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flappy_bird_AI.py
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flappy_bird_AI.py
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import pygame
import neat
import time
import os
import random
WIN_WIDTH = 500
WIN_HEIGHT = 800
bird_imgs = [pygame.transform.scale2x(pygame.image.load(os.path.join("assets", f"bird{i}.png"))) for i in range(1, 4)]
pipe_img = pygame.transform.scale2x(pygame.image.load(os.path.join("assets", "pipe.png")))
base_img = pygame.transform.scale2x(pygame.image.load(os.path.join("assets", "base.png")))
bg_img = pygame.transform.scale2x(pygame.image.load(os.path.join("assets", "bg.png")))
#print (bird_imgs)
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 = 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
d = self.vel*self.tick_count+1.5*self.tick_count**2 #how much moving up/down
#
d = min(d, 16)
if d < 0:
d -= 2
self.y += d
if d < 0 or self.y < self.height + 50:
self.tilt = min(self.tilt + self.ROT_VEL, self.MAX_ROTATION)
else:
self.tilt = max(self.tilt - self.ROT_VEL, -90)
def draw(self , win) :
self.img_count += 1
img_index = (self.img_count // self.ANIMATION_TIME) % len(self.IMGS)
self.img = self.IMGS[img_index]
if self.img_count >= self.ANIMATION_TIME * len(self.IMGS):
self.img_count = 0
if self.tilt <= -80 :
self.img = self.IMGS[1]
self.img_count = self.ANIMATION_TIME*2
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
#self.gap = 200
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.botton = 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,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 t_point or b_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 draw_window(win , bird,pipes,base):
win.blit(bg_img,(0,0))
# bird.draw(win)
for pipe in pipes :
pipe.draw(win)
bird.draw(win)
base.draw(win)
pygame.display.update()
def main() :
bird = Bird(230,350)
base = Base(700)
pipes = [Pipe(700)]
run = True
score = 0
win = pygame.display.set_mode((WIN_WIDTH , WIN_HEIGHT))
clock = pygame.time.Clock()
while run:
clock.tick(30)
for event in pygame.event.get() :
if event.type == pygame.QUIT :
run = False
# bird.move()
rem = []
add_pipe = False
for pipe in pipes :
if pipe.collide(bird,win) :
pass
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
pipe.move()
if add_pipe :
score+=1
pipes.append(Pipe(700))
for r in rem :
pipes.remove(r)
base.move()
draw_window(win ,bird,pipes,base)
pygame.quit()
quit()
main()