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game_cart.py
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# -*- coding: utf-8 -*-
import pygame
import os
from math import sin, cos, pi, radians, fabs, sqrt, exp, atan
import time
from time import sleep
from random import randint
import numpy as np
from math import ceil
import cv2
from scipy.ndimage import rotate
os.chdir(os.getcwd())
pygame.init()
div = 2
pygame.display.set_caption('SGD')
screen = pygame.display.set_mode((1200//div, 950//div))
H = screen.get_height()
W = screen.get_width()
clock = pygame.time.Clock()
car = pygame.image.load('car.png').convert_alpha()
# car_silhouette = car
car_silhouette = pygame.image.load('car_silhouette.png').convert_alpha()
car = pygame.transform.scale(car, (48//div, 48//div))
car_silhouette = pygame.transform.scale(car_silhouette, (48//div, 48//div))
course = pygame.image.load('course.png').convert()
course = pygame.transform.scale(course, (1200//div, 950//div))
RED = (255, 0, 0, 0)
BLACK = (0, 0, 0, 0)
TRACK = (162, 170, 159, 255)
x_move = 14 # Adjustment
y_move = -10 # Adjustment
x_car_move = 20 # Adjustment
y_car_move = 8 # Adjustment
DONE = [[(130 + x_move) // div, (464 + y_move)// div], [(264 + x_move) // div, (464 + y_move) // div], [(130 + + x_move) // div, (508 + y_move) // div], [(264 + + x_move) // div, (508 + y_move) // div]]
zoom_slice = 256 // div
zoom_window = 192// div
scale = 1 / 2.
pygame.font.init()
myfont = pygame.font.SysFont('Comic Sans MS', 30)
def rot_center(image, angle):
orig_rect = image.get_rect()
rot_image = pygame.transform.rotate(image, angle)
rot_rect = orig_rect.copy()
rot_rect.center = rot_image.get_rect().center
rot_image = rot_image.subsurface(rot_rect).copy()
return rot_image
def rgb2gray(rgb):
r, g, b = rgb[:,:,0], rgb[:,:,1], rgb[:,:,2]
gray = 0.2989 * r + 0.5870 * g + 0.1140 * b
return gray.astype("uint8")
def img_array_to_single_val(arr, color_codes):
result = np.ndarray(shape=arr.shape[:2], dtype=int)
result[:,:] = -1
for rgb, idx in color_codes.items():
result[(arr==rgb).all(2)] = idx
return result
class Car:
def __init__(self):
self.x = (168 + x_car_move) //div
self.y = (525 + y_car_move) //div
self.angle = 0
self.accel = 0
self.max_accel = 2
self.accel_step = 0.1
self.speed = 100
self.steer_angle = 0
self.max_steer_angle = 4
self.act_labels = ["ACCEL", "LEFT", "RIGHT"]
self.actions = [range(len(self.act_labels))]
self.lag = 0.01
self.times = 0
self.sensors_length = 50
self.sensors_angles = range(-30, 31, 5)
self.sensors = [[0,0,0,0]] * len(self.sensors_angles)
self.dist = [[0, 0]] * len(self.sensors_angles)
self.sens_lens = [0] * len(self.sensors_angles)
self.sens_thres = self.sensors_length
self.act_size = len(self.act_labels)
state_size = np.zeros((zoom_window, zoom_window))
state_size = cv2.resize(state_size, (0,0), fx=scale, fy=scale)
self.state_size = state_size.reshape(int(zoom_window * scale), int(zoom_window * scale), 1).shape
self.pix = TRACK
self.sp = 0
self.last_act = "BRAKE"
self.restart = False
def check_finish_line(self, x, y):
v0 = fabs(DONE[0][1] - y)
