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environment.py
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346 lines (302 loc) · 13.4 KB
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import pygame
import random
import torch
import numpy as np
from collections import deque
import utility as util
class GameConfig:
def __init__(
self,
row=10,
col=10,
pixel_size=20
):
self.SCR_ROW = row
self.SCR_COLUMN = col
self.PIXEL_SIZE = pixel_size
self.SCR_WIDTH = self.SCR_COLUMN*self.PIXEL_SIZE
self.SCR_HEIGHT = self.SCR_ROW*self.PIXEL_SIZE
self.SCR_WIDTH_PIXEL = int(self.SCR_WIDTH/self.PIXEL_SIZE)
self.SCR_HEIGHT_PIXEL = int(self.SCR_HEIGHT/self.PIXEL_SIZE)
class Apple:
scale = (1, 1)
color = (255, 0, 0)
def __init__(self, config):
self.set_config(config)
self.onScreen = False
self.ava_pos = {}
self.generate([])
def set_config(self, config):
self.width = self.scale[0]*config.PIXEL_SIZE
self.height = self.scale[1]*config.PIXEL_SIZE
self.SCR_WIDTH = config.SCR_WIDTH
self.SCR_HEIGHT = config.SCR_HEIGHT
self.SCR_WIDTH_PIXEL = config.SCR_HEIGHT_PIXEL
self.SCR_HEIGHT_PIXEL = config.SCR_HEIGHT_PIXEL
def reset(self):
self.onScreen = False
self.generate([])
return
def getX(self):
if(self.rect == None): return
return self.rect.x
def getY(self):
if(self.rect == None): return
return self.rect.y
def get_pixelX(self):
if(self.rect == None): return
return int(round(self.getX()/self.width))
def get_pixelY(self):
if(self.rect == None): return
return int(round(self.getY()/self.height))
def generate(self, occupied):
if(self.onScreen): return
self.onScreen = True
self.ava_pos.clear()
for rect in occupied:
self.ava_pos[str(rect[0]) + " " + str(rect[1])] = True
if(len(occupied) == self.SCR_HEIGHT_PIXEL*self.SCR_WIDTH_PIXEL):
self.rect = None
return
x = random.randint(0, self.SCR_WIDTH_PIXEL-1)
y = random.randint(0, self.SCR_HEIGHT_PIXEL-1)
key = str(x) + " " + str(y)
while(key in self.ava_pos):
x = random.randint(0, self.SCR_WIDTH_PIXEL-1)
y = random.randint(0, self.SCR_HEIGHT_PIXEL-1)
key = str(x) + " " + str(y)
self.rect = pygame.Rect((x*self.width, y*self.height, self.width, self.height))
def collide(self, x, y):
if(self.rect == None): return
if(self.rect.x == x and self.rect.y == y):
self.onScreen = False
return True
return False
def draw(self, screen):
if(self.rect == None): return
pygame.draw.rect(screen, self.color, self.rect)
class Player:
speed = 4
scale = (1, 1)
color = (20, 190, 20)
dir = [(0, -1), (-1, 0), (0, 1), (1, 0)]
def __init__(self, config):
self.set_config(config)
self.alive = True
self.collision = True
self.size = 1
self.score = 0
self.default_key = 3
self.current_dir = self.default_key
self.rect = []
self.rect.append([self.current_dir, pygame.Rect((self.origin_x, self.origin_y, self.width, self.height))])
self.time=2*self.SCR_HEIGHT_PIXEL*self.SCR_WIDTH_PIXEL
def set_config(self, config):
self.width = self.scale[0]*config.PIXEL_SIZE
self.height = self.scale[1]*config.PIXEL_SIZE
self.SCR_WIDTH = config.SCR_WIDTH
self.SCR_HEIGHT = config.SCR_HEIGHT
self.SCR_WIDTH_PIXEL = config.SCR_HEIGHT_PIXEL
self.SCR_HEIGHT_PIXEL = config.SCR_HEIGHT_PIXEL
self.origin_x = int(round(self.SCR_WIDTH_PIXEL/2))*config.PIXEL_SIZE
self.origin_y = int(round(self.SCR_HEIGHT_PIXEL/2))*config.PIXEL_SIZE
def reset(self):
self.alive = True
self.size = 1
self.score = 0
self.current_dir = self.default_key
self.rect.clear()
self.rect.append([self.current_dir, pygame.Rect((self.origin_x, self.origin_y, self.width, self.height))])
self.time=2*self.SCR_HEIGHT_PIXEL*self.SCR_WIDTH_PIXEL
def getX(self, index):
if(index>=self.size or index<0): return None
return self.rect[index][1].x
def getY(self, index):
if(index>=self.size or index<0): return None
return self.rect[index][1].y
def get_pixelX(self, index):
