IT WORKS 11!!!!!!!!!!!!!!!!!

Es funktioniert und umbennungen
This commit is contained in:
Kristoph Laemmerzahl 2025-12-03 16:08:36 +01:00
parent 316a2be7f0
commit 953a0d294e
11 changed files with 955 additions and 519 deletions

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<content url="file://$MODULE_DIR$">
<excludeFolder url="file://$MODULE_DIR$/.venv" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="jdk" jdkName="Python 3.12 (pythonProject)" jdkType="Python SDK" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

2
.idea/misc.xml generated
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<component name="Black">
<option name="sdkName" value="Python 3.12 (Memory GlobalMatch)" />
</component>
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.12 (Memory GlobalMatch)" project-jdk-type="Python SDK" />
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.12 (pythonProject)" project-jdk-type="Python SDK" />
</project>

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import pygame
import random
import sys
import os
import time
from pythonosc import dispatcher, osc_server
import threading
# ===== OSC Setup =====
touch_x, touch_y = None, None
clap_trigger = False
def osc_touch(address, x, y):
"""Wird aufgerufen, wenn /touch x y über OSC empfangen wird."""
global touch_x, touch_y
touch_x, touch_y = x, y
def osc_clap(address, *args):
"""Wird aufgerufen, wenn /clap empfangen wird."""
global clap_trigger
clap_trigger = True
def start_osc_server():
disp = dispatcher.Dispatcher()
disp.map("/touch", osc_touch)
disp.map("/clap", osc_clap)
# 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")
server.serve_forever()
# Starte den OSC Listener im Hintergrund
threading.Thread(target=start_osc_server, daemon=True).start()
# -------------------------------
# Global Match CountryCapital Memory Game
# -------------------------------
# --- Colors & Layout ---
CARD_FRONT_COLOR = (245, 246, 248)
CARD_BACK_COLOR = (100, 100, 200)
MATCH_COLOR = (160, 220, 160)
TEXT_COLOR = (10, 30, 40)
CAPITAL_COLOR = (0, 60, 180)
BG_COLOR = (10, 42, 83)
BUTTON_FILL = (18, 122, 138)
BUTTON_BORDER = (255, 255, 255)
FPS = 30
SCREEN_WIDTH, SCREEN_HEIGHT = 900, 600
# --- Background / Logo ---
BASE_DIR = os.path.dirname(os.path.abspath(__file__))
BACKGROUND_FILE = os.path.join(BASE_DIR, "GlobalHintergrund.png")
def build_card_back(image_path, size):
"""Load and scale a logo image to fill card backs."""
w, h = size
surf = pygame.Surface((w, h), pygame.SRCALPHA).convert_alpha()
if os.path.exists(image_path):
try:
img = pygame.image.load(image_path).convert_alpha()
img = pygame.transform.smoothscale(img, (w, h))
surf.blit(img, (0, 0))
except pygame.error as e:
print(f" Error loading {image_path}: {e}")
surf.fill((127, 127, 200))
else:
print(f"Image not found: {image_path}")
surf.fill((127, 127, 200))
return surf
class MemoryGame:
def __init__(self):
# Game Data
self.deck = []
self.pair_map = {}
self.matched = []
self.revealed = []
self.cards = []
self.card_rects = []
self.selected = []
self.scores = [0, 0]
self.current_player = 0
self.found_pairs = 0
self.total_pairs = 0
# UI and States
self.font = None
self.small_font = None
self.buttons = []
self.running = True
self.state = "mode"
self.selected_continents = []
self.level = None
self.pair_count = 6
self.player_mode = 2
# "Bestätigungsphase" = wir warten auf Klatschen
self.awaiting_confirmation = False
self.confirmation_start_time = None
self.confirmation_time_limit = 5 # Sekunden
# Visuals
self.card_back = None
# -------------------------------
# File Loading
# -------------------------------
def load_cards(self, filename):
if not os.path.exists(filename):
print(f" File not found: {filename}")
return []
pairs = []
with open(filename, "r", encoding="utf-8") as f:
for line in f:
parts = line.strip().split()
if len(parts) >= 2:
pairs.append((parts[0], parts[1]))
return pairs
def prepare_deck(self):
self.deck = []
for continent in self.selected_continents:
base = continent
if self.level == "Easy":
self.deck += self.load_cards(base + "-major.txt")
elif self.level == "Normal":
self.deck += self.load_cards(base + "-major.txt")
self.deck += self.load_cards(base + "-Minor.txt")
elif self.level == "Hard":
self.deck += self.load_cards(base + "-major.txt")
self.deck += self.load_cards(base + "-Minor.txt")
self.deck += self.load_cards(base + "-Dependent.txt")
if not self.deck:
print("No cards loaded. Check your text files.")
sys.exit()
random.shuffle(self.deck)
self.deck = self.deck[:self.pair_count]
# -------------------------------
# Setup & Layout
# -------------------------------
def setup_game(self):
self.cards = []
self.pair_map = {}
for country, capital in self.deck:
self.cards.append({"text": country, "type": "country"})
self.cards.append({"text": capital, "type": "capital"})
self.pair_map[country] = capital
self.pair_map[capital] = country
random.shuffle(self.cards)
self.matched = [False] * len(self.cards)
self.revealed = [False] * len(self.cards)
self.total_pairs = len(self.deck)
self.selected = []
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
margin = 10
card_width = (SCREEN_WIDTH - (cols + 1) * margin) // cols
card_height = (SCREEN_HEIGHT - (rows + 1) * margin - 100) // rows
self.card_back = build_card_back(BACKGROUND_FILE, (card_width, card_height))
y_offset = 80
self.card_rects = []
for i in range(len(self.cards)):
col = i % cols
row = i // cols
x = margin + col * (card_width + margin)
y = y_offset + margin + row * (card_height + margin)
self.card_rects.append(pygame.Rect(x, y, card_width, card_height))
# -------------------------------
# Drawing
# -------------------------------
def draw_menu(self, screen, title, options):
