Object follows coordinates (pygame) - python-3.x

I have an object that needs to follow 4 points given by the coordinates in self.list. When I execute the code, I can see that the checks are passed and it augments the search coordinates to the next point but the object on screen only goes to the last one.
Working in Python 3 and in pygame.
How can I fix this?
class Enemy:
def __init__(self, image):
super().__init__()
self.image = pygame.image.load(image)
self.rect = self.image.get_rect()
self.rect.x = 1280
self.rect.y = randrange(abs(720 - self.rect.height))
self.pattern = 2
self.list = [(1100,360),(900,180),(700,360),(900,540)]
self.tuple_dest = self.list[0]
self.i = 0
self.p=False
def move(self, player):
if self.tuple_dest[0] <= self.rect.x:
self.rect.x -= 1
elif self.tuple_dest[0] >= self.rect.x:
self.rect.x += 1
if self.tuple_dest[1] <= self.rect.y:
self.rect.y -= 1
elif self.tuple_dest[1] >= self.rect.y:
self.rect.y += 1
#check if arrived
print(self.p)
if self.tuple_dest[0] == self.list[self.i][0] and self.tuple_dest[1] == self.list[self.i][1] and self.p == False:
self.p = True
if self.i < (len(self.list)-1) and self.p==True:
print(self.p)
self.i += 1
print(self.i)
self.tuple_dest = self.list[self.i]
self.p = False

This is the problematic line:
if self.tuple_dest[0] == self.list[self.i][0] and self.tuple_dest[1] == self.list[self.i][1] and self.p == False:
You're just checking if the coordinates in the tuple are equal to the same tuple in the self.list, so the condition is immediately True.
You need to check if the current target coordinates are equal to the self.rect coordinates:
tx, ty = self.tuple_dest
if tx == self.rect.x and ty == self.rect.y and not self.p:
self.p = True

Related

Py-Game Connect4 - Minimax (Program Halting Recursively)

main.py
from Player import Player
import tkinter as tk
import pygame
import pygame_menu
import time
import colors
import Connect4 as cFour
import Minimax as mx
def text_format(option, textSize, textColor):
"""
Creates a text object to show in the main menu
"""
newFont = pygame.font.Font(pygame_menu.font.FONT_FRANCHISE, textSize)
newText = newFont.render(option, 0, textColor)
return newText
def load_screen():
"""
This initializes the window for pygame to use
"""
screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption("Connect4")
return screen
def get_player_details(screen):
"""
Creates a tkinter object(button) that gets players names
"""
root = tk.Tk()
root.title("Player Names!")
tk.Label(root, text="Player One", fg="blue").grid(row=0)
tk.Label(root, text="Player Two", fg="red").grid(row=1)
p1 = tk.Entry(root, font=(None, 15))
p2 = tk.Entry(root, font=(None, 15))
p1.grid(row=0, column=1)
p2.grid(row=1, column=1)
tk.Button(root, text='Play!', command= lambda: play_game(p1.get(),p2.get(), root, screen)).grid(row=10, column=1, sticky=tk.W)
tk.mainloop()
def get_player_ai_details(screen):
"""
Creating the panel to allow the user to select a color and go against the AI
"""
options = ["Player 1", "Player 2"]
root = tk.Tk()
root.title("Player 1(Blue) or 2(Red)?")
colorChoice= tk.StringVar(root)
colorChoice.set(options[0])
tk.OptionMenu(root, colorChoice, *options).grid(row=3)
p1 = tk.Entry(root, font=(None, 15))
p1.grid(row=3, column=1)
tk.Button(root, text="Play Computer!", command=lambda: play_computer(colorChoice.get(), p1.get(), root, screen)).grid(row=10, column=1)
tk.mainloop()
def play_computer(colorChoice, playerName, root, screen):
"""
Connect4 play function (human v computer)
"""
root.destroy()
if colorChoice == "Player 1":
mx.Minimax(Player(playerName), Player("Ed"), screen).play_computer()
else:
mx.Minimax(Player("Ed"), Player(playerName), screen).play_computer()
def play_game(p1Name, p2Name, root, screen):
"""
Connect4 play function (human v human)
"""
root.destroy()
game = cFour.Connect4(Player(p1Name.strip()), Player(p2Name.strip()), screen).play()
if __name__ == "__main__":
pygame.init()
screen = load_screen()
features = [
("Player Vs Player", colors.yellow),
("Player Vs AI", colors.red),
("Quit", colors.gray)
]
iterator = 0
menu = True
while menu:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
#This if block makes it where the user doesnt have to click arrow key up/down if they have exhausted the possible options, it will loop you throughout options
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
iterator += 1
if iterator == len(features):
iterator = 0
if event.key == pygame.K_UP:
iterator -= 1
if iterator < 0:
iterator = len(features) - 1
if event.key == pygame.K_RETURN:
if selected == "Player Vs Player":
get_player_details(screen)
if selected == "Player Vs AI":
get_player_ai_details(screen)
if selected == "Quit":
pygame.quit()
quit()
selected = features[iterator][0]
screen.fill(colors.blue)
screen_rect = screen.get_rect()
for i in range(0, len(features)):
counter = -50 + (i * 90) # Equation that sets distance between each choice in main menu
if i == iterator:
text = text_format(features[i][0], 80, features[i][1])
else:
text = text_format(features[i][0], 80, colors.black)
player_rect = text.get_rect(center=screen_rect.center)
player_rect[1] = player_rect[1] + counter
screen.blit(text, player_rect)
pygame.display.update()
Connect4.py
import pygame
import colors
import tkinter as tk
import pygame_menu
# import pandas as pd
import random
class Connect4:
"""
Class used to represent connect4 game
"""
def __init__(self, player1, player2, screen):
# Use 1 version of the screen instead of trying to create a new one
self.screen = screen
# Circle Radius and Width
self.WIDTH = 0
self.CIRCLERADIUS = 25
# Game-Time Variables
self.player1 = player1
self.player2 = player2
self.moveNumber = 0
self.gameOver = False
self.COLUMNS = 7
self.ROWS = 6
