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train.py
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train.py
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import random
import neat.nn
import pygame
from pygame import mixer
import os
from sys import exit
from random import randint
from classes import Floor, Wall, Player
from constants import *
import neat
import numpy as np
pygame.font.init()
pygame.init()
def reset(screen,floor_image):
global floor_y, floor_yy, FLOOR_VELOCITY, floor_indices, floor_group, START_TIME, FALLING, GAME_ACTIVE
START_TIME = pygame.time.get_ticks() // 1000
FALLING = False
floor_indices = list()
floor_group = []
floor_y = WIN_HEIGHT - 150
floor_yy = WIN_HEIGHT - 150
FLOOR_VELOCITY = 0
bottom_floor = Floor(0, WIN_HEIGHT - 50, WIN_WIDTH)
floor_group.append([0, bottom_floor])
for i in range(MAX_FLOORS):
f_w = randint(180, 370)
f_x = randint(80, WIN_WIDTH - f_w - 80)
floor = Floor(f_x, floor_yy, f_w)
floor_group.append([i+1,floor])
floor_yy -= 100
# GAME_ACTIVE = menu["PlayGame"]
def draw_floor(floor_image, floor_group,screen):
for floor_info in floor_group:
floor = floor_info[1]
floor.rect.x = floor.get_x()
# floor.rect.y = floor.get_y()
floor.rect.y += FLOOR_VELOCITY
floor.rectsolid.y += FLOOR_VELOCITY
while floor.rect.x < (floor.get_x() + floor.get_width()):
screen.blit(floor.image, floor.rect)
floor.rect.x += floor_image.get_width()
def handle_move(player, output, objects):
decision = output
indices = [i for i,x in enumerate(output) if x == max(output)]
output_inx = random.choice(indices)
for i in range(len(decision)):
if i == output_inx:
decision[i] = 1
else:
decision[i] = 0
collide_right = False
collide_left = False
if (player.rect.left <= 51):
collide_left = True
player.rect.left = 51
elif(player.rect.right >= WIN_WIDTH-51):
collide_right = True
player.rect.right = WIN_WIDTH - 51
if decision[0] and not collide_left:
player.move_left(PLAYER_VEL)
elif decision[1] and not collide_right:
player.move_right(PLAYER_VEL)
elif decision[2] and player.on_floor:
player.current_floor = player.rect.bottom
player.jump()
# Handling horizontal collision
def collide(player, objects, dx):
player.move(dx, 0)
player.update()
collided_object = None
for obj in objects:
if pygame.sprite.collide_mask(player, obj):
collided_object = obj
break
player.move(-dx, 0)
player.update()
return collided_object
def print_text(text, font, screen, pos, color=(202, 241, 222)):
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect(center=pos)
screen.blit(text_surface, text_rect)
def update_floor(floor, player):
if floor[1].rect.bottom > WIN_HEIGHT + 200:
# print("Me izz here")
# removed_floor += 1
floor_group.remove(floor)
f_w = randint(180, 370)
f_x = randint(80, WIN_WIDTH - f_w - 80)
fr = Floor(f_x, floor_group[-1][1].rect.y - 100, f_w)
floor_group.append([floor_group[-1][0]+1,fr])
def check_collision_and_score(floor, player,player_g):
global FALLING, FLOOR_VELOCITY
if floor[1].rectsolid.colliderect(player.rect):
if player.rect.bottom < floor[1].rectsolid.centery:
if player.y_vel > 0:
player.landed()
player.rect.bottom = floor[1].rectsolid.top
player.y_vel = 0
player.current_floor_index = floor[0]
if player.current_floor_index > player.old_floor_index:
player.score_normal = 10*player.current_floor_index
# player_g.fitness += 10
if player.bonus_y == 4:
player.score_bonus += 5
# player_g.fitness += 5
elif player.bonus_y == 8:
player.score_bonus += 15
# player_g.fitness += 15
player.old_floor_index = player.current_floor_index
player.score = player.score_normal + player.score_bonus
if player.highest_floor_index < player.current_floor_index:
player.highest_floor_index = player.current_floor_index
if (player.rect.top < 100) and not FALLING and FLOOR_VELOCITY == 0:
FLOOR_VELOCITY += 1
# FALLING = True
if player.rect.right >= floor[1].rectsolid.right and player.x_vel != 0:
# player_g.fitness += 0.4
player.bonus_y = 4
if abs(floor[1].rectsolid.centerx - floor_group[floor_group.index(floor) + 1][1].rectsolid.centerx) > 300:
# player_g.fitness += 0.4
player.bonus_y += 4
elif player.rect.left <= floor[1].rectsolid.left and player.x_vel != 0:
# player_g.fitness += 0.4
player.bonus_y = 4
if abs(floor[1].rectsolid.centerx - floor_group[floor_group.index(floor) + 1][1].rectsolid.centerx) > 200:
# player_g.fitness += 0.4
player.bonus_y += 4
else:
player.bonus_y = 0
def draw(floor_image,bg, floor_grp, wallgrp, players, screen,ge):
