from itertools import cycle import random import sys import os import argparse import pickle import pygame from pygame.locals import * sys.path.append(os.getcwd()) from bot import Bot # Initialize the bot bot = Bot() SCREENWIDTH = 288 SCREENHEIGHT = 512 # amount by which base can maximum shift to left PIPEGAPSIZE = 100 # gap between upper and lower part of pipe BASEY = SCREENHEIGHT * 0.79 # image width height indices for ease of use IM_WIDTH = 0 IM_HEIGTH = 1 # image, Width, Height PIPE = [52, 320] PLAYER = [34, 24] BASE = [336, 112] BACKGROUND = [288, 512] def main(): global HITMASKS, ITERATIONS, VERBOSE, bot parser = argparse.ArgumentParser("learn.py") parser.add_argument("--iter", type=int, default=1000, help="number of iterations to run") parser.add_argument( "--verbose", action="store_true", help="output [iteration | score] to stdout" ) args = parser.parse_args() ITERATIONS = args.iter VERBOSE = args.verbose # load dumped HITMASKS with open("data/hitmasks_data.pkl", "rb") as input: HITMASKS = pickle.load(input) while True: movementInfo = showWelcomeAnimation() crashInfo = mainGame(movementInfo) showGameOverScreen(crashInfo) def showWelcomeAnimation(): """Shows welcome screen animation of flappy bird""" # index of player to blit on screen playerIndexGen = cycle([0, 1, 2, 1]) playery = int((SCREENHEIGHT - PLAYER[IM_HEIGTH]) / 2) basex = 0 # player shm for up-down motion on welcome screen playerShmVals = {"val": 0, "dir": 1} return { "playery": playery + playerShmVals["val"], "basex": basex, "playerIndexGen": playerIndexGen, } def mainGame(movementInfo): score = playerIndex = loopIter = 0 playerIndexGen = movementInfo["playerIndexGen"] playerx, playery = int(SCREENWIDTH * 0.2), movementInfo["playery"] basex = movementInfo["basex"] baseShift = BASE[IM_WIDTH] - BACKGROUND[IM_WIDTH] # get 2 new pipes to add to upperPipes lowerPipes list newPipe1 = getRandomPipe() newPipe2 = getRandomPipe() # list of upper pipes upperPipes = [ {"x": SCREENWIDTH + 200, "y": newPipe1[0]["y"]}, {"x": SCREENWIDTH + 200 + (SCREENWIDTH / 2), "y": newPipe2[0]["y"]}, ] # list of lowerpipe lowerPipes = [ {"x": SCREENWIDTH + 200, "y": newPipe1[1]["y"]}, {"x": SCREENWIDTH + 200 + (SCREENWIDTH / 2), "y": newPipe2[1]["y"]}, ] pipeVelX = -4 # player velocity, max velocity, downward accleration, accleration on flap playerVelY = -9 # 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 playerFlapAcc = -9 # players speed on flapping playerFlapped = False # True when player flaps while True: if -playerx + lowerPipes[0]["x"] > -30: myPipe = lowerPipes[0] else: myPipe = lowerPipes[1] if bot.act(-playerx + myPipe["x"], -playery + myPipe["y"], playerVelY): if playery > -2 * PLAYER[IM_HEIGTH]: playerVelY = playerFlapAcc playerFlapped = True # check for crash here crashTest = checkCrash( {"x": playerx, "y": playery, "index": playerIndex}, upperPipes, lowerPipes ) if crashTest[0]: # Update the q scores bot.update_scores(dump_qvalues=False) return { "y": playery, "groundCrash": crashTest[1], "basex": basex, "upperPipes": upperPipes, "lowerPipes": lowerPipes, "score": score, "playerVelY": playerVelY, } # check for score playerMidPos = playerx + PLAYER[IM_WIDTH] / 2 for pipe in upperPipes: pipeMidPos = pipe["x"] + PIPE[IM_WIDTH] / 2 if pipeMidPos <= playerMidPos < pipeMidPos + 4: score += 1 # playerIndex basex change if (loopIter + 1) % 3 == 0: playerIndex = next(playerIndexGen) loopIter = (loopIter + 1) % 30 basex = -((-basex + 100) % baseShift) # player's movement if playerVelY < playerMaxVelY and not playerFlapped: playerVelY += playerAccY if playerFlapped: playerFlapped = False playerHeight = PLAYER[IM_HEIGTH] playery += min(playerVelY, BASEY - playery - playerHeight) # move pipes to left for uPipe, lPipe in zip(upperPipes, lowerPipes): uPipe["x"] += pipeVelX lPipe["x"] += pipeVelX # add new pipe when first pipe is about to touch left of screen if 0 < upperPipes[0]["x"] < 5: newPipe = getRandomPipe() upperPipes.append(newPipe[0]) lowerPipes.append(newPipe[1]) # remove first pipe if its out of the screen if upperPipes[0]["x"] < -PIPE[IM_WIDTH]: upperPipes.pop(0) lowerPipes.pop(0) def showGameOverScreen(crashInfo): if VERBOSE: score = crashInfo["score"] print(str(bot.gameCNT - 1) + " | " + str(score)) if bot.gameCNT == (ITERATIONS): bot.dump_qvalues(force=True) sys.exit() def playerShm(playerShm): """oscillates the value of playerShm['val'] between 8 and -8""" if abs(playerShm["val"]) == 8: playerShm["dir"] *= -1 if playerShm["dir"] == 1: playerShm["val"] += 1 else: playerShm["val"] -= 1 def getRandomPipe(): """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 = PIPE[IM_HEIGTH] pipeX = SCREENWIDTH + 10 return [ {"x": pipeX, "y": gapY - pipeHeight}, # upper pipe {"x": pipeX, "y": gapY + PIPEGAPSIZE}, # lower pipe ] def checkCrash(player, upperPipes, lowerPipes): """returns True if player collders with base or pipes.""" pi = player["index"] player["w"] = PLAYER[IM_WIDTH] player["h"] = PLAYER[IM_HEIGTH] # if player crashes into ground if (player["y"] + player["h"] >= BASEY - 1) or (player["y"] + player["h"] <= 0): return [True, True] else: playerRect = pygame.Rect(player["x"], player["y"], player["w"], player["h"]) pipeW = PIPE[IM_WIDTH] pipeH = PIPE[IM_HEIGTH] for uPipe, lPipe in zip(upperPipes, lowerPipes): # upper and lower pipe rects uPipeRect = pygame.Rect(uPipe["x"], uPipe["y"], pipeW, pipeH) lPipeRect = pygame.Rect(lPipe["x"], lPipe["y"], pipeW, pipeH) # 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, False] return [False, 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 if __name__ == "__main__": main()