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FBAI.py
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"""
The classic game of flappy bird. Make with python
and pygame. Features pixel perfect collision using masks :o
"""
import pygame
import random
import os
import time
import neat
import pickle
pygame.font.init() #initialising fonts in pygame
WIN_WIDTH = 600
WIN_HEIGHT = 800
FLOOR = 730
STAT_FONT = pygame.font.SysFont("comicsans", 50)
END_FONT = pygame.font.SysFont("comicsans", 70)
DRAW_LINES = False
WIN = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
pygame.display.set_caption("Flappy Bird")
pipe_img = pygame.transform.scale2x(pygame.image.load(os.path.join("imgs","pipe.png")).convert_alpha())
bg_img = pygame.transform.scale(pygame.image.load(os.path.join("imgs","bg.png")).convert_alpha(), (600, 900))
bird_images = [pygame.transform.scale2x(pygame.image.load(os.path.join("imgs","bird" + str(x) + ".png"))) for x in range(1,4)]
base_img = pygame.transform.scale2x(pygame.image.load(os.path.join("imgs","base.png")).convert_alpha())
gen = 0
class Bird:
MAX_ROTATION = 25
IMGS = bird_images
ROT_VEL = 20
ANIMATION_TIME = 5
def __init__(self, x, y):
self.x = x
self.y = y
self.tilt = 0 # degrees to tilt
self.tick_count = 0
self.vel = 0
self.height = self.y
self.img_count = 0
self.img = self.IMGS[0]
def jump(self):
self.vel = -10.5
self.tick_count = 0
self.height = self.y
def move(self):
self.tick_count += 1
# for downward acceleration
displacement = self.vel*(self.tick_count) + 0.5*(3)*(self.tick_count)**2
# terminal velocity
if displacement >= 16:
displacement = (displacement/abs(displacement)) * 16
if displacement < 0:
displacement -= 2
self.y = self.y + displacement
if displacement < 0 or self.y < self.height + 50:
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
else:
if self.tilt > -90:
self.tilt -= self.ROT_VEL
def draw(self, win):
self.img_count += 1
# For animation of bird
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:
self.img = self.IMGS[1]
self.img_count = self.ANIMATION_TIME*2
blitRotateCenter(win, self.img, (self.x, self.y), self.tilt)
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
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):
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):
# draw top
win.blit(self.PIPE_TOP, (self.x, self.top))
# draw bottom
win.blit(self.PIPE_BOTTOM, (self.x, self.bottom))
def collide(self, bird, win):
bird_mask = bird.get_mask()
top_mask = pygame.mask.from_surface(self.PIPE_TOP)
bottom_mask = pygame.mask.from_surface(self.PIPE_BOTTOM)
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.x2 + self.WIDTH
if self.x2 + self.WIDTH < 0:
self.x2 = self.x1 + self.WIDTH
def draw(self, win):
win.blit(self.IMG, (self.x1, self.y))
win.blit(self.IMG, (self.x2, self.y))
def blitRotateCenter(surf, image, topleft, angle):
rotated_image = pygame.transform.rotate(image, angle)
new_rect = rotated_image.get_rect(center = image.get_rect(topleft = topleft).center)
surf.blit(rotated_image, new_rect.topleft)
def draw_window(win, birds, pipes, base, score, gen, pipe_ind):
if gen == 0:
gen = 1
win.blit(bg_img, (0,0))
for pipe in pipes:
pipe.draw(win)
base.draw(win)
for bird in birds:
# drawing lines from bird to pipe
if DRAW_LINES:
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), 5)
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), 5)
except:
pass
# draw bird
bird.draw(win)
# reflecting the score
score_label = STAT_FONT.render("Score: " + str(score),1,(255,255,255))
win.blit(score_label, (WIN_WIDTH - score_label.get_width() - 15, 10))
# generations
score_label = STAT_FONT.render("Gens: " + str(gen-1),1,(255,255,255))
win.blit(score_label, (10, 10))
# alive
score_label = STAT_FONT.render("Alive: " + str(len(birds)),1,(255,255,255))
win.blit(score_label, (10, 50))
pygame.display.update()
def eval_genomes(genomes, config):
global WIN, gen
win = WIN
gen += 1
# start by creating lists holding the genome itself, the
# neural network associated with the genome and the
# bird object that uses that network to play
nets = []
birds = []
ge = []
for genome_id, genome in genomes:
genome.fitness = 0 # start with fitness level of 0
net = neat.nn.FeedForwardNetwork.create(genome, config)
nets.append(net)
birds.append(Bird(230,350))
ge.append(genome)
base = Base(FLOOR)
pipes = [Pipe(700)]
score = 0
clock = pygame.time.Clock()
run = True
while run and len(birds) > 0:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
break
pipe_ind = 0
if len(birds) > 0:
if len(pipes) > 1 and birds[0].x > pipes[0].x + pipes[0].PIPE_TOP.get_width(): # determine whether to use the first or second
pipe_ind = 1 # pipe on the screen for neural network input
for x, bird in enumerate(birds): # giving each bird a fitness of 0.1 for each frame it stays alive
ge[x].fitness += 0.1
bird.move()
# send bird location, top pipe location and bottom pipe location and determine from network whether to jump or not
output = nets[birds.index(bird)].activate((bird.y, abs(bird.y - pipes[pipe_ind].height), abs(bird.y - pipes[pipe_ind].bottom)))
if output[0] > 0.5: # we use a tanh activation function so result will be between -1 and 1. if over, then 0.5 jump
bird.jump()
base.move()
rem = []
add_pipe = False
for pipe in pipes:
pipe.move()
# checking for collision
for bird in birds:
if pipe.collide(bird, win):
ge[birds.index(bird)].fitness -= 1
nets.pop(birds.index(bird))
ge.pop(birds.index(bird))
birds.pop(birds.index(bird))
if pipe.x + pipe.PIPE_TOP.get_width() < 0:
rem.append(pipe)
if not pipe.passed and pipe.x < bird.x:
pipe.passed = True
add_pipe = True
if add_pipe:
score += 1
# can add this line to give more reward for passing through a pipe (not required)
for genome in ge:
genome.fitness += 5
pipes.append(Pipe(WIN_WIDTH))
for r in rem:
pipes.remove(r)
for bird in birds:
if bird.y + bird.img.get_height() - 10 >= FLOOR or bird.y < -50:
nets.pop(birds.index(bird))
ge.pop(birds.index(bird))
birds.pop(birds.index(bird))
draw_window(WIN, birds, pipes, base, score, gen, pipe_ind)
def run(config_file):
config = neat.config.Config(neat.DefaultGenome, neat.DefaultReproduction,
neat.DefaultSpeciesSet, neat.DefaultStagnation,
config_file)
# Create the population
p = neat.Population(config)
# Add a stdout reporter to show progress in the terminal.
p.add_reporter(neat.StdOutReporter(True))
stats = neat.StatisticsReporter()
p.add_reporter(stats)
# Run for up to 50 generations.
winner = p.run(eval_genomes, 50)
# show final stats
print('\nBest genome:\n{!s}'.format(winner))
if __name__ == '__main__':
# Determine path to configuration file. This path manipulation is
# here so that the script will run successfully.
local_dir = os.path.dirname(__file__)
config_path = os.path.join(local_dir, 'CONFIG.txt')
run(config_path)