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Eric Dong
Eric Dong

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Getting Started and Adding Player Movement

Selecting the Appropriate Simulator

I was deciding whether I should use game engines like Godot, Unity, or Unreal, but ended using pygame. ML libraries are primarily in python, so pygame and OpenAI gym are a good choice. Space War also has simple graphics, so I don't need the overhead of the game engine. I ended up going with pygame because I only used gym at work and wanted to try something new. pygame also seemed easier to add my own graphics, add human controls, and manage collisions (e.g. implement damage dealt to player from weapons) compared to gym. However if I want to make the simulation more complex and add game-like features, I will revisit game engines. I think having a level editor would be helpful if I want to test if RL agents can generalize to different environments. I may also try using a game engine to train RL agents in 3D environments, but that's for a future project!

Selecting the Appropriate ML Framework

I will be using pytorch because I used that ML framework in the past. Others have said pytorch is more pythonic than tensorflow as well.

Learning Pygame

I first discovered pygame when I found this pygame project using tensorflow at work, but ran out of time to dig deeper into his implementation. These are the steps I took to start learning more about pygame.

  1. The pygame documentation recommend this video tutorial and I totally agree. The content is well organized and presented clearly. I didn’t code along with the author, but I looked at what parts were relevant and applied it to my own game.
  2. Looked up documentation on the Sprite module.
  3. Used the quick-start code from the pygame documentation
# Example file showing a circle moving on screen
import pygame

# pygame setup
pygame.init()
screen = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
running = True
dt = 0

player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)

while running:
    # poll for events
    # pygame.QUIT event means the user clicked X to close your window
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    # fill the screen with a color to wipe away anything from last frame
    screen.fill("black")

    pygame.draw.circle(screen, "white", player_pos, 40)

    keys = pygame.key.get_pressed()
    if keys[pygame.K_w]:
        player_pos.y -= 300 * dt
    if keys[pygame.K_s]:
        player_pos.y += 300 * dt
    if keys[pygame.K_a]:
        player_pos.x -= 300 * dt
    if keys[pygame.K_d]:
        player_pos.x += 300 * dt

    # flip() the display to put your work on screen
    pygame.display.flip()

    # limits FPS to 60
    # dt is delta time in seconds since last frame, used for framerate-
    # independent physics.
    dt = clock.tick(60) / 1000

pygame.quit()
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Demo

quick start
Using quickstart code to move a white circle using the W-A-S-D keys.

Adding Player One Pixel Art

Since the graphics in space war is simple (all white, no shaders), I drew my own pixel art by copying what player 1 looked like.

I'm no artist, so I just searched reddit to see pixel art apps that supports Linux and stumbled upon mtpaint. The player ships were symmetric, so I just drew the top half and mirrored it to make the bottom half. Let me know if you have a favorite pixel art tool!

pixel art
Screenshot of player one ship in mtpaint

Replacing Circle with Ship Image

I added a separate Player class that extends from the Sprite class to manage its state.

class Player(Sprite):
    """Represents the human player"""

    def __init__(self, delta_time, image_path, start_pos) -> None:
        super().__init__()
        self.surf = image.load(image_path).convert_alpha()
        self.image = self.surf
        self.pos = start_pos
        self.rect = self.surf.get_rect(midbottom=self.pos)
        self.delta_time = delta_time

    def handle_input(self):
        """Handles keyboard input to update the player's position"""
        keys = key.get_pressed()
        x_pos, y_pos = self.pos
        if keys[K_w]:
            y_pos -= 0.05 * SCREEN_HEIGHT * self.delta_time
        if keys[K_s]:
            y_pos += 0.05 * SCREEN_HEIGHT * self.delta_time
        if keys[K_a]:
            x_pos -= 0.05 * SCREEN_WIDTH * self.delta_time
        if keys[K_d]:
            x_pos += 0.05 * SCREEN_WIDTH * self.delta_time
        self.pos = (x_pos, y_pos)
        self.rect.x = x_pos
        self.rect.y = y_pos

    def update(self):
        """Entrypoint for updating the player state each frame"""
        self.handle_input()
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main game loop:

def main():
    """Entrypoint for starting up the pygame"""
    # pygame setup
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))

    # delta time in seconds since last frame, used for framerate-
    # independent physics.
    clock = pygame.time.Clock()
    delta_time = clock.tick(MAX_FPS) / 1000

    # Groups
    player_single_group = pygame.sprite.GroupSingle()
    player_single_group.add(
        Player(
            delta_time=delta_time,
            image_path=module_path() / "assets" / "player_1.png",
            start_pos=(screen.get_width() / 2, screen.get_height() / 2),
        )
    )

    running = True

    while running:
        # event loop
        # pygame.QUIT event means the user clicked X to close your window
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False

        # fill the screen with a color to wipe away anything from last frame
        screen.fill("black")

        player_single_group.draw(screen)
        player_single_group.update()

        pygame.display.update()

    pygame.quit()
Enter fullscreen mode Exit fullscreen mode

Demo of v0.1

Replace circle with ship image
Using a sprite to replace the white circle with the ship image

Updating Player Movement

The ship should be able to rotate and only move in the direction it is facing.

I added a field to keep track of the angle of the ship and updated the if statements like so:

if keys[K_a]:
    self.ang -= 50 * self.delta_time
if keys[K_d]:
    self.ang += 50 * self.delta_time
...
self.ang = self.ang % 360
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Next, the surface needs to be rotated so we can update the sprite's image.

# Update rotation
current_rect = self.surf.get_rect()
newsurf = transform.rotate(self.surf, -self.ang)
newrect = newsurf.get_rect()
# put new surface rect center on same spot as old surface rect center
self.rect.x += current_rect.centerx - newrect.centerx
self.rect.y += current_rect.centery - newrect.centery
self.image = newsurf
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For forward movement, I removed the handler for the w key and updated the s key.

x_pos, y_pos = self.pos
if keys[K_s]:
    x_pos += 30 * self.delta_time * math.cos(self.ang * math.pi / 180)
    y_pos += 30 * self.delta_time * math.sin(self.ang * math.pi / 180)
...
self.pos = (x_pos, y_pos)
self.rect.x = x_pos
self.rect.y = y_pos
Enter fullscreen mode Exit fullscreen mode

The formula is derived from SOHCAHTOA. The sine of theta (the angle) is the length of opposite side / length of hypotenuse and the cosine of theta is length of adjacent side / length of hypotenuse.

In the context of this simulation:

  • theta is the angle the player is facing (0 - 359)
  • opposite side is the change in y
  • adjacent side is the change in x
  • hypotenuse is the distance traveled.

Therefore I can calculate the new player's relative position via

  • delta_y = dist * sin(angle)
  • delta_x = dist * cos(angle)

The angle is multiplied by pi/180 to convert to radians.

I'm glad I remembered my high school trigonometry!

Demo of v0.2

proper movement
Ship can rotate with A-D keys (counterclockwise and clockwise respectively) and move in the current direction it is facing with the 'S' key. When 'S' is released, the ship stops moving forward.

Thank you for reading my blog! The next blog post will be on adding zero gravity physics to the environment.

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