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flappy.py
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flappy.py
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from itertools import cycle
import random
import sys
import pygame
from pygame.locals import *
import numpy as np
from keras.models import Sequential
from keras.layers import Dense, Activation
from keras.optimizers import SGD
FPS = 30
SCREENWIDTH = 288.0
SCREENHEIGHT = 512.0
# amount by which base can maximum shift to left
PIPEGAPSIZE = 100 # gap between upper and lower part of pipe
BASEY = SCREENHEIGHT * 0.79
# image, sound and hitmask dicts
IMAGES, SOUNDS, HITMASKS = {}, {}, {}
load_saved_pool = 1
save_current_pool = 1
current_pool = []
fitness = []
total_models = 50
next_pipe_x = -1
next_pipe_hole_y = -1
generation = 1
def save_pool():
for xi in range(total_models):
current_pool[xi].save_weights("Current_Model_Pool/model_new" + str(xi) + ".keras")
print("Saved current pool!")
def model_crossover(model_idx1, model_idx2):
global current_pool
weights1 = current_pool[model_idx1].get_weights()
weights2 = current_pool[model_idx2].get_weights()
weightsnew1 = weights1
weightsnew2 = weights2
weightsnew1[0] = weights2[0]
weightsnew2[0] = weights1[0]
return np.asarray([weightsnew1, weightsnew2])
def model_mutate(weights):
for xi in range(len(weights)):
for yi in range(len(weights[xi])):
if random.uniform(0, 1) > 0.85:
change = random.uniform(-0.5,0.5)
weights[xi][yi] += change
return weights
def predict_action(height, dist, pipe_height, model_num):
global current_pool
# The height, dist and pipe_height must be between 0 to 1 (Scaled by SCREENHEIGHT)
height = min(SCREENHEIGHT, height) / SCREENHEIGHT - 0.5
dist = dist / 450 - 0.5 # Max pipe distance from player will be 450
pipe_height = min(SCREENHEIGHT, pipe_height) / SCREENHEIGHT - 0.5
neural_input = np.asarray([height, dist, pipe_height])
neural_input = np.atleast_2d(neural_input)
output_prob = current_pool[model_num].predict(neural_input, 1)[0]
if output_prob[0] <= 0.5:
# Perform the jump action
return 1
return 2
# Initialize all models
for i in range(total_models):
model = Sequential()
model.add(Dense(output_dim=7, input_dim=3))
model.add(Activation("sigmoid"))
model.add(Dense(output_dim=1))
model.add(Activation("sigmoid"))
sgd = SGD(lr=0.01, decay=1e-6, momentum=0.9, nesterov=True)
model.compile(loss="mse", optimizer=sgd, metrics=["accuracy"])
current_pool.append(model)
fitness.append(-100)
if load_saved_pool:
for i in range(total_models):
current_pool[i].load_weights("Current_Model_Pool/model_new"+str(i)+".keras")
for i in range(total_models):
print(current_pool[i].get_weights())
# list of all possible players (tuple of 3 positions of flap)
PLAYERS_LIST = (
# red bird
(
'assets/sprites/redbird-upflap.png',
'assets/sprites/redbird-midflap.png',
'assets/sprites/redbird-downflap.png',
),
# blue bird
(
# amount by which base can maximum shift to left
'assets/sprites/bluebird-upflap.png',
'assets/sprites/bluebird-midflap.png',
'assets/sprites/bluebird-downflap.png',
),
# yellow bird
(
'assets/sprites/yellowbird-upflap.png',
'assets/sprites/yellowbird-midflap.png',
'assets/sprites/yellowbird-downflap.png',
),
)
# list of backgrounds
BACKGROUNDS_LIST = (
'assets/sprites/background-day.png',
'assets/sprites/background-night.png',
)
# list of pipes
PIPES_LIST = (
'assets/sprites/pipe-green.png',
'assets/sprites/pipe-red.png',
)
def main():
global SCREEN, FPSCLOCK
pygame.init()
FPSCLOCK = pygame.time.Clock()
SCREEN = pygame.display.set_mode((int(SCREENWIDTH), int(SCREENHEIGHT)))
pygame.display.set_caption('Flappy Bird')
# numbers sprites for score display
IMAGES['numbers'] = (
pygame.image.load('assets/sprites/0.png').convert_alpha(),
pygame.image.load('assets/sprites/1.png').convert_alpha(),