self.EMPTY = 99
self.board = [[self.EMPTY for x in range(self.COLUMNS)] for y in range(self.ROWS)]
# The distance between where the window starts and the game board is placed
self.DISTANCE = 90
# Space between each circle
self.DISTANCEGAP = 70
# Setting rectangle default
self.LEFT = 50
self.TOP = 70
self.HEIGHT = 470
self.RECWIDTH = 500
#Creating new tkinterobject
self.root = tk.Tk()
self.scoreboard = {self.player1.name: 0, self.player2.name: 0, "ties": 0}
# Storing locations of available moves given a user clicks the window -- Tuple of locations
self.POSITIONS = [
(
self.DISTANCE + (self.DISTANCEGAP*column) - self.CIRCLERADIUS,
self.DISTANCE + (self.DISTANCEGAP*column) + self.CIRCLERADIUS
)
for column in range(0, self.COLUMNS)
]
def who_won(self, board, piece):
"""
Determines the state of the game and finds if there is a winner
"""
# Horizontal
for col in range(0, self.COLUMNS - 3):
for row in range(0, self.ROWS):
if board[row][col] == piece and board[row][col + 1] == piece and board[row][col + 2] == piece and board[row][col + 3] == piece:
return True
# Vertical
for col in range(0, self.COLUMNS):
for row in range(0, self.ROWS - 3):
if board[row][col] == piece and board[row + 1][col] == piece and board[row + 2][col] == piece and board[row + 3][col] == piece:
return True
# Up-Left/Down-Right
for col in range(3, self.COLUMNS):
for row in range(3, self.ROWS):
if board[row][col] == piece and board[row - 1][col - 1] == piece and board[row - 2][col - 2] == piece and board[row - 3][col - 3] == piece:
return True
# Up-Right/Down-Left
for col in range(0, self.COLUMNS - 3):
for row in range(3, self.ROWS):
if board[row][col] == piece and board[row - 1][col + 1] == piece and board[row - 2][col + 2] == piece and board[row - 3][col + 3] == piece:
return True
# A winning move is not found
return False
def is_legal_move(self, position, board):
"""
Validates if a move is available/legal
"""
if board[0][position] == self.EMPTY:
return True
return False
def display_board(self):
"""
Displaying the game board to the user
"""
# Function: rect(surface, color, rectangle object, optional width) -- First one forms the outline of the board
pygame.draw.rect(self.screen, colors.salmon, (self.LEFT, self.TOP, self.RECWIDTH, self.HEIGHT), 13)
# This forms inner-most rectangle that users play on
pygame.draw.rect(self.screen, colors.burlywood, (self.LEFT, self.TOP, self.RECWIDTH, self.HEIGHT))
for column in range(0, self.COLUMNS):
colEq = self.DISTANCE + (self.DISTANCEGAP * column)
for row in range(0, self.ROWS):
# 125 is used here to make a the board placed in the center of the board and helps finding a value for self.TOP easier
rowEq = 125 + (self.DISTANCEGAP * row)
if self.board[row][column] == self.EMPTY:
color = colors.white
elif self.board[row][column] == 0:
color = colors.realBlue
elif self.board[row][column] == 1:
color = colors.red
pygame.draw.circle(self.screen, color, (colEq, rowEq), self.CIRCLERADIUS, self.WIDTH)
pygame.display.flip()
def play(self):
"""
This is the game-loop
"""
while not self.gameOver:
self.display_board()
if self.moveNumber % 2 == 0:
userText, userRect = self.display_player_name(self.player1.name, colors.realBlue)
elif self.moveNumber % 2 == 1:
userText, userRect = self.display_player_name(self.player2.name, colors.red)
self.screen.blit(userText, userRect)
for event in pygame.event.get():
self.screen.fill(colors.aquamarine) # Set up background color
if event.type == pygame.QUIT:
self.gameOver = True
elif event.type == pygame.MOUSEBUTTONDOWN:
x, y = pygame.mouse.get_pos()
position = self.get_column_position(x)
if self.moveNumber % 2 == 0 and position != self.EMPTY:
if self.is_legal_move(position, self.board):
self.drop_piece_animation(position)
if self.who_won(self.board, 0):
self.gameOver = True
self.scoreboard[self.player1.name] = self.scoreboard.get(self.player1.name) + 1
userText, userRect = self.display_player_name(self.player1.name + " " + "Wins!!!", colors.dark_gray)
elif self.check_if_tie(self.board):
self.gameOver = True
self.scoreboard["ties"] = self.scoreboard.get("ties") + 1
userText, userRect = self.display_player_name("It is a TIE!!!", colors.dark_gray)
elif self.moveNumber % 2 == 1 and position != self.EMPTY:
if self.is_legal_move(position, self.board):
self.drop_piece_animation(position)
if self.who_won(self.board, 1):
self.gameOver = True
self.scoreboard[self.player2.name] = self.scoreboard.get(self.player2.name) + 1
userText, userRect = self.display_player_name(self.player2.name + " " + "Wins!!!", colors.dark_gray)
elif self.check_if_tie(self.board):
self.gameOver = True
self.scoreboard["ties"] = self.scoreboard.get("ties") + 1
userText, userRect = self.display_player_name("It is a TIE!!!", colors.dark_gray)
self.display_board()
self.screen.blit(userText, userRect)
pygame.display.flip()
self.display_scoreboard(False)
def display_scoreboard(self, isAi):
"""
This enables the tkinter object so I can display the user options after : Victory/Loss/Tie
"""
self.root.geometry('460x150+300+0')
self.reset()
self.root.title("Choices")
# This creates the feedback information screen that the user sees after a game
tk.Label(self.root, text="Close window to go to main menu", font=(None, 15, 'underline'), anchor='w', justify='left').grid(row=0, column=1, sticky="NSEW")
tk.Label(self.root, text=self.player1.name + ": " + str(self.scoreboard.get(self.player1.name)), font=(None, 15), anchor='w', justify='left').grid(row=1, column=1, sticky = "NSEW")
tk.Label(self.root, text=self.player2.name + ": " + str(self.scoreboard.get(self.player2.name)), font=(None, 15), anchor='w', justify='left').grid(row=2, column=1, sticky="NSEW")
