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main.py
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360 lines (270 loc) · 11 KB
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# Importing Necessary Libraries
import pygame as pg
import neat
import os, sys, random
pg.font.init() # Initialising Fonts
# Some Global Variables
WIN_WIDTH = 500
WIN_HEIGHT = 800
FLOOR = 600
STATS_FONT = pg.font.SysFont("comicsans", 25)
MAX_SCORE = 0
COLOR_BLACK = (0, 0, 0)
COLOR_RED = (255, 0, 0)
# Initialising Pygame Window and Caption
WIN = pg.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
pg.display.set_caption("Flappy Bird")
gen = 0
# Load Images, Scale them and Store in Global Variables
BIRD_IMGS = [pg.transform.scale2x(pg.image.load(os.path.join("imgs", "bird1.png"))), pg.transform.scale2x(pg.image.load(os.path.join("imgs", "bird2.png"))), pg.transform.scale2x(pg.image.load(os.path.join("imgs", "bird3.png")))]
PIPE_IMG = pg.transform.scale2x(pg.image.load(os.path.join("imgs", "pipe.png")))
BASE_IMG = pg.transform.scale2x(pg.image.load(os.path.join("imgs", "base.png")))
BG_IMGS = pg.transform.scale2x(pg.image.load(os.path.join("imgs", "bg.png")))
# Bird Class
class Bird:
IMGS = BIRD_IMGS # List of Bird Images
MAX_ROTATION = 25 # Angle to Rotate when Jumping
ROT_VEL = 20 # Rotation Velocity
ANIM_TIME = 5 # Animation Time
# Initialising Bird Class
def __init__(self, x, y):
self.x = x
self.y = y
self.tilt = 0
self.tick_count = 0
self.velocity = 0
self.height = self.y
self.img_count = 0
self.img = self.IMGS[0]
def jump(self):
self.velocity = -9 # Jump 9 Pixels up
self.tick_count = 0
self.height = self.y
def move(self):
self.tick_count += 1 # For Managing Bird Position at every frame
displacement = self.velocity * (self.tick_count) + 1.5 * (self.tick_count**2) # Formula for calculating displacement for Arc Trajectory
# Controlling Bird Position within the Limits
if displacement >= 16:
displacement = 16
if displacement < 0 :
displacement -= 2
self.y = self.y + displacement
# if going up, tilt the bird upwards
if displacement < 0 or self.y < self.height + 50:
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
# else, tilt it upwards
else :
if self.tilt > -90:
self.tilt -= self.ROT_VEL
def draw(self, win):
self.img_count += 1
# Flapping of wings of the bird by switching between the images 1, 2 and 3
# making it look like the bird is flapping wings
if self.img_count <= self.ANIM_TIME:
self.img = self.IMGS[0]
elif self.img_count <= self.ANIM_TIME*2:
self.img = self.IMGS[1]
elif self.img_count <= self.ANIM_TIME*3:
self.img = self.IMGS[2]
elif self.img_count <= self.ANIM_TIME*4:
self.img = self.IMGS[1]
elif self.img_count <= self.ANIM_TIME*4+1:
self.img = self.IMGS[0]
self.img_count = 0
if self.tilt <= -80:
self.img = self.IMGS[0]
self.img_count = self.ANIM_TIME*2
# Rotating the image from Center point
rotated_image = pg.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)
# Masking the image pixel for perfect collision mathematics
def get_mask(self):
return pg.mask.from_surface(self.img)
class Pipe:
GAP = 200 # Between Upper Pipe and Lower Pipe
VEL = 5 # Velocity of pipes moving
def __init__(self, x):
self.x = x
self.height = 0
self.top = 0
self.bottom = 0
self.PIPE_TOP = pg.transform.flip(PIPE_IMG, False, True) # Flipping the Pipe Image for Upper Pipe
self.PIPE_BOTTOM = PIPE_IMG
self.passed = False # Pipe passed bird or not
self.set_height()
# Set pipe height randomly each time between 40 px to 450 px
def set_height(self):
self.height = random.randrange(50, 450, 20)
self.top = self.height - self.PIPE_TOP.get_height()
self.bottom = self.height + self.GAP
# Pretty Self explanatory tbh
def move(self):
