Datasets:
Download Close_Loop_Evaluation/Carla_Simulation/PythonAPI/examples/draw_skeleton.py from ChengkaiXu/DriveHierarchy: direct link, hf CLI and curl.
- Browser
- Download file 20.9 kB
-
https://huggingface.co/datasets/ChengkaiXu/DriveHierarchy/resolve/main/Close_Loop_Evaluation/Carla_Simulation/PythonAPI/examples/draw_skeleton.py
- Command line
-
hf download hf://datasets/ChengkaiXu/DriveHierarchy/Close_Loop_Evaluation/Carla_Simulation/PythonAPI/examples/draw_skeleton.py
-
curl -L -o draw_skeleton.py https://huggingface.co/datasets/ChengkaiXu/DriveHierarchy/resolve/main/Close_Loop_Evaluation/Carla_Simulation/PythonAPI/examples/draw_skeleton.py
20.9 kB
| #!/usr/bin/env python | |
| # Copyright (c) 2021 Computer Vision Center (CVC) at the Universitat Autonoma de | |
| # Barcelona (UAB). | |
| # | |
| # This work is licensed under the terms of the MIT license. | |
| # For a copy, see <https://opensource.org/licenses/MIT>. | |
| import glob | |
| import os | |
| import sys | |
| import math | |
| import argparse | |
| import copy | |
| import time | |
| from multiprocessing import Pool | |
| from PIL import Image | |
| try: | |
| sys.path.append(glob.glob('../carla/dist/carla-*%d.%d-%s.egg' % ( | |
| sys.version_info.major, | |
| sys.version_info.minor, | |
| 'win-amd64' if os.name == 'nt' else 'linux-x86_64'))[0]) | |
| except IndexError: | |
| pass | |
| import carla | |
| import random | |
| try: | |
| import pygame | |
| except ImportError: | |
| raise RuntimeError('cannot import pygame, make sure pygame package is installed') | |
| try: | |
| import numpy as np | |
| except ImportError: | |
| raise RuntimeError('cannot import numpy, make sure numpy package is installed') | |
| try: | |
| import queue | |
| except ImportError: | |
| import Queue as queue | |
| class CarlaSyncMode(object): | |
| """ | |
| Context manager to synchronize output from different sensors. Synchronous | |
| mode is enabled as long as we are inside this context | |
| with CarlaSyncMode(world, sensors) as sync_mode: | |
| while True: | |
| data = sync_mode.tick(timeout=1.0) | |
| """ | |
| def __init__(self, world, *sensors, **kwargs): | |
| self.world = world | |
| self.sensors = sensors | |
| self.frame = None | |
| self.delta_seconds = 1.0 / kwargs.get('fps', 20) | |
| self._queues = [] | |
| self._settings = None | |
| def __enter__(self): | |
| self._settings = self.world.get_settings() | |
| self.frame = self.world.apply_settings(carla.WorldSettings( | |
| no_rendering_mode=False, | |
| synchronous_mode=True, | |
| fixed_delta_seconds=self.delta_seconds)) | |
| def make_queue(register_event): | |
| q = queue.Queue() | |
| register_event(q.put) | |
| self._queues.append(q) | |
| make_queue(self.world.on_tick) | |
| for sensor in self.sensors: | |
| make_queue(sensor.listen) | |
| return self | |
| def tick(self, timeout): | |
| self.frame = self.world.tick() | |
| data = [self._retrieve_data(q, timeout) for q in self._queues] | |
| assert all(x.frame == self.frame for x in data) | |
| return data | |
| def __exit__(self, *args, **kwargs): | |
| self.world.apply_settings(self._settings) | |
| def _retrieve_data(self, sensor_queue, timeout): | |
| while True: | |
| data = sensor_queue.get(timeout=timeout) | |
| if data.frame == self.frame: | |
| return data | |
| # --------------- | |
| def build_projection_matrix(w, h, fov): | |
| focal = w / (2.0 * np.tan(fov * np.pi / 360.0)) | |
| K = np.identity(3) | |
| K[0, 0] = K[1, 1] = focal | |
| K[0, 2] = w / 2.0 | |
| K[1, 2] = h / 2.0 | |
| return K | |
| def get_image_as_array(image): | |
| array = np.frombuffer(image.raw_data, dtype=np.dtype("uint8")) | |
| array = np.reshape(array, (image.height, image.width, 4)) | |
| array = array[:, :, :3] | |
| array = array[:, :, ::-1] | |
| # make the array writeable doing a deep copy | |
| array2 = copy.deepcopy(array) | |
| return array2 | |
| def draw_image(surface, array, blend=False): | |
| image_surface = pygame.surfarray.make_surface(array.swapaxes(0, 1)) | |
| if blend: | |
| image_surface.set_alpha(100) | |
| surface.blit(image_surface, (0, 0)) | |
| def get_font(): | |
| fonts = [x for x in pygame.font.get_fonts()] | |
| default_font = 'ubuntumono' | |
| font = default_font if default_font in fonts else fonts[0] | |
| font = pygame.font.match_font(font) | |
| return pygame.font.Font(font, 14) | |
| def get_screen_points(camera, K, image_w, image_h, points3d): | |
| # get 4x4 matrix to transform points from world to camera coordinates | |
| world_2_camera = np.array(camera.get_transform().get_inverse_matrix()) | |
