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game.py
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606 lines (546 loc) · 29.8 KB
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import random, pygame, sys, bfs, hamiltonian
import numpy as np
from pygame.locals import *
import constants as cons
from utility import *
import tensorflow as tf
from keras.backend.tensorflow_backend import set_session
from keras.models import model_from_json
config = tf.ConfigProto()
config.gpu_options.allow_growth = True # dynamically grow the memory used on the GPU
config.log_device_placement = True # to log device placement (on which device the operation ran)
# (nothing gets printed in Jupyter, only if you run it standalone)
sess = tf.Session(config=config)
set_session(sess) # set this TensorFlow session as the default session for Keras
json_file = open('model.json', 'r')
loaded_json_model = json_file.read()
model = model_from_json(loaded_json_model)
model.load_weights('dnn_model.h5')
class Game:
fps = 60
global clock, screen, BASICFONT
def __init__(self): # Game Initialization
pygame.init()
self.clock = pygame.time.Clock()
self.screen = pygame.display.set_mode((cons.w, cons.h))
self.BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
pygame.display.set_caption('Snake Game')
pygame.mixer.music.load('assets/beep-07.mp3')
self.startscreen()
self.main_menu()
''' GUI related functions '''
def startscreen(self): # Start Screen
images = pygame.image.load('assets/pygame.gif').convert()
titleFont = pygame.font.Font('freesansbold.ttf', 15)
titleSurf1 = titleFont.render('Snake Automation using Artificial Intelligence', True, cons.WHITE)
while True:
self.screen.fill(cons.BGCOLOR)
titleRect1 = titleSurf1.get_rect()
imagesrect = images.get_rect()
imagesrect.center = (cons.w / 2, cons.h /2)
titleRect1.center = (cons.w / 2, cons.h /2 + 50)
self.screen.blit(images, imagesrect)
self.screen.blit(titleSurf1, titleRect1)
self.message()
if self.checkForKeyPress():
pygame.event.get()
return
pygame.display.update()
self.clock.tick(self.fps)
def main_menu(self): # Menu Screen
self.screen.fill(cons.DARKGRAY)
images = pygame.image.load('assets/pygame.gif').convert()
imagesrect = images.get_rect()
imagesrect.center = (cons.w / 2, 40)
titleFont = pygame.font.Font('freesansbold.ttf', 15)
choose = titleFont.render("Choose Play Mode", True, cons.WHITE)
choose_rect=choose.get_rect()
manual=titleFont.render("1. Manual", True, cons.WHITE)
manual_rect=manual.get_rect()
bfs =titleFont.render("2. Breadth First Search", True, cons.WHITE)
bfs_rect=bfs.get_rect()
hamiltonian=titleFont.render("3. Hamiltonian Path", True, cons.WHITE)
hamiltonian_rect=hamiltonian.get_rect()
neural=titleFont.render("4. Deep Neural Network", True, cons.WHITE)
neural_rect=neural.get_rect()
random=titleFont.render("5. Random Game", True, cons.WHITE)
random_rect=random.get_rect()
exit_tag=titleFont.render("6. Exit", True, cons.WHITE)
exit_rect=exit_tag.get_rect()
self.screen.blit(images, imagesrect)
self.screen.blit(choose, (cons.w/2 - (choose_rect[2]/2), 80))
self.screen.blit(manual, (cons.w/2 - (manual_rect[2]/2), 120))
self.screen.blit(bfs, (cons.w/2 - (bfs_rect[2]/2), 150))
self.screen.blit(hamiltonian, (cons.w/2 - (hamiltonian_rect[2]/2), 180))
self.screen.blit(neural, (cons.w/2 - (neural_rect[2]/2), 210))
self.screen.blit(random, (cons.w/2 - (random_rect[2]/2), 240))
self.screen.blit(exit_tag, (cons.w/2 - (exit_rect[2]/2), 270))
while True:
for event in pygame.event.get():
if event.type==pygame.QUIT:
self.close()
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_1:
self.manual()
self.overscreen()
elif event.key==pygame.K_2:
self.bfs_play()
self.overscreen()
elif event.key==pygame.K_3:
self.hamiltonian_game()
self.overscreen()
elif event.key==pygame.K_4:
self.deep_learning(model)
self.overscreen()
elif event.key==pygame.K_5:
self.random_game()
self.overscreen()
elif event.key==pygame.K_6:
self.close()
pygame.display.update()
self.clock.tick(self.fps)
def message(self): # Message Drawing function
pressKeySurf = self.BASICFONT.render('Press a key for Menu.', True, cons.DARKGRAY)
