В настоящее время я заканчиваю игру Flappy Bird в Python 3.8, в которую будет играть ИИ, который сам научится играть в игру и самосовершенствуется от своих предыдущих ошибок до точки, где она станет «непобедимой». ». Я действительно близок к финалу sh, но в моем коде есть эта ошибка:
NameError: name 'base' is not defined
Эта ошибка не появлялась во время предыдущих тестов, которые я проводил. Я просмотрел весь код, в котором упоминается основа в игре, но все же я не смог найти ничего плохого. Код игры такой:
import pygame
import neat
import time
import os
import random
pygame.font.init()
WIN_WIDTH = 500
WIN_HEIGHT = 800
BIRD_IMGS = [pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'bird1.png'))), pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'bird2.png'))), pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'bird3.png')))]
PIPE_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'pipe.png')))
BASE_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'base.png')))
BG_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'bg.png')))
STAT_FONT = pygame.font.SysFont('comicsans', 50)
class Bird:
IMGS = BIRD_IMGS
MAX_ROTATION = 25
ROT_VEL = 20
ANIMATION_TIME = 5
def __init__(self, x, y):
self.x = x
self.y = y
self.tilt = 0
self.tick_count = 0
self.vel = 0
self.height = self.y
self.img_count = 0
self.img = self.IMGS[0]
def jump(self):
self.vel = -10.5
self.tick_count = 0
self.height = self.y
def move(self):
self.tick_count += 1
d = self.vel * self.tick_count + 1.5 * self.tick_count ** 2
if d >= 16:
d = 16
if d < 0:
d -= 2
self.y = self.y + d
if d < 0 or self.y < self.height + 50:
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
else:
if self.tilt > -90:
self.tilt -= self.ROT_VEL
def draw(self, win):
self.img_count += 1
if self.img_count < self.ANIMATION_TIME:
self.img = self.IMGS[0]
elif self.img_count < self.ANIMATION_TIME*2:
self.img = self.IMGS[1]
elif self.img_count < self.ANIMATION_TIME*3:
self.img = self.IMGS[2]
elif self.img_count < self.ANIMATION_TIME*4:
self.img = self.IMGS[1]
elif self.img_count == self.ANIMATION_TIME*4 + 1:
self.img = self.IMGS[0]
self.img_count = 0
if self.tilt <= -80:
self.img = self.IMGS[1]
self.img_count = self.ANIMATION_TIME*2
rotated_image = pygame.transform.rotate(self.img, self.tilt)
new_rect = rotated_image.get_rect(center=self.img.get_rect(topleft = (self.x, self.y)).center)
win.blit(rotated_image, new_rect.topleft)
def get_mask(self):
return pygame.mask.from_surface(self.img)
class Pipe:
GAP = 200
VEL = 5
def __init__(self, x):
self.x = x
self.height = 0
self.top = 0
self.bottom = 0
self.PIPE_TOP = pygame.transform.flip(PIPE_IMG, False, True)
self.PIPE_BOTTOM = PIPE_IMG
self.passed = False
self.set_height()
def set_height(self):
self.height = random.randrange(50, 450)
self.top = self.height - self.PIPE_TOP.get_height()
self.bottom = self.height + self.GAP
def move(self):
self.x -= self.VEL
def draw(self, win):
win.blit(self.PIPE_TOP, (self.x, self.top))
win.blit(self.PIPE_BOTTOM, (self.x, self.bottom))
def collide(self, bird):
bird_mask = bird.get_mask()
top_mask = pygame.mask.from_surface(self.PIPE_TOP)
bottom_mask = pygame.mask.from_surface(self.PIPE_BOTTOM)
top_offset = (self.x - bird.x, self.top - round(bird.y))
bottom_offset = (self.x - bird.x, self.bottom - round(bird.y))
b_point = bird_mask.overlap(bottom_mask, bottom_offset)
t_point = bird_mask.overlap(top_mask, top_offset)
if t_point or b_point:
return True
return False
class Base:
VEL = 5
WIDTH = BASE_IMG.get_width()
IMG = BASE_IMG
def __init__(self, y):
self.y = y
self.x1 = 0
self.x2 = self.WIDTH
def move(self):
self.x1 -= self.VEL
self.x2 -= self.VEL
if self.x1 + self.WIDTH < 0:
self.x1 = self.x2 + self.WIDTH
if self.x2 + self.WIDTH < 0:
self.x2 = self.x1 + self.WIDTH
def draw(self, win):
win.blit(self.IMG, (self.x1, self.y))
win.blit(self.IMG, (self.x2, self.y))
def draw_window(win, bird, pipes, base, score):
win.blit(BG_IMG, (0, 0))
for pipe in pipes:
pipe.draw(win)
text = STAT_FONT.render('Score: ' + str(score), 1, (255, 255, 255))
win.blit(text, (WIN_WIDTH - 10 - text.get_width(), 10))
base.draw(win)
for bird in birds:
bird.draw(win)
pygame.display.update()
def main(genomes, config):
nets = []
ge = []
birds = []
for _, g in genomes:
net = neat.nn.FeedForwardNetwork.create(g, config)
nets.append(net)
birds.append(Bird(230, 350))
g.fitness = 0
ge.append(g)
pipes = [Pipe(600)]
win = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
clock = pygame.time.Clock()
score = 0
run = True
while run:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
pipe_ind = 0
if len(birds) > 0:
if len(pipes) > 1 and birds[0].x > pipes[0].x + pipes[0].PIPE_TOP.get_width():
pipe_ind = 1
else:
run = False
break
for x, bird in enumerate(birds):
bird.move()
ge[x].fitness += 0.1
output = nets[x].activate((bird.y, abs(bird.y - pipes[pipe_ind].height), abs(bird.y - pipes[pipe_ind].bottom)))
if output[0] > 0.5:
bird.jump()
#bird.move()
add_pipe = False
rem = []
for pipe in pipes:
for x, bird in enumerate(birds):
if pipe.collide(bird):
ge[x].fitness -= 1
birds.pop(x)
nets.pop(x)
ge.pop(x)
if not pipe.passed and pipe.x < bird.x:
pipe.passed = True
add_pipe = True
if pipe.x + pipe.PIPE_TOP.get_width() < 0:
rem.append(pipe)
pipe.move()
if add_pipe:
score += 1
for g in ge:
g.fitness += 5
pipes.append(Pipe(600))
for r in rem:
pipes.remove(r)
for x, bird in enumerate(birds):
if bird.y + bird.img.get_height() >= 730 or bird.y < 0:
birds.pop(x)
nets.pop(x)
ge.pop(x)
base.move()
draw_window(win, birds, pipes, base, score)
def run(config_path):
config = neat.config.Config(neat.DefaultGenome, neat.DefaultReproduction,
neat.DefaultSpeciesSet, neat.DefaultStagnation,
config_path)
p = neat.Population(config)
p.add_reporter(neat.StdOutReporter(True))
stats = neat.StatisticsReporter()
p.add_reporter(stats)
winner = p.run(main, 50)
if __name__ == '__main__':
local_dir = os.path.dirname(__file__)
config_path = os.path.join(local_dir, 'config-feedforward.txt')
run(config_path)
И извините за такой длинный код, вы можете нажать Ctrl + F, чтобы найти все положения базового элемента в коде, и я благодарю вас за помогите заранее.
PS: База - это пол игры.