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game.py
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game.py
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from itertools import cycle
import random
import sys
import numpy as np
import math
import time
import pygame
from pygame.locals import *
print("Flappy file")
show_sensors = True
FPS = 24
SCREENWIDTH = 288
SCREENHEIGHT = 512
# 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 = {}, {}, {}
# 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',
)
try:
xrange
except NameError:
xrange = range
pygame.init()
FPSCLOCK = pygame.time.Clock()
SCREEN = pygame.display.set_mode((SCREENWIDTH, 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)
class Game(object):
def __init__(self):
global IMAGES, HITMASKS
self.randBg = random.randint(0, len(BACKGROUNDS_LIST) - 1)
IMAGES['background'] = pygame.image.load(BACKGROUNDS_LIST[self.randBg]).convert()
# select random player sprites
self.randPlayer = random.randint(0, len(PLAYERS_LIST) - 1)
IMAGES['player'] = (
pygame.image.load(PLAYERS_LIST[self.randPlayer][0]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[self.randPlayer][1]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[self.randPlayer][2]).convert_alpha(),
)
# select random pipe sprites
self.pipeindex = random.randint(0, len(PIPES_LIST) - 1)
IMAGES['pipe'] = (
pygame.transform.rotate(
pygame.image.load(PIPES_LIST[self.pipeindex]).convert_alpha(), 180),
pygame.image.load(PIPES_LIST[self.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]),
)
for event in pygame.event.get():
break
def init_elements(self):
# index of player to blit on screen
self.playerIndex = 0
self.playerIndexGen = cycle([0, 1, 2, 1])
self.playerx = int(SCREENWIDTH * 0.2)
self.playery = int((SCREENHEIGHT - IMAGES['player'][0].get_height()) / 2)
pipe_start = self.playerx + SCREENWIDTH/2
self.basex = 0
# amount by which base can maximum shift to left
self.baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()
self.score = self.playerIndex = self.loopIter = 0
self.newPipe1 = getRandomPipe()
self.newPipe2 = getRandomPipe()
# list of upper pipes
self.upperPipes = [
{'x': pipe_start + 20, 'y': self.newPipe1[0]['y']},
{'x': pipe_start + (SCREENWIDTH / 2) + 20, 'y': self.newPipe2[0]['y']},
]
# list of lowerpipe
self.lowerPipes = [
{'x': pipe_start + 20, 'y': self.newPipe1[1]['y']},
{'x': pipe_start + (SCREENWIDTH / 2) + 20, 'y': self.newPipe2[1]['y']},
]
self.pipeVelX = -4
# player velocity, max velocity, downward accleration, accleration on flap
self.playerVelY = -9 # player's velocity along Y, default same as playerFlapped
self.playerMaxVelY = 10 # max vel along Y, max descend speed
self.playerMinVelY = -8 # min vel along Y, max ascend speed
self.playerAccY = 1 # players downward accleration
self.playerFlapAcc = -9 # players speed on flapping
self.playerFlapped = False # True when player flaps
readings = []
reg = -5
if self.playery > (SCREENHEIGHT - BASEY)/3:
if self.playery < 2*(SCREENHEIGHT - BASEY)/3:
reg = 0
else:
reg = 5
x = self.get_sonar_readings(self.playerx, self.playery, self.upperPipes, self.lowerPipes)
for sense in x:
readings.append(sense)
readings.append(self.playerVelY)
readings.append(reg)
done = False
reward = 0
return readings,reward, done
def frame_step(self,mv):
reward = 1
if mv == 1:
if self.playery > -2 * IMAGES['player'][0].get_height():
self.playerVelY = self.playerFlapAcc
self.playerFlapped = True
# SOUNDS['wing'].play()
crashTest = checkCrash({'x': self.playerx, 'y': self.playery, 'index': self.playerIndex},
self.upperPipes, self.lowerPipes)
if crashTest[0]:
reward = -1000
# check for score
playerMidPos = self.playerx + IMAGES['player'][0].get_width() / 2
for pipe in self.upperPipes:
pipeMidPos = pipe['x'] + IMAGES['pipe'][0].get_width() / 2
if pipeMidPos <= playerMidPos < pipeMidPos + 4:
self.score += 1
reward +=50
# SOUNDS['point'].play()
# playerIndex basex change
if (self.loopIter + 1) % 3 == 0:
self.playerIndex = next(self.playerIndexGen)
self.loopIter = (self.loopIter + 1) % 30