pressKeyRect = pressKeySurf.get_rect()
pressKeyRect.topleft = (cons.w - 200, cons.h - 30)
self.screen.blit(pressKeySurf, pressKeyRect)
def overscreen(self): #Final Screen
gameOverFont = pygame.font.Font('freesansbold.ttf', 40)
gameSurf = gameOverFont.render('Game Over', True, cons.WHITE)
gameRect = gameSurf.get_rect()
gameRect.midtop = (cons.w / 2, cons.h/2)
self.screen.blit(gameSurf, gameRect)
self.message()
pygame.display.update()
pygame.time.wait(500)
self.checkForKeyPress()
while True:
if self.checkForKeyPress():
pygame.event.get()
self.main_menu()
def close(self): # Closing function
pygame.quit()
sys.exit()
def drawScore(self, score): # Draw Score
scoreSurf = self.BASICFONT.render('Score: %s' % (score), True, cons.WHITE)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (cons.w - 120, 10)
self.screen.blit(scoreSurf, scoreRect)
def drawsnake(self, snakeCoords): # Draw Snake
for coord in snakeCoords:
x = coord[0] * cons.block_size
y = coord[1] * cons.block_size
snakeSegmentRect = pygame.Rect(x, y, cons.block_size, cons.block_size)
pygame.draw.rect(self.screen, cons.DARKGREEN, snakeSegmentRect)
snakeInnerSegmentRect = pygame.Rect(x + 2, y + 2, cons.block_size - 2, cons.block_size - 2)
pygame.draw.rect(self.screen, cons.GREEN, snakeInnerSegmentRect)
def drawfood(self, coord): # Draw food
x = coord[0] * cons.block_size
y = coord[1] * cons.block_size
foodRect = pygame.Rect(x, y, cons.block_size, cons.block_size)
pygame.draw.rect(self.screen, cons.RED, foodRect)
def grid(self): # Draw Grid
for x in range(0, cons.w, cons.block_size):
pygame.draw.line(self.screen, cons.GRAY, (x, 0), (x, cons.h))
for y in range(0, cons.h, cons.block_size):
pygame.draw.line(self.screen, cons.GRAY, (0, y), (cons.w, y))
''' Utility functions '''
def checkForKeyPress(self): # Function to check if a key is pressed
if len(pygame.event.get(QUIT)) > 0:
self.close()
keyUpEvents = pygame.event.get(KEYUP)
if len(keyUpEvents) == 0:
return
if keyUpEvents[0].key == K_ESCAPE:
self.close()
return keyUpEvents[0].key
def examine_direction(self, temp, direction): #Function to ensure that snake is never move in opposite direction
if direction == cons.UP:
if temp == cons.DOWN:
return False
elif direction == cons.RIGHT:
if temp == cons.LEFT:
return False
elif direction == cons.LEFT:
if temp == cons.RIGHT:
return False
elif direction == cons.DOWN:
if temp == cons.UP:
return False
return True
''' Play functions '''
def manual(self): # Manual Game Play
snakeCoords, food, score = starting_positions()
direction = cons.RIGHT
while True:
pre_direction = direction
for event in pygame.event.get():
if event.type == QUIT:
self.close()
elif event.type == KEYDOWN:
if (event.key == K_LEFT or event.key == K_a) and direction != cons.RIGHT:
direction = cons.LEFT
elif (event.key == K_RIGHT or event.key == K_d) and direction != cons.LEFT:
direction = cons.RIGHT
elif (event.key == K_UP or event.key == K_w) and direction != cons.DOWN:
direction = cons.UP
elif (event.key == K_DOWN or event.key == K_s) and direction != cons.UP:
direction = cons.DOWN
elif event.key == K_ESCAPE:
self.close()
if snakeCoords[cons.HEAD][0] == -1 or snakeCoords[cons.HEAD][0] == cons.width or snakeCoords[cons.HEAD][1] == -1 or snakeCoords[cons.HEAD][1] == cons.height:
return
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == snakeCoords[cons.HEAD][0] and snakeBody[1] == snakeCoords[cons.HEAD][1]:
return
if snakeCoords[cons.HEAD][0] == food[0] and snakeCoords[cons.HEAD][1] == food[1]:
food = getRandomLocation2(snakeCoords)
pygame.mixer.music.play(0)
else:
del snakeCoords[-1]
if not self.examine_direction(direction, pre_direction):
direction = pre_direction
if direction == cons.UP:
newHead = [snakeCoords[cons.HEAD][0],snakeCoords[cons.HEAD][1] - 1]
elif direction == cons.DOWN:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
elif direction == cons.LEFT:
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
elif direction == cons.RIGHT:
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
snakeCoords.insert(0, newHead)
self.screen.fill(cons.BGCOLOR)
self.grid()
self.drawsnake(snakeCoords)
