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main.py
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main.py
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import pygame
from pygame.locals import *
import neat
import time
import os
import random
import pickle
pygame.init()
DRAW_LINES = True
WINNING_SCORE = 5
MAX_GENERATIONS = 20
WIN_WIDTH = 550
WIN_HEIGHT = 800
FLOOR = 730
STAT_FONT = pygame.font.SysFont("Cascadia Code", 50)
END_FONT = pygame.font.SysFont("Cascadia Code", 70)
os.environ['SDL_VIDEO_CENTERED'] = '1' # center window
#colors
black = (0,0,0)
white = (255,255,255)
blue =(53, 115, 255)
red = (200,0,0)
green = (0, 200, 0)
bright_red = (255,0,0)
bright_green = (0,255,0)
global WIN, gen, clock, pause
pause = False
clock = pygame.time.Clock()
gen = 0 # initilize 0th generation
WIN = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
pygame.display.set_caption("Flappy Bird")
# scale2x makes images 2 times bigger
BIRD_IMGS = [pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "bird1.png"))), pygame.transform.scale2x(
pygame.image.load(os.path.join("imgs", "bird2.png"))), pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "bird3.png")))]
PIPE_IMG = pygame.transform.scale2x(
pygame.image.load(os.path.join("imgs", "pipe.png")))
BASE_IMG = pygame.transform.scale2x(
pygame.image.load(os.path.join("imgs", "base.png")))
BG_IMG = pygame.transform.scale2x(
pygame.image.load(os.path.join("imgs", "bg.png")))
class Bird:
###
# Bird class representing the flappy bird
###
IMGS = BIRD_IMGS
MAX_ROTATION = 25 # degrees
ROT_VEL = 20 # deg/frame?
ANIMATION_TIME = 5 # 5 frames each birdX.pn image
def __init__(self, x, y): # starting state of bird(s)
self.x = x # starting position of bird in x
self.y = y
self.tilt = 0 # starting tilt of bird
self.tick_count = 0
self.vel = 0
self.height = self.y
self.img_count = 0
self.img = self.IMGS[0] # references bird img we loaded
def jump(self):
# TOP LEFT OF PYGAME SCREEN IS (0,0), so jumps are - and falls are + velocity
self.vel = -10.5
self.tick_count = 0 # reset for new physics model
self.height = self.y
def move(self):
self.tick_count += 1
# our game physics...tick_count ~ seconds, in respect
d = self.vel*self.tick_count + 1.5*self.tick_count**2
# terminal velocity of 16 pixels per frame
if d >= 16:
d = 16
if d < 0: # ????????
d -= 2
self.y = self.y + d
if d < 0 or self.y < self.height + 50: # this tilts bird when he's falling
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
else:
if self.tilt > -90: # [deg]
self.tilt -= self.ROT_VEL
def draw(self, win):
self.img_count += 1
# FLAPPING BIRD
if self.img_count < self.ANIMATION_TIME:
self.img = self.IMGS[0]
elif self.img_count < self.ANIMATION_TIME*2:
self.img = self.IMGS[1]
elif self.img_count < self.ANIMATION_TIME*3:
self.img = self.IMGS[2]
elif self.img_count < self.ANIMATION_TIME*4:
self.img = self.IMGS[1]
elif self.img_count < self.ANIMATION_TIME*4 + 1:
self.img = self.IMGS[0]
self.img_count = 0 # RESET IMG COUNT
if self.tilt <= -80:
self.img = self.IMGS[1]
self.img_count = self.ANIMATION_TIME*2
rotated_image = pygame.transform.rotate(self.img, self.tilt)
new_rect = rotated_image.get_rect(
center=self.img.get_rect(topleft=(self.x, self.y)).center)
win.blit(rotated_image, new_rect.topleft)
def get_mask(self):
return pygame.mask.from_surface(self.img)
class Pipe: # the classic green mario pipes
GAP = 170
VEL = 5
def __init__(self, x):
self.x = x
self.height = 0
self.top = 0
self.bottom = 0
self.PIPE_TOP = pygame.transform.flip(
PIPE_IMG, False, True) # flip pipe upside down
self.PIPE_BOTTOM = PIPE_IMG
self.passed = False # for collision and AI purposes
self.set_height()
def set_height(self):
self.height = random.randrange(50, 450)
self.top = self.height - self.PIPE_TOP.get_height()
self.bottom = self.height + self.GAP
def move(self):
self.x -= self.VEL
def draw(self, win):
win.blit(self.PIPE_TOP, (self.x, self.top))
win.blit(self.PIPE_BOTTOM, (self.x, self.bottom))
