-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathflappyBird.py
312 lines (236 loc) · 9.22 KB
/
flappyBird.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
import pygame
import neat
import time
import os
import random
pygame.font.init()
WIN_WIDTH = 500
WIN_HEIGHT = 800
GEN = 0
#scale image to 2x size
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')))
STAT_FONT = pygame.font.SysFont('comicsans', 50)
class Bird:
IMGS = BIRD_IMGS
MAX_ROTATION = 25 #how much the bird tilts when it moves up or down
ROT_VEL = 20 #how much rotation in each frame
ANIMATION_TIME = 5 #how long each bird animation is shown
def __init__(self,x,y):
self.x = x #initial positions
self.y = y
self.tilt = 0
self.tick_count = 0
self.vel = 0
self.height = self.y
self.img_count = 0
self.img = self.IMGS[0]
def jump(self):
self.vel = -10.5 #negative because coordinates (0,0) is the top left, so when it jumps, it's supposed to decrease the position w/ respect to y-axis
self.tick_count = 0 #keeps track of when we last jumped
self.height = self.y
def move(self):
self.tick_count += 1
#displacement | so in first jump d = -10.5 + 1.5
d = self.vel*self.tick_count + 1.5*self.tick_count**2
#implement "terminal velocity"
#if we're moving down too fast, just maintain constant displacement of 16
if d >= 16:
d = 16
#if moving too fast upward, and reaches the limit, just move up a little bit more upward constantly
if d < 0:
d -=2
self.y = self.y + d
#tilting upwards
if d < 0 or self.y < self.height + 50:
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
#tilting downwards
else:
if self.tilt > -90:
self.tilt -= self.ROT_VEL
def draw(self, win):
self.img_count += 2 #to keep track of how many ticks we've shown a current image for
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
#when it falls down, bird should just stay the same and not flap its wings
if self.tilt <= -80:
self.img = self.IMGS[1]
self.img_count = self.ANIMATION_TIME * 2 #chose ANIMATION_TIME*2 so it wont look like it skipped a frame
#rotate image around its center
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) #blit = draw the image | what this line does is rotate the image
#gets collision
def getMask(self):
return pygame.mask.from_surface(self.img)
class Pipe:
GAP = 200 #space b/w pipe ends
VEL = 15
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) #some pipes facing downward
self.PIPE_BOTTOM = PIPE_IMG
self.passed = False
self.setHeight()
def setHeight(self):
self.height = random.randrange(40, 450) #placement of top of pipe
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):
birdMask = bird.getMask()
topMask = pygame.mask.from_surface(self.PIPE_TOP)
bottomMask = pygame.mask.from_surface(self.PIPE_BOTTOM)
topOffset = (self.x - bird.x, self.top - round(bird.y))
bottomOffset = (self.x - bird.x, self.bottom - round(bird.y))
#check if masks collide via pts of collision
bPoint = birdMask.overlap(bottomMask, bottomOffset)
tPoint = birdMask.overlap(topMask, topOffset)
if tPoint or bPoint: #if any of these pts exist, it means there's a collision
return True
return False
class Base:
VEL = 15
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
#horizontal parallax for base
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 drawWindow(win, birds, pipes, base, score, gen):
win.blit(BG_IMG, (0,0))
for pipe in pipes:
pipe.draw(win)
text = STAT_FONT.render('Score: '+str(score), 1, (255,255,255))
win.blit(text, (WIN_WIDTH - 10 - text.get_width(), 10))
text = STAT_FONT.render('Gen: '+str(gen), 1, (255,255,255))
win.blit(text, (10, 10))
base.draw(win)
for bird in birds:
bird.draw(win) #draw the bird
pygame.display.update()
#main game loop
def main(genomes, config):
global GEN
GEN += 1
nets = []
ge = []
birds = []
#setup a bird and neural network for each genome
for _, g in genomes:
#setup neural network
net = neat.nn.FeedForwardNetwork.create(g, config)
#append to neural net list
nets.append(net)
#append bird to bird list
birds.append(Bird(230, 350))
#all fitness of birds are initially to 0, then add to ge list
g.fitness = 0
ge.append(g)
base = Base(730)
pipes = [Pipe(600)]
win = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
clock = pygame.time.Clock()
run = True
score = 0
while run:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
#take into account when there are 2 pipes on the screen
pipeIdx = 0
if len(birds) > 0:
#if there's more than 1 pipe, just get any bird's x position, and if it has passed the first pipe in the screen, change the pipe we're looking at to the next one
if len(pipes) > 1 and birds[0].x > pipes[0].x + pipes[0].PIPE_TOP.get_width():
pipeIdx = 1
else: #if no birds, quit running the game
run = False
break
for x, bird in enumerate(birds):
bird.move()
#add small fitness to ecnourage the bird to move forward ant not just go up or down all the way
ge[x].fitness += 0.1
output = nets[x].activate((bird.y, abs(bird.y - pipes[pipeIdx].height), abs(bird.y - pipes[pipeIdx].bottom)))
if output[0] > 0.5:
bird.jump()
addPipe = False
rem =[]
for pipe in pipes:
for x, bird in enumerate(birds):
if pipe.collide(bird):
ge[x].fitness -= 1
birds.pop(x)
nets.pop(x)
ge.pop(x)
if not pipe.passed and pipe.x < bird.x:
pipe.passed = True
addPipe = True
if pipe.x + pipe.PIPE_TOP.get_width() < 0: #if pipe is outside of screen
rem.append(pipe)
pipe.move()
if addPipe:
score += 1
for g in ge:
g.fitness += 3
pipes.append(Pipe(600))
for r in rem:
pipes.remove(r)
for x, bird in enumerate(birds):
if bird.y + bird.img.get_height() >= 730 or bird.y < 0: #if hits the base (height of base) or hits the roof
birds.pop(x)
nets.pop(x)
ge.pop(x)
base.move()
drawWindow(win, birds, pipes, base, score, GEN)
#setup NEAT
def run(configPath):
config = neat.Config(neat.DefaultGenome, neat.DefaultReproduction, neat.DefaultSpeciesSet, neat.DefaultStagnation, configPath)
#generate population
p = neat.Population(config)
#set output
p.add_reporter(neat.StdOutReporter(True))
stats = neat.StatisticsReporter()
p.add_reporter(stats)
#fitness functiion
winner = p.run(main,50) #50 generations
if __name__ == '__main__':
localDir = os.path.dirname(__file__)
configPath = os.path.join(localDir, 'config-feedforward.txt')
run(configPath)