self.basex = -((-self.basex + 100) % self.baseShift)
# player's movement
if self.playerVelY < self.playerMaxVelY and not self.playerFlapped:
self.playerVelY += self.playerAccY
if self.playerFlapped:
self.playerFlapped = False
self.playerHeight = IMAGES['player'][self.playerIndex].get_height()
self.playery += min(self.playerVelY, BASEY - self.playery - self.playerHeight)
# move pipes to left
for uPipe, lPipe in zip(self.upperPipes, self.lowerPipes):
uPipe['x'] += self.pipeVelX
lPipe['x'] += self.pipeVelX
# add new pipe when first pipe is about to touch left of screen
if 0 < self.upperPipes[0]['x'] < 5:
newPipe = getRandomPipe()
self.upperPipes.append(newPipe[0])
self.lowerPipes.append(newPipe[1])
# remove first pipe if its out of the screen
if self.upperPipes[0]['x'] < -IMAGES['pipe'][0].get_width():
self.upperPipes.pop(0)
self.lowerPipes.pop(0)
# draw sprites
SCREEN.blit(IMAGES['background'], (0,0))
for uPipe, lPipe in zip(self.upperPipes, self.lowerPipes):
SCREEN.blit(IMAGES['pipe'][0], (uPipe['x'], uPipe['y']))
SCREEN.blit(IMAGES['pipe'][1], (lPipe['x'], lPipe['y']))
SCREEN.blit(IMAGES['base'], (self.basex, BASEY))
# print score so player overlaps the score
showScore(self.score)
self.playerSurface = pygame.transform.rotate(IMAGES['player'][self.playerIndex], 0)
SCREEN.blit(self.playerSurface, (self.playerx, self.playery))
readings = self.get_sonar_readings(self.playerx,self.playery + self.playerHeight/2,
self.upperPipes, self.lowerPipes)
pygame.display.update()
FPSCLOCK.tick(FPS)
reg = -5
if self.playery > (SCREENHEIGHT - BASEY)/3:
if self.playery < 2*(SCREENHEIGHT - BASEY)/3:
reg = 0
else:
reg = 5
readings.append(self.playerVelY)
readings.append(reg)
done = False
if reward == -1000:
done = True
return readings, reward, done
def get_sonar_readings(self, x, y, upperPipes, lowerPipes):
readings = []
"""
Instead of using a grid of boolean(ish) sensors, sonar readings
simply return N "distance" readings, one for each sonar
we're simulating. The distance is a count of the first non-zero
reading starting at the object. For instance, if the fifth sensor
in a sonar "arm" is non-zero, then that arm returns a distance of 5.
"""
# Make our arms.
# arm_small = self.make_sonar_arm(x, y, 8)
# arm_med = self.make_sonar_arm(x, y, 10)
# arm_med2 = self.make_sonar_arm(x, y, 12)
arm_big = self.make_sonar_arm(x, y, 12)
# Rotate them and get readings.
readings.append(self.get_arm_distance(arm_big, x, y, 1.56, upperPipes, lowerPipes))
readings.append(self.get_arm_distance(arm_big, x, y, 1, upperPipes, lowerPipes))
readings.append(self.get_arm_distance(arm_big, x, y, 1.27, upperPipes, lowerPipes))
readings.append(self.get_arm_distance(arm_big, x, y, 0.75, upperPipes, lowerPipes))
readings.append(self.get_arm_distance(arm_big, x, y, 0.45, upperPipes, lowerPipes))
readings.append(self.get_arm_distance(arm_big, x, y, 0, upperPipes, lowerPipes))
readings.append(self.get_arm_distance(arm_big, x, y, -0.45, upperPipes, lowerPipes))
readings.append(self.get_arm_distance(arm_big, x, y, -0.75, upperPipes, lowerPipes))
readings.append(self.get_arm_distance(arm_big, x, y, -1, upperPipes, lowerPipes))
readings.append(self.get_arm_distance(arm_big, x, y, -1.27, upperPipes, lowerPipes))
readings.append(self.get_arm_distance(arm_big, x, y, -1.56, upperPipes, lowerPipes))
# readings.append(self.get_arm_distance(arm_med2, x, y, 1, upperPipes, lowerPipes))
# readings.append(self.get_arm_distance(arm_med, x, y, 0.75, upperPipes, lowerPipes))
# readings.append(self.get_arm_distance(arm_small, x, y, 0.45, upperPipes, lowerPipes))
# readings.append(self.get_arm_distance(arm_small, x, y, 0, upperPipes, lowerPipes))
# readings.append(self.get_arm_distance(arm_small, x, y, -0.45, upperPipes, lowerPipes))
# readings.append(self.get_arm_distance(arm_med, x, y, -0.75, upperPipes, lowerPipes))
# readings.append(self.get_arm_distance(arm_med2, x, y, -1, upperPipes, lowerPipes))
# readings.append(self.get_arm_distance(arm_big, x, y, -1.56, upperPipes, lowerPipes))
return readings
def get_arm_distance(self, arm, x, y, offset, upperPipes, lowerPipes):