v1 = fabs(DONE[1][1] - y)
v2 = fabs(DONE[2][1] - y)
v3 = fabs(DONE[3][1] - y)
v00 = fabs(DONE[0][1] - DONE[2][1])
h0 = fabs(DONE[0][0] - x)
h1 = fabs(DONE[1][0] - x)
h2 = fabs(DONE[2][0] - x)
h3 = fabs(DONE[3][0] - x)
h00 = fabs(DONE[0][0] - DONE[1][0])
#for i in DONE: pygame.draw.circle(screen, RED,[i[0], i[1]], 1)
pygame.draw.rect(screen, TRACK, (DONE[0], [a-b for a,b in zip(DONE[3], DONE[0])]))
if v0 <= v00 and v2 <= v00 \
and v1 <= v00 and v3 <= v00 \
and h0 <= h00 and h1 <= h00 \
and h2 <= h00 and h3 <= h00:
return True
return False
def bound_check(self):
x = int(self.x) + 24//div
y = int(self.y) + 24//div
self.pix = course.get_at((x,y))
self.sp = sum([abs(TRACK[z] - self.pix[z]) for z in range(len(TRACK))])
if self.check_finish_line(x, y): return 10, True
if self.sp > 50:
self.restart = True
return -10, False
if np.count_nonzero(np.array(self.sens_lens)) == 0: return 0, False
else: return -round(np.count_nonzero(np.array(self.sens_lens)) / float(len(self.sensors)), 2), False
def sensors_calc(self, pos, show = True):
for i in range(len(self.sensors_angles)):
s = sin(radians(self.angle + self.sensors_angles[i]))
c = cos(radians(self.angle + self.sensors_angles[i]))
self.sensors[i] = [pos[0] + 24//div, pos[1] + 24//div, pos[0] + 24//div + int((self.sensors_length) * s), int(pos[1] + 24//div + (self.sensors_length) * c)]
self.dist = [[0, 0]] * len(self.sensors_angles)
self.sens_lens = [0] * len(self.sensors_angles)
for j in range(len(self.sensors_angles)):
self.vec_x = np.linspace(self.sensors[j][0], self.sensors[j][2], self.sensors_length)
if (self.vec_x[0] - self.vec_x[-1]) < 0: self.vec_x.sort()
self.vec_y = np.linspace(self.sensors[j][1], self.sensors[j][3], self.sensors_length)
if (self.vec_y[0] - self.vec_y[-1]) < 0: self.vec_y.sort()
for i in range(self.sensors_length):
self.pix2 = course.get_at((int(self.vec_x[i]), int(self.vec_y[i])))
self.sp2 = sum([abs(TRACK[x] - self.pix2[x]) for x in range(len(TRACK))])
if self.sp2 > 50 and not self.check_finish_line(int(self.vec_x[i]), int(self.vec_y[i])) :
self.dist[j] = [int(self.vec_x[i]), int(self.vec_y[i])]
self.sens_lens[j] = 1
if show: pygame.draw.circle(screen, RED,[int(self.vec_x[i]), int(self.vec_y[i])], 1)
break
if show:
for i in range(len(self.sensors_angles)):
pygame.draw.line(screen,RED,(self.sensors[i][0],
self.sensors[i][1]),
(self.sensors[i][2],
self.sensors[i][3]))
def run(self, action = "BRAKE", lag = None):
if lag == None: lag = self.lag
pygame.event.get()
self.accel = round(self.accel, 2)
try:
act = self.act_labels[action]
except:
act = action
self.last_act = act
if self.accel != 0:
if act == "LEFT":
if self.steer_angle < self.max_steer_angle: self.steer_angle += 1
elif act == "RIGHT":
if self.steer_angle > -self.max_steer_angle: self.steer_angle -= 1
else:
if self.steer_angle > 0: self.steer_angle -= 1
elif self.steer_angle < 0: self.steer_angle += 1
self.angle += self.steer_angle
if act == "ACCEL" or act == "RIGHT" or act == "LEFT":
if self.accel < self.max_accel:
self.accel += self.accel_step
elif act == "BRAKE":
if self.accel < 0:
self.accel += self.accel_step