tk.Label(self.root, text="Ties: " + str(self.scoreboard.get("ties")), font=(None, 15), anchor='w', justify='left').grid(row=3, column=1, sticky="NSEW")
# if isAi == True:
# # tk.Button(self.root, text='Rematch!', command=self.playAi, font=(None, 12), fg="blue").grid(row=4, column=1, sticky=tk.W)
# else:
tk.Button(self.root, text='Rematch!', command=self.play, font=(None, 12), fg="blue").grid(row=4, column=1, sticky=tk.W)
# tk.Button(self.root, text='Rematch with Swap!', command= lambda: self.swapPlayers(isAi), font=(None, 12), fg="red").grid(row=4, column=2, sticky=tk.W)
tk.Entry(self.root)
self.root.mainloop()
def check_if_tie(self, board):
"""
A possible game state : Checking for a tie
"""
totalPieces = 0
for col in range(0, self.COLUMNS):
for row in range(0, self.ROWS):
if board[row][col] == 0 or board[row][col] == 1:
totalPieces += 1
if totalPieces == 42:
return True
else:
return False
def display_player_name(self, name, color):
"""
A feature to help users know who's turn it is that gets displayed
"""
font = pygame.font.Font(pygame_menu.font.FONT_FRANCHISE, 60)
text = font.render(name, True, color)
textRect = text.get_rect()
textRect.center = (len(name) * 30, 20)
return text, textRect
def drop_piece_animation(self, position):
"""
Inserting a piece at a given position with the animation of a piece drop
"""
tmpRow = 5
while self.board[tmpRow][position] == 1 or self.board[tmpRow][position] == 0:
tmpRow -= 1
for i in range(0, tmpRow + 1):
self.board[i][position] = self.moveNumber % 2
self.display_board()
pygame.time.delay(200)
pygame.display.flip()
self.board[i][position] = self.EMPTY
self.board[tmpRow][position] = self.moveNumber % 2
self.moveNumber += 1
def get_column_position(self, position):
"""
Takes a X coordinate value dependent on a click and determines what column user clicked
"""
index = 0
for i in self.POSITIONS:
if position + self.CIRCLERADIUS/2 >= i[0] and position - self.CIRCLERADIUS/2 <= i[1]:
return index
index += 1
return self.EMPTY
def reset(self):
"""
Restoring the game in its original state
"""
self.moveNumber = 0
self.board = [[self.EMPTY for x in range(self.COLUMNS)] for y in range(self.ROWS)]
self.gameOver = False
def play_computer(self):
"""
This is the game-loop used for AI play
"""
# If/else block to distinguish the human/Ai because the ai cant mouse click events
if self.player1.name == "Ed": # Ed Watkins (Staten Island)
humanPlayer = 1
computerPlayer = 0
humanName = self.player2.name
computerName = self.player1.name
elif self.player2.name == "Ed":
humanPlayer = 0
computerPlayer = 1
humanName = self.player1.name
computerName = self.player2.name
while not self.gameOver:
self.display_board()
if self.moveNumber % 2 == 0:
userText, userRect = self.display_player_name(self.player1.name, colors.blue)
elif self.moveNumber % 2 == 1:
userText, userRect = self.display_player_name(self.player2.name, colors.red)
self.screen.blit(userText, userRect)
for event in pygame.event.get():
self.screen.fill(colors.aquamarine) # Set up background color
if event.type == pygame.QUIT:
self.gameOver = True
elif event.type == pygame.MOUSEBUTTONDOWN:
x, y = pygame.mouse.get_pos()
position = self.get_column_position(x)
if self.moveNumber % 2 == humanPlayer and position != self.EMPTY:
if self.is_legal_move(position, self.board):
self.drop_piece_animation(position)
if self.who_won(self.board, humanPlayer):
self.gameOver = True
self.scoreboard[humanName] = self.scoreboard.get(humanName) + 1
userText, userRect = self.display_player_name(humanName + " " + "Wins!!!", colors.dark_gray)
elif self.check_if_tie(self.board):
self.gameOver = True
self.scoreboard["ties"] = self.scoreboard.get("ties") + 1
userText, userRect = self.display_player_name("It is a TIE!!!", colors.dark_gray)
if self.moveNumber % 2 == computerPlayer and self.gameOver == False:
move = self.generate_move(self.board, 4, computerPlayer, humanPlayer, True, self.moveNumber)
self.drop_piece_animation(move)
if self.who_won(self.board, computerPlayer):
self.gameOver = True
self.scoreboard[computerName] = self.scoreboard.get(computerName) + 1
userText, userRect = self.display_player_name(computerName + " " + "Wins!!!", colors.dark_gray)
elif self.check_if_tie(self.board):
self.gameOver = True
self.scoreboard["ties"] = self.scoreboard.get("ties") + 1
userText, userRect = self.display_player_name("It is a TIE!!!", colors.dark_gray)
self.display_board()
self.screen.blit(userText, userRect)
pygame.display.flip()
Minimax.py
from Connect4 import Connect4
import random
from copy import copy, deepcopy
import pygame
class Minimax(Connect4):
def __init__(self, player1, player2, screen):
super().__init__(player1, player2, screen)
def is_game_over(self, board):
if self.who_won(board, 1) or self.who_won(board, 0):
return True
return False
def generate_move(self, board, depth, computerPlayer, humanPlayer, maximizingPlayer, moveNumber):
if depth == 0 or self.is_game_over(board) or self.check_if_tie(board):
if self.is_game_over(board):
if self.who_won(board, computerPlayer):
return 1000000
elif self.who_won(board, humanPlayer):
return -1000000
elif self.check_if_tie(board):
return 0
else:
return self.get_game_score(board, computerPlayer, humanPlayer)
if maximizingPlayer:
maxValue = -1000000
for move in range(0, self.COLUMNS):
tmpBoard = self.copyBoard(board)
if self.is_legal_move(move, tmpBoard):
self.drop_piece_computer(move, tmpBoard, moveNumber)
result = self.generate_move(tmpBoard, depth - 1, computerPlayer, humanPlayer, False, moveNumber + 1)
if result >= maxValue:
maxValue = result
bestMove = move
return bestMove
else:
minValue = 1000000
for move in range(0,self.COLUMNS):
tmpBoard = self.copyBoard(board)
if self.is_legal_move(move, tmpBoard):
self.drop_piece_computer(move, tmpBoard, moveNumber)