pygame.image.load('assets/sprites/2.png').convert_alpha(),
pygame.image.load('assets/sprites/3.png').convert_alpha(),
pygame.image.load('assets/sprites/4.png').convert_alpha(),
pygame.image.load('assets/sprites/5.png').convert_alpha(),
pygame.image.load('assets/sprites/6.png').convert_alpha(),
pygame.image.load('assets/sprites/7.png').convert_alpha(),
pygame.image.load('assets/sprites/8.png').convert_alpha(),
pygame.image.load('assets/sprites/9.png').convert_alpha()
)
# game over sprite
IMAGES['gameover'] = pygame.image.load('assets/sprites/gameover.png').convert_alpha()
# message sprite for welcome screen
IMAGES['message'] = pygame.image.load('assets/sprites/message.png').convert_alpha()
# base (ground) sprite
IMAGES['base'] = pygame.image.load('assets/sprites/base.png').convert_alpha()
# sounds
if 'win' in sys.platform:
soundExt = '.wav'
else:
soundExt = '.ogg'
SOUNDS['die'] = pygame.mixer.Sound('assets/audio/die' + soundExt)
SOUNDS['hit'] = pygame.mixer.Sound('assets/audio/hit' + soundExt)
SOUNDS['point'] = pygame.mixer.Sound('assets/audio/point' + soundExt)
SOUNDS['swoosh'] = pygame.mixer.Sound('assets/audio/swoosh' + soundExt)
SOUNDS['wing'] = pygame.mixer.Sound('assets/audio/wing' + soundExt)
while True:
# select random background sprites
randBg = random.randint(0, len(BACKGROUNDS_LIST) - 1)
IMAGES['background'] = pygame.image.load(BACKGROUNDS_LIST[randBg]).convert()
# select random player sprites
randPlayer = random.randint(0, len(PLAYERS_LIST) - 1)
IMAGES['player'] = (
pygame.image.load(PLAYERS_LIST[randPlayer][0]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[randPlayer][1]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[randPlayer][2]).convert_alpha(),
)
# select random pipe sprites
pipeindex = random.randint(0, len(PIPES_LIST) - 1)
IMAGES['pipe'] = (
pygame.transform.rotate(
pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(), 180),
pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(),
)
# hismask for pipes
HITMASKS['pipe'] = (
getHitmask(IMAGES['pipe'][0]),
getHitmask(IMAGES['pipe'][1]),
)
# hitmask for player
HITMASKS['player'] = (
getHitmask(IMAGES['player'][0]),
getHitmask(IMAGES['player'][1]),
getHitmask(IMAGES['player'][2]),
)
movementInfo = showWelcomeAnimation()
global fitness
for idx in range(total_models):
fitness[idx] = 0
crashInfo = mainGame(movementInfo)
showGameOverScreen(crashInfo)
def showWelcomeAnimation():
return {
'playery': int((SCREENHEIGHT - IMAGES['player'][0].get_height()) / 2),
'basex': 0,
'playerIndexGen': cycle([0, 1, 2, 1]),
}
def mainGame(movementInfo):
global fitness
score = playerIndex = loopIter = 0
playerIndexGen = movementInfo['playerIndexGen']
playersXList = []
playersYList = []
for idx in range(total_models):
playerx, playery = int(SCREENWIDTH * 0.2), movementInfo['playery']
playersXList.append(playerx)
playersYList.append(playery)
basex = movementInfo['basex']
baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()
# get 2 new pipes to add to upperPipes lowerPipes list
newPipe1 = getRandomPipe()
newPipe2 = getRandomPipe()
# list of upper pipes
upperPipes = [
{'x': SCREENWIDTH + 200, 'y': newPipe1[0]['y']},
{'x': SCREENWIDTH + 200 + (SCREENWIDTH / 2), 'y': newPipe2[0]['y']},
]
# list of lowerpipe
lowerPipes = [
{'x': SCREENWIDTH + 200, 'y': newPipe1[1]['y']},
{'x': SCREENWIDTH + 200 + (SCREENWIDTH / 2), 'y': newPipe2[1]['y']},
]
global next_pipe_x
global next_pipe_hole_y
next_pipe_x = lowerPipes[0]['x']
next_pipe_hole_y = (lowerPipes[0]['y'] + (upperPipes[0]['y'] + IMAGES['pipe'][0].get_height()))/2
pipeVelX = -4
# player velocity, max velocity, downward accleration, accleration on flap
playersVelY = [] # player's velocity along Y, default same as playerFlapped
playerMaxVelY = 10 # max vel along Y, max descend speed
