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flappy.py
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427 lines (339 loc) · 14.5 KB
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from itertools import cycle
import random
import sys
import pygame
import pygame.freetype
from pygame.locals import *
from globals import *
from evolution import *
def main():
global SCREEN, FPSCLOCK, FPS, GAMEFONT
pygame.init()
FPSCLOCK = pygame.time.Clock()
SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
pygame.display.set_caption('Flappy Bird')
GAMEFONT = pygame.freetype.Font("assets/OpenSans-Regular.ttf", 20)
# 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()
)
IMAGES['player'] = (
# red bird
(
pygame.image.load(PLAYERS_LIST[0][0]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[0][1]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[0][2]).convert_alpha(),
),
# blue bird
(
pygame.image.load(PLAYERS_LIST[1][0]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[1][1]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[1][2]).convert_alpha(),
),
# yellow bird
(
pygame.image.load(PLAYERS_LIST[2][0]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[2][1]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[2][2]).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)
evolution = Evolution(POPULATION_SIZE)
show_welcome = True
show_best_bird = False
while True:
# select random background sprites
randBg = random.randint(0, len(BACKGROUNDS_LIST) - 1)
IMAGES['background'] = pygame.image.load(BACKGROUNDS_LIST[randBg]).convert()
# 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(pygame.image.load(PLAYERS_LIST[0][0]).convert_alpha()),
getHitmask(pygame.image.load(PLAYERS_LIST[0][1]).convert_alpha()),
getHitmask(pygame.image.load(PLAYERS_LIST[0][2]).convert_alpha()),
)
if show_welcome:
show_welcome = False
showWelcomeAnimation()
skip_game_over, crashInfo = mainGame(evolution, show_best_bird)
if not show_best_bird:
evolution.new_population()
if not skip_game_over:
show_best_bird = showGameOverScreen(crashInfo, evolution)
def showWelcomeAnimation():
"""Shows welcome screen animation of flappy bird"""
messagex = int((SCREENWIDTH - IMAGES['message'].get_width()) / 2)
messagey = int(SCREENHEIGHT * 0.12)
basex = 0
# amount by which base can maximum shift to left
baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()
while True:
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
# any key
if event.type == KEYDOWN:
# make first flap sound and return values for mainGame
# SOUNDS['wing'].play()
return
basex = -((-basex + 4) % baseShift)
# draw sprites
SCREEN.blit(IMAGES['background'], (0, 0))
SCREEN.blit(IMAGES['message'], (messagex, messagey))
SCREEN.blit(IMAGES['base'], (basex, BASEY))
pygame.display.update()
FPSCLOCK.tick(FPS)
def mainGame(evolution, show_best_bird):
birds = [Bird(evolution.best_brain.clone())] if show_best_bird else evolution.population
score = 0
basex = 0
baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()
# get 2 new pipes to add to upperPipes lowerPipes list
newPipe1 = getRandomPipe()
newPipe2 = getRandomPipe()
# list of upper pipes
upperPipes = [newPipe1[0], newPipe2[0]]
upperPipes[0]['x'] = SCREENWIDTH + 200
upperPipes[1]['x'] = SCREENWIDTH + 200 + (SCREENWIDTH / 2)
# list of lowerpipe
lowerPipes = [newPipe1[1], newPipe2[1]]
lowerPipes[0]['x'] = SCREENWIDTH + 200
lowerPipes[1]['x'] = SCREENWIDTH + 200 + (SCREENWIDTH / 2)
pipeVelX = -4
while True:
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
if event.type == KEYDOWN and event.key == K_s:
return_val = False, {
'groundCrash': False,
'basex': basex,
'upperPipes': upperPipes,
'lowerPipes': lowerPipes,
'score': score,
'lastBird': birds[0]
}
if show_best_bird:
return return_val
else:
for bird in birds:
evolution.previous_population.append(bird)
return return_val
# if event.type == KEYDOWN and event.key == K_UP:
# birds[0].flap()
for bird in birds:
bird.think(upperPipes, lowerPipes)
# update birds and remove crashed ones
for bird in list(birds):