return int(round(self.getX(index)/self.width))
def get_pixelY(self, index):
return int(round(self.getY(index)/self.height))
def get_body_pixel(self):
return [(self.get_pixelX(i), self.get_pixelY(i)) for i in range(self.size)]
def complete_movement(self):
if(self.alive == False): return True
if(self.rect[0][1].x%self.width or self.rect[0][1].y%self.height): return False
return True
def collide(self, pixelX, pixelY):
if(self.alive == False): return
if(self.collision == False): return False
body = self.get_body_pixel()
for e in body:
if(e[0]==self.get_pixelX(0)+pixelX and e[1]==self.get_pixelY(0)+pixelY): return True
return False
def change_dir(self, key):
if(self.alive == False): return
if(not self.complete_movement()): return False
self.current_dir = key
return True
def move(self):
if(self.alive == False): return
if(self.complete_movement()):
for i in range(self.size-1, 0, -1):
self.rect[i][0] = self.rect[i-1][0]
self.rect[0][0] = self.current_dir
self.time-=1
dx = self.dir[self.rect[0][0]][0]*self.speed
dy = self.dir[self.rect[0][0]][1]*self.speed
if(self.collision == True):
if(self.rect[0][1].x+dx<0 or self.rect[0][1].x+self.width+dx>self.SCR_WIDTH or self.rect[0][1].y+dy<0 or self.rect[0][1].y+self.height+dy>self.SCR_HEIGHT):
self.alive = False
return
px = self.rect[0][1].x+dx+self.width/2-((self.rect[0][1].x+dx+self.width/2)%self.width)
py = self.rect[0][1].y+dy+self.height/2-((self.rect[0][1].y+dy+self.height/2)%self.height)
for i in range(1, self.size, 1):
x = self.rect[i][1].x+self.width/2-((self.rect[i][1].x+self.width/2)%self.width)
y = self.rect[i][1].y+self.height/2-((self.rect[i][1].y+self.height/2)%self.height)
if(px == x and py == y):
self.alive = False
return
for rect in self.rect:
dx = self.dir[rect[0]][0]*self.speed
dy = self.dir[rect[0]][1]*self.speed
rect[1].move_ip(dx, dy)
return
def grow(self, eaten):
if(self.alive == False): return False
if(not eaten): return False
self.rect.append([self.rect[self.size-1][0], pygame.Rect((self.rect[self.size-1][1].x-self.dir[self.rect[self.size-1][0]][0]*self.width, self.rect[self.size-1][1].y-self.dir[self.rect[self.size-1][0]][1]*self.height, self.width, self.height))])
self.size+=1
self.time=2*self.SCR_HEIGHT_PIXEL*self.SCR_WIDTH_PIXEL
return True
def draw(self, screen):
for e in self.rect:
pygame.draw.rect(screen, self.color, e[1])
class Game:
key_W = pygame.event.Event(pygame.KEYDOWN, key=pygame.K_w)
key_A = pygame.event.Event(pygame.KEYDOWN, key=pygame.K_a)
key_S = pygame.event.Event(pygame.KEYDOWN, key=pygame.K_s)
key_D = pygame.event.Event(pygame.KEYDOWN, key=pygame.K_d)
keys = [key_W, key_A, key_S, key_D]
def __init__(self, config):
self.set_config(config)
self.screen = pygame.display.set_mode((self.SCR_WIDTH, self.SCR_HEIGHT))
self.plr = Player(config)
self.apple = Apple(config)
self.key_order = util.Queue()
self.prev_dist = util.calculate_dist((self.plr.get_pixelX(0), self.plr.get_pixelY(0)), (self.apple.get_pixelX(), self.apple.get_pixelY()))
self.prev_plr_size = 1
self.display = 1
self.clock = pygame.time.Clock()
self.frames_stack = 4
self.frames = deque([self.screenshot() for i in range(self.frames_stack)], maxlen=self.frames_stack)
self.INPUT_SHAPE = self.get_frames().shape
self.OUTPUT_SHAPE = len(self.keys)
self.set_text()
self.pause = False
return
def set_text(self):
self.font = pygame.font.Font(None, 16)
self.text_content = f"Score: {self.plr.size}"
self.text = self.font.render(self.text_content, True, (255, 255, 255))
self.text_rect = self.text.get_rect(left=3, top=3)
self.pause_text = self.font.render("Press \'P\' to unpause.", True, (255, 255, 255))
self.pause_text_rect = self.pause_text.get_rect(center=(self.SCR_WIDTH//2, self.SCR_HEIGHT//2))
def set_config(self, config):
self.SCR_WIDTH = config.SCR_WIDTH
self.SCR_HEIGHT = config.SCR_HEIGHT
