How to use the vizdoom.ScreenFormat.BGR24 function in vizdoom

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github mwydmuch / ViZDoom / examples / python / labels.py View on Github external
help="Path to the configuration file of the scenario."
                             " Please see "
                             "../../scenarios/*cfg for more scenarios.")

    args = parser.parse_args()

    game = vzd.DoomGame()

    # Use other config file if you wish.
    game.load_config(args.config)
    game.set_render_hud(False)

    game.set_screen_resolution(vzd.ScreenResolution.RES_640X480)

    # Set cv2 friendly format.
    game.set_screen_format(vzd.ScreenFormat.BGR24)

    # Enables labeling of the in game objects.
    game.set_labels_buffer_enabled(True)

    game.clear_available_game_variables()
    game.add_available_game_variable(vzd.GameVariable.POSITION_X)
    game.add_available_game_variable(vzd.GameVariable.POSITION_Y)
    game.add_available_game_variable(vzd.GameVariable.POSITION_Z)

    game.init()

    actions = [[True, False, False], [False, True, False], [False, False, True]]

    episodes = 10

    # Sleep time between actions in ms
github mwydmuch / ViZDoom / examples / python / buffers.py View on Github external
game = vzd.DoomGame()

    # Use other config file if you wish.
    game.load_config(args.config)

    # game.set_console_enabled(True)
    # game.set_window_visible(False)

    # Just umcomment desired format for screen buffer (and map buffer).
    # The last uncommented will be applied.
    # Formats with C (CRCGCB and CBCGCR) were omitted cause they are not cv2 friendly.
    # Default format is ScreenFormat.CRCGCB.

    # OpenCV uses a BGR colorspace by default.
    game.set_screen_format(vzd.ScreenFormat.BGR24)

    # game.set_screen_format(ScreenFormat.RGB24)
    # game.set_screen_format(ScreenFormat.RGBA32)
    # game.set_screen_format(ScreenFormat.ARGB32)
    # game.set_screen_format(ScreenFormat.BGRA32)
    # game.set_screen_format(ScreenFormat.ABGR32)
    # game.set_screen_format(ScreenFormat.GRAY8)

    # Raw Doom buffer with palette's values. This one makes no sense in particular
    # game.set_screen_format(ScreenFormat.DOOM_256_COLORS)

    # Sets resolution for all buffers.
    game.set_screen_resolution(vzd.ScreenResolution.RES_640X480)

    # Enables depth buffer.
    game.set_depth_buffer_enabled(True)
github mwydmuch / ViZDoom / examples / python / automap.py View on Github external
default=DEFAULT_CONFIG,
                        nargs="?",
                        help="Path to the configuration file of the scenario."
                             " Please see "
                             "../../scenarios/*cfg for more scenarios.")

    args = parser.parse_args()
    game = vzd.DoomGame()

    game.load_config(args.config)
    game.set_render_hud(False)

    game.set_screen_resolution(vzd.ScreenResolution.RES_640X480)

    # Set cv2 friendly format.
    game.set_screen_format(vzd.ScreenFormat.BGR24)

    # Enables rendering of automap.
    game.set_automap_buffer_enabled(True)

    # All map's geometry and objects will be displayed.
    game.set_automap_mode(vzd.AutomapMode.OBJECTS_WITH_SIZE)

    game.add_available_game_variable(vzd.GameVariable.POSITION_X)
    game.add_available_game_variable(vzd.GameVariable.POSITION_Y)
    game.add_available_game_variable(vzd.GameVariable.POSITION_Z)

    # Disables game window (FPP view), we just want to see the automap.
    game.set_window_visible(False)

    # This CVAR can be used to make a map follow a player.
    game.add_game_args("+am_followplayer 1")