self.drawfood(food)
self.drawScore(len(snakeCoords) - 3)
pygame.display.update()
self.clock.tick(self.fps)
def random_game(self): # Random Game Play
snakeCoords, food, score = starting_positions()
direction = cons.RIGHT
while True:
pre_direction = direction
for event in pygame.event.get():
if event.type == QUIT:
self.close()
dir_list= [cons.RIGHT, cons.LEFT, cons.UP, cons.DOWN]
direction = random.choice(dir_list)
if snakeCoords[cons.HEAD][0] == -1 or snakeCoords[cons.HEAD][0] == cons.width or snakeCoords[cons.HEAD][1] == -1 or snakeCoords[cons.HEAD][1] == cons.height:
return
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == snakeCoords[cons.HEAD][0] and snakeBody[1] == snakeCoords[cons.HEAD][1]:
return
if snakeCoords[cons.HEAD][0] == food[0] and snakeCoords[cons.HEAD][1] == food[1]:
food = getRandomLocation(snakeCoords)
pygame.mixer.music.play(0)
else:
del snakeCoords[-1]
if direction == cons.UP:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
elif direction == cons.DOWN:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
elif direction == cons.LEFT:
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
elif direction == cons.RIGHT:
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
if not self.examine_direction(direction, pre_direction):
direction = pre_direction
if direction == cons.UP:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
break
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
elif direction == cons.DOWN:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
break
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
elif direction == cons.LEFT:
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
break
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
elif direction == cons.RIGHT:
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
break
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
snakeCoords.insert(0, newHead)
self.screen.fill(cons.BGCOLOR)
self.grid()
self.drawsnake(snakeCoords)
self.drawfood(food)
self.drawScore(len(snakeCoords) - 3)
pygame.display.update()
self.clock.tick(self.fps)
def bfs_play(self): # BFS Game Play
snakeCoords, food, score = starting_positions()
direction = cons.RIGHT
g = bfs.create()
while True:
pre_direction = direction
for event in pygame.event.get():
if event.type == QUIT:
self.close()
if snakeCoords[cons.HEAD][0] == -1 or snakeCoords[cons.HEAD][0] == cons.width or snakeCoords[cons.HEAD][1] == -1 or snakeCoords[cons.HEAD][1] == cons.height:
return
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == snakeCoords[cons.HEAD][0] and snakeBody[1] == snakeCoords[cons.HEAD][1]:
return
if snakeCoords[cons.HEAD][0] == food[0] and snakeCoords[cons.HEAD][1] == food[1]:
food = getRandomLocation(snakeCoords)
pygame.mixer.music.play(0)
else:
del snakeCoords[-1]
src = (snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1])
dest = (food[0], food[1])
path = g.shortest_distance(src, dest)
if path[1] == (src[0],src[1]-1):
direction = cons.UP
elif path[1] == (src[0]+1,src[1]):
direction = cons.RIGHT
elif path[1] == (src[0],src[1]+1):
direction = cons.DOWN
elif path[1] == (src[0]-1,src[1]):
direction = cons.LEFT
if not self.examine_direction(direction, pre_direction):
direction = pre_direction
if direction == cons.UP:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
break
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
elif direction == cons.DOWN:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
break
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
elif direction == cons.LEFT:
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
break
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
elif direction == cons.RIGHT:
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
break
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == newHead[0] and snakeBody[1] == newHead[1]:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
break
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
if (newHead[0] == -1 or newHead[0] == cons.width or newHead[1] == -1 or newHead[1] == cons.height):
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