screen.fill(BG_COLOR)
title_text = self.font.render(title, True, (255, 255, 255))
screen.blit(title_text, (SCREEN_WIDTH // 2 - title_text.get_width() // 2, 100))
self.buttons = []
for i, option in enumerate(options):
rect = pygame.Rect(SCREEN_WIDTH // 2 - 150, 200 + i * 70, 300, 50)
pygame.draw.rect(screen, BUTTON_FILL, rect, border_radius=10)
pygame.draw.rect(screen, BUTTON_BORDER, rect, 2, border_radius=10)
text = self.font.render(option, True, (255, 255, 255))
screen.blit(text, text.get_rect(center=rect.center))
self.buttons.append((rect, option))
pygame.display.flip()
def draw_game(self, screen):
screen.fill(BG_COLOR)
if self.player_mode == 2:
title = self.font.render(f"Player {self.current_player + 1}'s turn", True, (255, 255, 255))
score_text = self.font.render(f"Scores: P1={self.scores[0]} P2={self.scores[1]}", True, (220, 230, 235))
else:
title = self.font.render("Single Player Mode", True, (255, 255, 255))
score_text = self.font.render(f"Score: {self.scores[0]}", True, (220, 230, 235))
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)
elif self.revealed[i]:
pygame.draw.rect(screen, CARD_FRONT_COLOR, rect)
else:
screen.blit(self.card_back, rect.topleft)
pygame.draw.rect(screen, (0, 0, 0), rect, 2)
if self.revealed[i] or self.matched[i]:
card = self.cards[i]
text_color = CAPITAL_COLOR if card["type"] == "capital" else TEXT_COLOR
text = self.font.render(card["text"], True, text_color)
screen.blit(text, text.get_rect(center=(rect.centerx, rect.centery - 10)))
label = self.small_font.render(
"(Capital)" if card["type"] == "capital" else "(Country)", True, (80, 80, 80)
)
screen.blit(label, label.get_rect(center=(rect.centerx, rect.centery + 20)))
pygame.display.flip()
# -------------------------------
# Interaction Logic
# -------------------------------
def handle_click(self, pos):
# ✅ Blockiere Touch über dem Spielfeld (Menü-Bereich oben)
if self.state == "game" and pos[1] < 80:
return
# Menüs: mit Touch durchklicken
if self.state in ["mode", "continent", "americas", "difficulty", "pairs", "timer"]:
for rect, option in self.buttons:
if rect.collidepoint(pos):
if self.state == "mode":
self.player_mode = 1 if option == "1 Player" else 2
self.state = "continent"
elif self.state == "continent":
if option == "Americas":
self.state = "americas"
elif option == "All Continents":
self.selected_continents = ["Europe", "Asia", "Africa",
"Oceania", "North-America", "South-America"]
self.state = "difficulty"
else:
self.selected_continents = [option]
self.state = "difficulty"
elif self.state == "americas":
if option == "North-America":
self.selected_continents = ["North-America"]
elif option == "South-America":
self.selected_continents = ["South-America"]
elif option == "Americas":
self.selected_continents = ["North-America", "South-America"]
self.state = "difficulty"
elif self.state == "difficulty":
self.level = option
self.state = "pairs"
elif self.state == "pairs":
self.pair_count = int(option)
self.state = "timer"
elif self.state == "timer":
self.confirmation_time_limit = int(option.replace("s", ""))
self.prepare_deck()
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 or len(self.selected) >= 2:
# Während wir auf Klatschen warten, keine weiteren Karten öffnen
return
for i, rect in enumerate(self.card_rects):
if rect.collidepoint(pos) and not self.revealed[i] and not self.matched[i]:
self.revealed[i] = True
self.selected.append(i)
return
# -------------------------------
# OSC Input Processing
# -------------------------------
def process_osc_input(self):
"""Verarbeite die aktuellen OSC-Eingaben (Touch & Clap)."""
global touch_x, touch_y, clap_trigger
# 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)
touch_x, touch_y = None, None # Reset
# CLAP: wenn 2 Karten offen und wir warten → Paar auswerten
if clap_trigger:
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
# -------------------------------
def check_selected(self):
if self.state != "game":
return
# Wenn zwei Karten offen sind → Warte auf Clap
if len(self.selected) == 2 and not self.awaiting_confirmation:
self.awaiting_confirmation = True
self.confirmation_start_time = time.time()
# 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
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
# -------------------------------
def display_winner(self, screen):
if self.player_mode == 1:
text = f" Final Score: {self.scores[0]}"
else:
if self.scores[0] > self.scores[1]:
text = " Player 1 Wins!"
elif self.scores[1] > self.scores[0]:
text = " Player 2 Wins!"
else:
text = " Draw!"
win_text = self.font.render(text, True, (255, 255, 0))
rect = win_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2))
screen.blit(win_text, rect)
pygame.display.flip()
# -------------------------------
# Main Loop
# -------------------------------
def run(self):
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Global Match CountryCapital Memory Game")
clock = pygame.time.Clock()
self.font = pygame.font.SysFont(None, 32)
self.small_font = pygame.font.SysFont(None, 22)
while self.running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
# 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()
# Menü + Spiel zeichnen
if self.state == "mode":
self.draw_menu(screen, "Select Player Mode", ["1 Player", "2 Players"])
elif self.state == "continent":
self.draw_menu(screen, "Select Continent",
["Europe", "Americas", "Asia", "Africa", "Oceania", "All Continents"])
elif self.state == "americas":
self.draw_menu(screen, "Select Region", ["North-America", "South-America", "Americas"])
elif self.state == "difficulty":
self.draw_menu(screen, "Select Difficulty", ["Easy", "Normal", "Hard"])
elif self.state == "pairs":