result = self.generate_move(tmpBoard, depth - 1, humanPlayer, humanPlayer, True, moveNumber + 1)
if result <= minValue:
minValue = result
thismove = move
return thismove
def copyBoard(self, board):
tmpList = [[self.EMPTY for x in range(self.COLUMNS)] for y in range(self.ROWS)]
for row in range(0, self.ROWS):
for col in range(0, self.COLUMNS):
tmpList[row][col] = board[row][col]
return tmpList
def drop_piece_computer(self, position, board, moveNumber):
"""
Inserting a piece at a given position with the animation of a piece drop
"""
tmpRow = 5
while board[tmpRow][position] == 1 or board[tmpRow][position] == 0:
tmpRow -= 1
board[tmpRow][position] = moveNumber % 2
# moveNumber += 1
def get_game_score(self, board, computerPlayer, humanPlayer):
totalScore = 0
totalScore += self.get_hori_score(board, computerPlayer, humanPlayer)
# totalScore += self.get_vert_score(board, computerPlayer, humanPlayer)
# totalScore += self.get_upright_score(board, computerPlayer, humanPlayer)
# totalScore += self.get_upleft_score(board, computerPlayer, humanPlayer)
return totalScore
def get_hori_score(self, board, computerPlayer, humanPlayer):
score = 0
# List to collect all the groupings of 4(Horizontally) out of the current game state
groupingFourList = []
for col in range(0, self.COLUMNS - 3):
for row in range(0, self.ROWS):
groupingFourList.append(board[row][col])
groupingFourList.append(board[row][col + 1])
groupingFourList.append(board[row][col + 2])
groupingFourList.append(board[row][col + 3])
computerPieces = self.count_player_pieces(groupingFourList, 1)
humanPieces = self.count_player_pieces(groupingFourList, 0)
emptyPieces = self.count_player_pieces(groupingFourList, self.EMPTY)
score += self.score_metric(computerPieces, humanPieces, emptyPieces)
groupingFourList = []
return score
def get_upright_score(self, board, computerPlayer, humanPlayer):
score = 0
# List to collect all the groupings of 4(Horizontally) out of the current game state
groupingFourList = []
for col in range(0, self.COLUMNS - 3):
for row in range(3, self.ROWS):
groupingFourList.append(board[row][col])
groupingFourList.append(board[row - 1][col + 1])
groupingFourList.append(board[row - 2][col + 2])
groupingFourList.append(board[row - 3][col + 3])
computerPieces = self.count_player_pieces(groupingFourList, 1)
humanPieces = self.count_player_pieces(groupingFourList, 0)
emptyPieces = self.count_player_pieces(groupingFourList, self.EMPTY)
score += self.score_metric(computerPieces, humanPieces, emptyPieces)
groupingFourList = []
return score
def get_upleft_score(self, board, computerPlayer, humanPlayer):
score = 0
# List to collect all the groupings of 4(Horizontally) out of the current game state
groupingFourList = []
for col in range(3, self.COLUMNS):
for row in range(3, self.ROWS):
groupingFourList.append(board[row][col])
groupingFourList.append(board[row - 1][col - 1])
groupingFourList.append(board[row - 2][col - 2])
groupingFourList.append(board[row - 3][col - 3])
computerPieces = self.count_player_pieces(groupingFourList, 1)
humanPieces = self.count_player_pieces(groupingFourList, humanPlayer)
emptyPieces = self.count_player_pieces(groupingFourList, self.EMPTY)
score += self.score_metric(computerPieces, humanPieces, emptyPieces)
groupingFourList = []
return score
def get_vert_score(self, board, computerPlayer, humanPlayer):
score = 0
# List to collect all the groupings of 4(Horizontally) out of the current game state
groupingFourList = []
for col in range(0, self.COLUMNS):
for row in range(0, self.ROWS -3):
groupingFourList.append(board[row][col])
groupingFourList.append(board[row + 1][col])
groupingFourList.append(board[row + 2][col])
groupingFourList.append(board[row + 3][col])
computerPieces = self.count_player_pieces(groupingFourList, computerPlayer)
humanPieces = self.count_player_pieces(groupingFourList, humanPlayer)
emptyPieces = self.count_player_pieces(groupingFourList, self.EMPTY)
score += self.score_metric(computerPieces, humanPieces, emptyPieces)
groupingFourList = []
return score
def count_player_pieces(self, groupingFourList, playerPiece):
totalPieces = 0
for piece in groupingFourList:
if piece == playerPiece:
totalPieces += 1
return totalPieces
def score_metric(self, computerPieces, humanPieces, emptyPieces):
score = 0
# Making bot prioritize playing defense than offense
# Thats why the score is lower when regarding the enemy: AI chooses highest scoring move
if (computerPieces == 4):
score += 100
elif (computerPieces == 3 and emptyPieces == 1):
score += 20
elif (computerPieces == 2 and emptyPieces == 2):
score += 10
if (humanPieces == 3 and emptyPieces == 1):
score -= 100
return score
colors.py
"""
Valid colors to use got it from this link : https://python-forum.io/Thread-PyGame-PyGame-Colors
"""
realBlue = (0,0,255)
white = (255,255,255)
green = (0,255,0)
black = (0,0,0)
orange = (255,100,10)
blue_green = (0,255,170)
marroon = (115,0,0)
lime = (180,255,100)
pink = (255,100,180)
purple = (240,0,255)
magenta = (255,0,230)
brown = (100,40,0)
forest_green = (0,50,0)
navy_blue = (0,0,100)
rust = (210,150,75)
dandilion_yellow = (255,200,0)
highlighter = (255,255,100)
sky_blue = (0,255,255)
light_gray = (200,200,200)
dark_gray = (50,50,50)
tan = (230,220,170)
coffee_brown = (200,190,140)
moon_glow = (235, 245, 255)
burlywood = (255, 211, 155)
salmon = (139, 76, 57)
aquamarine = (127, 255, 212)
#Colors used for menu
blue = (135, 206, 250)
yellow = (255, 255, 0)
red = (255,0,0)
gray = (128, 128, 128)
Player.py
class Player():
def __init__(self, name):
self.name = name
The solution is solved but stackoverflow wont allow me to remove the question. The reason I would like the question removed because the answer provided isnt the solution so it would just throw other people off.
