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flap.py
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#!/usr/bin/env python3
import os
import sys
import json
import os.path
import time
import subprocess
import shutil
from datetime import datetime
import argparse
import random
from collections import namedtuple
import string
import platform
WIDTH = 15
HEIGHT = 20
GROUND_HEIGHT = 2
PIPE_WIDTH = 3
PLAYER_X = 3
TARGET_FPS = 4
TARGET_FRAMETIME = 1.0 / TARGET_FPS
# Do we still need this?
MAX_FRAME = 2048
SCORE_LINE = -2
BUFFER_1 = "./buf1"
BUFFER_2 = "./buf2"
STATE_FILE = "./state.json"
BLUE = "🟦"
GREEN = "🟩"
WHITE = "⬜️"
# ig proposed using folders for "flapping" which is a *great* idea but doesn't quite work
# out in practice :/. Maybe revisit.
WING1 = "📂"
WING2 = "📁"
BROWN = "🟫"
YELLOW = "🟨"
ORANGE = "🟧"
X = "❌"
RED = "🟥"
EYES = "👀"
#COOL = "🆒"
BANNER_X = "❎"
PLANE = "✈️"
STARTING_AD_SPACING = len(" ")
# You might be inclined to put these in a string and index into that string but
# indexing into unicode strings is *hard*
NUMBERS = ["0️⃣", "1️⃣", "2️⃣", "3️⃣", "4️⃣", "5️⃣", "6️⃣", "7️⃣", "8️⃣", "9️⃣"]
NUMBERS = {str(i):NUMBERS[i] for i in range(len(NUMBERS))}
LETTERS = ["𝑨", "𝑩", "𝑪", "𝑫", "𝑬", "𝑭", "𝑮", "𝑯", "𝑰", "𝑱", "𝑲", "𝑳", "𝑴", "𝑵", "𝑶", "𝑷", "𝑸", "𝑹", "𝑺", "𝑻", "𝑼", "𝑽", "𝑾", "𝑿", "𝒀", "𝒁"]
LETTERS = dict(zip(string.ascii_lowercase, LETTERS))
for c in (" ", "|", ".", "1", "0", ","):
LETTERS[c] = c
def letterify(s): return "".join(LETTERS[c] for c in s)
POINT_RIGHT = "👉"
POINT_LEFT = "👈"
GEM = "💎"
TROPHY = "🏆"
GRID = []
_AD_TEXTS = [ (" you are the 1,000,000th visitor to this finder window", ),
(" made by eieio | check out eieio.games for more"),
(" hot", "UU🌶️", "local singles", "UU😘", "in your area ", "UU📍", " are waiting to chat ", "UU❤️"),
(" bonsai buddy", "UU🦧", "toolbar free download", "UU🦍"),
]
AD_TEXTS = []
for ad in _AD_TEXTS:
ad = [text if text.startswith("UU") else letterify(text) for text in ad]
ad.insert(0, "UU✈️")
AD_TEXTS.append(ad)
AD_STARTING_PADDING_SPACES = 70
# APFS supports Unicode 12.0 since ~Catalina 10.15.1
if tuple(map(int, platform.mac_ver()[0].split('.'))) < (10, 15, 1):
# bummer, we have to use some old emoji that only kinda sorta look like what we wanted
BLUE = "🆒"
GREEN = "✅"
WHITE = "⬜"
BROWN = "🏾" # HACK: this is supposed to be a skin tone modifier
YELLOW = "📒"
ORANGE = "📙"
RED = X
PipePair = namedtuple("PipePair", ["x", "midpoint", "space_between_top_and_bottom"])
def generate_random_pipe(x):
highest_midpoint = 5
lowest_midpoint = 12
midpoint = random.randint(5, 12)
min_space = 5
max_space = 8
space_between_top_and_bottom = random.randint(min_space, max_space)
return PipePair(x=x,
midpoint=midpoint,
space_between_top_and_bottom=space_between_top_and_bottom)
def to_top_and_bottom(pipe):
half_of_space = pipe.space_between_top_and_bottom // 2
top_height = pipe.midpoint - half_of_space - pipe.space_between_top_and_bottom % 2