self.draw_menu(screen, "Select Number of Pairs", ["4", "6", "8", "10", "12"])
elif self.state == "timer":
self.draw_menu(screen, "Select Confirmation Time", ["3s", "5s", "8s", "10s"])
elif self.state == "game":
self.draw_game(screen)
self.check_selected()
if self.found_pairs == self.total_pairs:
self.display_winner(screen)
pygame.time.wait(4000)
self.running = False
clock.tick(FPS)
pygame.quit()
sys.exit()
# -------------------------------
# Run
# -------------------------------
if __name__ == "__main__":
game = MemoryGame()
game.run()
import pygame
import random
import sys
import os
import time
from pythonosc import dispatcher, osc_server
import threading
# ===== OSC Setup =====
touch_x, touch_y = None, None
clap_trigger = False
def osc_touch(address, x, y):
"""Wird aufgerufen, wenn /touch x y über OSC empfangen wird."""
global touch_x, touch_y
touch_x, touch_y = x, y
def osc_clap(address, *args):
"""Wird aufgerufen, wenn /clap empfangen wird."""
global clap_trigger
clap_trigger = True
def start_osc_server():
disp = dispatcher.Dispatcher()
disp.map("/touch", osc_touch)
disp.map("/clap", osc_clap)
# 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")
server.serve_forever()
# Starte den OSC Listener im Hintergrund
threading.Thread(target=start_osc_server, daemon=True).start()
# -------------------------------
# Global Match CountryCapital Memory Game
# -------------------------------
# --- Colors & Layout ---
CARD_FRONT_COLOR = (245, 246, 248)
CARD_BACK_COLOR = (100, 100, 200)
MATCH_COLOR = (160, 220, 160)
TEXT_COLOR = (10, 30, 40)
CAPITAL_COLOR = (0, 60, 180)
BG_COLOR = (10, 42, 83)
BUTTON_FILL = (18, 122, 138)
BUTTON_BORDER = (255, 255, 255)
FPS = 30
SCREEN_WIDTH, SCREEN_HEIGHT = 900, 600
# --- Background / Logo ---
BASE_DIR = os.path.dirname(os.path.abspath(__file__))
BACKGROUND_FILE = os.path.join(BASE_DIR, "GlobalHintergrund.png")
def build_card_back(image_path, size):
"""Load and scale a logo image to fill card backs."""
w, h = size
surf = pygame.Surface((w, h), pygame.SRCALPHA).convert_alpha()
if os.path.exists(image_path):
try:
img = pygame.image.load(image_path).convert_alpha()
img = pygame.transform.smoothscale(img, (w, h))
surf.blit(img, (0, 0))
except pygame.error as e:
print(f" Error loading {image_path}: {e}")
surf.fill((127, 127, 200))
else:
print(f"Image not found: {image_path}")
surf.fill((127, 127, 200))
return surf
class MemoryGame:
def __init__(self):
# Game Data
self.deck = []
self.pair_map = {}
self.matched = []
self.revealed = []
self.cards = []
self.card_rects = []
self.selected = []
self.scores = [0, 0]
self.current_player = 0
self.found_pairs = 0
self.total_pairs = 0
# UI and States
self.font = None
self.small_font = None
self.buttons = []
self.running = True
self.state = "mode"
self.selected_continents = []
self.level = None
self.pair_count = 6
self.player_mode = 2
# "Bestätigungsphase" = wir warten auf Klatschen
self.awaiting_confirmation = False
self.confirmation_start_time = None
self.confirmation_time_limit = 5 # Sekunden
# Visuals
self.card_back = None
# -------------------------------
# File Loading
# -------------------------------
def load_cards(self, filename):
if not os.path.exists(filename):
print(f" File not found: {filename}")
return []
pairs = []
with open(filename, "r", encoding="utf-8") as f:
for line in f:
parts = line.strip().split()
if len(parts) >= 2:
pairs.append((parts[0], parts[1]))
return pairs
def prepare_deck(self):
self.deck = []
for continent in self.selected_continents:
base = continent
if self.level == "Easy":
self.deck += self.load_cards(base + "-major.txt")
elif self.level == "Normal":
self.deck += self.load_cards(base + "-major.txt")
self.deck += self.load_cards(base + "-Minor.txt")
elif self.level == "Hard":
self.deck += self.load_cards(base + "-major.txt")
self.deck += self.load_cards(base + "-Minor.txt")
self.deck += self.load_cards(base + "-Dependent.txt")
if not self.deck:
print("No cards loaded. Check your text files.")
sys.exit()
random.shuffle(self.deck)
self.deck = self.deck[:self.pair_count]
# -------------------------------
# Setup & Layout
# -------------------------------
def setup_game(self):
self.cards = []
self.pair_map = {}
for country, capital in self.deck:
self.cards.append({"text": country, "type": "country"})
self.cards.append({"text": capital, "type": "capital"})
self.pair_map[country] = capital
self.pair_map[capital] = country
random.shuffle(self.cards)
self.matched = [False] * len(self.cards)
self.revealed = [False] * len(self.cards)
self.total_pairs = len(self.deck)
self.selected = []
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
margin = 10
card_width = (SCREEN_WIDTH - (cols + 1) * margin) // cols
card_height = (SCREEN_HEIGHT - (rows + 1) * margin - 100) // rows
self.card_back = build_card_back(BACKGROUND_FILE, (card_width, card_height))
y_offset = 80
self.card_rects = []
for i in range(len(self.cards)):
col = i % cols
row = i // cols
x = margin + col * (card_width + margin)
y = y_offset + margin + row * (card_height + margin)
self.card_rects.append(pygame.Rect(x, y, card_width, card_height))
# -------------------------------
# Drawing
# -------------------------------
def draw_menu(self, screen, title, options):
screen.fill(BG_COLOR)
title_text = self.font.render(title, True, (255, 255, 255))
screen.blit(title_text, (SCREEN_WIDTH // 2 - title_text.get_width() // 2, 100))
self.buttons = []
for i, option in enumerate(options):
rect = pygame.Rect(SCREEN_WIDTH // 2 - 150, 200 + i * 70, 300, 50)
pygame.draw.rect(screen, BUTTON_FILL, rect, border_radius=10)
pygame.draw.rect(screen, BUTTON_BORDER, rect, 2, border_radius=10)
text = self.font.render(option, True, (255, 255, 255))
screen.blit(text, text.get_rect(center=rect.center))
