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zengame.py
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zengame.py
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'''
Created on 2012-10-03
@author: Sebastien Ouellet [email protected]
'''
import sys
import os
import random
import math
import time
import threading
import Queue
import pickle
import scipy
import cv2
from decaf.scripts.imagenet import DecafNet
import pygame
# Global variables #
framerate = 60
white = (255,255,255)
black = (0,0,0)
width = 512
height = 512
mapping = ["neutral", "anger", "contempt", "disgust", "fear", "happy", "sadness", "surprise"]
#inverse_mapping = {"neutral":0, "anger":1, "contempt":2, "disgust":3, "fear":4, "happy":5, "sadness":6, "surprise":7}
rectangle_margin = 50
####################
class ComputeFeatures(threading.Thread):
def __init__(self, net, array, nextarray, results):
threading.Thread.__init__(self)
self.net = net
self.array = array
self.results = results
self.nextarray = nextarray
with open("classifierBestFace.sav","rb") as opened_file:
self.classifier = pickle.load(opened_file)
def run(self):
if True: # Live gaming loop
while True:
#time.sleep(1)
#scores = self.net.classify(self.array)
#self.result = net.top_k_prediction(scores,5)[1][0:5]
if not self.nextarray.empty():
self.array = self.nextarray.get(True)
while not self.nextarray.empty():
self.nextarray.get()
#self.result = len(self.array)
scores = self.net.classify(self.array, center_only=True)
#prediction = self.classifier.predict(self.net.feature("fc6_neuron_cudanet_out"))
prediction = self.classifier.predict(self.net.feature("pool5_cudanet_out").flatten())
self.results.put(mapping[int(prediction)])
#self.results.put(self.net.top_k_prediction(scores,5)[1][0:5])
#print self.results.qsize()
else: # Personalized training
featureArray = numpy.zeros((300,4096))
feature_index = 0
while True:
if feature_index > 299:
numpy.save("featureEmotion", featureArray)
#time.sleep(1)
#scores = self.net.classify(self.array)
#self.result = net.top_k_prediction(scores,5)[1][0:5]
if not self.nextarray.empty():
self.array = self.nextarray.get(True)
while not self.nextarray.empty():
self.nextarray.get()
#self.result = len(self.array)
scores = self.net.classify(self.array, center_only=True)
featureArray[feature_index]=self.net.feature("fc6_neuron_cudanet_out") #original
feature_index += 1
#self.results.put(self.net.top_k_prediction(scores,5)[1][0:5])
#print self.results.qsize()
class Unit(pygame.sprite.Sprite):
""" Generic class for unit sprites """
def __init__(self,pos,image=pygame.Surface([24,24])):
pygame.sprite.Sprite.__init__(self)
if not isinstance(image, pygame.Surface):
self.image = load_image(image)
else:
self.image = image
self.rect = self.image.get_rect()
self.position = pos
self.rect.center = self.position
def update(self):
self.rect = self.image.get_rect()
self.rect.center = self.position
def main():
net = DecafNet()
video = cv2.VideoCapture(0)
cascade = cv2.CascadeClassifier('haarcascade_frontalface_alt2.xml')
arrays = Queue.LifoQueue()
results = Queue.LifoQueue()
detector = ComputeFeatures(net, [], arrays, results)
detector.daemon = True
detector.start()
pygame.init()
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption('This is a video game')
background = pygame.Surface((width,height))
background.fill(white)
screen.blit(background,(0,0))
pygame.display.flip()
allsprites = pygame.sprite.RenderUpdates()
# Some parameters #
size = 10
enemy_surface = pygame.Surface((size,size))
speed = 200.0
playersize = 44
# # # # # # # # # #
player = Unit([256.0, 256.0], pygame.Surface((playersize,playersize)))
allsprites.add(player)
enemy_counter = 1.0
clock = pygame.time.Clock()
elapsed = 0.0
accumulator = 0.0
run = True
face = None
emotion_window = ["neutral","neutral","neutral","neutral","neutral","neutral"]
#emotion_accumulator = 0.0
current_emotion = "neutral"
emotion = "neutral"
health = 50
game_time = 0.0
while run:
seconds = elapsed/1000.0
accumulator += seconds
game_time += seconds
#emotion_accumulator += seconds
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
run = False
#elif event.type == pygame.KEYDOWN and event.key == pygame.K_w:
# current = Unit((random.randint(0,512), random.randint(0,512)))
# allsprites.add(current)
#elif event.type == pygame.KEYDOWN and event.key == pygame.K_s:
# for sprite in allsprites:
# sprite.position = [sprite.position[0]+random.randint(-5,5),sprite.position[1]+random.randint(-5,5)]
if accumulator > enemy_counter:
allsprites.add(Unit([random.randint(0,512), 0],enemy_surface))
accumulator = 0.0
for sprite in allsprites.sprites():
if sprite.image == enemy_surface:
sprite.position[1]+=speed*seconds
if sprite.position[1]>height-10:
allsprites.remove(sprite)
pressed = pygame.key.get_pressed()
if pressed[pygame.K_RIGHT]:
player.position[0]+=speed*seconds
if pressed[pygame.K_LEFT]:
player.position[0]-=speed*seconds
if pressed[pygame.K_DOWN]:
player.position[1]+=speed*seconds
if pressed[pygame.K_UP]:
player.position[1]-=speed*seconds
allsprites.update()
allsprites.remove(player)
health -= len(pygame.sprite.spritecollide(player,allsprites, True))
allsprites.add(player)
allsprites.clear(screen,background)
changed = allsprites.draw(screen)
pygame.display.update(changed)
frame = video.read()[1]
rects = cascade.detectMultiScale(frame, 1.3, 3, cv2.cv.CV_HAAR_SCALE_IMAGE, (150,150))
#arrays.put(frame)
# Idea: increase the size of the rectangle
if len(rects) > 0:
facerect = rects[0]
#facerect[0] -= (rectangle_margin-30)
#facerect[2] += rectangle_margin
#facerect[1] -= (rectangle_margin-20)
#facerect[3] += rectangle_margin
face = frame[facerect[1]:facerect[1]+facerect[3], facerect[0]:facerect[0]+facerect[2]]
face = cv2.cvtColor(face,cv2.COLOR_BGR2GRAY)
arrays.put(face)
if True:
for (x,y,w,h) in rects:
cv2.rectangle(frame,(x,y),(x+w,y+h),(255,0,0),2)
if not results.empty():
emotion = results.get()
emotion_window.append(emotion)
emotion_window.pop(0)
current_emotion = max(set(emotion_window),key=emotion_window.count)
print "Current emotion:", current_emotion, "- Last detected:", emotion#, emotion_window
if current_emotion == "happy":
enemy_counter += 0.03
enemy_counter = min(0.7,enemy_counter)
else:
enemy_counter += -0.02
enemy_counter = max(0.01,enemy_counter)
print "Health:", health, "- Time:", game_time
if health < 1:
run = False
print "Game over! Score:", game_time
if face != None:
cv2.imshow("face",face)
cv2.imshow("frame",frame)
c = cv2.waitKey(1)
if c == 27:
cv2.destroyWindow("frame")
cv2.destroyWindow("face")
break
elapsed = clock.tick(framerate)
video.release()
cv2.destroyAllWindows()
pygame.quit()
if __name__ == "__main__":
main()