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View Code? Open in Web Editor NEWRaspberry Pi Jousting at its finest
Home Page: http://joustmania.com
License: Other
Raspberry Pi Jousting at its finest
Home Page: http://joustmania.com
License: Other
Captions die too easily, they need to have less sensitivity
Instead of making ninja bomb ordered it should be passed to random players, that way the game is more chaotic and fun. and less time to setup the game as well.
I'm not sure it somehow it's just my setup, but since updating recently. I've encountered 2 issues that i was not experiencing previously.
anyone else experiencing this? or not?
Currently when using the built-in sound card the real-time resampling makes the audio crackle on the pi, this should be investigated so that an external sound card is not necessary to buy to have music playing
Freeze mode is apart of the original game, This could be an optional feature that could be turned on.
the on board bluetooth is not class 1, and therefore not long range, however in order to reduce costs to entry an extra install script should be created that works with the built in bluetooth (should work for small spaces)
Sometimes the bluetooth service dies when pairing a controller, and all of the controllers turn off. Sometimes the service completely dies and can't be restarted, thus the raspberry pi needs to be rebooted before pairing can continue. It would be nice if neither of these things happened, i.e. when pairing, you are able to pair in one go, without the other controllers resetting.
Some of the rules in the readme, such as werewolves has incorrect rules
everyone sits in a circle, a red dot(dynamite) goes around, press A to pass to the next person, if you press A too early you explode. the dynamite will eventually explode too. players can shake the dynamite when they have it to make it go down faster
Hi,
I've been wanting a portable version of Joust since I first saw years ago so this is awesome work you're doing.
I'm trying to set it up at the moment but am having problems with the psmove module. Initially it wasn't finding it all so I added:
import sys sys.path.append('/home/pi/psmoveapi/build/
Now I'm getting a:
Traceback (most recent call last): File "pair.py", line 3, in <module> import psmove File "/home/pi/psmoveapi/build/psmove.py", line 28, in <module> _psmove = swig_import_helper() File "/home/pi/psmoveapi/build/psmove.py", line 24, in swig_import_helper _mod = imp.load_module('_psmove', fp, pathname, description) ImportError: dynamic module does not define init function (init_psmove)
I'm working with a fresh install of Raspbian on a Raspberry Pi 3 v1.2. I've got SWIG version 2.0.12. Any tips as to where I might be going wrong would be really appreciated.
Thanks,
Ben
currently getting this output when running the game
[PSMOVE WARNING] Magnetometer in 00:06:f5:88:dd:0f not yet calibrated.
[PSMOVE WARNING] Magnetometer in e0:ae:5e:4e:ca:68 not yet calibrated.
[PSMOVE WARNING] Magnetometer in e0:ae:5e:41:e2:17 not yet calibrated.
trust file is /var/lib/bluetooth/00:15:83:D1:1C:51
trust file is /var/lib/bluetooth/00:15:83:D1:1C:52
trust file is /var/lib/bluetooth/00:15:83:D1:1C:61
[PSMOVE WARNING] Magnetometer in 00:06:f5:88:dd:0f not yet calibrated.
[PSMOVE WARNING] Magnetometer in e0:ae:5e:4e:ca:68 not yet calibrated.
[PSMOVE WARNING] Magnetometer in e0:ae:5e:41:e2:17 not yet calibrated.
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.front
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.rear
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.center_lfe
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.side
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.surround21
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.surround21
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.surround40
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.surround41
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.surround50
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.surround51
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.surround71
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.iec958
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.iec958
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.iec958
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.hdmi
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.hdmi
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.modem
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.modem
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.phoneline
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.phoneline
ALSA lib pulse.c:243:(pulse_connect) PulseAudio: Unable to connect: Connection refused
ALSA lib pulse.c:243:(pulse_connect) PulseAudio: Unable to connect: Connection refused
Cannot connect to server socket err = No such file or directory
Cannot connect to server request channel
jack server is not running or cannot be started
If a wifi server can be hosted then an admin can change settings for host on the fly on their phone
right now, wavs are supported, mp3 support needs to be added and tested, This might be difficult with the real-time resampling in piaudio.py, perhaps quickly convert the mp3 to a temp wav first before the game starts then delete it after the round is over?