self.buttons.append((rect, option))
pygame.display.flip()
def draw_game(self, screen):
screen.fill(BG_COLOR)
if self.player_mode == 2:
title = self.font.render(f"Player {self.current_player + 1}'s turn", True, (255, 255, 255))
score_text = self.font.render(f"Scores: P1={self.scores[0]} P2={self.scores[1]}", True, (220, 230, 235))
else:
title = self.font.render("Single Player Mode", True, (255, 255, 255))
score_text = self.font.render(f"Score: {self.scores[0]}", True, (220, 230, 235))
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)
elif self.revealed[i]:
pygame.draw.rect(screen, CARD_FRONT_COLOR, rect)
else:
screen.blit(self.card_back, rect.topleft)
pygame.draw.rect(screen, (0, 0, 0), rect, 2)
if self.revealed[i] or self.matched[i]:
card = self.cards[i]
text_color = CAPITAL_COLOR if card["type"] == "capital" else TEXT_COLOR
text = self.font.render(card["text"], True, text_color)
screen.blit(text, text.get_rect(center=(rect.centerx, rect.centery - 10)))
label = self.small_font.render(
"(Capital)" if card["type"] == "capital" else "(Country)", True, (80, 80, 80)
)
screen.blit(label, label.get_rect(center=(rect.centerx, rect.centery + 20)))
pygame.display.flip()
# -------------------------------
# Interaction Logic
# -------------------------------
def handle_click(self, pos):
# ✅ Blockiere Touch über dem Spielfeld (Menü-Bereich oben)
if self.state == "game" and pos[1] < 80:
return
# Menüs: mit Touch durchklicken
if self.state in ["mode", "continent", "americas", "difficulty", "pairs", "timer"]:
for rect, option in self.buttons:
if rect.collidepoint(pos):
if self.state == "mode":
self.player_mode = 1 if option == "1 Player" else 2
self.state = "continent"
elif self.state == "continent":
if option == "Americas":
self.state = "americas"
elif option == "All Continents":
self.selected_continents = ["Europe", "Asia", "Africa",
"Oceania", "North-America", "South-America"]
self.state = "difficulty"
else:
self.selected_continents = [option]
self.state = "difficulty"
elif self.state == "americas":
if option == "North-America":
self.selected_continents = ["North-America"]
elif option == "South-America":
self.selected_continents = ["South-America"]
elif option == "Americas":
self.selected_continents = ["North-America", "South-America"]
self.state = "difficulty"
elif self.state == "difficulty":
self.level = option
self.state = "pairs"
elif self.state == "pairs":
self.pair_count = int(option)
self.state = "timer"
elif self.state == "timer":
self.confirmation_time_limit = int(option.replace("s", ""))
self.prepare_deck()
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 or len(self.selected) >= 2:
# Während wir auf Klatschen warten, keine weiteren Karten öffnen
return
for i, rect in enumerate(self.card_rects):
if rect.collidepoint(pos) and not self.revealed[i] and not self.matched[i]:
self.revealed[i] = True
self.selected.append(i)
return
# -------------------------------
# OSC Input Processing
# -------------------------------
def process_osc_input(self):
"""Verarbeite die aktuellen OSC-Eingaben (Touch & Clap)."""
global touch_x, touch_y, clap_trigger
# 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)
touch_x, touch_y = None, None # Reset
# CLAP: wenn 2 Karten offen und wir warten → Paar auswerten
if clap_trigger:
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
# -------------------------------
def check_selected(self):
if self.state != "game":
return
# Wenn zwei Karten offen sind → Warte auf Clap
if len(self.selected) == 2 and not self.awaiting_confirmation:
self.awaiting_confirmation = True
self.confirmation_start_time = time.time()
# 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
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
# -------------------------------
def display_winner(self, screen):
if self.player_mode == 1:
text = f" Final Score: {self.scores[0]}"
else:
if self.scores[0] > self.scores[1]:
text = " Player 1 Wins!"
elif self.scores[1] > self.scores[0]:
text = " Player 2 Wins!"
else:
text = " Draw!"
win_text = self.font.render(text, True, (255, 255, 0))
rect = win_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2))
screen.blit(win_text, rect)
pygame.display.flip()
# -------------------------------
# Main Loop
# -------------------------------
def run(self):
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Global Match CountryCapital Memory Game")
clock = pygame.time.Clock()
self.font = pygame.font.SysFont(None, 32)
self.small_font = pygame.font.SysFont(None, 22)
while self.running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
# 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()
# Menü + Spiel zeichnen
if self.state == "mode":
self.draw_menu(screen, "Select Player Mode", ["1 Player", "2 Players"])
elif self.state == "continent":
self.draw_menu(screen, "Select Continent",
["Europe", "Americas", "Asia", "Africa", "Oceania", "All Continents"])
elif self.state == "americas":
self.draw_menu(screen, "Select Region", ["North-America", "South-America", "Americas"])
elif self.state == "difficulty":
self.draw_menu(screen, "Select Difficulty", ["Easy", "Normal", "Hard"])
elif self.state == "pairs":
self.draw_menu(screen, "Select Number of Pairs", ["4", "6", "8", "10", "12"])
elif self.state == "timer":
self.draw_menu(screen, "Select Confirmation Time", ["3s", "5s", "8s", "10s"])
elif self.state == "game":
self.draw_game(screen)
self.check_selected()
if self.found_pairs == self.total_pairs:
self.display_winner(screen)
pygame.time.wait(4000)
self.running = False
clock.tick(FPS)
pygame.quit()
sys.exit()
# -------------------------------
# Run
# -------------------------------
if __name__ == "__main__":
game = MemoryGame()
game.run()