# Used to count the distance.
i = 0
# Look at each point and see if we've hit something.
for point in arm:
i += 1
# Move the point to the right spot.
rotated_p = self.get_rotated_point(
x, y, point[0], point[1], offset
)
# Check if we've hit something. Return the current i (distance)
# if we did.
if rotated_p[0] <= 0 or rotated_p[1] <= 0 \
or rotated_p[0] >= SCREENWIDTH or rotated_p[1] >= SCREENHEIGHT:
return i # Sensor is off the screen.
else:
if pixelCrash(rotated_p, upperPipes, lowerPipes) == True:
return i
if show_sensors:
pygame.draw.circle(SCREEN, (0,0,0), (rotated_p), 2)
# Return the distance for the arm.
return i
def make_sonar_arm(self, x, y, rng):
spread = 15 # Default spread.
distance = 30 # Gap before first sensor.
arm_points = []
# Make an arm. We build it flat because we'll rotate it about the
# center later.
for i in range(rng):
arm_points.append((distance + x + (spread * i), y))
return arm_points
def get_rotated_point(self, x_1, y_1, x_2, y_2, radians):
# Rotate x_2, y_2 around x_1, y_1 by angle.
x_change = (x_2 - x_1) * math.cos(radians) + \
(y_2 - y_1) * math.sin(radians)
y_change = (y_1 - y_2) * math.cos(radians) - \
(x_1 - x_2) * math.sin(radians)
new_x = x_change + x_1
new_y = (y_change + y_1)
return int(new_x), int(new_y)
def playerShm(playerShm):
"""oscillates the value of playerShm['val'] between 8 and -8"""
if abs(playerShm['val']) == 8:
playerShm['dir'] *= -1
if playerShm['dir'] == 1:
playerShm['val'] += 1
else:
playerShm['val'] -= 1
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(player, upperPipes, lowerPipes):
"""returns True if player collders with base or pipes."""
pi = player['index']
player['w'] = IMAGES['player'][0].get_width()
player['h'] = IMAGES['player'][0].get_height()
# if player crashes into ground
if player['y'] + player['h'] >= BASEY - 1:
return [True, 0]
elif player['y'] <= 0:
return [True, 1]
else:
playerRect = pygame.Rect(player['x'], player['y'],
player['w'], player['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 :
return [True, 1]
elif lCollide :
return [True, 0]
return [False, 2]
def pixelCrash(point, upperPipes, lowerPipes):
if point[0] >= BASEY - 1:
return True
elif point[0] <= 0:
return True
else:
pipeW = IMAGES['pipe'][0].get_width()
pipeH = IMAGES['pipe'][0].get_height()
for uPipe, lPipe in zip(upperPipes, lowerPipes):
# upper and lower pipe rects
if point[0] >= uPipe['x'] and point[0] <= uPipe['x']+pipeW :
if point[1] >= uPipe['y'] and point[1] <= uPipe['y']+pipeH :
return True
if point[0] >= lPipe['x'] and point[0] <= lPipe['x']+pipeW :
if point[1] >= lPipe['y'] and point[1] <= lPipe['y']+pipeH :
return True
return False
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 xrange(rect.width):
for y in xrange(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 xrange(image.get_width()):
mask.append([])
for y in xrange(image.get_height()):
mask[x].append(bool(image.get_at((x,y))[3]))
return mask
if __name__ == '__main__':
game = Game()
run = True
while run:
action = 0
game.init_elements()
done = False
while not (done):
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN:
if event.key == K_SPACE:
game.frame_step(1)
sense, reward, done = game.frame_step(0)
print(sense, " with reward = ",reward)
view = pygame.surfarray.array3d(SCREEN)[:,:404,:]
pygame.quit()