Placing an image to webcam feed using python - pygame in windows - python

i need to put a university uniform to a camera feed to place their faces on top of it and take a snapshot and upload it to our database. i need some help in my code written below.
1st problem: I cant call my webcam
2nd problem: my overlaying image isnt appearing right as i want it to be.(i need it to the bottom of the window...)
I am following this youtube tutorial.
import pygame, sys
import pygame.camera
from pygame.locals import *
pygame.init()
pygame.camera.init()
screen = pygame.display.set_mode((640, 480))
cam = pygame.camera.Camera("/dev/video0", (640,480))
cam.start()
background=pygame.Surface((window.get_rect().width,
window.get_rect().height))
background.fill((0, 0, 0))
image=pygame.image.load('College Boy Medium.png')
image=image.convert()
image = pygame.transform.scale(image, (720,640))
rect=image.get_rect()
while 1:
image = cam.get_image()
screen.blit(image,(0,0))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit

Screen.blit(image,(0,0)) the 0,0 refers to the upper left of the image box x y position.
So 0,20 would place the image at x position 0 and the y position down 20 pixels.

Related

PyGame OR Moviepy - Show a video with transparency

I have a pretty weird situation but i will try hard to explain everything the best i can. So im coding a game using PyGame. I used moviepy to show a video on the surface. Now im doing a combatscreen and i want to animate the attacks. Ill show a quick screenshot
When clicked on "Fireball" i want to show a fireball. The video itself has transparency but it fills it up with white.
The code i used previously to show cutscenes for example is following:
video = VideoFileClip('assets/Attacks/Frantz/fireball.webm')
video.preview()
When it plays the video it looks like this:
My initial file was a gif that i converted to an mp4. i found out that mp4 doesn't support alpha/transparency i tried using the gif by replacing video = VideoFileClip('assets/Attacks/Frantz/fireball.mp4') with video = VideoFileClip('assets/Attacks/Frantz/fireball.gif')
but the same thing happend with the white background (And yes the gif has 100% transparency)
I kinda don't know what to do. Should i try other file formats, if yes how do i remove the transparency but i think i need to change something in the code so i might be able to actually use a gif or something.
Heres the file of the gif btw
I know my issue if very weird but its for a school project and i would greatly appreciate some help
A movie is not what you want. What you want is an animated sprite. An animated sprite is made up of many different sprites that are displayed in consecutive frames. The source of these sprites can be a sprite sheet, an animated GIF, or a list of bitmaps.
There are various questions and answers on this topic. For example:
Animated sprite from few images
How can I load an animated GIF and get all of the individual frames in PyGame?
How do I create animated sprites using Sprite Sheets in Pygame?
Since your GIF is not transparent, you have to set the color key for the transparent color with set_colorkey():
pygameImage.set_colorkey((0, 0, 0))
Example:
import pygame
from PIL import Image, ImageSequence
def pilImageToSurface(pilImage):
return pygame.image.fromstring(
pilImage.tobytes(), pilImage.size, pilImage.mode).convert()
def pilImageToSurface(pilImage):
return pygame.image.fromstring(
pilImage.tobytes(), pilImage.size, pilImage.mode).convert()
def loadGIF(filename):
pilImage = Image.open(filename)
frames = []
if pilImage.format == 'GIF' and pilImage.is_animated:
for frame in ImageSequence.Iterator(pilImage):
pygameImage = pilImageToSurface(frame.convert('RGB'))
pygameImage.set_colorkey((0, 0, 0))
frames.append(pygameImage)
else:
frames.append(pilImageToSurface(pilImage))
return frames
pygame.init()
window = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
background = pygame.Surface(window.get_size())
ts, w, h, c1, c2 = 50, *window.get_size(), (128, 128, 128), (64, 64, 64)
tiles = [((x*ts, y*ts, ts, ts), c1 if (x+y) % 2 == 0 else c2) for x in range((w+ts-1)//ts) for y in range((h+ts-1)//ts)]
for rect, color in tiles:#
pygame.draw.rect(background, color, rect)
gifFrameList = loadGIF('fire.gif')
currentFrame = 0
run = True
while run:
clock.tick(20)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
window.blit(background, (0, 0))
rect = gifFrameList[currentFrame].get_rect(center = (250, 250))
window.blit(gifFrameList[currentFrame], rect)
currentFrame = (currentFrame + 1) % len(gifFrameList)
pygame.display.flip()
pygame.quit()
exit()

How to use webcam as a screen of pygame?