Ok the solution is as follows:
In this section of code this is going through a portion of the search space and evaluating the game states based on the best moves for each player. Through this algorithm the AI knows the best moves for each player and can make a "good" move.
if maximizingPlayer:
maxValue = -1000000
for move in range(0, self.COLUMNS):
tmpBoard = self.copyBoard(board)
if self.is_legal_move(move, tmpBoard):
self.drop_piece_computer(move, tmpBoard, moveNumber)
result = self.generate_move(tmpBoard, depth - 1, computerPlayer, humanPlayer, False, moveNumber + 1)
if result >= maxValue:
maxValue = result
bestMove = move
return bestMove
else:
minValue = 1000000
for move in range(0,self.COLUMNS):
tmpBoard = self.copyBoard(board)
if self.is_legal_move(move, tmpBoard):
self.drop_piece_computer(move, tmpBoard, moveNumber)
result = self.generate_move(tmpBoard, depth - 1, humanPlayer, humanPlayer, True, moveNumber + 1)
if result <= minValue:
minValue = result
thismove = move
return thismove
However, if you look closely when I recursively call the function back to the AI in the !maximizing player function I have:
result = self.generate_move(tmpBoard, depth - 1, humanPlayer, humanPlayer, True, moveNumber + 1)
In words when a simulated human player was playing on a generic board to generate the ai move it was assuming that there were 2 human players, and thats why the halt would happen because you cannot have a game with 2 of the same player.
so changing:
result = self.generate_move(tmpBoard, depth - 1, humanPlayer, humanPlayer, True, moveNumber + 1)
to this:
result = self.generate_move(tmpBoard, depth - 1, computerPlayer, humanPlayer, True, moveNumber + 1)
Putting False instead of True in the if maximizingPlayer block and True instead of False in the else clause for the second to last argument to the recursive calls to generate_move seems to fix the game.
i.e. Change False on line 33 of Minimax.py to True and change the True on line 44 to False.

Deep Q learning-Training issue

A snake game was created using Pygame and I tried to solve it using an AI. Initially I didn't increase the body length to check if the snake head moves towards the food. Grid size is 5*5. DDQN network was used. Most of time the head moves towards the wall or gets struck in a continuous loop.The maximum score attained was 4 even if I train it for 5000 episodes.
State: It is an array of size 16. The first 8 values has the distance between the head and wall at 8 directions(left , left top, top, right top, right , right bottom, bottom, left bottom). Next 8 values has the distance between head and food at 8 directions. All the values are in the range 0 to 1. 1 means the object is near and 0 means it is very far.
Action : There are 3 actions 0,1,2. 0- Head moves in same direction. 1- Head turns left. 2- Head turns right.
Reward: Reward of +50 if it collects the food and reward of -200 if it touches the wall.
I am not able to understand why my neural network learns in the wrong way. Please do help me solve this issue. I have attached the code here.
Code:
import pygame
pygame.font.init()
import time
import random
import numpy as np
from math import hypot
from collections import deque
from keras.models import Sequential
from keras.layers import Dense
from keras.optimizers import Adam
import tensorflow as tf
import os
seeds = 1001
os.environ['PYTHONHASHSEED']=str(seeds)
np.random.seed(seeds)
random.seed(seeds)
tf.random.set_seed(seeds)
batch = 16
class Food:
def __init__(self,width,n):
self.width = width
self.n = n
self.size = width //n
self.blocks = self.blocks_total()
def blocks_total(self):# Total available positions
x = y = 0
s=[]
for i in range(self.n):
for j in range(self.n):
s.append([x,y])
y += self.size
x += self.size
y = 0
return s
def food_pos(self,s):# Random food position
food_blocks = self.blocks_total()
try:
for i in self.blocks:
for j in s:
if i[0] == j[0] and i[1] == j[1]:
food_blocks.remove([j[0],j[1]])
break
a = random.choice(food_blocks)
return a
except:
return 0.1,0.1
class Agent:
def __init__(self,width,n,state_size,action_size=3,gamma = 0.98):
self.width = width
self.n = n
self.size = width //n
self.state_size = state_size
self.action_size = action_size
self.gamma = gamma
self.epsilon = 1
self.epsilon_min = 0
self.epsilon_decay = 0.99
self.memory = deque(maxlen=5000)
self.model = self.build_model()
self.train_model = self.build_model()
def reshape(self,state):# Reshaping state for input in nueral network
return np.reshape(state,[1,state.shape[0]])
def build_model(self):# Nueral network
model = Sequential()
model.add(Dense(16,input_shape=(self.state_size,),activation='relu'))
model.add(Dense(12,activation='relu'))
model.add(Dense(12,activation='relu'))
model.add(Dense(3,activation='softmax'))
model.compile(loss='mse',optimizer=Adam(0.0001))
return model
def get_action(self,state):
if np.random.rand() <= self.epsilon:
return random.randint(0,2)
a = self.reshape(state)
p = self.model.predict(a)
return np.argmax(p[0])
def remember(self,state,action,reward,new_state,done): # Saving in memory
self.memory.append((state,action,reward,new_state,done))
def replay(self): # Training of nueral network
minibatch = random.sample(self.memory,batch)
for state,action,reward,new_state,done in minibatch:
target = reward
state = self.reshape(state)
new_state = self.reshape(new_state)
if not done:
target = reward +(self.gamma*(np.max(self.train_model.predict(new_state)[0])))
target_f = self.model.predict(state)
target_f[0][action] = target
self.model.fit(state,target_f,epochs =1, verbose = 0)
if self.epsilon > self.epsilon_min:
self.epsilon *= self.epsilon_decay
def save_model(self):
self.model.save_weights('nn1.h5')
def load_model(self):
self.train_model.load_weights('nn1.h5')
class Game:
def __init__(self,width=500,n=5):
self.width = width
self.n = n
self.size = width//n
self.display = pygame.display.set_mode((width,width))