global scroll, SCROLLING
screen.blit(bg, (0, 0))
draw_floor(floor_image, floor_group, screen)
wallgrp.draw(screen)
for player in players:
for floor in floor_grp:
floor[1].scroll(scroll)
update_floor(floor, player)
check_collision_and_score(floor, player, ge[players.index(player)])
player.draw(screen)
def train_ai(genomes, config):
global GAME_ACTIVE, START_TIME, FLOOR_VELOCITY, floor_yy, gen, floor_group, max_score,gen
gen += 1
# Defining pygame screen to draw assets and component
screen = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
# Setting up caption (window title)
pygame.display.set_caption("Icy Tower")
# Loading and setting up window icon
game_icon = pygame.image.load(os.path.join("icons", "icytowericon.png"))
pygame.display.set_icon(game_icon)
# Initialising pygame clock
clock = pygame.time.Clock()
# Loading background and floor image
background_image = pygame.image.load(os.path.join("sprites", 'background.jpg')).convert()
floor_image = pygame.image.load(os.path.join('sprites', 'icy2.png')).convert()
# Getting floor rectangle
floor_rect = floor_image.get_rect(topleft=(0, WIN_HEIGHT - floor_image.get_height()))
# floor_group = []
# Creating Bottom Floor
bottom_floor = Floor(0, WIN_HEIGHT - 50, WIN_WIDTH)
floor_group.append([0, bottom_floor])
# Generating n (MAX_FLOORS) number of random floors
for i in range(MAX_FLOORS):
f_w = randint(180, 370) # Generating Random width
f_x = randint(80, WIN_WIDTH - f_w - 80)
# Generating Random x position
floor = Floor(f_x, floor_yy, f_w) # Creating a Floor object with these values
floor_group.append([i+1, floor]) # Adding all our floors to floor_group
floor_yy -= 100 # Decrementing y location for next floor
# Defining wallGroup (sprite group)
wallGroup = pygame.sprite.Group()
# Generating/Constructing Walls
for i in range(3):
wallR = Wall(804, i * 240, "right");
wallL = Wall(45, i * 240, "left");
wallGroup.add(wallR);
wallGroup.add(wallL);
# Loading Music/Sound Assets
mixer.music.load(music_dict["gameBG"]);
mixer.music.play(-1) # Playing main game theme
nets = [];
ge = [];
players = [];
scores = [];
highest_floors = [];
# Setting Neural Network for each genome
for _,g in genomes:
net = neat.nn.FeedForwardNetwork.create(g, config)
nets.append(net)
player = Player(random.randint(80, WIN_WIDTH-80), WIN_HEIGHT - floor_image.get_height() - PLAYER_Y, PLAYER_X, PLAYER_Y)
players.append(player)
g.fitness = 0 # Setting initial fitness to 0
ge.append(g)
scores.append(player.score)
highest_floors.append(player.highest_floor_index)
GAME_ACTIVE = True
# Getting time from pygame clock at the start of the game
START_TIME = pygame.time.get_ticks() // 1000
while True and len(players)>0:
draw(floor_image, background_image, floor_group, wallGroup, players, screen, ge)
player_height = []
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
# break
if GAME_ACTIVE:
current_time = pygame.time.get_ticks() // 1000 - START_TIME
if current_time % 60 == 0 and current_time != 0 and FLOOR_VELOCITY < 4:
FLOOR_VELOCITY += 1
START_TIME += current_time
for x, player in enumerate(players):
if player.current_floor_index < player.highest_floor_index:
ge[x].fitness -= 5
scores[x] = player.score
highest_floors[x] = player.highest_floor_index
ge[x].fitness = player.score
player.loop(90)
l = 0
r = 0
floor_data = []
for i in range(len(floor_group)):
if floor_group[i][0] == player.current_floor_index :
for j in range(i,i+3):
# if (i+1) < len(floor_group):
if j == i :
l = player.rect.left - floor_group[j][1].rectsolid.right
r = player.rect.right - floor_group[j][1].rectsolid.left
else:
floor_data.append(floor_group[j][1].rectsolid.left)
floor_data.append(floor_group[j][1].rectsolid.y)
floor_data.append(floor_group[j][1].rectsolid.right)
break
# max_score = max(scores)
inputs = (FLOOR_VELOCITY,player.on_floor,player.rect.y, player.rect.x, player.x_vel, player.y_vel, *floor_data, player.score,l,r)
output = nets[x].activate(inputs)
if ge[x].fitness < 0:
players.pop(x)
ge.pop(x)
nets.pop(x)
scores.pop(x)
highest_floors.pop(x)
handle_move(player,output, wallGroup)
print_text(f"Score: {max(scores)}", TEXT_FONT, screen, (140, 10))
print_text(f"Floors: {max(highest_floors)}", TEXT_FONT, screen, (240, 10))
print_text(f"Gen: {gen}", TEXT_FONT, screen, (340, 10))
if player.rect.top > WIN_HEIGHT:
ge[x].fitness -= 10
players.pop(x)
nets.pop(x)
ge.pop(x)
scores.pop(x)
highest_floors.pop(x)
pygame.display.update()
clock.tick(60)
reset(screen, floor_image)