| # build the points array in numpy format as (x, y, z, 1) to be operable with a 4x4 matrix | |
| points_temp = [] | |
| for p in points3d: | |
| points_temp += [p.x, p.y, p.z, 1] | |
| points = np.array(points_temp).reshape(-1, 4).T | |
| # convert world points to camera space | |
| points_camera = np.dot(world_2_camera, points) | |
| # New we must change from UE4's coordinate system to an "standard" | |
| # (x, y ,z) -> (y, -z, x) | |
| # and we remove the fourth component also | |
| points = np.array([ | |
| points_camera[1], | |
| points_camera[2] * -1, | |
| points_camera[0]]) | |
| # Finally we can use our K matrix to do the actual 3D -> 2D. | |
| points_2d = np.dot(K, points) | |
| # normalize the values and transpose | |
| points_2d = np.array([ | |
| points_2d[0, :] / points_2d[2, :], | |
| points_2d[1, :] / points_2d[2, :], | |
| points_2d[2, :]]).T | |
| return points_2d | |
| def draw_points_on_buffer(buffer, image_w, image_h, points_2d, color, size=4): | |
| half = int(size / 2) | |
| # draw each point | |
| for p in points_2d: | |
| x = int(p[0]) | |
| y = int(p[1]) | |
| for j in range(y - half, y + half): | |
| if (j >=0 and j <image_h): | |
| for i in range(x - half, x + half): | |
| if (i >=0 and i <image_w): | |
| buffer[j][i][0] = color[0] | |
| buffer[j][i][1] = color[1] | |
| buffer[j][i][2] = color[2] | |
| def draw_line_on_buffer(buffer, image_w, image_h, points_2d, color, size=4): | |
| x0 = int(points_2d[0][0]) | |
| y0 = int(points_2d[0][1]) | |
| x1 = int(points_2d[1][0]) | |
| y1 = int(points_2d[1][1]) | |
| dx = abs(x1 - x0) | |
| if x0 < x1: | |
| sx = 1 | |
| else: | |
| sx = -1 | |
| dy = -abs(y1 - y0) | |
| if y0 < y1: | |
| sy = 1 | |
| else: | |
| sy = -1 | |
| err = dx + dy | |
| while True: | |
| draw_points_on_buffer(buffer, image_w, image_h, ((x0,y0),), color, size) | |
| if (x0 == x1 and y0 == y1): | |
| break | |
| e2 = 2 * err | |
| if (e2 >= dy): | |
| err += dy | |
| x0 += sx | |
| if (e2 <= dx): | |
| err += dx | |
| y0 += sy | |
| def draw_skeleton(buffer, image_w, image_h, boneIndex, points2d, color, size=4): | |
| try: | |
| # draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_root"]], points2d[boneIndex["crl_hips__C"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hips__C"]], points2d[boneIndex["crl_spine__C"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hips__C"]], points2d[boneIndex["crl_thigh__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hips__C"]], points2d[boneIndex["crl_thigh__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_spine__C"]], points2d[boneIndex["crl_spine01__C"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_spine01__C"]], points2d[boneIndex["crl_shoulder__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_spine01__C"]], points2d[boneIndex["crl_neck__C"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_spine01__C"]], points2d[boneIndex["crl_shoulder__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_shoulder__L"]], points2d[boneIndex["crl_arm__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_arm__L"]], points2d[boneIndex["crl_foreArm__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_foreArm__L"]], points2d[boneIndex["crl_hand__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__L"]], points2d[boneIndex["crl_handThumb__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__L"]], points2d[boneIndex["crl_handIndex__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__L"]], points2d[boneIndex["crl_handMiddle__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__L"]], points2d[boneIndex["crl_handRing__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__L"]], points2d[boneIndex["crl_handPinky__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handThumb__L"]], points2d[boneIndex["crl_handThumb01__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handThumb01__L"]], points2d[boneIndex["crl_handThumb02__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handThumb02__L"]], points2d[boneIndex["crl_handThumbEnd__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handIndex__L"]], points2d[boneIndex["crl_handIndex01__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handIndex01__L"]], points2d[boneIndex["crl_handIndex02__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handIndex02__L"]], points2d[boneIndex["crl_handIndexEnd__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handMiddle__L"]], points2d[boneIndex["crl_handMiddle01__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handMiddle01__L"]], points2d[boneIndex["crl_handMiddle02__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handMiddle02__L"]], points2d[boneIndex["crl_handMiddleEnd__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handRing__L"]], points2d[boneIndex["crl_handRing01__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handRing01__L"]], points2d[boneIndex["crl_handRing02__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handRing02__L"]], points2d[boneIndex["crl_handRingEnd__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handPinky__L"]], points2d[boneIndex["crl_handPinky01__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handPinky01__L"]], points2d[boneIndex["crl_handPinky02__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handPinky02__L"]], points2d[boneIndex["crl_handPinkyEnd__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_neck__C"]], points2d[boneIndex["crl_Head__C"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_Head__C"]], points2d[boneIndex["crl_eye__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_Head__C"]], points2d[boneIndex["crl_eye__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_shoulder__R"]], points2d[boneIndex["crl_arm__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_arm__R"]], points2d[boneIndex["crl_foreArm__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_foreArm__R"]], points2d[boneIndex["crl_hand__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__R"]], points2d[boneIndex["crl_handThumb__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__R"]], points2d[boneIndex["crl_handIndex__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__R"]], points2d[boneIndex["crl_handMiddle__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__R"]], points2d[boneIndex["crl_handRing__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__R"]], points2d[boneIndex["crl_handPinky__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handThumb__R"]], points2d[boneIndex["crl_handThumb01__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handThumb01__R"]], points2d[boneIndex["crl_handThumb02__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handThumb02__R"]], points2d[boneIndex["crl_handThumbEnd__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handIndex__R"]], points2d[boneIndex["crl_handIndex01__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handIndex01__R"]], points2d[boneIndex["crl_handIndex02__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handIndex02__R"]], points2d[boneIndex["crl_handIndexEnd__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handMiddle__R"]], points2d[boneIndex["crl_handMiddle01__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handMiddle01__R"]], points2d[boneIndex["crl_handMiddle02__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handMiddle02__R"]], points2d[boneIndex["crl_handMiddleEnd__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handRing__R"]], points2d[boneIndex["crl_handRing01__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handRing01__R"]], points2d[boneIndex["crl_handRing02__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handRing02__R"]], points2d[boneIndex["crl_handRingEnd__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handPinky__R"]], points2d[boneIndex["crl_handPinky01__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handPinky01__R"]], points2d[boneIndex["crl_handPinky02__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handPinky02__R"]], points2d[boneIndex["crl_handPinkyEnd__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_thigh__R"]], points2d[boneIndex["crl_leg__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_leg__R"]], points2d[boneIndex["crl_foot__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_foot__R"]], points2d[boneIndex["crl_toe__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_toe__R"]], points2d[boneIndex["crl_toeEnd__R"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_thigh__L"]], points2d[boneIndex["crl_leg__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_leg__L"]], points2d[boneIndex["crl_foot__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_foot__L"]], points2d[boneIndex["crl_toe__L"]]), color, size) | |
| draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_toe__L"]], points2d[boneIndex["crl_toeEnd__L"]]), color, size) | |
| except: | |
| pass | |
| def should_quit(): | |
| for event in pygame.event.get(): | |
| if event.type == pygame.QUIT: | |
| return True | |
| elif event.type == pygame.KEYUP: | |
| if event.key == pygame.K_ESCAPE: | |
| return True | |
| return False | |