bottom_height = HEIGHT - GROUND_HEIGHT - pipe.midpoint - half_of_space
return (pipe.x, top_height), (pipe.x, bottom_height)
def write_state(state):
with open(STATE_FILE, "w") as f:
f.write(json.dumps(state, default=str))
def read_state():
with open(STATE_FILE, "r") as f:
d = json.loads(f.read().strip())
if d["tick_start_time"]:
d["tick_start_time"] = datetime.fromisoformat(d["tick_start_time"])
d["pipes"] = [PipePair(*pipe) for pipe in d["pipes"]]
return d
def get_initial_state():
first_two_pairs = [PipePair(12, 8, 8), PipePair(20, 9, 9)]
state = {}
if os.path.exists(STATE_FILE):
state = read_state()
initial = {"frame": 0,
"write_to_buf1": True,
"player_y": 5,
"fall_speed": -3,
"tick_start_time": None,
"flapped_on_prior_frame": False,
"state": "waiting",
"pipes": first_two_pairs,
"score": 0,
"ad_index" : 0,
"ad_start_frame" : 0
}
for k, v in initial.items():
state[k] = v
if "high_score" not in state:
state["high_score"] = 0
return state
def get_top_and_bottom(state):
return zip(*[to_top_and_bottom(p) for p in state["pipes"]])
def displayed_buffer(state):
if state["write_to_buf1"]: return BUFFER_2
return BUFFER_1
def buffer_to_write_to(state):
if state["write_to_buf1"]: return BUFFER_1
return BUFFER_2
def initialize_buffers():
cwd = os.getcwd()
for dir_ in (BUFFER_1, BUFFER_2):
if not os.path.exists(dir_): os.mkdir(dir_)
for file in os.listdir(dir_):
if file.startswith("."): continue
os.remove(f"{cwd}/{dir_}/{file}")
os.symlink(f"{cwd}/{dir_}", f"{dir_}/{BANNER_X}")
for i in range(HEIGHT):
os.symlink(f"{cwd}/{dir_}", f"{dir_}/{i}")
os.symlink(f"{cwd}/{dir_}", f"{dir_}/{POINT_RIGHT}")
def all_pipe_locations(x, frame, height, is_top):
x = x - frame
for pipe_x in range(x, x + PIPE_WIDTH):
if pipe_x < 0 or pipe_x >= WIDTH: continue
for pipe_y in range(height):
if is_top: # no remapping on top
pipe_y = pipe_y
else:
# e.g. 0 = 19, the last element, if HEIGHT = 20
pipe_y = HEIGHT - pipe_y - 1
# last few elements don't contain a pipe
pipe_y -= GROUND_HEIGHT
yield (pipe_x, pipe_y)
def all_player_coords(state):
player_y = state["player_y"]
for x,y,c in ((0, 0, EYES), (-1, 0, WHITE), (0, 1, ORANGE), (-1, 1,YELLOW)):
yield (PLAYER_X + x, player_y + y, c)
def initialize_grid():
for h in range(HEIGHT):
if h + GROUND_HEIGHT >= HEIGHT: color = BROWN
else: color = BLUE
GRID.append([color for _ in range(WIDTH)])
def add_pipes_to_grid(state):
frame = state["frame"]
top, bottom = get_top_and_bottom(state)
for (locations, is_top) in [(top, True), (bottom, False)]:
for (x, height) in locations:
for (pipe_x, pipe_y) in all_pipe_locations(x, frame, height, is_top):
second_to_last = False
if is_top:
second_to_last = pipe_y + 2 == height
else:
second_to_last_height = HEIGHT - GROUND_HEIGHT - 1
second_to_last_height = second_to_last_height - height + 2
second_to_last = (pipe_y == second_to_last_height)
color = WHITE if second_to_last else GREEN
GRID[pipe_y][pipe_x] = color
def add_player_to_grid(state, collisions):
