class bird(): def __init__(self, args=None): if args is None: #random.seed(1) self.nn = NeuralNetwork(5, 4, 1) else: self.nn = args['nn'] def initialize(self, args=None): if args is None: #random.seed(1) self.nn = NeuralNetwork(5, 5, 1) else: self.nn = args['nn'] self.crashed = False # movementInfo = showWelcomeAnimation() # select random player sprites randPlayer = random.randint(0, len(settings.PLAYERS_LIST) - 1) #print(type(settings.IMAGES['player'][0][0])) self.movementInfo = { 'playery': int((settings.SCREENHEIGHT - settings.IMAGES['player'][0][0].get_height()) / 2), 'basex': -10, 'playerIndexGen': cycle([0, 1, 2, 1]), } self.basex = self.movementInfo['basex'] self.score = self.playerIndex = self.loopIter = 0 self.playerIndexGen = self.movementInfo['playerIndexGen'] self.playerx, self.playery = int(settings.SCREENWIDTH * 0.2), self.movementInfo['playery'] # player velocity, max velocity, downward accleration, accleration on flap self.playerVelY = -9 # 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.playerRot = 45 # player's rotation self.playerVelRot = 3 # angular speed self.playerRotThr = 20 # rotation threshold self.playerFlapAcc = -9 # players speed on flapping self.playerFlapped = False # True when player flaps # hitmask for player' def getHitmask(self, image): """returns a hitmask using an image's alpha.""" mask = [] for x in range(image.get_width()): mask.append([]) for y in range(image.get_height()): mask[x].append(bool(image.get_at((x, y))[3])) return mask def checkcrash(self, upperpipes=None, lowerpipes=None): return self.checkCrashhelper( { 'x': self.playerx, 'y': self.playery, 'index': self.playerIndex }, upperpipes, lowerpipes) def checkCrashhelper(self, player, upperPipes, lowerPipes): """returns True if player collders with base or pipes.""" pi = player['index'] player['w'] = settings.IMAGES['player'][0][0].get_width() player['h'] = settings.IMAGES['player'][0][0].get_height() # if player crashes into ground if player['y'] + player['h'] >= settings.BASEY - 1: return [True, True] # if player['y'] + player['h'] <= SCREENHEIGHT - 1: # return [True, 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'], settings.pipeW, settings.pipeH) lPipeRect = pygame.Rect(lPipe['x'], lPipe['y'], settings.pipeW, settings.pipeH) # player and upper/lower pipe hitmasks pHitMask = settings.HITMASKS['player'][pi][0] uHitmask = settings.HITMASKS['pipe'][0] lHitmask = settings.HITMASKS['pipe'][1] # if bird collided with upipe or lpipe uCollide = self.pixelCollision(playerRect, uPipeRect, pHitMask, uHitmask) lCollide = self.pixelCollision(playerRect, lPipeRect, pHitMask, lHitmask) if uCollide or lCollide: return [True, False] return [False, False] def pixelCollision(self, 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 def decide_to_flap(self, args=None): input = [ args['y'], args['pipex'], args['upipey'], args['lpipey'], args['vely'] ] hidden_state, output = self.nn.think(np.array(input)) #print(output) if output[0] > 0.5: #print("*True") return True else: #print("*False") return False def think(self, upperPipes, lowerPipes): closestpipe = None closestpipeindex = 0 closestDistance = math.inf for index, pipe in enumerate(upperPipes): pipeMidPos = pipe['x'] + settings.IMAGES['pipe'][0][0].get_width( ) / 2 dist = pipeMidPos - self.playerMidPos if dist > 0 and closestDistance > dist: closestpipe = pipe closestDistance = dist closestpipeindex = index if len(upperPipes) > 0: pipex = closestpipe['x'] + settings.IMAGES['pipe'][0][0].get_width( ) / 2 - self.playerMidPos upipey = closestpipe['y'] + settings.IMAGES['pipe'][0][ 0].get_height() lpipey = lowerPipes[closestpipeindex]['y'] # print("x : {} y : {} pipex : {} upipey: {} lpipey: {}".format(playerMidPos, playerMidPosy , pipex,upipey,lpipey)) if self.playery > -2 * settings.IMAGES['player'][0][0].get_height(): args = {} args['y'], args['pipex'], args['lpipey'], args[ 'upipey'] = self.playerMidPosy / settings.SCREENHEIGHT, pipex / settings.SCREENWIDTH, lpipey / settings.SCREENHEIGHT, upipey / settings.SCREENHEIGHT args['y'], args['pipex'], args['lpipey'], args[ 'upipey'] = self.playerMidPosy, pipex, lpipey, upipey args['vely'] = self.playerVelY # print(args) self.playerFlapped = self.decide_to_flap(args=args) if self.playerFlapped: self.playerVelY = self.playerFlapAcc # playerIndex basex change if (self.loopIter + 1) % 3 == 0: playerIndex = next(self.playerIndexGen) self.loopIter = (self.loopIter + 1) % 30 self.basex = -((-self.basex + 100) % settings.baseShift) # rotate the player if self.playerRot > -90: self.playerRot -= self.playerVelRot # player's movement if self.playerVelY < self.playerMaxVelY and not self.playerFlapped: self.playerVelY += self.playerAccY if self.playerFlapped: self.playerFlapped = False # more rotation to cover the threshold (calculated in visible rotation) self.playerRot = 45 self.playerHeight = settings.IMAGES['player'][ self.playerIndex][0].get_height() self.playery += min(self.playerVelY, settings.BASEY - self.playery - self.playerHeight) def update_score(self, upperPipes): # check for score self.playerMidPos = self.playerx + settings.IMAGES['player'][0][ 0].get_width() / 2 self.playerMidPosy = self.playery indexiter = -1 for pipe in upperPipes: pipeMidPos = pipe['x'] + settings.IMAGES['pipe'][0][0].get_width( ) / 2 indexiter += 1 if pipeMidPos <= self.playerMidPos < pipeMidPos + 4: # print("Check 1") self.score += 1 def update_surface(self): # Player rotation has a threshold self.visibleRot = self.playerRotThr if self.playerRot <= self.playerRotThr: self.visibleRot = self.playerRot self.playerSurface = pygame.transform.rotate( settings.IMAGES['player'][self.playerIndex][0], self.visibleRot)