View File

@ -2,7 +2,7 @@ import cv2
import json
import numpy as np
CAM_INDEX = 0
CAM_INDEX = 1
OUTPUT_FILE = "calibration.json"
# Reihenfolge: P1=oben links, P2=oben rechts, P3=unten rechts, P4=unten links
@ -75,7 +75,7 @@ def main():
ok, frame = cap.read()
if not ok:
break
frame = cv2.flip(frame, 1)
frame = cv2.flip(frame, -1)#<----------------------------------------------------------------Flip old:frame = cv2.flip(frame, 1)
h, w, _ = frame.shape

View File

@ -1 +1 @@
[[164, 384], [370, 425], [444, 487], [447, 393]]
[[24, 118], [630, 135], [627, 459], [36, 461]]

View File

@ -1,23 +1,21 @@
import cv2
import mediapipe as mp
import numpy as np
import math, time
import math, time, json
from pythonosc import udp_client
# -------------------------------
# SETTINGS
# -------------------------------
TOUCH_CAM_INDEX = 0 # deine Touch-Kamera
GESTURE_CAM_INDEX = 2 # deine Clap / Gesture Kamera
TOUCH_CAM_INDEX = 1 # deine Touch-Kamera
GESTURE_CAM_INDEX = 0 # Clap/Gesture Kamera
GAME_SCREEN_WIDTH = 900 # muss zu deinem Pygame-Fenster passen!
GAME_SCREEN_WIDTH = 900
GAME_SCREEN_HEIGHT = 600
# Wie "streng" ist der Touch?
STILL_REQUIRED = 1.0 # Sekunden, die der Finger fast still sein muss
MOVE_TOLERANCE = 25 # maximal erlaubte Bewegung (Pixel)
STILL_REQUIRED = 1.0 # Sekunden die der Finger stabil sein muss
MOVE_TOLERANCE = 25 # Bewegungsschwelle (Pixel)
# OSC Client → sendet ans Spiel
client = udp_client.SimpleUDPClient("127.0.0.1", 5005)
# Globale Zustände
@ -26,6 +24,46 @@ finger_still_start = None
prev_touch_time = 0.0
prev_clap_time = 0.0
# -------------------------------------
# KALIBRIERUNG LADEN + HOMOGRAPHIE
# -------------------------------------
try:
with open("calibration.json", "r") as f:
CALIB_POINTS = json.load(f)
print("📐 Kalibrierung geladen:", CALIB_POINTS)
except:
CALIB_POINTS = None
print("⚠️ Keine Kalibrierung gefunden benutze Rohkoordinaten!")
H = None
if CALIB_POINTS is not None:
src = np.array(CALIB_POINTS, dtype=np.float32)
dst = np.array([
[0, 0],
[GAME_SCREEN_WIDTH, 0],
[GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT],
[0, GAME_SCREEN_HEIGHT]
], dtype=np.float32)
H, _ = cv2.findHomography(src, dst)
print("📐 Homographie-Matrix berechnet!")
def map_point_homography(x, y):
""" Wandelt Kamera-Koordinaten → Bildschirmkoordinaten um """
global H
if H is None:
# fallback: KEINE Skalierung (Variante 1 bedeutet reines Homography)
return int(x), int(y)
p = np.array([[[x, y]]], dtype=np.float32)
mapped = cv2.perspectiveTransform(p, H)[0][0]
return int(mapped[0]), int(mapped[1])
# -----------------------------------------------------------------
def run_gesture_input():
global last_finger_pos, finger_still_start
@ -37,17 +75,16 @@ def run_gesture_input():
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)
# Kameras öffnen
cam_touch = cv2.VideoCapture(TOUCH_CAM_INDEX)
cam_touch = cv2.VideoCapture(TOUCH_CAM_INDEX)#<--------------------------------------------------------------------------Flip old:frame_touch = cv2.flip(frame_touch, 1)
cam_gesture = cv2.VideoCapture(GESTURE_CAM_INDEX)
if not cam_touch.isOpened():
print(" Touch-Kamera konnte NICHT geöffnet werden!")
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!")
print(" Gesture-Kamera konnte NICHT geöffnet werden!")
else:
print(f"Gesture-Kamera geöffnet (Index {GESTURE_CAM_INDEX})")
@ -58,24 +95,24 @@ def run_gesture_input():
ok2, frame_gest = cam_gesture.read()
if not ok1 or not ok2:
print(" Eine Kamera liefert kein Bild.")
print(" Eine Kamera liefert kein Bild.")
break
frame_touch = cv2.flip(frame_touch, 1)
frame_touch = cv2.flip(frame_touch, -1)
frame_gest = cv2.flip(frame_gest, 1)