| def write_image(frame, id, buffer): | |
| # Save the image using Pillow module. | |
| img = Image.fromarray(buffer) | |
| img.save('_out/%s_%06d.png' % (id, frame)) | |
| def main(): | |
| argparser = argparse.ArgumentParser( | |
| description='CARLA Manual Control Client') | |
| argparser.add_argument( | |
| '--fov', | |
| default=60, | |
| type=int, | |
| help='FOV for camera') | |
| argparser.add_argument( | |
| '--res', | |
| metavar='WIDTHxHEIGHT', | |
| # default='1920x1080', | |
| default='800x600', | |
| help='window resolution (default: 800x600)') | |
| args = argparser.parse_args() | |
| args.width, args.height = [int(x) for x in args.res.split('x')] | |
| actor_list = [] | |
| pygame.init() | |
| display = pygame.display.set_mode( | |
| (args.width, args.height), | |
| pygame.HWSURFACE | pygame.DOUBLEBUF) | |
| font = get_font() | |
| clock = pygame.time.Clock() | |
| client = carla.Client('localhost', 2000) | |
| client.set_timeout(5.0) | |
| world = client.get_world() | |
| # spawn a camera | |
| camera_bp = world.get_blueprint_library().find('sensor.camera.rgb') | |
| camera_bp.set_attribute("image_size_x", str(args.width)) | |
| camera_bp.set_attribute("image_size_y", str(args.height)) | |
| camera_bp.set_attribute("fov", str(args.fov)) | |
| camera = world.spawn_actor(camera_bp, carla.Transform()) | |
| # spawn a pedestrian | |
| world.set_pedestrians_seed(1235) | |
| ped_bp = random.choice(world.get_blueprint_library().filter("walker.pedestrian.*")) | |
| trans = carla.Transform() | |
| trans.location = world.get_random_location_from_navigation() | |
| ped = world.spawn_actor(ped_bp, trans) | |
| walker_controller_bp = world.get_blueprint_library().find('controller.ai.walker') | |
| controller = world.spawn_actor(walker_controller_bp, carla.Transform(), ped) | |
| controller.start() | |
| controller.go_to_location(world.get_random_location_from_navigation()) | |
| controller.set_max_speed(1.7) | |
| # keep tracking of actors to remove | |
| actor_list.append(camera) | |
| actor_list.append(ped) | |
| actor_list.append(controller) | |
| # get some attributes from the camera | |
| image_w = camera_bp.get_attribute("image_size_x").as_int() | |
| image_h = camera_bp.get_attribute("image_size_y").as_int() | |
| fov = camera_bp.get_attribute("fov").as_float() | |
| try: | |
| pool = Pool(processes=5) | |
| # Create a synchronous mode context. | |
| with CarlaSyncMode(world, camera, fps=30) as sync_mode: | |
| # set the projection matrix | |
| K = build_projection_matrix(image_w, image_h, fov) | |
| blending = 0 | |
| turning = 0 | |
| while True: | |
| if should_quit(): | |
| return | |
| clock.tick() | |
| # make some transition from custom pose to animation | |
| ped.blend_pose(math.sin(blending)) | |
| # move the pedestrian | |
| blending += 0.015 | |
| turning += 0.009 | |
| # move camera around | |
| trans = ped.get_transform() | |
| x = math.cos(turning) * -3 | |
| y = math.sin(turning) * 3 | |
| trans.location.x += x | |
| trans.location.y += y | |
| trans.location.z = 2 | |
| trans.rotation.pitch = -16 | |
| trans.rotation.roll = 0 | |
| trans.rotation.yaw = -360 * (turning/(math.pi*2)) | |
| camera.set_transform(trans) | |
| # Advance the simulation and wait for the data. | |
| snapshot, image_rgb = sync_mode.tick(timeout=5.0) | |
| # Draw the display. | |
| buffer = get_image_as_array(image_rgb) | |
| # get the pedestrian bones | |
| bones = ped.get_bones() | |
| # prepare the bones (get name and world position) | |
| boneIndex = {} | |
| points = [] | |
| for i, bone in enumerate(bones.bone_transforms): | |
| boneIndex[bone.name] = i | |
| points.append(bone.world.location) | |
| # project the 3d points to 2d screen | |
| points2d = get_screen_points(camera, K, image_w, image_h, points) | |
| # draw the skeleton lines | |
| draw_skeleton(buffer, image_w, image_h, boneIndex, points2d, (0, 255, 0), 2) | |
| # draw the bone points | |
| draw_points_on_buffer(buffer, image_w, image_h, points2d[1:], (255, 0, 0), 4) | |
| draw_image(display, buffer) | |
| # pool.apply_async(write_image, (snapshot.frame, "ped", buffer)) | |
| # display.blit(font.render('%d bones' % len(points), True, (255, 255, 255)), (8, 10)) | |
| pygame.display.flip() | |
| finally: | |
| # time.sleep(5) | |
| print('destroying actors.') | |
| for actor in actor_list: | |
| actor.destroy() | |
| pygame.quit() | |
| pool.close() | |
| print('done.') | |
| if __name__ == '__main__': | |
| try: | |
| main() | |
| except KeyboardInterrupt: | |
| print('\nCancelled by user. Bye!') | |