self.x -= self.VEL
# This too...
def draw(self, win):
win.blit(self.PIPE_TOP, (self.x, self.top))
win.blit(self.PIPE_BOTTOM, (self.x, self.bottom))
# Umm... I think I am pretty good at naming Functions
def collide(self, bird):
bird_mask = bird.get_mask()
top_mask = pg.mask.from_surface(self.PIPE_TOP)
bottom_mask = pg.mask.from_surface(self.PIPE_BOTTOM)
# Top and Bottom Offset for Collision Calculation
top_offset = (self.x - bird.x, self.top - round(bird.y))
bottom_offset = (self.x - bird.x, self.bottom - round(bird.y))
# point of contact for top and bottom pipe with bird
b_point = bird_mask.overlap(bottom_mask, bottom_offset)
t_point = bird_mask.overlap(top_mask, top_offset)
# if collide, return true, else false
if t_point or b_point :
return True
return False
class Base:
VEL = 5 # Same as Pipe Velocity
WIDTH = BASE_IMG.get_width()
IMG = BASE_IMG
def __init__(self, y):
self.y = y
self.x1 = 0 # X coordinates for 1st instance of the Base Img
self.x2 = self.WIDTH # for 2nd instance of the Base Img
def move(self):
self.x1 -= self.VEL
self.x2 -= self.VEL
# if 1st img moves out of the screen, place it behind the 2nd image for reappearing again
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))
# Create GamePLay Window and render stats
def draw_window(win, birds, pipes, base, score, maxscore, gen, nn_shape, fitness, activation, input_values, output,weight, bias):
win.blit(BG_IMGS, (0, -200))
for pipe in pipes:
pipe.draw(win)
# ------------------RIGHT STATS--------------------------------------
score = STATS_FONT.render(f'SCORE : {str(score)}', 1, COLOR_BLACK)
win.blit(score, (WIN_WIDTH - 10 - score.get_width(), 10))
mxscore = STATS_FONT.render(f'MAX SCORE : {str(maxscore)}', 1, COLOR_BLACK)
win.blit(mxscore, (WIN_WIDTH - 10 - mxscore.get_width(), 10 + (2 * score.get_height())))
generation = STATS_FONT.render(f'GENERATION : {str(gen)}', 1, COLOR_BLACK)
win.blit(generation, (WIN_WIDTH - 10 - generation.get_width(), 10 + (4 * score.get_height())))
nnshape = STATS_FONT.render(f'NN SHAPE : {str(nn_shape)}', 1, COLOR_BLACK)
win.blit(nnshape, (WIN_WIDTH - 10 - nnshape.get_width(), 10 + (6 * score.get_height())))
pop = STATS_FONT.render(f'POPULATION : {str(len(birds))}', 2, COLOR_BLACK)
win.blit(pop, (WIN_WIDTH - 10 - nnshape.get_width(), 10 + (8 * score.get_height())))
# -------------------------LEFT STATS---------------------------------
fit = STATS_FONT.render(f'BEST FITNESS : {str(fitness)[:5]}', 1, COLOR_RED)
win.blit(fit, (10, 10))
activ = STATS_FONT.render(f'ACTIVATION : {str(activation).upper()}', 1, COLOR_RED)
win.blit(activ, (10, 10 + (2 * activ.get_height())))
inv = STATS_FONT.render(f'INPUT : {str(input_values)}', 1, COLOR_RED)
win.blit(inv, (10, 10 + (4 * inv.get_height())))
out = STATS_FONT.render(f'OUTPUT : {str(output)}', 1, COLOR_RED)
win.blit(out, (10, 10 + (6 * out.get_height())))
biases = STATS_FONT.render(f'BIAS : {str(bias)}', 1, COLOR_RED)
win.blit(biases, (10, 10 + (8 * biases.get_height())))
weights = STATS_FONT.render(f'WEIGHT : {str(weight)}', 1, COLOR_RED)
win.blit(weights, (10, 10 + (10 * weights.get_height())))
base.draw(win)
for bird in birds:
bird.draw(win)
pg.display.update()
# Main Game Loop
def fitness_func(genomes, config):
global WIN, gen, MAX_SCORE
win = WIN
# 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
# all at the same time, so that each has relative indices to each other
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) # Create a Feed Forward Neural Network for each Genome
nets.append(net)
birds.append(Bird(230,350))
ge.append(genome)
base = Base(FLOOR)
pipes = [Pipe(600)]
score = 0
clock = pg.time.Clock()
run = True
while run and len(birds) > 0:
clock.tick(30)
for event in pg.event.get():
if event.type == pg.QUIT:
run = False
pg.quit()
quit()
break
# Pipe Index for keeping track of the upcoming pipe
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
# give each bird a fitness of 0.1 for each frame it stays alive
for x, bird in enumerate(birds):
ge[x].fitness += 0.1
bird.move()
# send bird location, top pipe locat
input_values = (bird.y, abs(bird.y - pipes[pipe_ind].height), abs(bird.y - pipes[pipe_ind].bottom))
output = nets[birds.index(bird)].activate(input_values)
if output[0] > 0.7: # we use a tanh activation function so result will be between -1 and 1. if over 0.5 jump
bird.jump()
base.move()
rem = []
add_pipe = False
for pipe in pipes:
pipe.move()
# check for collision
for bird in birds:
if pipe.collide(bird):
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
if score > MAX_SCORE:
MAX_SCORE = score
# 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(600))
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))
max_score = MAX_SCORE
nn_shape = [3, 1]
fitness = genome.fitness
activation = genome.nodes[0].activation
weight = genomes[0][-1].connections[(-1, 0)].weight
bias = genome.nodes[0].bias
draw_window(WIN, birds, pipes, base, score, max_score, gen, nn_shape, fitness, activation, input_values, output, weight, bias)
gen += 1
def run(config_file):
config = neat.config.Config(neat.DefaultGenome, neat.DefaultReproduction, neat.DefaultSpeciesSet, neat.DefaultStagnation, config_file)
popl = neat.Population(config)
popl.add_reporter(neat.StdOutReporter(True))
stats = neat.StatisticsReporter()
popl.add_reporter(stats)
winner = popl.run(fitness_func, 50)
if __name__ == '__main__':
local_dir = os.path.dirname(__file__)
config_path = os.path.join(local_dir, "NEAT-CONFIG.txt")
run(config_path)