# ---------------------------------------
# TOUCH (Zeigefinger) mit STILLSTAND
# ---------------------------------------
rgb_t = cv2.cvtColor(frame_touch, cv2.COLOR_BGR2RGB)
res_t = hands_touch.process(rgb_t)
th, tw, _ = frame_touch.shape #h= Höhe, w = Breite
th, tw, _ = frame_touch.shape
# -------------------------------------------------------------
# TOUCH detection
# -------------------------------------------------------------
if res_t.multi_hand_landmarks:
lm = res_t.multi_hand_landmarks[0]
mp_draw.draw_landmarks(frame_touch, lm, mp_hands.HAND_CONNECTIONS)
# Finger muss nach UNTEN zeigen (8 tiefer als 5)
# Finger zeigt nach unten: landmark 8 tiefer als 5
if lm.landmark[8].y < lm.landmark[5].y:
last_finger_pos = None
finger_still_start = None
@ -84,15 +121,14 @@ def run_gesture_input():
fx = int(lm.landmark[8].x * tw)
fy = int(lm.landmark[8].y * th)
sx = int(fx * (GAME_SCREEN_WIDTH / tw))
sy = int(fy * (GAME_SCREEN_HEIGHT / th))
# → Homographie anwenden
sx, sy = map_point_homography(fx, fy)
now = time.time()
current_pos = (fx, fy)
# erster Messpunkt
# erster Messpunkt
if last_finger_pos is None:
#erster Punkt
last_finger_pos = current_pos
finger_still_start = now
else:
@ -100,66 +136,31 @@ def run_gesture_input():
current_pos[1] - last_finger_pos[1])
if dist < MOVE_TOLERANCE:
#Finger ist "ruhig"
if finger_still_start is None:
finger_still_start = now
else:
still_time = now - finger_still_start
if still_time >= STILL_REQUIRED and (now - prev_touch_time) > 0.5:
client.send_message("/touch", [sx, sy])
print(f"👉 STABILER TOUCH bei {sx},{sy} nach {still_time:.2f}s")
print(f"👉 TOUCH bei {sx},{sy} nach {still_time:.2f}s")
prev_touch_time = now
finger_still_start = None
else:
finger_still_start = now
# IMMER aktualisieren
last_finger_pos = current_pos
last_finger_pos = current_pos
# Finger visualisieren
cv2.circle(frame_touch, (fx, fy), 10, (0, 255, 0), -1)
cv2.putText(frame_touch, f"{sx},{sy}", (fx + 10, fy - 10),
cv2.FONT_HERSHEY_SIMPLEX, 0.6, (0, 255, 0), 2)
cv2.FONT_HERSHEY_SIMPLEX, 0.6, (0,255,0), 2)
now = time.time()
current_pos = (fx, fy)
if last_finger_pos is None:
# erster Punkt
last_finger_pos = current_pos
finger_still_start = now
else:
dist = math.hypot(current_pos[0] - last_finger_pos[0],
current_pos[1] - last_finger_pos[1])
if dist < MOVE_TOLERANCE:
# Finger ist "ruhig"
if finger_still_start is None:
finger_still_start = now
else:
still_time = now - finger_still_start
if still_time >= STILL_REQUIRED and (now - prev_touch_time) > 0.5:
# JETZT: stabiler Touch → sende genau 1 Klick
client.send_message("/touch", [sx, sy])
print(f"STABILER TOUCH bei {sx},{sy} nach {still_time:.2f}s")
print("SCREEN COORD:", sx, sy)
prev_touch_time = now
# reset, damit der nächste Touch erst nach neuer Bewegung kommt
finger_still_start = None
else:
# Finger hat sich deutlich bewegt → Timer neu starten
finger_still_start = now
last_finger_pos = current_pos
else:
# keine Hand → Reset
last_finger_pos = None
finger_still_start = None
# ---------------------------------------
# CLAP (zwei Hände)
# ---------------------------------------
# -------------------------------------------------------------
# GESTURE detection (clap)
# -------------------------------------------------------------
rgb_g = cv2.cvtColor(frame_gest, cv2.COLOR_BGR2RGB)
res_g = hands_gesture.process(rgb_g)
gh, gw, _ = frame_gest.shape
@ -179,7 +180,7 @@ def run_gesture_input():
client.send_message("/clap", 1)
print("👏 SEND /clap")
cv2.putText(frame_gest, "👏", (int(gw/2)-20, 80),
cv2.FONT_HERSHEY_SIMPLEX, 2, (0, 255, 255), 3)
cv2.FONT_HERSHEY_SIMPLEX, 2, (0,255,255), 3)
cv2.imshow("Touch-Cam", frame_touch)
cv2.imshow("Gesture-Cam", frame_gest)

