir warten → Paar auswerten
if clap_trigger:
if self.awaiting_confirmation and self.confirmation_result is None:
self.confirmation_result = "yes"
if self.awaiting_confirmation and len(self.selected) == 2:
self.resolve_pair()
clap_trigger = False
# -------------------------------
# Paar auswerten (nach Clap oder Timeout)
# -------------------------------
def resolve_pair(self):
"""Prüft das aktuelle Kartenpaar und aktualisiert Punkte / Spieler."""
if len(self.selected) != 2:
return
a, b = self.selected
text_a = self.cards[a]["text"]
text_b = self.cards[b]["text"]
is_match = self.pair_map.get(text_a) == text_b
if is_match:
self.matched[a] = self.matched[b] = True
self.scores[self.current_player] += 1
self.found_pairs += 1
else:
# Falsches Paar: Karten wieder umdrehen, Punkt abziehen
self.revealed[a] = self.revealed[b] = False
self.scores[self.current_player] -= 1
# Reset für nächste Runde
self.selected = []
self.awaiting_confirmation = False
self.confirmation_start_time = None
# Spielerwechsel immer nach einem Paar (wie vorher)
if self.player_mode == 2:
self.current_player = 1 - self.current_player
# -------------------------------
# Game Logic
# -------------------------------
@ -338,47 +350,22 @@ class MemoryGame:
if self.state != "game":
return
# Wenn zwei Karten offen sind → Warte auf Clap
if len(self.selected) == 2 and not self.awaiting_confirmation:
a, b = self.selected
text_a = self.cards[a]["text"]
text_b = self.cards[b]["text"]
is_match = self.pair_map.get(text_a) == text_b
self.correct_answer_expected = "yes" if is_match else "no"
self.awaiting_confirmation = True
self.confirmation_start_time = time.time()
# Timeout logic
if self.awaiting_confirmation and time.time() - self.confirmation_start_time > self.confirmation_time_limit:
a, b = self.selected
self.revealed[a] = self.revealed[b] = False
self.awaiting_confirmation = False
self.selected = []
if self.player_mode == 2:
self.current_player = 1 - self.current_player
return
# Player response
if self.awaiting_confirmation and self.confirmation_result:
a, b = self.selected
expected = self.correct_answer_expected
player_correct = self.confirmation_result == expected
if player_correct:
if expected == "yes":
self.matched[a] = self.matched[b] = True
self.scores[self.current_player] += 1
self.found_pairs += 1
else:
# Timeout: wenn zu lange kein Clap → Karten zurückdrehen, Spielerwechsel
if self.awaiting_confirmation and self.confirmation_start_time is not None:
if time.time() - self.confirmation_start_time > self.confirmation_time_limit:
if len(self.selected) == 2:
a, b = self.selected
self.revealed[a] = self.revealed[b] = False
else:
self.scores[self.current_player] -= 1
self.revealed[a] = self.revealed[b] = False
self.awaiting_confirmation = False
self.confirmation_result = None
self.selected = []
if self.player_mode == 2:
self.current_player = 1 - self.current_player
self.selected = []
self.awaiting_confirmation = False
self.confirmation_start_time = None
if self.player_mode == 2:
self.current_player = 1 - self.current_player
# -------------------------------
# Winner Screen
@ -413,9 +400,10 @@ class MemoryGame:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
# Maus bleibt optional als Eingabe
self.handle_click(event.pos)
# Maus komplett ignorieren (kein Klick mehr)
# elif event.type == pygame.MOUSEBUTTONDOWN:
# self.handle_click(event.pos)
# Wenn du zum Debuggen Maus willst, obige Zeilen entkommentieren.
# 💡 HIER werden jetzt *jeden Frame* die OSC-Eingaben verarbeitet
self.process_osc_input()

View File

@ -1,87 +1,112 @@
import cv2
import mediapipe as mp
import json, time, math, numpy as np
import numpy as np
import math, time
from pythonosc import udp_client
# Verbindung zum Spiel herstellen
# -------------------------------
# SETTINGS
# -------------------------------
TOUCH_CAM_INDEX = 1 # deine Touch-Kamera
GESTURE_CAM_INDEX = 0 # deine Clap / Gesture Kamera
GAME_SCREEN_WIDTH = 900 # muss zu deinem Pygame-Fenster passen!
GAME_SCREEN_HEIGHT = 600
client = udp_client.SimpleUDPClient("127.0.0.1", 5005)
# Hilfsfunktion zur Kalibrierung (wie zuvor)
def map_to_screen(x, y, calib_points, screen_size=(800, 600)):
pts_src = np.array(calib_points, dtype=np.float32)
pts_dst = np.array([
[0, 0],
[screen_size[0], 0],
[screen_size[0], screen_size[1]],
[0, screen_size[1]]
], dtype=np.float32)
M = cv2.getPerspectiveTransform(pts_src, pts_dst)
p = np.array([[[x, y]]], dtype=np.float32)
mapped = cv2.perspectiveTransform(p, M)[0][0]
return int(mapped[0]), int(mapped[1])
# -------------------------------
# MAIN FUNCTION
# -------------------------------
def run_gesture_input():
def run_gesture_input(touch_cam_index=0, gesture_cam_index=1, screen_size=(800, 600)):
mp_hands = mp.solutions.hands
mp_draw = mp.solutions.drawing_utils
hands_touch = mp_hands.Hands(max_num_hands=1, min_detection_confidence=0.6)
hands_gesture = mp_hands.Hands(max_num_hands=2, min_detection_confidence=0.6)
# Kalibrierung laden
try:
calib_points = json.load(open("calibration.json"))
print("📄 Kalibrierung geladen:", calib_points)
except:
print("⚠️ Keine calibration.json zuerst calibrate_touch.py ausführen!")
