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flappy.py
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flappy.py
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import numpy as np
import sys
import random
import pygame
import flappy_utils
import pygame.surfarray as surfarray
from pygame.locals import *
from itertools import cycle
FPS = 30
SCREENWIDTH = 288
SCREENHEIGHT = 512
pygame.init()
FPSCLOCK = pygame.time.Clock()
SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
pygame.display.set_caption('Flappy Bird')
IMAGES, SOUNDS, HITMASKS = flappy_utils.load()
PIPEGAPSIZE = 100 # gap between upper and lower part of pipe
BASEY = SCREENHEIGHT * 0.79
PLAYER_WIDTH = IMAGES['player'][0].get_width()
PLAYER_HEIGHT = IMAGES['player'][0].get_height()
PIPE_WIDTH = IMAGES['pipe'][0].get_width()
PIPE_HEIGHT = IMAGES['pipe'][0].get_height()
BACKGROUND_WIDTH = IMAGES['background'].get_width()
PLAYER_INDEX_GEN = cycle([0, 1, 2, 1])
class GameState:
def __init__(self):
self.score = self.playerIndex = self.loopIter = 0
self.playerx = int(SCREENWIDTH * 0.2)
self.playery = int((SCREENHEIGHT - PLAYER_HEIGHT) / 2)
self.basex = 0
self.baseShift = IMAGES['base'].get_width() - BACKGROUND_WIDTH
newPipe1 = getRandomPipe()
newPipe2 = getRandomPipe()
self.upperPipes = [
{'x': SCREENWIDTH, 'y': newPipe1[0]['y']},
{'x': SCREENWIDTH + (SCREENWIDTH / 2), 'y': newPipe2[0]['y']},
]
self.lowerPipes = [
{'x': SCREENWIDTH, 'y': newPipe1[1]['y']},
{'x': SCREENWIDTH + (SCREENWIDTH / 2), 'y': newPipe2[1]['y']},
]
# player velocity, max velocity, downward accleration, accleration on flap
self.pipeVelX = -4
self.playerVelY = 0 # 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
def frame_step(self, input_actions):
pygame.event.pump()
reward = 0.1
terminal = False
if sum(input_actions) != 1:
raise ValueError('Multiple input actions!')
# input_actions[0] == 1: do nothing
# input_actions[1] == 1: flap the bird
if input_actions[1] == 1:
if self.playery > -2 * PLAYER_HEIGHT:
self.playerVelY = self.playerFlapAcc
self.playerFlapped = True
#SOUNDS['wing'].play()
# check for score
playerMidPos = self.playerx + PLAYER_WIDTH / 2
for pipe in self.upperPipes:
pipeMidPos = pipe['x'] + PIPE_WIDTH / 2
if pipeMidPos <= playerMidPos < pipeMidPos + 4:
self.score += 1
#SOUNDS['point'].play()
reward = 1
# playerIndex basex change
if (self.loopIter + 1) % 3 == 0:
self.playerIndex = next(PLAYER_INDEX_GEN)
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.playery += min(self.playerVelY, BASEY - self.playery - PLAYER_HEIGHT)
if self.playery < 0:
self.playery = 0
# 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'] < -PIPE_WIDTH:
self.upperPipes.pop(0)
self.lowerPipes.pop(0)
# check if crash here
isCrash= checkCrash({'x': self.playerx, 'y': self.playery,
'index': self.playerIndex},
self.upperPipes, self.lowerPipes)
if isCrash:
#SOUNDS['hit'].play()
#SOUNDS['die'].play()
terminal = True
self.__init__()
reward = -1
# 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)
SCREEN.blit(IMAGES['player'][self.playerIndex],
(self.playerx, self.playery))
image_data = pygame.surfarray.array3d(pygame.display.get_surface())
pygame.display.update()
FPSCLOCK.tick(FPS)
#print self.upperPipes[0]['y'] + PIPE_HEIGHT - int(BASEY * 0.2)
return image_data, reward, terminal
def getRandomPipe():
"""returns a randomly generated pipe"""
# y of gap between upper and lower pipe
gapYs = [20, 30, 40, 50, 60, 70, 80, 90]
index = random.randint(0, len(gapYs)-1)
gapY = gapYs[index]
gapY += int(BASEY * 0.2)
pipeX = SCREENWIDTH + 10
return [
{'x': pipeX, 'y': gapY - PIPE_HEIGHT}, # 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
else:
playerRect = pygame.Rect(player['x'], player['y'],
player['w'], player['h'])
for uPipe, lPipe in zip(upperPipes, lowerPipes):
# upper and lower pipe rects
uPipeRect = pygame.Rect(uPipe['x'], uPipe['y'], PIPE_WIDTH, PIPE_HEIGHT)
lPipeRect = pygame.Rect(lPipe['x'], lPipe['y'], PIPE_WIDTH, PIPE_HEIGHT)
# 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:
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 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