Allow all four buttons to be pressed to to do things like change game modes and remove controllers
To make the game have better player feedback, when a player dies, their controller should flash and turn red. The red in the other game types for player colors will have to be changed as well (FFA, Teams, Werewolfs, Zombies, commander) so that players are not confused
two teams,
when a player gets hit, there is a 3 second pause then they switch teams
What's the recommended way to update JoustMania on a RasbPi? Should I just git pull
and reboot? Should setup be run again? Should this info be in the readme?
I've followed the instructions using the latest version of Raspian. The following errors occur while running setup.sh
CMake Error: Error in cmake code at
/home/pi/psmoveapi/CMakeLists.txt:3:
Parse error. Expected a command name, got unquoted argument with text "<<<<<<<".
-- Configuring incomplete, errors occurred!
make: *** No targets specified and no makefile found. Stop.
sed: can't read /etc/modprobe.d/alsa-base.conf: No such file or directory
Broadcast message from pi@raspberrypi on pts/0 (Thu 2016-08-25 20:08:04 UTC):
The system is going down for reboot NOW!
Allow all the games to be added or removed from random mode
Allow for the option of instructions to be played when selecting a game manually, and the option to turn it off too
Sometimes Only one zombie spawns because of random generation
web ui currently does not work for Tournament mode
currently if you hold the controller light enough in medium sensitivity, then it continues to rumble. In order to solve this, controllers should at max rumble for 1 second and then stop rumbling.
swapper needs instructions for playing
I.e. Green: Just paired controller successfully
Red: controller already Paired.
Everyone 1v1s until the final two are selected to battle
possibly explore games involving running from one side of the room to the other. if you are tagged when running you turn into a shark.
Make the starting zombies harder to kill so they can start the infection easier
After the last two controllers die at the same time, the game continues rather than stopping
allow the Joust music to be changed in speed per song(perhaps a txt file to do this) but not the sensitivity.
the regular Joust games are is a bit high intensity, should make different options in the common folder, i.e. high, medium, low sensitivity values, and then assign each of these in the different game modes, and have the default a bit more sensitive than it is right now, for both the slow and fast music speeds. It might also be a good idea to be able to adjust sensitivity on the fly, for bigger or smaller rooms to play in.
Players should only confirm once captains are confirmed
It might be nice to have some sort of display that can be output to a projector while the game is going on, i.e. score or who is in or out of the game. This enhancement might also allow for new and different types of games to be created!!
Using hostapd you can make the pi3 a wireless access point, and thus have access to the gui in the woods for instance
still piparty
Sometimes after doing a successful fake out, the bomb explodes for multiple people, needs to be investigated
Allow random teams to congregate before starting the game
I was thinking about a King of the Hill mode, which is probably better suited to a smaller number of players, but maybe not.
Something along of the lines of everyone starts neutral. once someone is knocked out, randomly from the remaining players someone becomes the King, and everyone remaining else is one color (red?). players who die respawn after a certain amount of time.
While you are King, you accrue points over time, the current King wins once he has accrued a certain number of points. (point total could be varied depending on desired game length)
If the King is joustled, he dies awaiting respawn and another random player becomes King.
Perhaps it's better to say only alive player could become king, resulting in some fun backstabbing between non-kings players to improve their odds of becoming King.
Requiring playtesting. i'm not sure whether to win you must accrue those points in a single shot of being King (might be too hard or limiting) or over the course of a match.
If people are interested in how they went, at the end the controllers could go a unique color and the game could say the score.
"Green 20... Red 18... Yellow 5... etc"
thoughts?
sometimes when starting a game the pi crashes,
perhaps try putting a time.sleep in between new controller processes in each game?
Players get confused when they die as zombies, playing a loud distinctive sound would help with this
Allow a button to be pressed that shows the battery level with all controllers
At the start of the game, it's very easy to have a bullet, and with enough coordination, zombies could be held off purely with bullets. It seems like something that should be delayed before giving them out, or spawn longer or such
One player is the Juggernaut, there are different waves where players from the sidelines spawn to attack the main player. Main player has bombs he can use, to kill all enemies. The main player also progresses through different waves, and can reach checkpoints which are saved by a pin code from the controller.
--extra detail: enemies: red to green for difficulty, purple for invincibility.
Before the instructions tell everyone to open their eyes, shit off the werewolfs controllers earlier
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