elif self.accel > 0:
self.accel -= self.accel_step
else:
if self.accel > 0:
self.accel -= self.accel_step
elif self.accel < 0:
self.accel += self.accel_step
else:
self.accel = 0
self.x += sin(radians(self.angle)) * self.accel * self.speed * lag
self.y += cos(radians(self.angle)) * self.accel * self.speed * lag
screen.blit(course, (0,0))
pos = [int(self.x), int(self.y)]
self.sensors_calc(pos, False)
reward, done = self.bound_check()
car_ = rot_center(car_silhouette, self.angle)
screen.blit(car_, (pos))
mini_display = self.zoom()
mini_disp = pygame.Surface((zoom_window, zoom_window))
mini_display = rgb2gray(mini_display)
mini_display = rotate(mini_display, self.angle, reshape=False)
zoom_diff = (zoom_slice - zoom_window)// 2
mini_display = mini_display[ zoom_diff : zoom_diff + zoom_window, zoom_diff : zoom_diff + zoom_window]
mini_display = cv2.resize(mini_display, (0,0), fx=(scale), fy=(scale))
draw = np.zeros((int(zoom_window * scale), int(zoom_window * scale), 3))
for i in range(3): draw[:,:, i] = mini_display
draw = cv2.resize(draw, (0,0), fx=(1/scale), fy=(1/scale))
draw = np.rot90(draw,2)
mini_display = mini_display / 255.
state = mini_display.reshape(1, mini_display.shape[0], mini_display.shape[1], 1)
screen.blit(course, (0,0))
pygame.surfarray.blit_array(mini_disp, draw)
screen.blit(mini_disp, (W - zoom_window, H - zoom_window))
car_ = rot_center(car, self.angle)
screen.blit(car_, (pos))
pygame.display.flip()
if self.restart: self.__init__()
return state, reward, done
def zoom(self):
x = int(self.x + 24//div)
y = int(self.y + 24//div)
string_image = pygame.image.tostring(screen, 'RGB')
temp_surf = pygame.image.fromstring(string_image, (W, H),'RGB' )
tmp_arr = pygame.surfarray.array3d(temp_surf)
tmp_arr = tmp_arr[int(x - zoom_slice / 2): int(x + zoom_slice / 2), int(y - zoom_slice / 2) : int(y + zoom_slice / 2)]
r,g,b = TRACK[:3]
red, green, blue = tmp_arr[:,:,0], tmp_arr[:,:,1], tmp_arr[:,:,2]
mask = (red > r) & (green > g) & (blue > b)
tmp_arr[:,:,:3][mask] = [0, 0, 0]
red, green, blue = tmp_arr[:,:,0], tmp_arr[:,:,1], tmp_arr[:,:,2]
mask = (red == 127) & (green == 127) & (blue == 127)
tmp_arr[:,:,:3][mask] = [255, 255, 255]
red, green, blue = tmp_arr[:,:,0], tmp_arr[:,:,1], tmp_arr[:,:,2]
mask = (red == r) & (green == g) & (blue == b)
tmp_arr[:,:,:3][mask] = [254, 254, 254]
red, green, blue = tmp_arr[:,:,0], tmp_arr[:,:,1], tmp_arr[:,:,2]
mask = (red <= 253) & (green <= 253) & (blue <= 253)
tmp_arr[:,:,:3][mask] = [0, 0, 0]
red, green, blue = tmp_arr[:,:,0], tmp_arr[:,:,1], tmp_arr[:,:,2]
mask = (red == 254) & (green == 254) & (blue == 254)
tmp_arr[:,:,:3][mask] = [127, 127, 127]
return tmp_arr
if __name__ == "__main__":
env = Car()
done = False
lag = 0.01
while not done:
t = time.clock()
act = "BRAKE"
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP]: act = 0
if pressed[pygame.K_DOWN]: act = "BRAKE"
if pressed[pygame.K_RIGHT]: act = 2
if pressed[pygame.K_LEFT]: act = 1
if pressed[pygame.K_q]: pygame.quit()
state, reward, done = env.run(act, lag/2)
print(reward, done)
clock.tick(60)
lag = time.clock() - t