playerMinVelY = -8 # min vel along Y, max ascend speed
playersAccY = [] # players downward accleration
playerFlapAcc = -9 # players speed on flapping
playersFlapped = [] # True when player flaps
playersState = []
for idx in range(total_models):
playersVelY.append(-9)
playersAccY.append(1)
playersFlapped.append(False)
playersState.append(True)
alive_players = total_models
while True:
for idxPlayer in range(total_models):
if playersYList[idxPlayer] < 0 and playersState[idxPlayer] == True:
alive_players -= 1
playersState[idxPlayer] = False
if alive_players == 0:
return {
'y': 0,
'groundCrash': True,
'basex': basex,
'upperPipes': upperPipes,
'lowerPipes': lowerPipes,
'score': score,
'playerVelY': 0,
}
for idxPlayer in range(total_models):
if playersState[idxPlayer] == True:
fitness[idxPlayer] += 1
next_pipe_x += pipeVelX
for idxPlayer in range(total_models):
if playersState[idxPlayer] == True:
if predict_action(playersYList[idxPlayer], next_pipe_x, next_pipe_hole_y, idxPlayer) == 1:
if playersYList[idxPlayer] > -2 * IMAGES['player'][0].get_height():
playersVelY[idxPlayer] = playerFlapAcc
playersFlapped[idxPlayer] = True
#SOUNDS['wing'].play()
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
"""if (event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP)):
if playery > -2 * IMAGES['player'][0].get_height():
playerVelY = playerFlapAcc
playerFlapped = True
SOUNDS['wing'].play()
"""
# check for crash here, returns status list
crashTest = checkCrash({'x': playersXList, 'y': playersYList, 'index': playerIndex},
upperPipes, lowerPipes)
for idx in range(total_models):
if playersState[idx] == True and crashTest[idx] == True:
alive_players -= 1
playersState[idx] = False
if alive_players == 0:
return {
'y': playery,
'groundCrash': crashTest[1],
'basex': basex,
'upperPipes': upperPipes,
'lowerPipes': lowerPipes,
'score': score,
'playerVelY': 0,
}
# check for score
for idx in range(total_models):
if playersState[idx] == True:
pipe_idx = 0
playerMidPos = playersXList[idx]
for pipe in upperPipes:
pipeMidPos = pipe['x'] + IMAGES['pipe'][0].get_width()
if pipeMidPos <= playerMidPos < pipeMidPos + 4:
next_pipe_x = lowerPipes[pipe_idx+1]['x']
next_pipe_hole_y = (lowerPipes[pipe_idx+1]['y'] + (upperPipes[pipe_idx+1]['y'] + IMAGES['pipe'][pipe_idx+1].get_height())) / 2
score += 1
fitness[idx] += 25
# SOUNDS['point'].play()
pipe_idx += 1
# playerIndex basex change
if (loopIter + 1) % 3 == 0:
playerIndex = next(playerIndexGen)
loopIter = (loopIter + 1) % 30
basex = -((-basex + 100) % baseShift)
# player's movement
for idx in range(total_models):
if playersState[idx] == True:
if playersVelY[idx] < playerMaxVelY and not playersFlapped[idx]:
playersVelY[idx] += playersAccY[idx]
if playersFlapped[idx]:
playersFlapped[idx] = False
playerHeight = IMAGES['player'][playerIndex].get_height()
playersYList[idx] += min(playersVelY[idx], BASEY - playersYList[idx] - playerHeight)
# move pipes to left
for uPipe, lPipe in zip(upperPipes, lowerPipes):
uPipe['x'] += pipeVelX
lPipe['x'] += pipeVelX
# add new pipe when first pipe is about to touch left of screen
if 0 < upperPipes[0]['x'] < 5:
newPipe = getRandomPipe()
upperPipes.append(newPipe[0])
lowerPipes.append(newPipe[1])
# remove first pipe if its out of the screen
if upperPipes[0]['x'] < -IMAGES['pipe'][0].get_width():
upperPipes.pop(0)
lowerPipes.pop(0)
# draw sprites
SCREEN.blit(IMAGES['background'], (0,0))
for uPipe, lPipe in zip(upperPipes, lowerPipes):
SCREEN.blit(IMAGES['pipe'][0], (uPipe['x'], uPipe['y']))
SCREEN.blit(IMAGES['pipe'][1], (lPipe['x'], lPipe['y']))
SCREEN.blit(IMAGES['base'], (basex, BASEY))
# print score so player overlaps the score
showScore(score)
for idx in range(total_models):
if playersState[idx] == True:
SCREEN.blit(IMAGES['player'][playerIndex], (playersXList[idx], playersYList[idx]))
