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flappy.py
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flappy.py
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from itertools import cycle
import random
import sys
import pygame
from pygame.locals import *
from pygame.surfarray import array3d, pixels_alpha
from pygame.event import pump
import numpy as np
FPS = 30
SCREENWIDTH = 288
SCREENHEIGHT = 512
PIPEGAPSIZE = 100 # gap between upper and lower part of pipe
BASEY = SCREENHEIGHT * 0.79
# image, sound and hitmask dicts
IMAGES, SOUNDS, HITMASKS = {}, {}, {}
# list of all possible players (tuple of 3 positions of flap)
PLAYERS_LIST = (
# red player
(
'assets/sprites/redbird-upflap.png',
'assets/sprites/redbird-midflap.png',
'assets/sprites/redbird-downflap.png',
),
# blue player
(
'assets/sprites/bluebird-upflap.png',
'assets/sprites/bluebird-midflap.png',
'assets/sprites/bluebird-downflap.png',
),
# yellow player
(
'assets/sprites/yellowbird-upflap.png',
'assets/sprites/yellowbird-midflap.png',
'assets/sprites/yellowbird-downflap.png',
),
)
# list of backgrounds
BACKGROUNDS_LIST = (
'assets/sprites/background-day.png',
'assets/sprites/background-night.png',
)
# list of pipes
PIPES_LIST = (
'assets/sprites/pipe-green.png',
'assets/sprites/pipe-red.png',
)
try:
xrange
except NameError:
xrange = range
def getHitmask(image):
"""returns a hitmask using an image's alpha."""
mask = []
for x in xrange(image.get_width()):
mask.append([])
for y in xrange(image.get_height()):
mask[x].append(bool(image.get_at((x, y))[3]))
return mask
class Flappyplayer():
global SCREEN, FPSCLOCK
pygame.init()
FPSCLOCK = pygame.time.Clock()
SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
pygame.display.set_caption('Flappy player')
# numbers sprites for score display
IMAGES['numbers'] = (
pygame.image.load('assets/sprites/0.png').convert_alpha(),
pygame.image.load('assets/sprites/1.png').convert_alpha(),
pygame.image.load('assets/sprites/2.png').convert_alpha(),
pygame.image.load('assets/sprites/3.png').convert_alpha(),
pygame.image.load('assets/sprites/4.png').convert_alpha(),
pygame.image.load('assets/sprites/5.png').convert_alpha(),
pygame.image.load('assets/sprites/6.png').convert_alpha(),
pygame.image.load('assets/sprites/7.png').convert_alpha(),
pygame.image.load('assets/sprites/8.png').convert_alpha(),
pygame.image.load('assets/sprites/9.png').convert_alpha()
)
# game over sprite
IMAGES['gameover'] = pygame.image.load('assets/sprites/gameover.png').convert_alpha()
# message sprite for welcome screen
IMAGES['message'] = pygame.image.load('assets/sprites/message.png').convert_alpha()
# base (ground) sprite
IMAGES['base'] = pygame.image.load('assets/sprites/base.png').convert_alpha()
# sounds
if 'win' in sys.platform:
soundExt = '.wav'
else:
soundExt = '.ogg'
SOUNDS['die'] = pygame.mixer.Sound('assets/audio/die' + soundExt)
SOUNDS['hit'] = pygame.mixer.Sound('assets/audio/hit' + soundExt)
SOUNDS['point'] = pygame.mixer.Sound('assets/audio/point' + soundExt)
SOUNDS['swoosh'] = pygame.mixer.Sound('assets/audio/swoosh' + soundExt)
SOUNDS['wing'] = pygame.mixer.Sound('assets/audio/wing' + soundExt)
randBg = random.randint(0, len(BACKGROUNDS_LIST) - 1)
IMAGES['background'] = pygame.image.load(BACKGROUNDS_LIST[randBg]).convert()
# select random player sprites
randPlayer = random.randint(0, len(PLAYERS_LIST) - 1)
IMAGES['player'] = (
pygame.image.load(PLAYERS_LIST[randPlayer][0]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[randPlayer][1]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[randPlayer][2]).convert_alpha(),
)
# select random pipe sprites
pipeindex = random.randint(0, len(PIPES_LIST) - 1)
IMAGES['pipe'] = (
pygame.transform.flip(
pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(), False, True),
pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(),
)
# hismask for pipes
HITMASKS['pipe'] = (
getHitmask(IMAGES['pipe'][0]),
getHitmask(IMAGES['pipe'][1]),
)
# hitmask for player
HITMASKS['player'] = (
getHitmask(IMAGES['player'][0]),
getHitmask(IMAGES['player'][1]),
getHitmask(IMAGES['player'][2]),
)
pipeVelX = -4
# player velocity, max velocity, downward accleration, accleration on flap
playerVelY = 0 # player's velocity along Y, default same as playerFlapped
playerMaxVelY = 10 # max vel along Y, max descend speed
playerMinVelY = -8 # min vel along Y, max ascend speed
playerAccY = 1 # players downward accleration
playerRot = 45 # player's rotation
playerVelRot = 3 # angular speed
playerRotThr = 20 # rotation threshold
playerFlapAcc = -9 # players speed on flapping
playerFlapped = False # True when player flaps
playerIndexGen = cycle([0, 1, 2, 1])
baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()
player_hitmask = [pixels_alpha(image).astype(bool) for image in IMAGES['player']]
