import pygame from game import flappy_bird_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_bird_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
from game import flappy_bird_utils import pygame 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_bird_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
import pygame import game.flappy_bird_utils as 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 = 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
class GameState: FPS = 60 SCREENWIDTH = 288 SCREENHEIGHT = 512 pygame.init() FPSCLOCK = pygame.time.Clock() SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT)) pygame.display.set_caption("Flappy Bird") IMAGES, HITMASKS = flappy_bird_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]) def __init__(self): self.score = self.playerIndex = self.loopIter = 0 self.playerx = int(self.SCREENWIDTH * 0.2) self.playery = int((self.SCREENHEIGHT - self.PLAYER_HEIGHT) / 2) self.basex = 0 self.baseShift = self.IMAGES["base"].get_width( ) - self.BACKGROUND_WIDTH newPipe1 = self.getRandomPipe() newPipe2 = self.getRandomPipe() self.upperPipes = [ { "x": self.SCREENWIDTH, "y": newPipe1[0]["y"] }, { "x": self.SCREENWIDTH + (self.SCREENWIDTH / 2), "y": newPipe2[0]["y"] }, ] self.lowerPipes = [ { "x": self.SCREENWIDTH, "y": newPipe1[1]["y"] }, { "x": self.SCREENWIDTH + (self.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 = -7 # players speed on flapping self.playerFlapped = False # True when player flaps self.idx = 0 def frame_step(self, input_action): pygame.event.pump() reward = 0.1 terminal = False # input_action == 0: do nothing # input_action == 1: flap the bird if input_action == 1: if self.playery > -2 * self.PLAYER_HEIGHT: self.playerVelY = self.playerFlapAcc self.playerFlapped = True # check for score playerMidPos = self.playerx + self.PLAYER_WIDTH / 2 for pipe in self.upperPipes: pipeMidPos = pipe["x"] + self.PIPE_WIDTH / 2 if pipeMidPos <= playerMidPos < pipeMidPos + 4: self.score += 1 reward = 1 # playerIndex basex change if (self.loopIter + 1) % 3 == 0: self.playerIndex = next(self.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, self.BASEY - self.playery - self.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 = self.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"] < -self.PIPE_WIDTH: self.upperPipes.pop(0) self.lowerPipes.pop(0) # check if crash here isCrash = self.checkCrash( { "x": self.playerx, "y": self.playery, "index": self.playerIndex }, self.upperPipes, self.lowerPipes, ) if isCrash: terminal = True self.__init__() reward = -1 # draw sprites self.SCREEN.blit(self.IMAGES["background"], (0, 0)) for uPipe, lPipe in zip(self.upperPipes, self.lowerPipes): self.SCREEN.blit(self.IMAGES["pipe"][0], (uPipe["x"], uPipe["y"])) self.SCREEN.blit(self.IMAGES["pipe"][1], (lPipe["x"], lPipe["y"])) self.SCREEN.blit(self.IMAGES["base"], (self.basex, self.BASEY)) # print score so player overlaps the score self.showScore(self.score) self.SCREEN.blit(self.IMAGES["player"][self.playerIndex], (self.playerx, self.playery)) image_data = pygame.surfarray.array3d(pygame.display.get_surface()) pygame.display.update() self.FPSCLOCK.tick(self.FPS) # pygame.image.save(SCREEN, "screen_shots/screenshot_%05d.jpg" % self.idx) # self.idx = self.idx + 1 return image_data, reward, terminal def getRandomPipe(self): """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(self.BASEY * 0.2) pipeX = self.SCREENWIDTH + 10 return [ { "x": pipeX, "y": gapY - self.PIPE_HEIGHT }, # upper pipe { "x": pipeX, "y": gapY + self.PIPEGAPSIZE }, # lower pipe ] def showScore(self, 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 += self.IMAGES["numbers"][digit].get_width() Xoffset = (self.SCREENWIDTH - totalWidth) / 2 for digit in scoreDigits: self.SCREEN.blit(self.IMAGES["numbers"][digit], (Xoffset, self.SCREENHEIGHT * 0.1)) Xoffset += self.IMAGES["numbers"][digit].get_width() def checkCrash(self, player, upperPipes, lowerPipes): """returns True if player collders with base or pipes.""" pi = player["index"] player["w"] = self.IMAGES["player"][0].get_width() player["h"] = self.IMAGES["player"][0].get_height() # if player crashes into ground if player["y"] + player["h"] >= self.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"], self.PIPE_WIDTH, self.PIPE_HEIGHT) lPipeRect = pygame.Rect(lPipe["x"], lPipe["y"], self.PIPE_WIDTH, self.PIPE_HEIGHT) # player and upper/lower pipe hitmasks pHitMask = self.HITMASKS["player"][pi] uHitmask = self.HITMASKS["pipe"][0] lHitmask = self.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