dead = state["state"] in {"dying", "dead"}
# I tried putting eyes in the bottom right to emphasize that we're falling
## it feels like we should be able to do this but it ends up looking weird,
# I think it's because the orientation of the eyes emoji doesn't change?
for (x, y, c) in all_player_coords(state):
if y < HEIGHT:
if (x, y) in collisions:
GRID[y][x] = X
elif dead and c != EYES:
GRID[y][x] = RED
else:
GRID[y][x] = c
def add_score_to_grid(state):
def add_aux(line, score, icon):
emojis = "".join(NUMBERS[s] for s in str(score))
# unicode chars have a length greater than one!
emoji_len = len(str(score)) + 1
GRID[line][-2] = icon
GRID[line][-emoji_len-2:-3] = emojis
add_aux(SCORE_LINE, state["score"], GEM)
add_aux(SCORE_LINE+1, state["high_score"], TROPHY)
# good lord imagine if python actually had variants
class READ_STATE:
READ_SOME = 1
READ_ALL = 2
SKIPPED_ALL = 3
# We do all of this weirdness just because I couldn't think of an easy way to handle
# indexing into a unicode string and i wrote this code without internet. I'm sure
# there's a "correct" way to handle all of this.
#
# It might be nice to instead just generate a huge random string at init time and
# then index into it. Oh well.
def read_n_ad_chars(ad, skip, take):
ad = list(ad)
# returns: text, count, took all
def read_n(subloc, n):
text = ad[subloc]
if text.startswith("UU"):
return (text[2:], 2, True)
else:
count = min(n, len(text))
took_all = len(text) <= n
return (text[:n], count, took_all)
def skip_n(subloc, n):
if n <= 0: return False, subloc
if subloc >= len(ad): return True, subloc
_, count, took_all = read_n(subloc, n)
if took_all: return skip_n(subloc + 1, n - count)
else:
ad[subloc] = ad[subloc][n:]
return False, subloc
def take_n(subloc, n, acc):
if n <= 0: return False, acc
if subloc >= len(ad): return True, acc
text, count, took_all = read_n(subloc, n)
if took_all: return take_n(subloc + 1, n - count, acc + text)
else: return False, acc + text
skipped_all, subloc = skip_n(0, skip)
if skipped_all: return (READ_STATE.SKIPPED_ALL, "")
took_all, text = take_n(subloc, take, "")
if took_all: return (READ_STATE.READ_ALL, text)
else: return (READ_STATE.READ_SOME, text)
def add_banner_to_grid(state):
ad_index = state["ad_index"]
ad_start_frame = state["ad_start_frame"]
message = AD_TEXTS[ad_index]
horizontal_movement = 2 * (state["frame"] - ad_start_frame)
padding_to_remove = max(horizontal_movement, 0)
arbitrary_guess_at_text_width = 32
characters_to_show = int(padding_to_remove / 2.0)
skip = max(0, characters_to_show - arbitrary_guess_at_text_width)
take = min(characters_to_show, arbitrary_guess_at_text_width)
result, ad_text = read_n_ad_chars(message, skip, take)
# I'd rather this be a match but we use ifs to make this run on more versions of Python
if result in {READ_STATE.READ_SOME, READ_STATE.READ_ALL}:
# If we wanted more than one ad on the screen at the same time we could
# add a buch of right padding and add a second one on the right side of the
# screen when READ_ALL fires. But I don't think that's super important
# to do so we don't.
padding = " " * (STARTING_AD_SPACING - padding_to_remove)
text = f"{padding}{ad_text}"
GRID.insert(0, f"{BANNER_X}{text}")
elif result == READ_STATE.SKIPPED_ALL:
state["ad_index"] = (state["ad_index"] + 1) % len(AD_TEXTS)
state["ad_start_frame"] = state["frame"]
add_banner_to_grid(state)
def add_directive_to_grid(directive):
spaces, letters = directive
letters = letterify(letters)
spaces = " " * spaces
text = f"{spaces}{POINT_RIGHT} {letters}"
GRID.append(text)
def file_sort_key(filename):
# Directive, goes at the bottom
if POINT_RIGHT in filename: return HEIGHT*2
# Banner, goes at the top
if BANNER_X in filename:
return -1
return int(filename.split(" ")[-1])
# I've gotta say, "sort by the number at the end of each line" worked really
# well in the prototype but with this much stuff in the grid some *weird* shit
# happens if you play with [file_sort_key] above. The code works, I am not
# debugging further, this is literally flappy bird in finder after all.
def write_grid(state):
target_dir = buffer_to_write_to(state)
files = sorted(
(file for file in os.listdir(target_dir) if not file.startswith(".")),
key=file_sort_key)
# weirdness mentioned above likely because of idx here
for idx, (file, gridline) in enumerate(zip(files, GRID)):
file = os.path.join(target_dir, file)
gridline = "".join(gridline)
suffix = idx
if POINT_RIGHT in gridline:
suffix = f" {POINT_LEFT}"
if BANNER_X in gridline:
suffix = ""
gridline = os.path.join(target_dir, f"{gridline} {suffix}")
# We touch the file to ensure its mtime gets updated. This matters
# because we assume finder is sorting by "Date Modified"
# sorting by name also works but finder sometimes seems to apply the
# sort only *after* displaying the files.
if file != gridline: os.rename(file, gridline)
else: subprocess.check_output(["touch", file])
# This is how applescript knows which directory to flip to
print(target_dir.split("/")[-1])
state["write_to_buf1"] = not state["write_to_buf1"]
def check_for_collision(state):
player_coords = set((x, y) for (x, y, _c) in all_player_coords(state))
frame = state["frame"]
collisions = set()
top, bottom = get_top_and_bottom(state)
for (locations, is_top) in [(top, True), (bottom, False)]:
for (x, height) in locations:
for (pipe_x, pipe_y) in all_pipe_locations(x, frame, height, is_top):
if (pipe_x, pipe_y) in player_coords:
collisions.add((pipe_x, pipe_y))
for (x, y) in player_coords:
if y >= HEIGHT - GROUND_HEIGHT:
collisions.add((x, y))
return collisions
def get_last_opened(state):
buffer = displayed_buffer(state)
command = f"mdls -name kMDItemLastUsedDate {buffer}"
return subprocess.check_output(command.split()).strip().decode("utf-8")
def await_command(args):
state = read_state()
current_last_opened = get_last_opened(state)
while True:
last_opened = get_last_opened(state)
if last_opened != current_last_opened: break
time.sleep(0.25)
def append_to_log(message):
with open("log", "a") as f:
f.write(f"{message}\n")
def sleep_command(args):
state = read_state()
start_of_frame = state["tick_start_time"]
if start_of_frame is not None:
now = datetime.now()
time_spent_on_frame = (now - start_of_frame).total_seconds()
diff = TARGET_FRAMETIME - time_spent_on_frame
append_to_log(f"FRAMETIME: {time_spent_on_frame}")
if diff > 0:
time.sleep(diff)
state["tick_start_time"] = datetime.now()
if state["state"] == "dying" or state["state"] == "dead":
append_to_log(f"DYING/DEAD: {state}")