View File

@ -0,0 +1,120 @@
import cv2
import json
import numpy as np
CAM_INDEX = 1
OUTPUT_FILE = "calibration.json"
# Reihenfolge: P1=oben links, P2=oben rechts, P3=unten rechts, P4=unten links
POINT_NAMES = ["P1 (oben links)", "P2 (oben rechts)", "P3 (unten rechts)", "P4 (unten links)"]
def dist(a, b):
return np.linalg.norm(np.array(a) - np.array(b))
def main():
cap = cv2.VideoCapture(CAM_INDEX)
if not cap.isOpened():
print("❌ Kamera konnte nicht geöffnet werden!")
return
print("📸 Kalibrierung gestartet (nur Maus)")
print("----------------------------------")
print("🖱 Linksklick = Punkt setzen")
print("🖱 Ziehen = Punkt verschieben")
print("🖱 Rechtsklick = Punkt löschen")
print("💾 S / Enter = Speichern")
print("❌ ESC = Abbrechen")
print("----------------------------------")
print("Bitte Punkte in dieser Reihenfolge setzen:")
for i, name in enumerate(POINT_NAMES):
print(f" {i+1}. {name}")
points = [None, None, None, None]
dragging_index = None
def mouse_callback(event, mx, my, flags, param):
nonlocal dragging_index, points
# Linksklick → Punkt setzen oder ziehen
if event == cv2.EVENT_LBUTTONDOWN:
# Prüfen ob Klick auf existierenden Punkt
for i, p in enumerate(points):
if p is not None and dist(p, (mx, my)) < 20:
dragging_index = i
return
# Neuen Punkt setzen
for i in range(4):
if points[i] is None:
points[i] = (mx, my)
print(f"{POINT_NAMES[i]} gesetzt bei {points[i]}")
return
# Dragging
elif event == cv2.EVENT_MOUSEMOVE and dragging_index is not None:
points[dragging_index] = (mx, my)
# Loslassen
elif event == cv2.EVENT_LBUTTONUP:
dragging_index = None
# Rechtsklick → Punkt löschen
elif event == cv2.EVENT_RBUTTONDOWN:
for i, p in enumerate(points):
if p is not None and dist(p, (mx, my)) < 20:
print(f"🗑 {POINT_NAMES[i]} gelöscht")
points[i] = None
return
cv2.namedWindow("Calibration")
cv2.setMouseCallback("Calibration", mouse_callback)
while True:
ok, frame = cap.read()
if not ok:
break
frame = cv2.flip(frame, 1)
h, w, _ = frame.shape
# Punkte zeichnen
for i, p in enumerate(points):
if p is not None:
cv2.circle(frame, p, 10, (0, 255, 255), -1)
cv2.putText(frame, f"P{i+1}", (p[0] + 10, p[1] - 10),
cv2.FONT_HERSHEY_SIMPLEX, 0.6, (0,255,255), 2)
# Polygon zeichnen wenn alle Punkte vorhanden
if all(points):
cv2.polylines(frame, [np.array(points, np.int32)], True, (0, 255, 0), 2)
# Hinweise
cv2.putText(frame, "Setze P1,P2,P3,P4 mit der Maus | S=Speichern | ESC=Abbruch",
(10, h - 20),
cv2.FONT_HERSHEY_SIMPLEX, 0.6, (255,255,255), 1)
cv2.imshow("Calibration", frame)
key = cv2.waitKey(10) & 0xFF
# Speichern
if key in [ord('s'), 13]: # 's' oder Enter
if None in points:
print("⚠️ Nicht alle 4 Punkte wurden gesetzt!")
else:
with open(OUTPUT_FILE, "w") as f:
json.dump(points, f)
print("💾 Kalibrierung gespeichert:", points)
break
if key == 27: # ESC
print("❌ Kalibrierung abgebrochen")
break
cap.release()
cv2.destroyAllWindows()
if __name__ == "__main__":
main()

