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flappy_bird.py
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import pygame
import neat
import time
import os
import random
pygame.font.init() # init font
import train
WIN_WIDTH = 500
WIN_HEIGHT = 800
DRAW_LINES = True
GEN = 0
BIRD_IMGS = [pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'bird1.png'))),
pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'bird2.png'))),
pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'bird3.png')))]
PIPE_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'pipe.png')))
BASE_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'base.png')))
BG_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'bg.png')))
STAT_FONT = pygame.font.Font('freesansbold.ttf',20)
STAT_FONT_LARGE = pygame.font.Font('freesansbold.ttf',35)
class Bird:
IMGS = BIRD_IMGS
MAX_ROTATION = 25
ROT_VEL = 20
ANIMATION_TIME = 5
def __init__(self, x, y):
self.x = x
self.y = y
self.tilt = 0
self.tick_count = 0
self.vel = 0
self.height = y
self.img_count = 0
self.img = self.IMGS[0]
def jump(self):
self.vel = -7.5
self.tick_count = 0
self.height = self.y
def move(self):
self.tick_count += 1
d = self.vel*self.tick_count + 1.05*self.tick_count**2
if d >= 16: # terminal dist
# d = d / abs(d) * 16
d = 16
if d < 0:
d -= 1.5
self.y += d
if d < 0 or self.y < self.height + 50: # tilt up
if self.tilt < self.MAX_ROTATION: # don't overshoot MAX_ROTATION
self.tilt = self.MAX_ROTATION
else: # tilt down
if self.tilt > -90:
self.tilt -= self.ROT_VEL # as we go more down tilt more
def draw(self, win): # window
self.img_count += 1
# wings flapping animation
if self.img_count < self.ANIMATION_TIME:
self.img = self.IMGS[0]
elif self.img_count < self.ANIMATION_TIME * 2:
self.img = self.IMGS[1]
elif self.img_count < self.ANIMATION_TIME * 3:
self.img = self.IMGS[2]
elif self.img_count < self.ANIMATION_TIME * 4:
self.img = self.IMGS[1]
elif self.img_count < self.ANIMATION_TIME * 4 + 1:
self.img = self.IMGS[0]
self.img_count = 0
if self.tilt <= -80: # when the bird is falling, render only one image
self.img = self.IMGS[1]
self.img_count = self.ANIMATION_TIME * 2
# rotate image around center based on tilt angle
rotated_image = pygame.transform.rotate(self.img, self.tilt)
new_rect = rotated_image.get_rect(center=self.img.get_rect(topleft= (self.x, self.y)).center)
win.blit(rotated_image, new_rect.topleft)
def get_mask(self):
return pygame.mask.from_surface(self.img)
class Pipe:
GAP = 200
VEL = 5
def __init__(self, x):
self.x = x
self.height = 0
# where the top and bottom of the pipe is
self.top = 0
self.bottom = 0
self.PIPE_TOP = pygame.transform.flip(PIPE_IMG, False, True)
self.PIPE_BOTTOM = PIPE_IMG
self.passed = False
self.set_height()
def set_height(self):
# set the height of the pipe, from the top of the screen
self.height = random.randrange(50, 450)
self.top = self.height - self.PIPE_TOP.get_height()
self.bottom = self.height + self.GAP
def move(self):
self.x -= self.VEL
def draw(self, win):
win.blit(self.PIPE_TOP, (self.x, self.top))
win.blit(self.PIPE_BOTTOM, (self.x, self.bottom))
def collide(self, bird):
bird_mask = bird.get_mask()
top_mask = pygame.mask.from_surface(self.PIPE_TOP)
bottom_mask = pygame.mask.from_surface(self.PIPE_BOTTOM)
# how far away the bird_mask and top_mask and bird_mask and bottom_mask are
top_offset = (self.x - bird.x, self.top - round(bird.y))
bottom_offset = (self.x - bird.x, self.bottom - round(bird.y))
b_point = bird_mask.overlap(bottom_mask, bottom_offset)
t_point = bird_mask.overlap(top_mask, top_offset)
if b_point or t_point:
return True
return False
class Base:
VEL = 5
WIDTH = BASE_IMG.get_width()
IMG = BASE_IMG
def __init__(self, y):
self.y = y
self.x1 = 0
self.x2 = self.WIDTH
def move(self):
self.x1 -= self.VEL
self.x2 -= self.VEL
if self.x1 + self.WIDTH < 0:
self.x1 = self.WIDTH + self.x2
if self.x2 + self.WIDTH < 0:
self.x2 = self.WIDTH + self.x1
def draw(self, win):
win.blit(self.IMG, (self.x1, self.y))
win.blit(self.IMG, (self.x2, self.y))
def draw_window(win, birds, pipes, base, score, gen, pipe_ind):