I would like to blit images from webcam to a screen of pygame.
I'm using OS X.
I know pygame currently supports only Linux and v4l2 cameras,but,then how can we use webcam with pygame?
import cv2
import pygame
import numpy as np
pygame.init()
pygame.display.set_caption("OpenCV camera stream on Pygame")
surface = pygame.display.set_mode([1280,720])
#0 Is the built in camera
cap = cv2.VideoCapture(0)
#Gets fps of your camera
fps = cap.get(cv2.CAP_PROP_FPS)
print("fps:", fps)
#If your camera can achieve 60 fps
#Else just have this be 1-30 fps
cap.set(cv2.CAP_PROP_FPS, 60)
while True:
surface.fill([0,0,0])
success, frame = cap.read()
if not success:
break
#for some reasons the frames appeared inverted
frame = np.fliplr(frame)
frame = np.rot90(frame)
# The video uses BGR colors and PyGame needs RGB
frame = cv2.cvtColor(frame, cv2.COLOR_BGR2RGB)
surf = pygame.surfarray.make_surface(frame)
for event in pygame.event.get():
if event.type == pygame.KEYUP:
background_color = red
surface.fill(background_color)
pygame.display.update
end_time = self.time()
# Show the PyGame surface!
surface.blit(surf, (0,0))
pygame.display.flip()

