#coding:utf-8
importosimportPIL,numpyimportmatplotlib.pylab as pltfrom matplotlib.animation importFuncAnimationimporttime
need_update=True
press_coefficient=2.099piece_base_height_1_2=13piece_body_width=47
defget_screen_image():
os.system(‘adb shell screencap -p /sdcard/screen.png‘)#获取当前界面的手机截图
os.system(‘adb pull /sdcard/screen.png‘)#下载当前截图到电脑当前文件夹
return numpy.array(PIL.Image.open(‘screen.png‘)) #打开当前文件下的图片
def jump_to_next(point1,point2):#计算弦的长度
x1, y1 = point1; x2, y2 =point2
distance= ((x2-x1)**2 + (y2-y1)**2)**0.5x1=int(x1)
y1=int(y1)
x2=int(x2)
y2=int(y2)
os.system(‘adb shell input swipe {} {} {} {} {}‘.format(x1,y1,x2,y2,int(distance*2)))#手机的单击位置,0 0 0 0 0 ,x轴y轴滑动后的xy轴单击时间
def on_calck(event, coor=[]):#绑定鼠标的单击事件[(x,y)(x2,y2)],
globalneed_update
coor.append((event.xdata, event.ydata))if len(coor) == 2:
jump_to_next(coor.pop(), coor.pop())
need_update=Truedef update_screen(frame):#更新图片/从画图片
globalneed_updateifneed_update:
time.sleep(1)
axes_image.set_array(get_screen_image())
need_update=Falsereturnaxes_image,deffind_piece_and_board(im):"""寻找关键坐标"""w, h=im.size
piece_x_sum=0
piece_x_c=0
piece_y_max=0
board_x=0
board_y=0
scan_x_border= int(w / 8) #扫描棋子时的左右边界
scan_start_y = 0 #扫描的起始 y 坐标
im_pixel =im.load()#以 50px 步长,尝试探测 scan_start_y
for i in range(int(h / 3), int(h*2 / 3), 50):
last_pixel=im_pixel[0, i]for j in range(1, w):
pixel=im_pixel[j, i]#不是纯色的线,则记录 scan_start_y 的值,准备跳出循环
if pixel !=last_pixel:
scan_start_y= i - 50
break
ifscan_start_y:break
print(‘scan_start_y: {}‘.format(scan_start_y))#从 scan_start_y 开始往下扫描,棋子应位于屏幕上半部分,这里暂定不超过 2/3
for i in range(scan_start_y, int(h * 2 / 3)):#横坐标方面也减少了一部分扫描开销
for j in range(scan_x_border, w -scan_x_border):
pixel=im_pixel[j, i]#根据棋子的最低行的颜色判断,找最后一行那些点的平均值,这个颜
#色这样应该 OK,暂时不提出来
if (50 < pixel[0] < 60)and (53 < pixel[1] < 63)and (95 < pixel[2] < 110):
piece_x_sum+=j
piece_x_c+= 1piece_y_max=max(i, piece_y_max)if notall((piece_x_sum, piece_x_c)):return0, 0, 0, 0
piece_x= int(piece_x_sum /piece_x_c)
piece_y= piece_y_max - piece_base_height_1_2 #上移棋子底盘高度的一半
#限制棋盘扫描的横坐标,避免音符 bug
if piece_x < w/2:
board_x_start=piece_x
board_x_end=welse:
board_x_start=0
board_x_end=piece_xfor i in range(int(h / 3), int(h * 2 / 3)):
last_pixel=im_pixel[0, i]if board_x orboard_y:breakboard_x_sum=0
board_x_c=0for j inrange(int(board_x_start), int(board_x_end)):
pixel=im_pixel[j, i]#修掉脑袋比下一个小格子还高的情况的 bug
if abs(j - piece_x)
#修掉圆顶的时候一条线导致的小 bug,这个颜色判断应该 OK,暂时不提出来
if abs(pixel[0] -last_pixel[0])+ abs(pixel[1] - last_pixel[1])+ abs(pixel[2] - last_pixel[2]) > 10:
board_x_sum+=j
board_x_c+= 1
ifboard_x_sum:
board_x= board_x_sum /board_x_c
last_pixel=im_pixel[board_x, i]#从上顶点往下 +274 的位置开始向上找颜色与上顶点一样的点,为下顶点
#该方法对所有纯色平面和部分非纯色平面有效,对高尔夫草坪面、木纹桌面、
#药瓶和非菱形的碟机(好像是)会判断错误
for k in range(i+274, i, -1): #274 取开局时最大的方块的上下顶点距离
pixel =im_pixel[board_x, k]if abs(pixel[0] -last_pixel[0])+ abs(pixel[1] - last_pixel[1])+ abs(pixel[2] - last_pixel[2]) < 10:breakboard_y= int((i+k) / 2)#如果上一跳命中中间,则下个目标中心会出现 r245 g245 b245 的点,利用这个
#属性弥补上一段代码可能存在的判断错误
#若上一跳由于某种原因没有跳到正中间,而下一跳恰好有无法正确识别花纹,则有
#可能游戏失败,由于花纹面积通常比较大,失败概率较低
for j in range(i, i+200):
pixel=im_pixel[board_x, j]if abs(pixel[0] - 245) + abs(pixel[1] - 245) + abs(pixel[2] - 245) ==0:
board_y= j + 10
break
if notall((board_x, board_y)):return0, 0, 0, 0returnpiece_x, piece_y, board_x, board_ydefauto_jump(frame):
x1,y1,x2,y2=find_piece_and_board(PIL.Image.open(‘screen.png‘))
coor=[]globalneed_update
coor.append((x1,y1))
coor.append((x2,y2))
jump_to_next(coor.pop(), coor.pop())
need_update=Trueglobalneed_updateifneed_update:
time.sleep(1)
axes_image.set_array(get_screen_image())
need_update=Falsereturnaxes_image,
figure= plt.figure(u‘跳一跳辅助‘) #创建一个空白的图片对象、创建一张图片
axes_image = plt.imshow(get_screen_image(), animated=True)#把获取的图片画在坐标轴上
#figure.canvas.mpl_connect(‘button_press_event‘, on_calck)#figure.canvas.mpl_connect(‘button_press_event‘, auto_jump)#ani = FuncAnimation(figure, update_screen, interval=50, blit=True)
ani = FuncAnimation(figure, auto_jump, interval=50, blit=True)
plt.show()