def collide(self, bird, win):
bird_mask = bird.get_mask()
top_mask = pygame.mask.from_surface(self.PIPE_TOP)
bottom_mask = pygame.mask.from_surface(self.PIPE_BOTTOM)
# offset from top to bird
top_offset = (self.x - bird.x, self.top - round(bird.y))
bottom_offset = (self.x - bird.x, self.bottom - round(bird.y))
b_point = bird_mask.overlap(bottom_mask, bottom_offset)
t_point = bird_mask.overlap(top_mask, top_offset)
if t_point or b_point: # everytime bird collides, return True
return True
return False
class Base: # this is the floor of the graphics
VEL = 5
WIDTH = BASE_IMG.get_width()
IMG = BASE_IMG
def __init__(self, y):
self.y = y
self.x1 = 0
self.x2 = self.WIDTH
def move(self):
self.x1 -= self.VEL
self.x2 -= self.VEL
if self.x1 + self.WIDTH < 0:
self.x1 = self.x2 + self.WIDTH
if self.x2 + self.WIDTH < 0:
self.x2 = self.x1 + self.WIDTH
def draw(self, win):
win.blit(self.IMG, (self.x1, self.y))
win.blit(self.IMG, (self.x2, self.y))
def blitRotateCenter(surf, image, topleft, angle):
"""
Rotate a surface and blit it to the window
:param surf: the surface to blit to
:param image: the image surface to rotate
:param topLeft: the top left position of the image
:param angle: a float value for angle
:return: None
"""
rotated_image = pygame.transform.rotate(image, angle)
new_rect = rotated_image.get_rect(
center=image.get_rect(topleft=topleft).center)
surf.blit(rotated_image, new_rect.topleft)
def draw_window(win, birds, pipes, base, score, pipe_ind):
# """
# draws the windows for the main game loop
# :param win: pygame window surface
# :param bird: a Bird object
# :param pipes: List of pipes
# :param score: score of the game (int)
# :param gen: current generation
# :param pipe_ind: index of closest pipe
# :return: None
# """
global gen
if gen == 0:
gen = 1
win.blit(BG_IMG, (0, 0))
for pipe in pipes:
pipe.draw(win)
base.draw(win)
for bird in birds:
# draw lines from bird to pipe
if DRAW_LINES:
try:
pygame.draw.line(win, (255, 0, 0), (bird.x+bird.img.get_width()/2, bird.y + bird.img.get_height(
)/2), (pipes[pipe_ind].x + pipes[pipe_ind].PIPE_TOP.get_width()/2, pipes[pipe_ind].height), 5)
pygame.draw.line(win, (255, 0, 0), (bird.x+bird.img.get_width()/2, bird.y + bird.img.get_height(
)/2), (pipes[pipe_ind].x + pipes[pipe_ind].PIPE_BOTTOM.get_width()/2, pipes[pipe_ind].bottom), 5)
except:
pass
# draw bird
bird.draw(win)
# score
score_label = STAT_FONT.render("Score: " + str(score), 1, (255, 255, 255))
win.blit(score_label, (WIN_WIDTH - score_label.get_width() - 15, 10))
# generations
score_label = STAT_FONT.render("Gens: " + str(gen-1), 1, (255, 255, 255))
win.blit(score_label, (10, 10))
# alive
score_label = STAT_FONT.render(
"Alive: " + str(len(birds)), 1, (255, 255, 255))
win.blit(score_label, (10, 50))
pygame.display.update()
def button(msg, x, y, w, h, ic, ac, action=None):
"""message, dimension, active/inactive color"""
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(mouse)
if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(WIN, ac,(x, y,w,h))
if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(WIN, ic,(x, y,w,h))
smallText = pygame.font.SysFont("Cascadia Code",20)
textSurf, textRect = text_object(msg, smallText)
textRect.center = ( (x+(w/2)), (y+(h/2)) )
WIN.blit(textSurf, textRect)
def unpause():
pause = False
def game_pause(pause):
############
# pygame.mixer.music.pause()
#############
print("PAUSE", pause)
while pause:
#gameDisplay.fill(white)
largeText = pygame.font.SysFont("comicsansms",90)
textSurf, textRect = text_object("Pause!", largeText)
textRect.center = ((WIN_WIDTH/2) , (WIN_HEIGHT/4))
WIN.blit(textSurf, textRect)
button("Continue?", 150,250,100,50, green, bright_green, game_unpause)
# button("Quit", 550,250,100,50, red, bright_red, quitgame)
pygame.display.update()
clock.tick(30)
def text_object(text, font):
textSurface = font.render(text, True, black)
return textSurface, textSurface.get_rect()
def eval_genomes(genomes, config):