196
old/gesture_input_osc.py Normal file
View File

@ -0,0 +1,196 @@
import cv2
import mediapipe as mp
import numpy as np
import math, time
from pythonosc import udp_client
# -------------------------------
# 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
# Wie "streng" ist der Touch?
STILL_REQUIRED = 1.0 # Sekunden, die der Finger fast still sein muss
MOVE_TOLERANCE = 25 # maximal erlaubte Bewegung (Pixel)
# OSC Client → sendet ans Spiel
client = udp_client.SimpleUDPClient("127.0.0.1", 5005)
# Globale Zustände
last_finger_pos = None
finger_still_start = None
prev_touch_time = 0.0
prev_clap_time = 0.0
def run_gesture_input():
global last_finger_pos, finger_still_start
global prev_touch_time, prev_clap_time
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)
# 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})")
clap_cooldown = 1.5
while True:
ok1, frame_touch = cam_touch.read()
ok2, frame_gest = cam_gesture.read()
if not ok1 or not ok2:
print(" Eine Kamera liefert kein Bild.")
break
frame_touch = cv2.flip(frame_touch, 1)
frame_gest = cv2.flip(frame_gest, 1)
# ---------------------------------------
# TOUCH (Zeigefinger) mit STILLSTAND
# ---------------------------------------
rgb_t = cv2.cvtColor(frame_touch, cv2.COLOR_BGR2RGB)
res_t = hands_touch.process(rgb_t)
th, tw, _ = frame_touch.shape #h= Höhe, w = Breite
if res_t.multi_hand_landmarks:
lm = res_t.multi_hand_landmarks[0]
mp_draw.draw_landmarks(frame_touch, lm, mp_hands.HAND_CONNECTIONS)
# Finger muss nach UNTEN zeigen (8 tiefer als 5)
if lm.landmark[8].y < lm.landmark[5].y:
last_finger_pos = None
finger_still_start = None
continue
fx = int(lm.landmark[8].x * tw)
fy = int(lm.landmark[8].y * th)
sx = int(fx * (GAME_SCREEN_WIDTH / tw))
sy = int(fy * (GAME_SCREEN_HEIGHT / th))
now = time.time()
current_pos = (fx, fy)
# erster Messpunkt
if last_finger_pos is None:
#erster Punkt
last_finger_pos = current_pos
finger_still_start = now
else:
dist = math.hypot(current_pos[0] - last_finger_pos[0],
current_pos[1] - last_finger_pos[1])
if dist < MOVE_TOLERANCE:
#Finger ist "ruhig"
if finger_still_start is None:
finger_still_start = now
else:
still_time = now - finger_still_start
if still_time >= STILL_REQUIRED and (now - prev_touch_time) > 0.5:
client.send_message("/touch", [sx, sy])
print(f"👉 STABILER TOUCH bei {sx},{sy} nach {still_time:.2f}s")
prev_touch_time = now
finger_still_start = None
else:
finger_still_start = now
# IMMER aktualisieren
last_finger_pos = current_pos
# Finger visualisieren
cv2.circle(frame_touch, (fx, fy), 10, (0, 255, 0), -1)
cv2.putText(frame_touch, f"{sx},{sy}", (fx + 10, fy - 10),
cv2.FONT_HERSHEY_SIMPLEX, 0.6, (0, 255, 0), 2)
now = time.time()
current_pos = (fx, fy)
if last_finger_pos is None:
# erster Punkt
last_finger_pos = current_pos
finger_still_start = now
else:
dist = math.hypot(current_pos[0] - last_finger_pos[0],
current_pos[1] - last_finger_pos[1])
if dist < MOVE_TOLERANCE:
# Finger ist "ruhig"
if finger_still_start is None:
finger_still_start = now
else:
still_time = now - finger_still_start
if still_time >= STILL_REQUIRED and (now - prev_touch_time) > 0.5:
# JETZT: stabiler Touch → sende genau 1 Klick
client.send_message("/touch", [sx, sy])
print(f"STABILER TOUCH bei {sx},{sy} nach {still_time:.2f}s")
print("SCREEN COORD:", sx, sy)
prev_touch_time = now
# reset, damit der nächste Touch erst nach neuer Bewegung kommt
finger_still_start = None
else:
# Finger hat sich deutlich bewegt → Timer neu starten
finger_still_start = now
last_finger_pos = current_pos
else:
# keine Hand → Reset
last_finger_pos = None
finger_still_start = None
# ---------------------------------------
# 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:
prev_clap_time = time.time()
client.send_message("/clap", 1)
print("👏 SEND /clap")
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
cam_touch.release()
cam_gesture.release()
cv2.destroyAllWindows()
if __name__ == "__main__":
run_gesture_input()

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@ -0,0 +1,119 @@
import cv2
import mediapipe as mp
import numpy as np
import math, time
from pythonosc import udp_client
# -------------------------------
# SETTINGS
# -------------------------------
TOUCH_CAM_INDEX = 0 # deine Touch-Kamera / oben
GESTURE_CAM_INDEX = 1 # deine Clap / Gesture Kamera / unten
GAME_SCREEN_WIDTH = 900 # muss zu deinem Pygame-Fenster passen!
GAME_SCREEN_HEIGHT = 600
client = udp_client.SimpleUDPClient("127.0.0.1", 5005)
# -------------------------------
# MAIN FUNCTION
# -------------------------------
def run_gesture_input():
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)
# 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})")
prev_clap_time = 0
clap_cooldown = 1.5
while True:
ok1, frame_touch = cam_touch.read()
ok2, frame_gest = cam_gesture.read()
if not ok1 or not ok2:
print("⚠️ Eine Kamera liefert kein Bild.")
break
frame_touch = cv2.flip(frame_touch, 1)
frame_gest = cv2.flip(frame_gest, 1)
# ---------------------------------------
# TOUCH (Zeigefinger) ohne Kalibrierung
# ---------------------------------------
rgb_t = cv2.cvtColor(frame_touch, cv2.COLOR_BGR2RGB)
res_t = hands_touch.process(rgb_t)
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 * 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, 0.7, (0, 255, 0), 2)
# ---------------------------------------
# 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:
prev_clap_time = time.time()
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
cam_touch.release()
cam_gesture.release()
cv2.destroyAllWindows()
if __name__ == "__main__":
run_gesture_input()

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@ -3,7 +3,7 @@ from pythonosc import dispatcher, osc_server
import threading
#python test_touch_area.py
SCREEN_WIDTH = 900
SCREEN_HEIGHT = 600
SCREEN_HEIGHT = 500
# Letzter Touchpunkt
touch_pos = None