pipe_hitmask = [pixels_alpha(image).astype(bool) for image in IMAGES['pipe']]
def __init__(self):
self.iter = self.player_index = self.score = 0
self.player_width = IMAGES['player'][0].get_width()
self.player_height = IMAGES['player'][0].get_height()
self.pipe_width = IMAGES['pipe'][0].get_width()
self.pipe_height = IMAGES['pipe'][0].get_height()
self.player_x = int(SCREENWIDTH * 0.2)
self.player_y = int((SCREENHEIGHT - self.player_height) / 2)
self.base_x = 0
self.base_y = SCREENHEIGHT * 0.79
self.SCREENW = 288
self.SCREENH = 512
self.BASEY = SCREENHEIGHT * 0.79
self.current_velocity_y = 0
newPipe1 = self.getRandomPipe()
newPipe2 = self.getRandomPipe()
# list of upper pipes
self.upperPipes = [
{'x': SCREENWIDTH, 'y': newPipe1[0]['y']},
{'x': SCREENWIDTH + (SCREENWIDTH / 2), 'y': newPipe2[0]['y']},
]
# list of lowerpipe
self.lowerPipes = [
{'x': SCREENWIDTH, 'y': newPipe1[1]['y']},
{'x': SCREENWIDTH + (SCREENWIDTH / 2), 'y': newPipe2[1]['y']},
]
# self.current_velocity_y = 0
self.is_flapped = False
def getRandomPipe(self):
"""returns a randomly generated pipe"""
# y of gap between upper and lower pipe
gapY = random.randrange(0, int(BASEY * 0.6 - PIPEGAPSIZE))
gapY += int(BASEY * 0.2)
pipeHeight = IMAGES['pipe'][0].get_height()
pipeX = SCREENWIDTH + 10
return [
{'x': pipeX, 'y': gapY - pipeHeight}, # upper pipe
{'x': pipeX, 'y': gapY + PIPEGAPSIZE}, # lower pipe
]
def checkCrash(self):
"""returns True if player collders with base or pipes."""
if self.player_height + self.player_y + 1 >= self.base_y:
return True
playerRect = pygame.Rect(self.player_x, self.player_y, self.player_width, self.player_height)
pipeW = IMAGES['pipe'][0].get_width()
pipeH = IMAGES['pipe'][0].get_height()
pipeBoxes = []
for uPipe, lPipe in zip(self.upperPipes, self.lowerPipes):
uPipeRect = pipeBoxes.append(pygame.Rect(uPipe['x'], uPipe['y'], pipeW, pipeH))
lPipeRect = pipeBoxes.append(pygame.Rect(lPipe['x'], lPipe['y'], pipeW, pipeH))
if playerRect.collidelist(pipeBoxes) == -1:
return False
for i in range(2):
croppedPlayerRect = playerRect.clip(pipeBoxes[i])
minX1 = croppedPlayerRect.x - playerRect.x
minY1 = croppedPlayerRect.y - playerRect.y
minX2 = croppedPlayerRect.x - pipeBoxes[i].x
minY2 = croppedPlayerRect.y - pipeBoxes[i].y
if np.any(self.player_hitmask[self.player_index][minX1:minX1 + croppedPlayerRect.width,
minY1:minY1 + croppedPlayerRect.height] * self.pipe_hitmask[i][
minX2:minX2 + croppedPlayerRect.width,
minY2:minY2 + croppedPlayerRect.height]):
return True
return False
def showScore(self, score):
scoreDigits = [int(x) for x in list(str(score))]
totalWidth = 0
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 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 xrange(rect.width):
for y in xrange(rect.height):
if hitmask1[x1 + x][y1 + y] and hitmask2[x2 + x][y2 + y]:
return True
return False
def next_frame(self, action):
pump()
reward = 0.1
terminal = False
if action == 1:
self.current_velocity_y = self.playerFlapAcc
self.is_flapped = True
# SOUNDS['wing'].play()
playerMidPos = self.player_x + IMAGES['player'][0].get_width() / 2
for pipe in self.upperPipes:
pipeMidPos = pipe['x'] + IMAGES['pipe'][0].get_width() / 2
if pipeMidPos <= playerMidPos < pipeMidPos + 4:
self.score += 1
SOUNDS['point'].play()
reward = 1
if (self.iter + 1) % 3 == 0:
self.player_index = next(self.playerIndexGen)
self.iter = 0
# self.iter = (self.iter + 1) % 30
self.base_x = -((-self.base_x + 100) % self.baseShift)
# if self.playerRot > -90:
# self.playerRot -= self.playerVelRot
if self.current_velocity_y < 10 and not self.is_flapped:
self.current_velocity_y += 1
if self.is_flapped:
self.is_flapped = False
# self.playerRot = 45
self.player_y += min(self.current_velocity_y, self.player_y - self.current_velocity_y - self.player_height)
if self.player_y < 0:
self.player_y = 0
# self.player_height = IMAGES['player'][self.player_index].get_height()
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 len(self.upperPipes) > 0 and 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 len(self.upperPipes) > 0 and self.upperPipes[0]['x'] < -IMAGES['pipe'][0].get_width():
self.upperPipes.pop(0)
self.lowerPipes.pop(0)
if self.checkCrash():
terminal = True
reward = -1
self.__init__()
SCREEN.blit(IMAGES['background'], (0, 0))
SCREEN.blit(IMAGES['base'], (self.base_x, self.base_y))
# visibleRot = self.playerRotThr
# if self.playerRot <= self.playerRotThr:
# visibleRot = self.playerRot
# playerSurface = pygame.transform.rotate(IMAGES['player'][self.player_index], visibleRot)
self.showScore(self.score)
SCREEN.blit(IMAGES['player'][self.player_index], (self.player_x, self.player_y))
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']))
image = array3d(pygame.display.get_surface())
pygame.display.update()
FPSCLOCK.tick(FPS)
return image, reward, terminal