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main.py
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241 lines (191 loc) · 7.11 KB
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import pygame
import random
from enum import Enum
from collections import namedtuple
import numpy as np
pygame.init()
font = pygame.font.Font('arial.ttf', 25)
class Direction(Enum):
RIGHT = 1
LEFT = 2
UP = 3
DOWN = 4
Point = namedtuple('Point', 'x, y')
# rgb colors
WHITE = (255, 255, 255)
RED = (200,0,0)
BLUE1 = (0, 0, 255)
BLUE2 = (0, 100, 255)
BLACK = (0,0,0)
APPLE = pygame.image.load('snake_apple.png')
RealApple = pygame.transform.scale(APPLE, (40,40))
bg = pygame.image.load("Board.png")
realbg = pygame.transform.scale(bg, (760,680))
HS = pygame.image.load('HighScore.png')
realHS = pygame.transform.scale(HS, (40,40))
head = pygame.image.load('Head.png')
realhead = pygame.transform.scale(head, (40,40))
body = pygame.image.load('Body.png')
realbody = pygame.transform.scale(body, (40,40))
tail = pygame.image.load('Tail.png')
realtail = pygame.transform.scale(tail, (40,40))
BLOCK_SIZE = 40
SPEED = 50
class SnakeGameAI:
def __init__(self, w=760, h=680):
self.w = w
self.h = h
# init display
self.display = pygame.display.set_mode((self.w, self.h))
self.Speeed = True
pygame.display.set_caption('SneK')
self.clock = pygame.time.Clock()
self.highscore = 0
# init game state
self.reset()
def findInner(self,head):
border = [head]
for i in self.snake:
if i == head:
break
border.append(i)
self.Inner = []
minX = min([i.x for i in border])
maxX = max([i.x for i in border])
minY = min([i.y for i in border])
maxY = max([i.y for i in border])
for row in range(minX,maxX,40):
count = 0
for column in range(minY, maxY,40):
temp = Point(row,column)
if count == 1:
self.Inner.append(temp)
if temp in border:
count += 1
if(count == 2):
self.Inner.pop()
continue
def reset(self):
self.direction = Direction.RIGHT
self.currdirect = 0
self.head = Point(160, 320)
self.snake = [self.head,
Point(self.head.x-BLOCK_SIZE, self.head.y),
Point(self.head.x-(2*BLOCK_SIZE), self.head.y)]
self.directions = [0,0,0]
self.Inner = []
self.score = 0
self.food = None
self._place_food()
self.frame_iteration = 0
def _place_food(self):
x = random.randint(1, (self.w-(BLOCK_SIZE * 2))//BLOCK_SIZE )*BLOCK_SIZE
y = random.randint(1, (self.h-(BLOCK_SIZE * 2))//BLOCK_SIZE )*BLOCK_SIZE
self.food = Point(x, y)
if self.food in self.snake:
self._place_food()
def play_step(self, action):
self.frame_iteration += 1
# 1. collect user input
for event in pygame.event.get():
if event.type == pygame.QUIT:
print(self.highscore)
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.Speeed = not(self.Speeed)
if self.Speeed:
SPEED = 500
else:
SPEED = 10
# 2. move
self._move(action) # update the head
self.snake.insert(0, self.head)
self.directions.insert(0, self.currdirect)
# 3. check if game over
reward = 0
game_over = False
if self.is_collision() or self.frame_iteration > 100 * len(self.snake) or self.head in self.Inner:
reward -= 10
# init game state
if self.highscore < self.score:
self.highscore = self.score
game_over = True
return reward, game_over, self.score
self.Inner = []
# 4. place new food or just move
if self.head == self.food:
reward = 10
self.score += 1
self._place_food()
else:
self.snake.pop()
self.directions.pop()
# 5. update ui and clock
self._update_ui()
self.clock.tick(SPEED)
if self.clock.get_time() > 10000:
reward -= 10
game_over = True
# 6. return game over and score
return reward, game_over, self.score
def is_collision(self, pt = None):
if pt is None:
pt = self.head
# hits boundary
if pt.x > (self.w - (BLOCK_SIZE * 2)) or pt.x < BLOCK_SIZE or pt.y > (self.h - (BLOCK_SIZE * 2)) or pt.y < BLOCK_SIZE:
return True
# hits itself
if pt in self.snake[1:]:
return True
return False
def _update_ui(self):
self.display.blit(realbg, (0,0))
for pt in range(0,len(self.snake)):
if pt == 0:
newhead = pygame.transform.rotate(realhead, ((self.currdirect) * 90))
self.display.blit(newhead, ((self.snake[pt]).x, (self.snake[pt]).y))
elif pt == len(self.snake) - 1:
newtail = pygame.transform.rotate(realtail, ((self.directions[pt]) * 90))
self.display.blit(newtail, ((self.snake[pt]).x, (self.snake[pt]).y))
else:
self.display.blit(realbody, ((self.snake[pt]).x, (self.snake[pt]).y))
self.display.blit(RealApple, (self.food.x, self.food.y))
for change in self.Inner:
pygame.draw.rect(self.display, RED, pygame.Rect(change.x, change.y, BLOCK_SIZE, BLOCK_SIZE))
text = font.render("Score: " + str(self.score), True, WHITE)
text1 = font.render("HighScore: " + str(self.highscore), True, WHITE)
self.display.blit(RealApple, [10,0])
self.display.blit(text, [50, 5])
self.display.blit(realHS, [160,0])
self.display.blit(text1, [200,5])
pygame.display.flip()
def _move(self, action):
clock_wise = [Direction.RIGHT, Direction.DOWN, Direction.LEFT, Direction.UP]
index = clock_wise.index(self.direction)
if np.array_equal(action, [1,0,0]):
newdirection = clock_wise[index]
elif np.array_equal(action, [0,1,0]):
nextindex = (index + 1) % 4
newdirection = clock_wise[nextindex]
elif np.array_equal(action, [0,0,1]):
nextindex = (index - 1) % 4
newdirection = clock_wise[nextindex]
self.direction = newdirection
self.currdirect = clock_wise.index(self.direction)
if self.currdirect == 1:
self.currdirect = 3
elif self.currdirect == 3:
self.currdirect = 1
x = self.head.x
y = self.head.y
if self.direction == Direction.RIGHT:
x += BLOCK_SIZE
elif self.direction == Direction.LEFT:
x -= BLOCK_SIZE
elif self.direction == Direction.DOWN:
y += BLOCK_SIZE
elif self.direction == Direction.UP:
y -= BLOCK_SIZE
self.head = Point(x, y)