pygame.display.update()
FPSCLOCK.tick(FPS)
def showGameOverScreen(crashInfo):
"""Perform genetic updates here"""
global current_pool
global fitness
global generation
new_weights = []
total_fitness = 0
for select in range(total_models):
total_fitness += fitness[select]
for select in range(total_models):
fitness[select] /= total_fitness
if select > 0:
fitness[select] += fitness[select-1]
for select in range(int(total_models/2)):
parent1 = random.uniform(0, 1)
parent2 = random.uniform(0, 1)
idx1 = -1
idx2 = -1
for idxx in range(total_models):
if fitness[idxx] >= parent1:
idx1 = idxx
break
for idxx in range(total_models):
if fitness[idxx] >= parent2:
idx2 = idxx
break
new_weights1 = model_crossover(idx1, idx2)
updated_weights1 = model_mutate(new_weights1[0])
updated_weights2 = model_mutate(new_weights1[1])
new_weights.append(updated_weights1)
new_weights.append(updated_weights2)
for select in range(len(new_weights)):
fitness[select] = -100
current_pool[select].set_weights(new_weights[select])
if save_current_pool == 1:
save_pool()
generation = generation + 1
return
def getRandomPipe():
"""returns a randomly generated pipe"""
# y of gap between upper and lower pipe
gapY = random.randrange(0, int(BASEY * 0.6 - PIPEGAPSIZE))
gapY += int(BASEY * 0.2)
pipeHeight = IMAGES['pipe'][0].get_height()
pipeX = SCREENWIDTH + 10
return [
{'x': pipeX, 'y': gapY - pipeHeight}, # upper pipe
{'x': pipeX, 'y': gapY + PIPEGAPSIZE}, # lower pipe
]
def showScore(score):
"""displays score in center of screen"""
scoreDigits = [int(x) for x in list(str(score))]
totalWidth = 0 # total width of all numbers to be printed
for digit in scoreDigits:
totalWidth += IMAGES['numbers'][digit].get_width()
Xoffset = (SCREENWIDTH - totalWidth) / 2
for digit in scoreDigits:
SCREEN.blit(IMAGES['numbers'][digit], (Xoffset, SCREENHEIGHT * 0.1))
Xoffset += IMAGES['numbers'][digit].get_width()
def checkCrash(players, upperPipes, lowerPipes):
"""returns True if player collders with base or pipes."""
statuses = []
for idx in range(total_models):
statuses.append(False)
for idx in range(total_models):
statuses[idx] = False
pi = players['index']
players['w'] = IMAGES['player'][0].get_width()
players['h'] = IMAGES['player'][0].get_height()
# if player crashes into ground
if players['y'][idx] + players['h'] >= BASEY - 1:
statuses[idx] = True
playerRect = pygame.Rect(players['x'][idx], players['y'][idx],
players['w'], players['h'])
pipeW = IMAGES['pipe'][0].get_width()
pipeH = IMAGES['pipe'][0].get_height()
for uPipe, lPipe in zip(upperPipes, lowerPipes):
# upper and lower pipe rects
uPipeRect = pygame.Rect(uPipe['x'], uPipe['y'], pipeW, pipeH)
lPipeRect = pygame.Rect(lPipe['x'], lPipe['y'], pipeW, pipeH)
# player and upper/lower pipe hitmasks
pHitMask = HITMASKS['player'][pi]
uHitmask = HITMASKS['pipe'][0]
lHitmask = HITMASKS['pipe'][1]
# if bird collided with upipe or lpipe
uCollide = pixelCollision(playerRect, uPipeRect, pHitMask, uHitmask)
lCollide = pixelCollision(playerRect, lPipeRect, pHitMask, lHitmask)
if uCollide or lCollide:
statuses[idx] = True
return statuses
def pixelCollision(rect1, rect2, hitmask1, hitmask2):
"""Checks if two objects collide and not just their rects"""
rect = rect1.clip(rect2)
if rect.width == 0 or rect.height == 0:
return False
x1, y1 = rect.x - rect1.x, rect.y - rect1.y
x2, y2 = rect.x - rect2.x, rect.y - rect2.y
for x in range(rect.width):
for y in range(rect.height):
if hitmask1[x1+x][y1+y] and hitmask2[x2+x][y2+y]:
return True
return False
def getHitmask(image):
"""returns a hitmask using an image's alpha."""
mask = []
for x in range(image.get_width()):
mask.append([])
for y in range(image.get_height()):
mask[x].append(bool(image.get_at((x,y))[3]))
return mask
if __name__ == '__main__':
main()