pygame.display.set_caption('A')
self.food = Food(width,n)
self.agent = Agent(width, n, state_size=16)
self.game_over = False
self.dirc = 'r'# starting direction of snake
self.snake_list = []
self.snake_length = 1
self.wall_touch = False
def display_player(self,disp,s_list,dirc):# displaying the snake head and its eyes
l = len(s_list)
if l > self.snake_length:
del s_list[0]
l -=1
for idx,i in enumerate(s_list):
if idx == l-1:
pygame.draw.rect(disp,(255,255,255),(i[0],i[1],self.size-1,self.size-1))
else:
pygame.draw.rect(disp,(255,165,0),(i[0],i[1],self.size-1,self.size-1))
a = s_list.copy()
x,y = a.pop()
rad = 10
if dirc == 'u':
pygame.draw.circle(disp,(0,0,0),(x+50,y+30),rad)
elif dirc == 'd':
pygame.draw.circle(disp,(0,0,0),(x+50,y+70),rad)
elif dirc == 'r':
pygame.draw.circle(disp,(0,0,0),(x+70,y+49),rad)
elif dirc == 'l':
pygame.draw.circle(disp,(0,0,0),(x+30,y+49),rad)
def move(self,dirc,s_list):# Constantly moving the snake on that particular direction
x,y = s_list.pop()
if dirc == 'l':
x -= self.size
if x <0:
x = 0
self.wall_touch = True
elif dirc == 'r':
x += self.size
if x > self.width - self.size:
x = self.width - self.size
self.wall_touch = True
elif dirc == 'u':
y -= self.size
if y <0:
y = 0
self.wall_touch = True
elif dirc == 'd':
y += self.size
if y > self.width - self.size:
y = self.width - self.size
self.wall_touch = True
self.snake_list.append([x,y])
def check_food_collect(self,fx,fy,s_list):# Check if head position and food position are same
x,y =s_list.pop()
if x == fx and y == fy:
return True
return False
def display_msg(self,msg,font='freesansbold.ttf',size=15,color=(255,255,255),loc=(410,15)):
mymsg = pygame.font.Font(font,size).render(msg,True,color)
self.display.blit(mymsg,loc)
def get_direction(self,change):# Changing the direction of snake based on the current direction
if self.dirc == 'r':
if change == 'r':
self.dirc= 'd'
elif change == 'l':
self.dirc= 'u'
elif self.dirc == 'l':
if change == 'r':
self.dirc= 'u'
elif change == 'l':
self.dirc= 'd'
elif self.dirc == 'd' :
if change == 'r':
self.dirc= 'l'
elif change == 'l':
self.dirc= 'r'
elif self.dirc == 'u':
if change == 'r':
self.dirc= 'r'
elif change == 'l':
self.dirc= 'l'
def near_wall(self,n,s_list): # Distance of nearby wall
a,b = n
x,y = s_list.pop()
i =0
while True:
xx = x +(self.size * i * a)
yy = y +(self.size * i * b)
dis = abs(xx-x)/self.size,abs(yy-y)/self.size
i +=1
if xx <0 or yy <0 or xx > self.width - self.size or yy > self.width - self.size:
return 1/ hypot(dis[0],dis[1])
def get_wall_dis(self,s_list): # Wall distance at 8 direction
j = [[-1,0],[-1,-1],[0,-1],[1,-1],[1,0],[1,1],[0,1],[-1,1]]
s = []
for i in j:
s.append(self.near_wall(i, s_list.copy()))
s = np.asarray(s)
return s
def near_food(self,fx,fy,n,s_list):# Head looks at 8 direction for the food
a,b = n
x,y = s_list.pop()
i =0
while True:
xx = x +(self.size * i * a)
yy = y +(self.size * i * b)
dis = abs(x-fx)/self.size,abs(fy-y)/self.size
i +=1
if xx <0 or yy <0 or xx > self.width - self.size or yy > self.width - self.size:
return 0
else:
if xx == fx and yy == fy:
if dis[0] ==0 and dis[1] ==0:
return 0
return 1/hypot(dis[0],dis[1])
def get_state(self,fx,fy,s_list,w): # Array of size 16
j = [[-1,0],[-1,-1],[0,-1],[1,-1],[1,0],[1,1],[0,1],[-1,1]]
s = []
for i in j:
s.append(self.near_food(fx,fy,i, s_list.copy()))
s = np.asarray(s)
a = np.append(w,s)
return a
def reset(self): # Initialising the value when a new game is started
self.agent.load_model()
self.game_over = False
self.wall_touch = False
self.dirc = 'r'
self.snake_length = 1
self.snake_list = []
def startgame(self,e):
sx,sy = 0,0 # Starting position of snake
self.snake_list.append([sx,sy])
fx,fy = 200,200 # Initial position of food
step = 0
action = 0
score = 0
change = None
wall = self.get_wall_dis(self.snake_list.copy())
state = self.get_state(fx, fy, self.snake_list.copy(), wall)
reward = 0
t = 0
save = False
j = 0
while not self.game_over:
j +=1
if j >500: # If snake struck in continuous loop
print('Ended')
break
action = 0
action = self.agent.get_action(state)
if action ==1:
change = 'l'
step = 1
elif action ==2:
change = 'r'
step = 1
else:
action = 0
change = None
if step == 0:
step = 1
else:
t +=1
save = True
self.get_direction(change)
change = None
self.move(self.dirc,self.snake_list.copy())
wall = self.get_wall_dis(self.snake_list.copy())
new_state = self.get_state(fx, fy, self.snake_list.copy(), wall)
if self.wall_touch:
reward = -200
print('Walled')
self.agent.remember(state, action, reward, new_state, True)
break
food_collect = self.check_food_collect(fx, fy, self.snake_list.copy())
if food_collect:
reward += 50
self.agent.remember(state, action, reward, new_state, False)
save = False
score +=1
step = 0
t = 0
reward = 0
fx,fy = self.food.food_pos(self.snake_list.copy())
if fx == 0.1 and fy ==0.1:
print('COMPLETED')
pygame.quit()
if save:
save = False
self.agent.remember(state, action, reward, new_state, False)
self.display.fill((0,0,0))
self.display_msg('Score :'+str(score))
pygame.draw.rect(self.display,(0,255,0),(fx,fy,self.size-1,self.size-1))
self.display_player(self.display, self.snake_list,self.dirc)
pygame.display.update()
#time.sleep(1)
state = new_state
if e > 2500:
time.sleep(0.1)
print('E : {} , Epsilon :{:.2} , Score : {}'.format(e,np.float32(self.agent.epsilon),score))
if e%10 ==0:
self.agent.save_model()
if len(self.agent.memory) > batch:
self.agent.replay()
game = Game()
for e in range(10000):
game.startgame(e)
game.reset()
pygame.quit()
A few things you could try:
The way you have defined your state looks a little complicated. Won't top and bottom give the same information, one being negative of the other? Also if your snake head is at (1,1) and your fruit at (3,4), well then the fruit won't show up in the state at all. There will be very limited times when the snake agent can actually see the fruit. Maybe you can try defining the state another way?
