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324 lines (245 loc) · 9.23 KB
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import neat.population
import pygame
import neat
import time
import random
import os
import pickle
# NOTE if velocity or displacement is negative it means we are moving upwards, and vice versa
#for displacement the origin is at the center of the game screen, while for velocity its at top left
pygame.font.init()
WIN_WIDTH = 500
WIN_HEIGHT = 800
GEN = 0
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", 60)
class Bird:
IMGS = BIRD_IMGS
MAX_ROTATION = 25
ROT_VEL = 20
ANIMATION_TIME = 5
def __init__(self, x, y):
self.x = x
self.y = y
self.tilt = 0
self.tick_count = 0
self.vel = 0
self.img_count = 0
self.height = self.y
self.img = self.IMGS[0]
def jump(self):
self.vel = -10.5
self.tick_count = 0
self.height = self.y
def move(self):
self.tick_count += 1
# formula for displacement (in pixels) where tick_count is basically the time since last jump, this gives us a parabolic trajectory
# NOTE we haven't considered any acceleration here
d = self.vel*self.tick_count + 1.5*self.tick_count**2
if d >= 16:
d = 16
if d < 0:
d -= 2
self.y = self.y + d
#for tilting the bird upwards or downwards
if d < 0 or self.y < self.height + 50:
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
else:
if self.tilt > -90:
self.tilt -= self.ROT_VEL
def draw(self, win):
# a counter for the animation of images
self.img_count += 1
# we have already set animation time to 5
# this loops through the images according to the animation time(img_count), making a flapping animation
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
# condition to check if the bird crosses the centre of the screen
if self.tilt <= -80:
self.img = self.IMGS[1]
self.img_count = self.ANIMATION_TIME*2
#for rotating the image, new_rect to rotate it from center (since default: topleft)
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)
#for collision
def get_mask(self):
return pygame.mask.from_surface(self.img)
class Pipe:
GAP = 200
VEL = 7
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)
self.PIPE_BOTTOM = PIPE_IMG
self.passed = False
self.set_height()
def set_height(self):
self.height = random.randrange(40, 450)
self.top = self.height - self.PIPE_TOP.get_height()
self.bottom = self.height + self.GAP
# top and bottom are the y co-ordinates
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):
bird_mask = bird.get_mask()
top_mask = pygame.mask.from_surface(self.PIPE_TOP)
bottom_mask = pygame.mask.from_surface(self.PIPE_BOTTOM)
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)
#when ever there is a collision they return None
if t_point or b_point:
return True
return False
class Base:
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
# LOGIC imagine two boxes with x1 and x2 as their top left points
"""Now as the boxes rotate across the game screen, in the case where the top right end of the 1st box crosses the end of the screen
we will place it at co-ordinate x2 + width (ie end of the second)"""
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):
"""
Draw the floor. This is two images that move together.
:param win: the pygame surface/window
:return: None
"""
win.blit(self.IMG, (self.x1, self.y))
win.blit(self.IMG, (self.x2, self.y))
def draw_window(win, birds, pipes, base, score, gen, alive):
win.blit(BG_IMG, (0, 0))
for pipe in pipes:
pipe.draw(win)
text = STAT_FONT.render("Score: " + str(score), 1, (0, 0, 0))
win.blit(text, (WIN_WIDTH - 10 - text.get_width(), 10))
text = STAT_FONT.render("Gen: " + str(gen), 1, (0, 0, 0))
win.blit(text, (10, 10))
text = STAT_FONT.render("Alive: " + str(alive), 1, (0, 0, 0))
win.blit(text, (10, 50))
base.draw(win)
for bird in birds:
bird.draw(win)
pygame.display.update()
def main(genomes, config):
global GEN
GEN +=1
nets = []
ge = []
birds = []
for _, g in genomes:
net = neat.nn.FeedForwardNetwork.create(g, config)
nets.append(net)
birds.append(Bird(230, 350))
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()
score = 0
run = True
while run:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
pipe_ind = 0
if len(birds) > 0:
if len(pipes) > 1 and birds[0].x > pipes[0].x + pipes[0].PIPE_TOP.get_width():
pipe_ind = 1
else:
run = False
break
for x, bird in enumerate(birds):
bird.move()
ge[x].fitness += 0.1
output = nets[x].activate((bird.y, abs(bird.y - pipes[pipe_ind].height), abs(bird.y - pipes[pipe_ind].bottom)))
if output[0] > 0.5:
bird.jump()
alive = len(birds)
add_pipe = 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)
for bird in list(birds):
if pipe.collide(bird):
ge[birds.index(bird)].fitness -= 1
nets.pop(birds.index(bird))
ge.pop(birds.index(bird))
birds.remove(bird)
if not pipe.passed and pipe.x < bird.x:
pipe.passed = True
add_pipe = True
if pipe.x + pipe.PIPE_TOP.get_width() < 0:
rem.append(pipe)
pipe.move()
if add_pipe:
score += 1
for g in ge:
g.fitness += 5
pipes.append(Pipe(600))
for r in rem:
pipes.remove(r)
for bird in list(birds):
if bird.y + bird.img.get_height() >= 730 or bird.y < 0:
nets.pop(birds.index(bird))
ge.pop(birds.index(bird))
birds.remove(bird)
if score >= 50:
pickle.dump(nets[0],open("flappy.pickle", "wb"))
break
base.move()
draw_window(win, birds, pipes, base, score, GEN, alive)
def run(config_path):
config = neat.Config(neat.DefaultGenome, neat.DefaultReproduction,
neat.DefaultSpeciesSet, neat.DefaultStagnation, config_path)
p = neat.Population(config)
p.add_reporter(neat.StdOutReporter(True))
stats = neat.StatisticsReporter()
p.add_reporter(stats)
winner = p.run(main,50)
if __name__ == "__main__":
local_dir = os.path.dirname(__file__)
config_path = os.path.join(local_dir, "config-feedforward.txt")
run(config_path)