# This is read back by applescript and determines when applescript
# stops looping. The "stop looping" condition is just whether
# this string is "continue" or not - we use different values
# here just for some simple debugging.
if state["frame"] >= MAX_FRAME:
print("max-frame")
elif state["state"] == "dead":
print("dead")
else:
if state["state"] == "ticking":
state["frame"] += 1
print("continue")
write_state(state)
def prune_and_maybe_add_pipe(state):
new_pipes = []
for pipe in state["pipes"]:
if pipe.x + PIPE_WIDTH - state["frame"] < 0:
append_to_log(f"PRUNE %{pipe}")
continue
else: new_pipes.append(pipe)
# This is a pretty boring / simple heuristic and it might
# be nice to add a little randomness here
if len(new_pipes) < len(state["pipes"]):
x = WIDTH + 1 + state["frame"]
pipe = generate_random_pipe(x)
append_to_log(f"GEN NEW PIPE {pipe}")
new_pipes.append(pipe)
state["pipes"] = new_pipes
def maybe_increment_score(state):
if state["pipes"][0].x == PLAYER_X + state["frame"]:
state["score"] += 1
state["high_score"] = max(state["score"], state["high_score"])
def handle_tick_running(state, count):
prune_and_maybe_add_pipe(state)
flapped = count > 0
fall_speed = state["fall_speed"]
player_y = state["player_y"]
if flapped:
fall_speed = -2
movement = 2 if state["flapped_on_prior_frame"] else 1
player_y = max(player_y - movement, 0)
else:
fall_speed = min(2, fall_speed + 1)
player_y = min(max(player_y + fall_speed,0), HEIGHT - 1)
state["flapped_on_prior_frame"] = flapped
state["fall_speed"] = fall_speed
state["player_y"] = player_y
collisions = check_for_collision(state)
if collisions:
state["state"] = "dying"
else:
maybe_increment_score(state)
directive = (17, "click to flap")
return collisions, directive
def handle_tick_dying(state):
directive = 20, "game over"
player_y = state["player_y"]
if player_y >= HEIGHT - 1 - GROUND_HEIGHT:
state["state"] = "dead"
directive = 6, "double click to restart"
player_y = min(player_y + 2, HEIGHT - 1 - GROUND_HEIGHT)
state["player_y"] = player_y
return set(), directive
def create_and_write_grid(state, directive, collisions):
initialize_grid()
add_pipes_to_grid(state)
add_player_to_grid(state, collisions)
add_score_to_grid(state)
add_directive_to_grid(directive)
add_banner_to_grid(state)
write_grid(state)
def tick_command(args):
state = read_state()
if state["state"] == "waiting":
state["state"] = "ticking"
collisions, directive = handle_tick_running(state, args.selection_count)
elif state["state"] == "ticking":
collisions, directive = handle_tick_running(state, args.selection_count)
elif state["state"] in { "dying", "dead" }:
collisions, directive = handle_tick_dying(state)
create_and_write_grid(state, directive, collisions)
write_state(state)
def initialize_command(args):
state = get_initial_state()
initialize_buffers()
if os.path.exists("log"):
os.remove("log")
create_and_write_grid(state, (8, "double click to start"), set())
write_state(state)
def first_time_setup_command(args):
for dir_ in (BUFFER_1, BUFFER_2):
if not os.path.exists(dir_): os.mkdir(dir_)
def main():
parser = argparse.ArgumentParser(description="Run flappy dird")
subparsers = parser.add_subparsers(title="commands", dest="command")
initialize_parser = subparsers.add_parser("init", help="Initialize flappy dird")
initialize_parser.set_defaults(func=initialize_command)
tick_parser = subparsers.add_parser("tick", help="Run a game tick")
tick_parser.add_argument("selection_count", type=int, help="Number of files selected")
tick_parser.set_defaults(func=tick_command)
await_parser = subparsers.add_parser("await", help="Await game start")
await_parser.set_defaults(func=await_command)
sleep_parser = subparsers.add_parser("sleep", help="Sleep between ticks")
sleep_parser.set_defaults(func=sleep_command)
first_time_setup = subparsers.add_parser("first-time-setup", help="One-time setup to prepare flappy dird")
first_time_setup.set_defaults(func=first_time_setup_command)
args = parser.parse_args()
if hasattr(args, "func"):
args.func(args)
else:
parser.print_help()
if __name__ == "__main__":
main()