In RL, things go south very frequently so it often makes sense to start with basic agents and basic games and move up the ladder. Try using the same agent for a simple openai gym environment like mountaincar, to check if the agent class works as intended.

Why doesn't the window update in curses?

I took this nice example of a simple curses application with a list. I wanted to make it scrollable, so I changed the part of the list that gets shown. However, I can scroll down and back up, but the contents shown doesn't change (only the highlighted line, not the lines shown).
What am I doing wrong?
MVCE
#!/usr/bin/env python
import curses
from curses import panel
class Menu(object):
def __init__(self, items, stdscreen):
self.window = stdscreen.subwin(0, 0)
self.window.keypad(1)
self.panel = panel.new_panel(self.window)
self.panel.hide()
panel.update_panels()
self.position = 0
self.items = items
def navigate(self, n):
self.position += n
if self.position < 0:
self.position = 0
elif self.position >= len(self.items):
self.position = len(self.items) - 1
def display(self):
self.panel.top()
self.panel.show()
self.window.clear()
while True:
self.window.refresh()
curses.doupdate()
start = 0
# The next 3 lines seem not to work as intended
while start + (curses.LINES - 1) < self.position:
start += curses.LINES
for index, item in enumerate(self.items[start:curses.LINES - 1], start=start):
if index == self.position:
mode = curses.A_REVERSE
else:
mode = curses.A_NORMAL
msg = "%d. %s" % (index, item[0])
self.window.addstr(1 + index, 1, msg, mode)
key = self.window.getch()
if key in [curses.KEY_ENTER, ord("\n"), curses.KEY_RIGHT]:
self.items[self.position][1]()
elif key == curses.KEY_UP:
self.navigate(-1)
elif key == curses.KEY_DOWN:
self.navigate(1)
elif key == curses.KEY_LEFT:
break
self.window.clear()
self.panel.hide()
panel.update_panels()
curses.doupdate()
class MyApp(object):
def __init__(self, stdscreen):
self.screen = stdscreen
curses.curs_set(0)
submenu_items = [("beep", curses.beep), ("flash", curses.flash)]
submenu = Menu(submenu_items, self.screen)
main_menu_items = [
("beep", curses.beep),
("flash", curses.flash),
("submenu", submenu.display),
]
for i in range(200):
main_menu_items.append((f"flash {i}", curses.flash))
main_menu = Menu(main_menu_items, self.screen)
main_menu.display()
if __name__ == "__main__":
curses.wrapper(MyApp)
Basically that's because you're not updating the upper limit on the slice used in this loop:
for index, item in enumerate(self.items[start:curses.LINES - 1], start=start):
Here's a better version
MVCE
#!/usr/bin/env python
import curses
from curses import panel
class Menu(object):
def __init__(self, items, stdscreen):
self.window = stdscreen.subwin(0, 0)
self.window.keypad(1)
self.panel = panel.new_panel(self.window)
self.panel.hide()
panel.update_panels()
self.position = 0
self.items = items
def navigate(self, n):
self.position += n
if self.position < 0:
self.position = 0
elif self.position >= len(self.items):
self.position = len(self.items) - 1
def display(self):
self.panel.top()
self.panel.show()
self.window.clear()
while True:
start = 0
self.window.clear()
while start + (curses.LINES - 1) < self.position:
start += curses.LINES
myrow = self.position - start
mycol = 0
for index, item in enumerate(self.items[start:start + curses.LINES - 1], start=start):
if index == self.position:
mode = curses.A_REVERSE
else:
mode = curses.A_NORMAL
msg = "%d. %s" % (index, item[0])
self.window.addstr(index - start, 0, msg, mode)
if index == self.position:
(myrow, mycol) = self.window.getyx()
self.window.move(myrow, mycol)
key = self.window.getch()
if key in [curses.KEY_ENTER, ord("\n"), curses.KEY_RIGHT]:
self.items[self.position][1]()
elif key == curses.KEY_UP:
self.navigate(-1)
elif key == curses.KEY_DOWN:
self.navigate(1)
elif key == curses.KEY_LEFT:
break
self.window.clear()
self.panel.hide()
panel.update_panels()
curses.doupdate()
class MyApp(object):
def __init__(self, stdscreen):
self.screen = stdscreen
curses.curs_set(1)
submenu_items = [("beep", curses.beep), ("flash", curses.flash)]
submenu = Menu(submenu_items, self.screen)
main_menu_items = [
("beep", curses.beep),
("flash", curses.flash),
("submenu", submenu.display),
]
for i in range(200):
main_menu_items.append((f"flash {i}", curses.flash))
main_menu = Menu(main_menu_items, self.screen)
main_menu.display()
if __name__ == "__main__":
curses.wrapper(MyApp)

Differentiate between key pressed just once and key held [pygame]

So in Pygame, I am trying to create this bat/ball game where the ball comes from the top of the screen (like a meteor) at various speeds, and the bat is near the bottom of the screen that can be moved left/right. Depending on the key pressed (direction the ball goes) and if there is a hit (i.e collision), the ball goes in a certain direction. For example, if you press the "d" key then the ball goes to the right side (provided there was a hit/collision).