# draw window
win.blit(BG_IMG, (0, 0))
for pipe in pipes:
pipe.draw(win)
text = STAT_FONT.render("Score: " + str(score), 1, (255, 255, 255))
win.blit(text, (WIN_WIDTH - 10 - text.get_width(), 10))
text = STAT_FONT.render("Gen: " + str(gen), 1, (255, 255, 255))
win.blit(text, (10, 10))
score_label = STAT_FONT.render("Alive: " + str(len(birds)),1,(255,255,255))
win.blit(score_label, (10, 50))
base.draw(win)
for bird in birds:
if DRAW_LINES is True:
try:
pygame.draw.line(win, (255,0,0), (bird.x + bird.img.get_width() / 2, bird.y +
bird.img.get_height() / 2), (pipes[pipe_ind].x +
pipes[pipe_ind].PIPE_TOP.get_width() / 2, pipes[pipe_ind].height), 3)
pygame.draw.line(win, (255,0,0), (bird.x+bird.img.get_width()/2, bird.y +
bird.img.get_height()/2), (pipes[pipe_ind].x +
pipes[pipe_ind].PIPE_BOTTOM.get_width()/2, pipes[pipe_ind].bottom), 3)
except:
pass
bird.draw(win) # draw bird
pygame.display.update()
def draw_pause_screen(win, base, score):
text = STAT_FONT.render("High Score: " + str(score), 1, (255, 255, 255))
win.blit(text, (WIN_WIDTH - 10 - text.get_width(), 10))
s = pygame.Surface((WIN_WIDTH // 2, WIN_HEIGHT // 2)) # the size of your rect
s.set_alpha(64) # alpha level
s.fill((255,255,255)) # this fills the entire surface
win.blit(s, (WIN_WIDTH // 4, WIN_HEIGHT // 4))
text = STAT_FONT_LARGE.render("Flappy Bird", 2, (235, 69, 14))
win.blit(text, (250 - text.get_width() / 2, 300))
text = STAT_FONT.render("Press Space to Play", 2, (235, 99, 14))
win.blit(text, (250 - text.get_width() / 2, 400))
text = STAT_FONT.render("Press 'T' to Train", 2, (235, 99, 14))
win.blit(text, (250 - text.get_width() / 2, 450))
base.draw(win)
pygame.display.update()
def pause_screen():
win = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
win.blit(BG_IMG, (0, 0))
base = Base(730)
clock = pygame.time.Clock()
run = True
H_score = 0
while(run):
clock.tick(30)
win.blit(BG_IMG, (0, 0))
for event in pygame.event.get():
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
score = main()
H_score = max(score, H_score)
if keys[pygame.K_t]:
local_dir = os.path.dirname(__file__)
config_path = os.path.join(local_dir, 'config-feedforward.txt')
train.run(config_path)
break
if event.type == pygame.QUIT:
run = False
pygame.QUIT()
quit()
base.move()
draw_pause_screen(win, base, H_score)
def draw_game_screen(win, birds, pipes, base, score):
win.blit(BG_IMG, (0, 0))
for pipe in pipes:
pipe.draw(win)
text = STAT_FONT.render("Score: " + str(score), 1, (255, 255, 255))
win.blit(text, (WIN_WIDTH - 10 - text.get_width(), 10))
base.draw(win)
for bird in birds:
bird.draw(win) # draw bird
pygame.display.update()
def main():
base = Base(730)
score = 0
birds = [Bird(230, 350)]
pipes = [Pipe(600)]
win = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
clock = pygame.time.Clock()
run = True
while run:
clock.tick(45)
for event in pygame.event.get():
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
for bird in birds:
bird.jump()
if event.type == pygame.QUIT:
run = False
pygame.QUIT()
quit()
pipe_ind = 0
if len(birds) > 0:
if len(pipes) > 1 and bird.x > pipes[0].x + pipes[0].PIPE_TOP.get_width():
# if the bird has passed the 0th index pipe in the list pipes
pipe_ind = 1
else:
run = False
break
for x, bird in enumerate(birds):
bird.move()
#bird.move()
add_pipe = False
rem = []
for pipe in pipes:
for x, bird in enumerate(birds):
if pipe.collide(bird):
# favour birds that don't hit the pipe and made it to the same
# distance then remove the bird and stop tracking it
birds.pop(x)
if not pipe.passed and pipe.x < bird.x: # if bird has passed the pipe
pipe.passed = True
add_pipe = True
if pipe.x + pipe.PIPE_TOP.get_width() < 0:
# if the pipe is out of the screen
# add it to rem
rem.append(pipe)
pipe.move()
if add_pipe:
score += 1
pipes.append(Pipe(600))
for r in rem:
# remove all pipes out of the screen
pipes.remove(r)
for x, bird in enumerate(birds):
# check if the bird hits the base/ground
# or goes over the screen
if bird.y + bird.img.get_height() >= 730 or bird.y < 0:
birds.pop(x)
base.move()
draw_game_screen(win, birds, pipes, base, score)
return score
pause_screen()