Pygame slideshow delay anormally long

I'm setting up a Slideshow system mixing images and videos, from a directory.
I'm using a Raspberry Pi B, pygame and vlc.
I didn't install X so everything happens in framebuffer.
My actual code is working but :
The 4 seconds delay is not respected. The image is displayed +- 11 seconds.
One of the images witch has nothing particular, is displayed much longer, +- 1m30. (my real problem)
I tried a bash script with fbi, fim, vlc without suitable result. The closest was with vlc but it takes too long to render an image in framebuffer.
I'm quite new to pygame. Here is the code:
import pygame
import sys
import time
import vlc
import os
filesdir = '/home/pi/SMBmount/'
pygame.init()
size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
black = 0, 0, 0
screen = pygame.display.set_mode(size)
while True:
# For every file in filesdir :
for filename in os.listdir(filesdir):
filenamelower = filename.lower()
# If image:
if filenamelower.endswith('.png') or filenamelower.endswith('.jpg') or filenamelower.endswith('.jpeg'):
fullname = filesdir + filename
img = pygame.image.load(fullname)
img = pygame.transform.scale(img, size)
imgrect = img.get_rect()
screen.fill(black)
screen.blit(img, imgrect)
pygame.mouse.set_visible(False)
pygame.display.flip()
time.sleep(4)
# Elif video:
elif filenamelower.endswith('.mp4') or filenamelower.endswith('.mkv') or filenamelower.endswith('.avi'):
fullname = filesdir + filename
# Create instane of VLC and create reference to movie.
vlcInstance = vlc.Instance("--aout=adummy")
media = vlcInstance.media_new(fullname)
# Create new instance of vlc player
player = vlcInstance.media_player_new()
# Load movie into vlc player instance
player.set_media(media)
# Start movie playback
player.play()
# Do not continue if video not finished
while player.get_state() != vlc.State.Ended:
# Quit if keyboard pressed during video
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
pygame.display.quit()
pygame.quit()
sys.exit()
player.stop()
# Quit if keyboard pressed during video
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
pygame.display.quit()
pygame.quit()
sys.exit()
I'm open to any alternative able to work with pictures AND videos.
EDIT: It was finally the time it takes to pygame to resize the (next) image with pygame.transform.scale().
Is there any way to optimise that ? Like for example, to print fullscreen without resizing the large images ?
I cannot reproduce the behaviour without the images and the videos, but here a couple of advices which should help in speed up the code when displaying images.
Do not use time.sleep(). It will freeze the game for the given time, so all calculations are done outside this time window, consuming more time. Better to use pygame time Clock. From the docs of its tick() method:
If you pass the optional framerate argument the function will delay to keep the game running slower than the given ticks per second. This can be used to help limit the runtime speed of a game. By calling Clock.tick(40) once per frame, the program will never run at more than 40 frames per second.
The tick() method should be called once per iteration in the main loop, so better to not put it inside an if statement.
Here:
screen.fill(black)
screen.blit(img, imgrect)
The first line screen.fill(black) is completely useless: you are redrawing the whole surface in the second line covering all the black background, since the image is rescaled to the screen size. You can safely blit the image without filling the background with black.
This will save time, because each time you use blit or fill, pygame in background does a lot of operation on the Surface to change the color of the pixels (the more the pixels changed, the longer the time needed).
This of course if any of the images you load has an alpha channel. If you have pictures with alpha channel, you need to paint black the background before. To save time, I suggest to remove the alpha channel from the images using another program.
pygame.transform.scale() requires time, especially if you have very large picture. Try to rescale your image with another program and load in pygame images of size the closer possible to your screen.
When loading the images, add .convert(). This will make blitting faster. Should be: img = pygame.image.load(fullname).convert().
In the end, your code should look like:
imgexts = ['png', 'jpg', 'jpeg']
videxts = ['mp4', 'mkv']
#filtering out non video and non image files in the directory using regex
#remember to import re module
showlist = [filename for filename in os.listdir(filesdir) if re.search('[' + '|'.join(imgexts + videxts) + ']$', filename.lower())]
clock = pygame.time.Clock()
while True:
# For every file in filesdir :
for filename in showlist:
filenamelower = filename.lower()
# If image:
if filenamelower.endswith('.png') or filenamelower.endswith('.jpg') or filenamelower.endswith('.jpeg'):
#all your stuff but NOT the time.sleep()
elif filenamelower.endswith('.mp4') or filenamelower.endswith('.mkv') or filenamelower.endswith('.avi'):
#unchanged here
clock.tick(0.25) #framerate = 0.25 means 1 frame each 4 seconds
for event in pygame.event.get():
#unchanged here
I figured out what were the issues, with the help of Valentino.
He helped me to optimize the code to improve the loading times of every image, that fixed the first issue.
See his answer.
Additionnally, I added a block of code :
# If image is not same dimensions
if imgrect.size != size:
img = Image.open(fullname)
img = img.resize(size, Image.ANTIALIAS)
img.save(fullname, optimize=True, quality=95)
img = pygame.image.load(fullname).convert()
imgrect = img.get_rect()
If the picture is not the screen resolution, I use Pillow (PIL) to resize and reduce the color palette to 8-bit (256 colors).
It reduces file sizes significantly (especially for big files) and allow pygame to load the image faster.
It fixed the second issue.
For those interested, the full code is :
import pygame
import sys
import vlc
import os
import re
from PIL import Image
filesdir = '/home/pi/SMBmount/'
imgexts = ['png', 'jpg', 'jpeg']
videxts = ['mp4', 'mkv', 'avi']
time = 5 # Time to display every img
#filtering out non video and non image files in the directory using regex
showlist = [filename for filename in os.listdir(filesdir) if re.search('[' + '|'.join(imgexts + videxts) + ']$', filename.lower())]
pygame.init()
size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
while True:
# For every file in filesdir :
for filename in showlist:
filenamelower = filename.lower()
# If image:
if filenamelower.endswith('.png') or filenamelower.endswith('.jpg') or filenamelower.endswith('.jpeg'):
fullname = filesdir + filename
img = pygame.image.load(fullname).convert()
imgrect = img.get_rect()
# If image is not same dimensions
if imgrect.size != size:
img = Image.open(fullname)
img = img.resize(size, Image.ANTIALIAS)
img.save(fullname, optimize=True, quality=95)
img = pygame.image.load(fullname).convert()
imgrect = img.get_rect()
screen.blit(img, imgrect)
pygame.mouse.set_visible(False)
pygame.display.flip()
# Elif video:
elif filenamelower.endswith('.mp4') or filenamelower.endswith('.mkv') or filenamelower.endswith('.avi'):
fullname = filesdir + filename
# Create instane of VLC and create reference to movie.
vlcInstance = vlc.Instance("--aout=adummy")
media = vlcInstance.media_new(fullname)
# Create new instance of vlc player
player = vlcInstance.media_player_new()
# Load movie into vlc player instance
player.set_media(media)
# Start movie playback
player.play()
# Do not continue if video not finished
while player.get_state() != vlc.State.Ended:
# Quit if keyboard pressed during video
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
pygame.display.quit()
pygame.quit()
sys.exit()
player.stop()
clock.tick(1 / time) # framerate = 0.25 means 1 frame each 4 seconds
# Quit if keyboard pressed during video
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
pygame.display.quit()
pygame.quit()
sys.exit()

