import numpy as np import sys import random import pygame import flappy_bird_utils import pygame.surfarray as surfarray from pygame.locals import * from itertools import cycle import skimage SCREENWIDTH = 288 #use 256 (power of 2) SCREENHEIGHT = 405 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 * 1 PLAYER_WIDTH = IMAGES['player'][0].get_width() #images array is obtained from flappy_bird_utils above 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, FPS): self.score = self.playerIndex = self.loopIter = 0 self.playerx = int(SCREENWIDTH * 0.2) self.playery = int((SCREENHEIGHT - PLAYER_HEIGHT) / 2) self.basex = 0 self.baseShift = IMAGES['base'].get_width() - BACKGROUND_WIDTH self.FPS = FPS newPipe1 = getRandomPipe() newPipe2 = getRandomPipe() self.upperPipes = [ {'x': SCREENWIDTH, 'y': newPipe1[0]['y']}, {'x': SCREENWIDTH + (SCREENWIDTH / 2), 'y': newPipe2[0]['y']}, ] self.lowerPipes = [ {'x': SCREENWIDTH, 'y': newPipe1[1]['y']}, {'x': SCREENWIDTH + (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 #-8 # min vel along Y, max ascend speed self.playerAccY = 2 # players downward accleration self.playerFlapAcc = -10 #-10 players speed on flapping self.playerFlapped = False # True when player flaps # draw sprites SCREEN.blit(IMAGES['background'], (0,0)) 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'])) SCREEN.blit(IMAGES['base'], (self.basex, BASEY)) # print score so player overlaps the score SCREEN.blit(IMAGES['player'][self.playerIndex], (self.playerx, self.playery)) pygame.display.update() FPSCLOCK.tick(self.FPS) def frame_step(self, input_actions): pygame.event.pump() reward = 0.1 terminal = False if sum(input_actions) != 1: raise ValueError('Multiple input actions!') # input_actions[0] == 1: do nothing # input_actions[1] == 1: flap the bird if input_actions[1] == 1: if self.playery > -2 * PLAYER_HEIGHT: self.playerVelY = self.playerFlapAcc self.playerFlapped = True #SOUNDS['wing'].play() # check for score playerMidPos = self.playerx + PLAYER_WIDTH / 2 for pipe in self.upperPipes: pipeMidPos = pipe['x'] + 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(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, BASEY - self.playery - 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 = 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'] < -PIPE_WIDTH: self.upperPipes.pop(0) self.lowerPipes.pop(0) # check if crash here isCrash= checkCrash({'x': self.playerx, 'y': self.playery, 'index': self.playerIndex}, self.upperPipes, self.lowerPipes) if isCrash: #SOUNDS['hit'].play() #SOUNDS['die'].play() terminal = True self.__init__(self.FPS) reward = -1 # draw sprites SCREEN.blit(IMAGES['background'], (0,0)) 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'])) SCREEN.blit(IMAGES['base'], (self.basex, BASEY)) # print score so player overlaps the score SCREEN.blit(IMAGES['player'][self.playerIndex], (self.playerx, self.playery)) image_data = pygame.surfarray.array3d(pygame.display.get_surface()) pygame.display.update() FPSCLOCK.tick(self.FPS) return image_data, reward, terminal def getCurrentFrame(self): image_data = pygame.surfarray.array3d(pygame.display.get_surface()) return image_data def getRandomPipe(): """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(BASEY * 0.2) pipeX = SCREENWIDTH + 10 return [ {'x': pipeX, 'y': gapY - PIPE_HEIGHT}, # upper pipe {'x': pipeX, 'y': gapY + PIPEGAPSIZE}, # lower pipe ] def showScore(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 += 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 checkCrash(player, upperPipes, lowerPipes): """returns True if player collders with base or pipes.""" pi = player['index'] player['w'] = IMAGES['player'][0].get_width() player['h'] = IMAGES['player'][0].get_height() if player['y'] <= 1: return True # if player crashes into ground if player['y'] + player['h'] >= 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'], PIPE_WIDTH, PIPE_HEIGHT) lPipeRect = pygame.Rect(lPipe['x'], lPipe['y'], PIPE_WIDTH, PIPE_HEIGHT) # 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 return 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