# """
# runs the simulation of the current population of
# birds and sets their fitness based on the distance they
# reach in the game.
# """
win = WIN
global gen
gen += 1
# start by creating lists holding the genome itself, the
# neural network associated with the genome and the
# bird object that uses that network to play
nets = [] # neural networks = birds functions
ge = [] # genomes of birds so we can change fitness according to config file
birds = []
for genome_id, genome in genomes:
genome.fitness = 0 # start with fitness level of 0
net = neat.nn.FeedForwardNetwork.create(genome, config)
nets.append(net)
birds.append(Bird(230, 350))
ge.append(genome)
base = Base(FLOOR)
pipes = [Pipe(700)]
score = 0
run = True
pause = False
while run and len(birds) > 0:
clock.tick(30)
# Event Handler (quit, pause, restart, etc.)
for event in pygame.event.get():
print(event)
if event.type == pygame.QUIT: # close window closes app
run = False
pygame.quit()
quit()
break
elif event.type == pygame.KEYUP and event.key == pygame.K_p: # this is how we will pause
pause = True
print("pause true")
clock.tick(10)
elif pause:
if event.type == pygame.KEYUP and event.key == pygame.K_p:
pause = False
print("unpause")
# pygame.display.update()
# clock.tick(15)
elif score == WINNING_SCORE:
# SAVE WINNING GENOME(s) and STATS HERE
# maybe output a winning screen
pass
else:
pass
pipe_ind = 0
if len(birds) > 0:
# determine whether to use the first or second
if len(pipes) > 1 and birds[0].x > pipes[0].x + pipes[0].PIPE_TOP.get_width():
# pipe on the screen for neural network input
pipe_ind = 1
# give each bird a fitness of 0.1 for each frame it stays alive
for x, bird in enumerate(birds):
ge[x].fitness += 0.1
bird.move()
# send bird location, top pipe location and bottom pipe location and determine from network whether to jump or not
output = nets[birds.index(bird)].activate((bird.y, abs(
bird.y - pipes[pipe_ind].height), abs(bird.y - pipes[pipe_ind].bottom)))
# we use a tanh activation function so result will be between -1 and 1. if over 0.5 jump
if output[0] > 0.5:
bird.jump()
base.move()
rem = []
add_pipe = False
for pipe in pipes:
pipe.move()
# check for collision
for bird in birds:
if pipe.collide(bird, win):
ge[birds.index(bird)].fitness -= 1
nets.pop(birds.index(bird))
ge.pop(birds.index(bird))
birds.pop(birds.index(bird))
if pipe.x + pipe.PIPE_TOP.get_width() < 0:
rem.append(pipe)
if not pipe.passed and pipe.x < bird.x:
pipe.passed = True
add_pipe = True
if add_pipe:
score += 1
# can add this line to give more reward for passing through a pipe (not required)
for genome in ge:
genome.fitness += 5
pipes.append(Pipe(WIN_WIDTH))
for r in rem:
pipes.remove(r)
for bird in birds:
if bird.y + bird.img.get_height() - 10 >= FLOOR or bird.y < -50:
nets.pop(birds.index(bird))
ge.pop(birds.index(bird))
birds.pop(birds.index(bird))
draw_window(WIN, birds, pipes, base, score, pipe_ind)
# break if score gets large enough
# if score > 3:
# pickle.dump(nets[0],open("best.pickle", "wb"))
# break
def run(config_file):
# define all sub-headings we are using from config file
config = neat.config.Config(neat.DefaultGenome, neat.DefaultReproduction,
neat.DefaultSpeciesSet, neat.DefaultStagnation, config_file)
# population initilization accorindg to config file
p = neat.Population(config)
# statistics about fitness, genomes, phenomes, etc.
p.add_reporter(neat.StdOutReporter(True))
stats = neat.StatisticsReporter()
p.add_reporter(stats)
# run for up to MAX_GENERATIONS generations
winner = p.run(eval_genomes, MAX_GENERATIONS)
# show final stats
print('\nBest genome:\n{!s}'.format(winner))
if __name__ == "__main__":
# Determine path to configuration file. This path manipulation is
# here so that the script will run successfully regardless of the
# current working directory.
local_dir = os.path.dirname(__file__)
config_path = os.path.join(local_dir, "config-feedforward.txt")
run(config_path)