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neuro_breakout.py
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neuro_breakout.py
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import pygame
import multiprocessing
import common as c
from paddle import Paddle
from ball import Ball
from brick import Brick
from pyomyo import Myo, emg_mode
from predictor import Predictor
# ------------ Myo Setup ---------------
q = multiprocessing.Queue()
def worker(q):
m = Myo(mode=emg_mode.PREPROCESSED)
m.connect()
def add_to_queue(emg, movement):
q.put(emg)
m.add_emg_handler(add_to_queue)
def print_battery(bat):
print("Battery level:", bat)
m.add_battery_handler(print_battery)
# Orange logo and bar LEDs
m.set_leds([128, 0, 0], [128, 0, 0])
# Vibrate to know we connected okay
m.vibrate(1)
"""worker function"""
while True:
m.run()
print("Worker Stopped")
# -------- Main Program Loop -----------
if __name__ == "__main__":
p = multiprocessing.Process(target=worker, args=(q,))
p.start()
pygame.init()
score = 0
lives = 6
# Open a new window
size = (c.WIN_X, c.WIN_Y)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Breakout Game")
# Functions
def make_wall():
all_bricks = pygame.sprite.Group()
bx = 80 * c.SCALE
by = 30 * c.SCALE
for i in range(7):
brick = Brick(c.RED, bx, by)
brick.rect.x = 60*c.SCALE + i*100*c.SCALE
brick.rect.y = 60*c.SCALE
all_sprites_list.add(brick)
all_bricks.add(brick)
for i in range(7):
brick = Brick(c.ORANGE, bx, by)
brick.rect.x = 60*c.SCALE + i*100*c.SCALE
brick.rect.y = 100 * c.SCALE
all_sprites_list.add(brick)
all_bricks.add(brick)
for i in range(7):
brick = Brick(c.YELLOW, bx, by)
brick.rect.x = 60*c.SCALE + i*100*c.SCALE
brick.rect.y = 140 * c.SCALE
all_sprites_list.add(brick)
all_bricks.add(brick)
return all_bricks
# This will be a list that will contain all the sprites we intend to use in our game.
all_sprites_list = pygame.sprite.Group()
# Create the Paddle
paddle = Paddle(c.LIGHTBLUE, c.PADDLE_X, c.PADDLE_Y)
paddle.rect.x = (c.WIN_X - c.PADDLE_X)//2
paddle.rect.y = int((c.WIN_Y * 7/8))
# Create the ball sprite
ball = Ball(c.WHITE, c.BALL_SIZE, c.BALL_SIZE)
ball.rect.x = (c.WIN_X - c.BALL_SIZE)//2
ball.rect.y = int(6/8 * c.WIN_Y)
# Add the paddle to the list of sprites
all_sprites_list.add(paddle)
all_sprites_list.add(ball)
# Make the wall of bricks
all_bricks = make_wall()
# The loop will carry on until the user exit the game (e.g. clicks the close button).
carryOn = True
# The clock will be used to control how fast the screen updates
clock = pygame.time.Clock()
# Make a predictor
pred_paddle_pos = c.WIN_X / 2
predictor = Predictor()
while carryOn:
# --- Main event loop
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
carryOn = False # Flag that we are done so we exit this loop
# Moving the paddle when the use uses the arrow keys
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
paddle.moveLeft(c.PADDLE_SPEED)
if keys[pygame.K_RIGHT]:
paddle.moveRight(c.PADDLE_SPEED)
# Paddle prediction
left_data = []
right_data = []
data = []
while not(q.empty()):
# Get the new data from the Myo queue
d = list(q.get())
left_data.append(d[7])
right_data.append(d[2])
data.append(d)
if (len(right_data) > 0):
# If we got new data, make a prediction
# Custom predictor
#pred_paddle_pos = predictor.predict(left_data, right_data)
pred_paddle_pos = predictor.simple_predict(data, scale=2000)
# --- Game logic should go here
#Check to see if paddle will go out of bounds
if pred_paddle_pos > c.WIN_X:
#Restrict paddle movement
paddle.rect.x = c.WIN_X - c.PADDLE_X
else:
paddle.rect.x = pred_paddle_pos
all_sprites_list.update()
# Check if the ball is bouncing against any of the 4 walls:
if ball.rect.x >= c.WIN_X - c.BALL_SIZE:
ball.velocity[0] = -ball.velocity[0]
ball.velocity[1] += 1
elif ball.rect.x <= 0:
ball.velocity[0] = -ball.velocity[0]
ball.velocity[1] += 1
if ball.rect.y >= c.WIN_Y - c.BALL_SIZE:
ball.velocity[1] = -1* abs(ball.velocity[1])
lives -= 1
if lives == 0:
#Display Game Over Message for 3 seconds
font = pygame.font.Font(None, 74)
text = font.render("GAME OVER", 1, c.WHITE)
screen.blit(text, (c.WIN_X/2 - 74, c.WIN_Y/2 ))
pygame.display.flip()
pygame.time.wait(3000)
#Stop the Game
carryOn=False
elif ball.rect.y < 40:
ball.velocity[1] = abs(ball.velocity[1])
# Stop it from getting stuck veritcally
if ball.velocity[1] == 0: ball.velocity[1] = 1
# Detect collisions between the ball and the paddles
if pygame.sprite.collide_mask(ball, paddle):
ball.rect.x -= ball.velocity[0]
ball.rect.y -= ball.velocity[1]
ball.bounce()
# Check if there is the ball collides with any of bricks
brick_collision_list = pygame.sprite.spritecollide(ball,all_bricks,False)
for brick in brick_collision_list:
ball.bounce()
score += 1
brick.kill()
if len(all_bricks)==0:
# Display Level Complete Message for 3 seconds
font = pygame.font.Font(None, 74)
text = font.render("LEVEL COMPLETE", 1, c.WHITE)
screen.blit(text, (200*c.SCALE, 300*c.SCALE))
pygame.display.flip()
pygame.time.wait(3000)
#Stop the Game
carryOn=False
# --- Drawing code should go here
# First, clear the screen to dark blue.
screen.fill(c.DARKBLUE)
pygame.draw.line(screen, c.WHITE, [0, 38], [c.WIN_X, 38], 2)
#Display the score and the number of lives at the top of the screen
font = pygame.font.Font(None, 34)
text = font.render("Score: " + str(score), 1, c.WHITE)
screen.blit(text, (int(c.WIN_X * 1/8),10))
text = font.render("Lives: " + str(lives), 1, c.WHITE)
screen.blit(text, (int(c.WIN_X * 7/8),10))
#Now let's draw all the sprites in one go. (For now we only have 2 sprites!)
all_sprites_list.draw(screen)
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
clock.tick(60)
# Once we have exited the main program loop we can stop the game engine:
pygame.quit()