Changed some objects to tango color,controlled vehicle has different color than rest
This commit is contained in:
parent
efe55fd38b
commit
644ccb75ed
|
@ -186,7 +186,7 @@ class ModuleManager(object):
|
|||
module.tick(clock)
|
||||
|
||||
def render(self, display):
|
||||
display.fill(COLOR_ALUMINIUM_5)
|
||||
display.fill(COLOR_ALUMINIUM_4)
|
||||
for module in self.modules:
|
||||
module.render(display)
|
||||
|
||||
|
@ -300,7 +300,7 @@ class ModuleHUD (object):
|
|||
def add_info(self, module_name, info):
|
||||
self._info_text[module_name] = info
|
||||
|
||||
def render_actors_ids(self, vehicle_id_surface, list_actors, world_to_pixel, hero_actor):
|
||||
def render_vehicles_ids(self, vehicle_id_surface, list_actors, world_to_pixel, hero_actor):
|
||||
vehicle_id_surface.fill(COLOR_BLACK)
|
||||
if self.show_actor_ids:
|
||||
vehicle_id_surface.set_alpha(150)
|
||||
|
@ -314,7 +314,9 @@ class ModuleHUD (object):
|
|||
|
||||
color = COLOR_ORANGE_0
|
||||
if actor.attributes['role_name'] == 'hero':
|
||||
color = COLOR_SCARLET_RED_0
|
||||
color = COLOR_PLUM_0
|
||||
if hero_actor is not None and hero_actor.id == actor.id:
|
||||
color = COLOR_SCARLET_RED_1
|
||||
|
||||
font_surface = self._header_font.render(str(actor.id), True, color)
|
||||
rotated_font_surface = pygame.transform.rotate(font_surface, angle).convert_alpha()
|
||||
|
@ -382,13 +384,13 @@ class TrafficLightSurfaces(object):
|
|||
def make_surface(tl):
|
||||
w = 40
|
||||
surface = pygame.Surface((w, 3 * w), pygame.SRCALPHA)
|
||||
surface.fill((31, 31, 31) if tl != 'h' else (245, 121, 0))
|
||||
surface.fill(COLOR_ALUMINIUM_5 if tl != 'h' else COLOR_ORANGE_2)
|
||||
if tl != 'h':
|
||||
hw = int(w / 2)
|
||||
off = (48, 48, 48)
|
||||
red = (239, 41, 41)
|
||||
yellow = (252, 175, 62)
|
||||
green = (138, 226, 52)
|
||||
off = COLOR_ALUMINIUM_4
|
||||
red = COLOR_SCARLET_RED_0
|
||||
yellow = COLOR_BUTTER_0
|
||||
green = COLOR_CHAMELEON_0
|
||||
pygame.draw.circle(surface, red if tl == tls.Red else off, (hw, hw), int(0.4 * w))
|
||||
pygame.draw.circle(surface, yellow if tl == tls.Yellow else off, (hw, w + hw), int(0.4 * w))
|
||||
pygame.draw.circle(surface, green if tl == tls.Green else off, (hw, 2 * w + hw), int(0.4 * w))
|
||||
|
@ -435,7 +437,7 @@ class MapImage(object):
|
|||
self.surface = self._big_map_surface
|
||||
|
||||
def draw_road_map(self, map_surface, carla_map, world_to_pixel):
|
||||
map_surface.fill(COLOR_ALUMINIUM_5)
|
||||
map_surface.fill(COLOR_ALUMINIUM_4)
|
||||
precision = 0.05
|
||||
|
||||
def draw_lane_marking(surface, points, solid=True):
|
||||
|
@ -491,8 +493,8 @@ class MapImage(object):
|
|||
polygon = left_marking + [x for x in reversed(right_marking)]
|
||||
polygon = [world_to_pixel(x) for x in polygon]
|
||||
|
||||
pygame.draw.polygon(map_surface, (38, 38, 38), polygon, 10)
|
||||
pygame.draw.polygon(map_surface, (38, 38, 38), polygon)
|
||||
pygame.draw.polygon(map_surface, COLOR_ALUMINIUM_5, polygon, 10)
|
||||
pygame.draw.polygon(map_surface, COLOR_ALUMINIUM_5, polygon)
|
||||
|
||||
if not waypoint.is_intersection:
|
||||
sample = waypoints[int(len(waypoints) / 2)]
|
||||
|
@ -598,7 +600,7 @@ class ModuleWorld(object):
|
|||
self.border_round_surface.fill(COLOR_BLACK)
|
||||
|
||||
center_offset = (int(self.module_hud.dim[0] / 2), int(self.module_hud.dim[1] / 2))
|
||||
pygame.draw.circle(self.border_round_surface, COLOR_ALUMINIUM_2, center_offset, int(self.module_hud.dim[1]/ 2))
|
||||
pygame.draw.circle(self.border_round_surface, COLOR_ALUMINIUM_1, center_offset, int(self.module_hud.dim[1]/ 2))
|
||||
pygame.draw.circle(self.border_round_surface, COLOR_WHITE, center_offset, int((self.module_hud.dim[1] - 8)/ 2))
|
||||
|
||||
scaled_original_size = self.original_surface_size * (1.0 / 0.9)
|
||||
|
@ -749,8 +751,8 @@ class ModuleWorld(object):
|
|||
# Render speed limit
|
||||
white_circle_radius = int(radius * 0.75)
|
||||
|
||||
pygame.draw.circle(surface, (239, 41, 41), (x, y), radius)
|
||||
pygame.draw.circle(surface, (251, 241, 199), (x, y), white_circle_radius)
|
||||
pygame.draw.circle(surface, COLOR_SCARLET_RED_1, (x, y), radius)
|
||||
pygame.draw.circle(surface, COLOR_ALUMINIUM_0, (x, y), white_circle_radius)
|
||||
|
||||
limit = sl.type_id.split('.')[2]
|
||||
font_surface = font.render(limit, False, (31, 31, 31))
|
||||
|
@ -787,7 +789,9 @@ class ModuleWorld(object):
|
|||
for v in list_v:
|
||||
color = COLOR_ORANGE_1
|
||||
if v.attributes['role_name'] == 'hero':
|
||||
color = COLOR_SCARLET_RED_2
|
||||
color = COLOR_PLUM_0
|
||||
if self.hero_actor is not None and self.hero_actor.id == v.id:
|
||||
color = COLOR_SCARLET_RED_1
|
||||
# Compute bounding box points
|
||||
bb = v.bounding_box.extent
|
||||
corners = [carla.Location(x=-bb.x, y=-bb.y),
|
||||
|
@ -852,7 +856,7 @@ class ModuleWorld(object):
|
|||
self.render_actors(self.actors_surface, vehicles, traffic_lights, speed_limits, walkers, scale_factor)
|
||||
|
||||
# Render Ids
|
||||
self.module_hud.render_actors_ids(self.vehicle_id_surface, vehicles,
|
||||
self.module_hud.render_vehicles_ids(self.vehicle_id_surface, vehicles,
|
||||
self.map_image.world_to_pixel, self.hero_actor)
|
||||
|
||||
# Blit surfaces
|
||||
|
@ -883,7 +887,7 @@ class ModuleWorld(object):
|
|||
|
||||
self.border_round_surface.set_clip(clipping_rect)
|
||||
|
||||
self.hero_surface.fill(COLOR_ALUMINIUM_5)
|
||||
self.hero_surface.fill(COLOR_ALUMINIUM_4)
|
||||
self.hero_surface.blit(self.result_surface, (-translation_offset[0],
|
||||
-translation_offset[1]))
|
||||
|
||||
|
|
Loading…
Reference in New Issue