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game.py
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"""
Game class
next_frame - returns the next frame and param that tells if the game is over
reset - resets the game and returns the start frame
step - returns the next frame params, param if the game is over and reward
"""
from tkinter import Canvas, Tk
import numpy as np
from PIL import Image, ImageDraw
import random
import time
from objects import Player, Floor, Obstacle
class Game:
def __init__(self):
self.tk = Tk()
self.tk.title('Chrome')
self.tk.resizable(0, 0)
self.canvas = Canvas(self.tk, width=800, height=200, bd=0, highlightthickness=0)
self.canvas.config(bg='black')
self.canvas.pack()
self.player = Player(self.canvas)
self.floor = Floor(self.canvas)
self.obstacles = []
self.current_speed = 5
self.frame_number = 0
def next_frame(self, action):
done = False
# Do we have to remove the first obstacle from obstacles
elim = False
# Creating image and drawing with PIL
img = Image.new('L', (800, 200), 0)
drawing = ImageDraw.Draw(img)
# Creating new random obstacle and change speed of the game
if self.frame_number % 40 == 0:
if self.current_speed < 25:
self.current_speed += 0.5
else:
print('Game beat!')
done = True
self.obstacles.append(Obstacle(self.canvas, random.choice([1, 2, 3, 4]), self.current_speed))
# Checking collision
for i in range(len(self.obstacles)):
obs_pos = self.obstacles[i].get_coords()
player_pos = self.player.get_coords()
# Getting coords of corners of player and obstacles
obs_corners = [(obs_pos[0], obs_pos[1]), (obs_pos[2], obs_pos[1]),
(obs_pos[0], obs_pos[3]), (obs_pos[2], obs_pos[3])]
player_corners = [(player_pos[0], player_pos[1]), (player_pos[2], player_pos[1]),
(player_pos[0], player_pos[3]), (player_pos[2], player_pos[3])]
for corner in obs_corners:
if player_pos[0] <= corner[0] <= player_pos[2] and player_pos[1] <= corner[1] <= player_pos[3]:
done = True
for corner in player_corners:
if obs_pos[0] <= corner[0] <= obs_pos[2] and obs_pos[1] <= corner[1] <= obs_pos[3]:
done = True
# Removing obstacles or drawing them
if obs_pos[2] < -1:
self.obstacles[i].remove()
elim = True
else:
self.obstacles[i].draw(drawing, self.current_speed)
# Drawing a player
self.player.draw(action, drawing)
# Updating screen
self.tk.update_idletasks()
self.tk.update()
# Remove obstacle if needed
if elim:
self.obstacles = self.obstacles[1:]
return np.array(img)[:175, :], done
def reset(self, mode='easy'):
# Reseting player and params
self.player.reset()
self.frame_number = 0
self.current_speed = 13
# Removing obstacles
for i in range(len(self.obstacles)):
self.obstacles[i].remove()
self.obstacles = []
# Getting start frame (first action is jump)
start_frame, _, _ = self.step('n', mode)
return start_frame
def step(self, action, mode='easy'):
# Get params of the next frame
cur_x, done = self.next_frame(action)
# Calculating reward
if done:
reward = -500/self.frame_number
else:
reward = 0.01*self.frame_number
# Increment frame_number (score)
self.frame_number += 1
if mode == 'hard':
return cur_x, done, reward
# Players current position
pos_player = self.player.get_coords()
player_y = (pos_player[1] - 85)/90
# Ensure that there are no errors
obstacle_distance = -1
obstacle_x = -1
obstacle_y = -1
min_y = -1
try:
# Get params and normalize them
if self.obstacles[0].get_coords()[2] - pos_player[0] > 0:
pos_obstacle = self.obstacles[0].get_coords()
obstacle_distance = (pos_player[2] - pos_obstacle[0])/765
obstacle_x = (pos_obstacle[2] - pos_obstacle[0])/40
obstacle_y = (pos_obstacle[3] - pos_obstacle[1])/40
min_y = (pos_obstacle[1] - 80)/65
elif len(self.obstacles) > 1:
pos_obstacle = self.obstacles[1].get_coords()
obstacle_distance = (pos_player[2] - pos_obstacle[0])/765
obstacle_x = (pos_obstacle[2] - pos_obstacle()[0])/40
obstacle_y = (pos_obstacle[3] - pos_obstacle[1])/40
min_y = (pos_obstacle[1] - 80)/65
except:
pass
speed = (self.current_speed - 5)/20
return np.array([player_y, obstacle_distance, obstacle_x, obstacle_y, min_y, speed]), done, reward