pygame not displaying my image

i started learning pygame and i followed some tutorials to make simple hello world project and it works but when i do it my self trying to display my image on the window nothing happen!
this is my code
__author__ = 'mohammed'
import sys
import pygame
import color
# -----------setup------------------------
pygame.init() # start pygame
screensize = (800, 600) # variable that we will use to declare screen size
screen = pygame.display.set_mode(screensize) # set the screen size
pad = pygame.image.load('2.png')
x = 100
y = 100
# -----------setup------------------------
# -------------------main loop------------
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
screen.blit(pad, (x, y))
screen.fill(red)
pygame.display.update()
i am importing my file that contain colors and their rgb :
red = (255, 0, 0)
It looks like you're filling the screen after the image is drawn, covering the image. Try switching the order of the rows:
screen.blit(pad, (x, y))
and
screen.fill(red)

Is it possible to stretch an image in pygames?

Is it possible to stretch an image in pygame using an event to trigger it?
Like say I have a person and I want his eyes to popout like this
when I press a button and I am using surface.blit(eyes=pygame.image.load('eyes')) for the eyes.
Can i stretch the eye image like the picture in this link?
There is a solution to this problem that allows you to stretch the eyes to the exact width you want, but it may make the eyes very deformed... (nevermind, the original image has pretty deformed eyes anyway.)
From the Pygame doc on pygame.transform.scale:
scale(Surface, (width, height), DestSurface = None) -> Surface
We also use image.get_height() so the user does not have to get the height themselves.
So you would do something like this (wrapped in a function):
def stretchEyes(image, newWidth):
return pygame.transform.scale(image, (image.get_height(), newWidth))
eyes = stretchEyes(eyes, image.get_width()*3) # Stretch to three times width
# Blitting takes in the top left position, so we don't need to do any maths here!
screen.blit(eyes, (x,y))
A better approach would be to have two images one for the actual image and one where the eyes are stretched. Draw the second image whenever you need instead of the first image.
import pygame
from pygame.locals import *
screen = pygame.display.set_mode((540, 480))
runner1 = pygame.image.load('./runner1.jpg').convert()
runner1_rect = runner1.get_rect(center=(270, 240))
runner2 = pygame.image.load('./runner2.jpg').convert()
runner2_rect = runner2.get_rect(center=(270, 240))
screen.fill((0, 0, 0))
change = True
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
if event.type == MOUSEBUTTONDOWN:
screen.blit(runner2, runner2_rect)
pygame.display.update()
if event.type == KEYDOWN:
screen.blit(runner1, runner1_rect)
pygame.display.update()
As shown in the above example, we get images(sprites) of different postures and play them as and when we need to get the motion.
To begin and understand the pygame start from PUMMEL THE CHIMP and there are good API to handle sprites and their behavior through pygame.

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