return
# Kameras öffnen
cam_touch = cv2.VideoCapture(TOUCH_CAM_INDEX)
cam_gesture = cv2.VideoCapture(GESTURE_CAM_INDEX)
if not cam_touch.isOpened():
print("❌ Touch-Kamera konnte NICHT geöffnet werden!")
else:
print(f"✅ Touch-Kamera geöffnet (Index {TOUCH_CAM_INDEX})")
if not cam_gesture.isOpened():
print("❌ Gesture-Kamera konnte NICHT geöffnet werden!")
else:
print(f"✅ Gesture-Kamera geöffnet (Index {GESTURE_CAM_INDEX})")
cam_touch = cv2.VideoCapture(touch_cam_index)
cam_gesture = cv2.VideoCapture(gesture_cam_index)
prev_clap_time = 0
clap_cooldown = 1.5
while True:
ok1, frame_touch = cam_touch.read()
ok2, frame_gest = cam_gesture.read()
ok2, frame_gest = cam_gesture.read()
if not ok1 or not ok2:
print("⚠️ Kamera nicht verfügbar"); break
print("⚠️ Eine Kamera liefert kein Bild.")
break
frame_touch = cv2.flip(frame_touch, 1)
frame_gest = cv2.flip(frame_gest, 1)
# --- Touch-Erkennung ---
# ---------------------------------------
# TOUCH (Zeigefinger) ohne Kalibrierung
# ---------------------------------------
rgb_t = cv2.cvtColor(frame_touch, cv2.COLOR_BGR2RGB)
res_t = hands_touch.process(rgb_t)
h, w, _ = frame_touch.shape
th, tw, _ = frame_touch.shape
if res_t.multi_hand_landmarks:
lm = res_t.multi_hand_landmarks[0]
mp_draw.draw_landmarks(frame_touch, lm, mp_hands.HAND_CONNECTIONS)
fx = int(lm.landmark[8].x * w)
fy = int(lm.landmark[8].y * h)
sx, sy = map_to_screen(fx, fy, calib_points, screen_size)
fx = int(lm.landmark[8].x * tw)
fy = int(lm.landmark[8].y * th)
# einfache Skalierung auf dein Spiel-Fenster
sx = int(fx * (GAME_SCREEN_WIDTH / tw))
sy = int(fy * (GAME_SCREEN_HEIGHT / th))
# Finger unten? (Touch)
if lm.landmark[8].y > 0.8:
client.send_message("/touch", [sx, sy])
cv2.putText(frame_touch, f"Touch ({sx},{sy})", (40, 60),
cv2.FONT_HERSHEY_SIMPLEX, 0.8, (0, 255, 0), 2)
cv2.putText(frame_touch, f"Touch {sx},{sy}", (40, 60),
cv2.FONT_HERSHEY_SIMPLEX, 0.7, (0, 255, 0), 2)
# --- Clap-Erkennung ---
# ---------------------------------------
# CLAP (zwei Hände)
# ---------------------------------------
rgb_g = cv2.cvtColor(frame_gest, cv2.COLOR_BGR2RGB)
res_g = hands_gesture.process(rgb_g)
gh, gw, _ = frame_gest.shape
if res_g.multi_hand_landmarks and len(res_g.multi_hand_landmarks) == 2:
h1, h2 = res_g.multi_hand_landmarks
x1 = np.mean([p.x for p in h1.landmark]) * gw
y1 = np.mean([p.y for p in h1.landmark]) * gh
x2 = np.mean([p.x for p in h2.landmark]) * gw
y2 = np.mean([p.y for p in h2.landmark]) * gh
dist = math.hypot(x2 - x1, y2 - y1)
if dist < 100 and (time.time() - prev_clap_time) > clap_cooldown:
client.send_message("/clap", 1)
prev_clap_time = time.time()
cv2.putText(frame_gest, "👏", (int(gw / 2) - 20, 80),
client.send_message("/clap", 1)
cv2.putText(frame_gest, "👏", (int(gw/2)-20, 80),
cv2.FONT_HERSHEY_SIMPLEX, 2, (0, 255, 255), 3)
cv2.imshow("Touch-Cam", frame_touch)
cv2.imshow("Gesture-Cam", frame_gest)
if cv2.waitKey(5) & 0xFF == 27:
break
@ -89,5 +114,6 @@ def run_gesture_input(touch_cam_index=0, gesture_cam_index=1, screen_size=(800,
cam_gesture.release()
cv2.destroyAllWindows()
if __name__ == "__main__":
run_gesture_input()