Now everything seems to be working fine, however, what I actually want is the player timing the key press WHEN the ball is near the bat. At the moment, I can do that, but also if I keep holding the "d" key from much earlier, the ball still hits the bat. This is definitely not what I want, as it defeats the purpose of timing and having different speeds for the ball. I understand why this is happening as pygame.key.get_pressed() doesn't seem to differentiate between one key press and hold, and considers them one event. So, essentially, I would like to only let the collision happen if the key was pressed as the ball passed the bat and not while it was held from the very start. Here is the Ball class which contains the main code.
class Ball(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = meteor_img
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
self.radius = int(self.rect.width * .85 / 2)
#pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.x = WIDTH /2 + 10
self.rect.y = HEIGHT - 770
self.speedy = random.randint(7, 14)
self.speedx = 0.3
self.j = 0
def update(self):
if self.rect.y < HEIGHT - 450 and self.j!= 1:
Ball.old_ball(self)
self.rect.x -= self.speedx
self.rect.y += self.speedy
#print (self.rect.x, self.rect.y)
elif self.j !=1:
Ball.change_ball(self)
self.rect.x += self.speedx
self.rect.y += self.speedy
#print (self.rect.x, self.rect.y)
else:
Ball.old_ball(self)
self.rect.x += self.speedx
self.rect.y += self.speedy
#print (self.rect.y)
shot_played = pygame.key.get_pressed()
hits = pygame.sprite.spritecollide(player, mobs, False, pygame.sprite.collide_circle)
#print (hits)
if hits and shot_played[pygame.K_e]:
#print ("Perfect Timing")
self.speedx = random.uniform(1, 5)
self.speedy = -random.uniform(2, 4)
self.j = 1
elif hits and shot_played[pygame.K_d]:
#print ("Perfect Timing")
self.speedx = random.uniform(6, 10)
self.speedy = -random.uniform(-2, 2)
self.j = 1
elif hits and shot_played[pygame.K_a]: #Leg Side
#print ("Perfect Timing")
self.speedx = -random.uniform(6, 10)
self.speedy = -random.uniform(-2, 2)
self.j = 1
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20 or self.rect.y < 10:
self.rect.x = WIDTH /2+10
self.rect.y = HEIGHT - 770
self.speedy = random.randint(7, 14)
self.speedx = 0.3
self.j = 0
time.sleep(1)
#self.speedy = random.randrange(1, 8)
def change_ball(self):
self.image = ball_pitched_img
self.image.set_colorkey(WHITE)
def old_ball(self):
self.image = meteor_img
self.image.set_colorkey(WHITE)
You could just use an event loop instead of the state checking. When you press a key, pygame adds a pygame.KEYDOWN event to the queue once and a pygame.KEYUP event when the key is released. Calling pygame.event.get() empties the queue and returns a list of events over which you can iterate with a for loop to handle one event after the other.
import pygame
pygame.init()
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
done = False
while not done:
# for each event in the event queue.
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
print('d pressed')
# Check if the bat collides with the ball here.
screen.fill((30, 30, 30))
pygame.display.flip()
clock.tick(60)

make sprite crouch in current position python

Hi i'm making a fighting game to get some practice with pygame but I have run into a problem with crouching/ducking. When I press the down button it goes back to its original location then ducks. If you need more info to help i will provide.
import pygame
import random
display_height = 600
display_width = 1000
dis_screen = pygame.display.set_mode((display_width, display_height))
FPS = 30
clock = pygame.time.Clock()
img = pygame.image.load('foo.png')
crouchimg = pygame.image.load('crouchimg.png')
# Simple player object
class Player(object):
def __init__(self, x, y, image):
self.x = x
self.y = y
self.image = image
# Method to draw object
def draw(self):
dis_screen.blit(self.image, (self.x, self.y))
# Method to move object
def move(self, speedx, speedy):
self.x += speedx
self.y += speedy
class MainRun(object):
def __init__(self, displayw, displayh):
self.dw = displayw
self.dh = displayh
self.Main()
def Main(self):
# Put all variables up here
stopped = False
x_move = 0
y_move = 0
p1_y_loc = 200
p1_x_loc = 200
x = pygame.Rect().x
greg = Player(p1_x_loc, p1_y_loc, img)
# Main Loop
while not stopped:
print(x)
dis_screen.fill((255, 255, 255)) # Tuple for filling display... Current is white
# Event Tasking
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
y_move = 0
x_move = 5
elif event.key == pygame.K_LEFT:
y_move = 0
x_move = -5
elif event.key == pygame.K_UP:
y_move = -5
x_move = 0
elif event.key == pygame.K_DOWN:
p1_y_loc = 300
p1_x_loc = 0
greg = Player(p1_x_loc, p1_y_loc, crouchimg)
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
p1_y_loc = 200
greg = Player(p1_x_loc, p1_y_loc, img)
if event.key == pygame.K_UP:
y_move = 0
if event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT:
x_move = 0
greg.move(x_move, y_move)
greg.draw()
pygame.display.update()
clock.tick(FPS)
pygame.quit()
quit()
run = MainRun(display_width, display_height)
run.Main()
That's because when you're pressing the down key you're creating a new player at the x-position p1_x_loc (which you've set to 0) and y-position p1_y_loc (which you've set to 300). So when the player crouches it also moves it to (0, 300) no matter the position the player currently is.
A way to solve this would be to just change the player's image, and not create a completely new player. You can do it this way, player.image = crouchimg instead of greg = Player(p1_x_loc, p1_y_loc, crouchimg). And when the player gets up you just change the image again: player.image = img
And if you have to change the players' y-position when crouching you could do it the same way: player.y = 200 and player.y = 300.

Resources