snakeCoords.insert(0, newHead)
self.screen.fill(cons.BGCOLOR)
self.grid()
self.drawsnake(snakeCoords)
self.drawfood(food)
self.drawScore(len(snakeCoords) - 3)
pygame.display.update()
self.clock.tick(self.fps)
def hamiltonian_game(self): # Hamiltonian Game Play
snakeCoords, food, score = starting_positions()
direction = cons.RIGHT
newHead = []
while True:
for event in pygame.event.get():
if event.type == QUIT:
self.close()
direction = hamiltonian.path(snakeCoords[0], direction, cons.height, cons.width)
if snakeCoords[cons.HEAD][0] == -1 or snakeCoords[cons.HEAD][0] == cons.width or snakeCoords[cons.HEAD][1] == -1 or snakeCoords[cons.HEAD][1] == cons.height:
return
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == snakeCoords[cons.HEAD][0] and snakeBody[1] == snakeCoords[cons.HEAD][1]:
return
if snakeCoords[cons.HEAD][0] == food[0] and snakeCoords[cons.HEAD][1] == food[1]:
food = getRandomLocation2(snakeCoords)
if food == False:
return
else:
del snakeCoords[-1]
if direction == cons.UP:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
elif direction == cons.DOWN:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
elif direction == cons.LEFT:
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
elif direction == cons.RIGHT:
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
snakeCoords.insert(0, newHead)
self.screen.fill(cons.BGCOLOR)
self.grid()
self.drawsnake(snakeCoords)
self.drawfood(food)
self.drawScore(len(snakeCoords) - 3)
pygame.display.update()
self.clock.tick(self.fps)
def deep_learning(self, model):
snakeCoords, food, score = starting_positions()
direction = cons.RIGHT
count_same_direction = 0
prev_direction = 0
newHead=[]
while True:
for event in pygame.event.get():
if event.type == QUIT:
self.close()
current_direction_vector, is_front_blocked, is_left_blocked, is_right_blocked = blocked_directions(
snakeCoords)
angle, snake_direction_vector, food_direction_vector_normalized, snake_direction_vector_normalized = angle_with_food(
snakeCoords, food)
predictions = []
predicted_direction = np.argmax(np.array(model.predict(np.array([is_left_blocked, is_front_blocked, \
is_right_blocked,
food_direction_vector_normalized[0], \
snake_direction_vector_normalized[0],
food_direction_vector_normalized[1], \
snake_direction_vector_normalized[
1]]).reshape(-1, 7)))) - 1
if predicted_direction == prev_direction:
count_same_direction += 1
else:
count_same_direction = 0
prev_direction = predicted_direction
new_direction = np.array(snakeCoords[0]) - np.array(snakeCoords[1])
if predicted_direction == -1:
new_direction = np.array([new_direction[1], -new_direction[0]])
if predicted_direction == 1:
new_direction = np.array([-new_direction[1], new_direction[0]])
if new_direction.tolist() == [1, 0]:
direction = cons.RIGHT
elif new_direction.tolist() == [-1, 0]:
direction = cons.LEFT
elif new_direction.tolist() == [0, 1]:
direction = cons.DOWN
else:
direction = cons.UP
next_step = snakeCoords[0] + current_direction_vector
if snakeCoords[cons.HEAD][0] == -1 or snakeCoords[cons.HEAD][0] == cons.width or snakeCoords[cons.HEAD][1] == -1 or snakeCoords[cons.HEAD][1] == cons.height:
return
for snakeBody in snakeCoords[1:]:
if snakeBody[0] == snakeCoords[cons.HEAD][0] and snakeBody[1] == snakeCoords[cons.HEAD][1]:
return
if snakeCoords[cons.HEAD][0] == food[0] and snakeCoords[cons.HEAD][1] == food[1]:
food = getRandomLocation(snakeCoords)
if food == False:
return
else:
del snakeCoords[-1]
if direction == cons.UP:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] - 1]
elif direction == cons.DOWN:
newHead = [snakeCoords[cons.HEAD][0], snakeCoords[cons.HEAD][1] + 1]
elif direction == cons.LEFT:
newHead = [snakeCoords[cons.HEAD][0] - 1, snakeCoords[cons.HEAD][1]]
elif direction == cons.RIGHT:
newHead = [snakeCoords[cons.HEAD][0] + 1, snakeCoords[cons.HEAD][1]]
snakeCoords.insert(0, newHead)
self.screen.fill(cons.BGCOLOR)
self.grid()
self.drawsnake(snakeCoords)
self.drawfood(food)
self.drawScore(len(snakeCoords) - 3)
pygame.display.update()
self.clock.tick(self.fps)
if __name__ == '__main__':
Game()