self.SCR_WIDTH_PIXEL = config.SCR_HEIGHT_PIXEL
self.SCR_HEIGHT_PIXEL = config.SCR_HEIGHT_PIXEL
self.PIXEL_SIZE = config.PIXEL_SIZE
def set_display(self, display):
self.display = display
return
def reset(self):
self.plr.reset()
self.apple.reset()
self.prev_plr_size = 1
self.prev_dist = util.calculate_dist((self.plr.get_pixelX(0), self.plr.get_pixelY(0)), (self.apple.get_pixelX(), self.apple.get_pixelY()))
self.frames.clear()
for i in range(self.frames_stack): self.frames.append(self.screenshot())
self.text_content = f"Score: {self.plr.size}"
self.text = self.font.render(self.text_content, True, (255, 255, 255))
return
def get_reward(self):
reward = 0
plr_tuple = (self.plr.get_pixelX(0), self.plr.get_pixelY(0))
apple_tuple = (self.apple.get_pixelX(), self.apple.get_pixelY())
if(self.apple.rect != None): current_dist = util.calculate_dist(plr_tuple, apple_tuple)
else: current_dist = self.prev_dist
if(self.plr.size>self.prev_plr_size): reward+=10
self.prev_plr_size=self.plr.size
if(self.plr.complete_movement()): reward-=0.05
if(current_dist>self.prev_dist): reward-=0.5
elif(current_dist<self.prev_dist): reward+=0.5
if(self.plr.alive == False): reward-=20
self.prev_dist = current_dist
return reward
def step(self, action, fps=0):
pygame.event.post(self.keys[action])
self.check_event()
self.update()
self.draw()
while(not self.plr.complete_movement()):
self.update()
self.draw()
if(fps>0): self.clock.tick(fps)
return self.get_frames(), self.get_reward(), not self.plr.alive, not bool(self.plr.time)
def get_frames(self):
return torch.from_numpy(np.array(self.frames))
def screenshot(self):
grey_scale_grid = torch.zeros((self.SCR_HEIGHT_PIXEL, self.SCR_WIDTH_PIXEL))
if(self.plr.alive == False): return grey_scale_grid
snake_body = self.plr.get_body_pixel()
apple_body = (self.apple.get_pixelX(), self.apple.get_pixelY())
grey_scale_grid[apple_body[1], apple_body[0]] = 0.299*self.apple.color[0]+0.587*self.apple.color[1]+0.114*self.apple.color[2]
for j, i in snake_body:
if(j<0 or j>=self.SCR_WIDTH_PIXEL or i<0 or i>=self.SCR_HEIGHT_PIXEL): continue
grey_scale_grid[i, j] = 0.299*self.plr.color[0]+0.587*self.plr.color[1]+0.114*self.plr.color[2]
return grey_scale_grid
def check_event(self):
for e in pygame.event.get():
if(e.type == pygame.QUIT):
pygame.quit()
exit(0)
elif(e.type == pygame.KEYDOWN):
current_key = -1
if(self.key_order.empty()): current_key = self.plr.rect[0][0]
else: current_key = self.key_order.rear()
if(e.key == pygame.K_w and current_key%2 != 0 and not self.pause):
self.key_order.push(0)
elif(e.key == pygame.K_a and current_key%2 != 1 and not self.pause):
self.key_order.push(1)
elif(e.key == pygame.K_s and current_key%2 != 0 and not self.pause):
self.key_order.push(2)
elif(e.key == pygame.K_d and current_key%2 != 1 and not self.pause):
self.key_order.push(3)
elif(e.key == pygame.K_p):
if(self.pause == False):
self.pause = True
self.draw()
while(self.pause == True): self.check_event()
else: self.pause = False
return
def update(self):
if(self.plr.alive == False): return
if(not self.key_order.empty() and self.plr.change_dir(self.key_order.front())): self.key_order.pop()
if(self.plr.grow(self.apple.collide(self.plr.getX(0), self.plr.getY(0))) == True):
self.text_content = f"Score: {self.plr.size}"
self.text = self.font.render(self.text_content, True, (255, 255, 255))
self.plr.move()
self.apple.generate(self.plr.get_body_pixel())
if(self.plr.complete_movement()): self.frames.append(self.screenshot())
return
def draw(self):
if(self.display == 0): return
self.screen.fill((0, 0, 0))
if(self.display == 1):
self.apple.draw(self.screen)
self.plr.draw(self.screen)
self.screen.blit(self.text, self.text_rect)
if(self.pause == True): self.screen.blit(self.pause_text, self.pause_text_rect)
pygame.display.update()