crashed, groundCrash = bird.update(upperPipes, lowerPipes)
if crashed:
if not show_best_bird:
evolution.previous_population.append(bird)
if len(birds) == 1: # we have a last bird that crashed, end of generation
return True, {
'groundCrash': groundCrash,
'basex': basex,
'upperPipes': upperPipes,
'lowerPipes': lowerPipes,
'score': score,
'lastBird': birds[0]
}
else:
birds.remove(bird)
# play sound if birds are in the middle of a pipe
playerMidPos = birds[0].playerx + birds[0].images[0].get_width() / 2 # arbitrary bird,all x coords are the same
for pipe in upperPipes:
pipeMidPos = pipe['x'] + IMAGES['pipe'][0].get_width() / 2
if pipeMidPos <= playerMidPos < pipeMidPos + 4:
# SOUNDS['point'].play()
score += 1
# basex change
basex = -((-basex + 100) % baseShift)
# 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 len(upperPipes) > 0 and 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 len(upperPipes) > 0 and upperPipes[0]['x'] < -IMAGES['pipe'][0].get_width():
upperPipes.pop(0)
lowerPipes.pop(0)
# draw sprites
SCREEN.blit(IMAGES['background'], (0, 0))
for uPipe, lPipe in zip(upperPipes, lowerPipes):
SCREEN.blit(IMAGES['pipe'][0], (uPipe['x'], uPipe['y']))
SCREEN.blit(IMAGES['pipe'][1], (lPipe['x'], lPipe['y']))
SCREEN.blit(IMAGES['base'], (basex, BASEY))
# print score so player overlaps the score
showScore(score)
for bird in birds:
bird.blit(SCREEN)
text_padding = 30
for line in evolution.gen_info:
GAMEFONT.render_to(SCREEN, (10, BASEY + text_padding), line)
text_padding += 25
pygame.display.update()
FPSCLOCK.tick(FPS if show_best_bird else -1)
def showGameOverScreen(crashInfo, evolution):
"""crashes the player down ans shows gameover image"""
bird = crashInfo['lastBird']
score = crashInfo['score']
playerx = SCREENWIDTH * 0.2
playerHeight = bird.images[0].get_height()
playerAccY = 2
playerVelRot = 7
basex = crashInfo['basex']
upperPipes, lowerPipes = crashInfo['upperPipes'], crashInfo['lowerPipes']
while True:
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
if event.type == KEYDOWN and event.key == K_n:
return False
if event.type == KEYDOWN and event.key == K_b:
return True
# player y shift
if bird.playery + playerHeight < BASEY - 1:
bird.playery += min(bird.playerVelY, BASEY - bird.playery - playerHeight)
# player velocity change
if bird.playerVelY < 15:
bird.playerVelY += playerAccY
# rotate only when it's a pipe crash
if not crashInfo['groundCrash']:
if bird.playerRot > -90:
bird.playerRot -= playerVelRot
# draw sprites
SCREEN.blit(IMAGES['background'], (0, 0))
for uPipe, lPipe in zip(upperPipes, lowerPipes):
SCREEN.blit(IMAGES['pipe'][0], (uPipe['x'], uPipe['y']))
SCREEN.blit(IMAGES['pipe'][1], (lPipe['x'], lPipe['y']))
SCREEN.blit(IMAGES['base'], (basex, BASEY))
showScore(score)
playerSurface = pygame.transform.rotate(bird.images[1], bird.playerRot)
SCREEN.blit(playerSurface, (playerx, bird.playery))
SCREEN.blit(IMAGES['gameover'], (50, 180))
text_padding = 30
for line in evolution.gen_info:
GAMEFONT.render_to(SCREEN, (10, BASEY + text_padding), line)
text_padding += 25
FPSCLOCK.tick(FPS)
pygame.display.update()
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 = IMAGES['pipe'][0].get_height()
pipeX = SCREENWIDTH + 10
return [
{'x': pipeX, 'y': gapY - pipeHeight, 'gap': gapY}, # upper pipe
{'x': pipeX, 'y': gapY + PIPEGAPSIZE, 'gap': 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.playerIndex
playerWidth = player.images[0].get_width()
playerHeight = player.images[0].get_height()
# if player crashes into ground
if player.playery + playerHeight >= BASEY - 1:
return [True, True]
else:
playerRect = pygame.Rect(player.playerx, player.playery, playerWidth, playerHeight)
pipeW = IMAGES['pipe'][0].get_width()
pipeH = IMAGES['pipe'][0].get_height()
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
def getHitmask(image):
"""returns a hitmask using an image's alpha."""
mask = []
for x in range(image.get_width()):
mask.append([])
for y in range(image.get_height()):
mask[x].append(bool(image.get_at((x, y))[3]))
return mask
if __name__ == '__main__':
main()