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game.cpp
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#include <GL/glut.h>
#include <iostream>
#include <sstream>
#include <cstring>
#include <math.h>
#include "env.h"
#include "obstacles.h"
#include "bird.h"
#include "fann.h"
#include <time.h>
void display();
void keyboard(unsigned char c, int x, int y);
void render_outline();
void init();
void idle();
void game_over();
void update_positions();
void render_score(int score);
void render_welcome();
bool game_started = false;
bool ai_mode = false;
// ObstacleList ol(obs_no);
ObstacleList ol;
Bird b(ol);
int layers[] = {2, 6, 1};
NeuralBird nb(ol, 3, layers);
int main(int argc, char** argv)
{
srand(time(0));
struct fann* ann = fann_create_from_file("flap_net");
nb.ann = fann_copy(ann);
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(win_width,win_height);
glutInitWindowPosition(50,50);
glutCreateWindow("Birdy");
init();
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
//glutIdleFunc(idle);
glutMainLoop();
}
void init()
{
gluOrtho2D(0,1000,0,500);
//ol.generate_obstacles();
}
void display()
{
if (!ai_mode) {
if (!b.game_over) {
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1,1,1);
if(!game_started) {
render_welcome();
} else {
render_score(b.score);
}
render_outline();
b.render_bird();
ol.render_obstacles();
update_positions();
} else {
game_over();
}
} else {
if (!nb.game_over) {
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1,1,1);
if(!game_started) {
render_welcome();
} else {
render_score(nb.score);
}
render_outline();
nb.Bird::render_bird();
ol.render_obstacles();
update_positions();
} else {
game_over();
}
}
glutSwapBuffers();
}
void render_outline()
{
glBegin(GL_LINES);
// Vertical boundary
glVertex2f(0, boundary_width);
glVertex2f(win_width, boundary_width);
glVertex2f(win_width, win_height - boundary_width);
glVertex2f(0, win_height - boundary_width);
glEnd();
}
void keyboard(unsigned char c, int x, int y)
{
if ((int)c == SPACEBAR) {
if (game_started) {
b.jump();
} else {
game_started = true;
}
} else if (!game_started && c == 'q') {
ai_mode = true;
game_started = true;
}
}
void update_positions()
{
if (!ai_mode) {
if (game_started && !b.game_over) {
ol.update_pos();
b.update_pos();
}
} else {
if (game_started && !nb.game_over) {
ol.update_pos();
nb.Bird::update_pos();
if(nb.should_jump())
nb.Bird::jump();
}
}
glutPostRedisplay();
}
void render_menu()
{
if(b.game_over)
{
game_over();
} else {
}
}
void game_over()
{
unsigned char go_text[] = "THANK YOU FOR PLAYING!";
int text_width = glutBitmapLength(GLUT_BITMAP_8_BY_13, go_text);
/* Centre in the middle of the window */
glRasterPos2i(win_width/2 - text_width/2, 470);
/* Render the string */
int len = strlen((const char*)go_text);
for (int i = 0; i < len; i++) {
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, go_text[i]);
}
}
void render_welcome()
{
unsigned char wel_text[] = "Welcome! Press <Spacebar> to play the game or press 'q' to watch the AI play it";
int text_width = glutBitmapLength(GLUT_BITMAP_8_BY_13, wel_text);
/* Centre in the middle of the window */
glRasterPos2i(win_width/2 - text_width/2, 470);
/* Render the string */
int len = strlen((const char*)wel_text);
for (int i = 0; i < len; i++) {
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, wel_text[i]);
}
}
void render_score(int score)
{
unsigned char score_text[10] = "Score: ";
int score_digits_rev[10], i=0, num_digit=0;
int temp = score;
if(temp == 0) {
score_digits_rev[0] = 0;
num_digit++;
}
while (temp) {
score_digits_rev[i++] = temp % 10;
temp /= 10;
++num_digit;
}
for (int i=num_digit-1; i>=0; --i) {
std::ostringstream digit;
digit<<score_digits_rev[i];
std::string temp_score = digit.str();
char * score_char = (char *) temp_score.c_str();
strcat((char *)score_text, score_char);
}
int text_width = glutBitmapLength(GLUT_BITMAP_8_BY_13, score_text);
/* Centre in the middle of the window */
glRasterPos2i(800, 470);
/* Render the string */
int len = strlen((const char*)score_text);
for (int i = 0; i < len; i++) {
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, score_text[i]);
}
}