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flappy_bird.py
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flappy_bird.py
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'''
Implementation of flappy bird using pygame
@Author: Rohith Uppala
'''
import pygame
import os
import time
import random
import pdb
WINDOW_WIDTH, WINDOW_HEIGHT = 500, 800
BIRD_POSITION = (230, 350)
BASE_POSITION = 730
PIPE_POSITION = 600
pygame.font.init()
BIRD_IMAGES = []
for bird_index in range(1, 4):
BIRD_IMAGES.append(pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "bird" + str(bird_index) + ".png"))))
PIPE_IMAGE = pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "pipe.png")))
BASE_IMAGE = pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "base.png")))
BACKGROUND_IMAGE = pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "bg.png")))
SCORE_FONT = pygame.font.SysFont("timesnewromanboldttf", 30)
GAMEOVER_FONT = pygame.font.SysFont("comicsans", 60)
class Bird:
def __init__(self, x, y):
self.x = x
self.y = y
self.tick_count = 0
self.vel = 0
self.img_count = 0
self.img = BIRD_IMAGES[0]
self.tilt = 0
self.height = y
self.max_rotation = 25
self.rotation_vel = 20
self.animation_time = 5
def jump(self):
self.vel = -10.5
self.tick_count = 0
self.height = self.y
def move(self):
self.tick_count += 1
# s = ut + 1/2a*t^^2
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.rotation_vel
def draw(self, win):
self.img_count += 1
if self.img_count < self.animation_time:
self.img = BIRD_IMAGES[0]
elif self.img_count < self.animation_time * 2:
self.img = BIRD_IMAGES[1]
elif self.img_count < self.animation_time * 3:
self.img = BIRD_IMAGES[2]
elif self.img_count < self.animation_time * 4:
self.img = BIRD_IMAGES[1]
elif self.img_count == self.animation_time * 4 + 1:
self.img = BIRD_IMAGES[0]
self.img_count = 0
if self.tilt <= -80:
self.img = BIRD_IMAGES[1]
self.img_count = self.animation_time * 2
# Flipping the image inverse
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:
def __init__(self, x, gap):
self.vel = 5
self.x = x
self.height = 0
self.top = 0
self.bottom = 0
self.PIPE_TOP = pygame.transform.flip(PIPE_IMAGE, False, True)
self.PIPE_BOTTOM = PIPE_IMAGE
self.passed = False
self.set_height(gap)
def set_height(self, gap):
self.height = random.randrange(50, 450)
self.top = self.height - self.PIPE_TOP.get_height()
self.bottom = self.height + gap
def move(self):
self.x = 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))
# pixel perfect collision using pygame
def collide(self, bird, win):
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))
t_point = bird_mask.overlap(top_mask, top_offset)
b_point = bird_mask.overlap(bottom_mask, bottom_offset)
return t_point or b_point
class Base:
def __init__(self, y):
self.vel = 5
self.width = BASE_IMAGE.get_width()
self.img = BASE_IMAGE
self.y = y
self.x1 = 0
self.x2 = self.width
def move(self):
self.x1 = self.x1 - self.vel
self.x2 = 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 renderGameOverScreen(win, clock):
win.blit(BACKGROUND_IMAGE, (0, 0))
text = GAMEOVER_FONT.render("GAME OVER", 1, (255, 255, 255))
win.blit(text, (WINDOW_WIDTH / 3 - 35, WINDOW_HEIGHT * 3 / 8 ))
pygame.display.update()
done = False
while not done:
clock.tick(30)
for event in pygame.event.get():
pass
time.sleep(1)
done = True
def draw_window(win, bird, pipes, base, score):
win.blit(BACKGROUND_IMAGE, (0, 0))
for pipe in pipes:
pipe.draw(win)
text = SCORE_FONT.render("score: " + str(score) + " level: " + str(int(score / 5)), 1, (255, 255, 255))
win.blit(text, (WINDOW_WIDTH - 10 - text.get_width(), 10))
base.draw(win)
bird.draw(win)
pygame.display.update()
def main():
bird = Bird(BIRD_POSITION[0], BIRD_POSITION[1])
base = Base(BASE_POSITION)
initial_gap = 300
pipes = [Pipe(PIPE_POSITION, initial_gap)]
win = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
clock = pygame.time.Clock()
isGameOver = False
score = 0
while not isGameOver:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
bird.jump()
if event.type == pygame.QUIT:
isGameOver = True
bird.move()
rem, add_pipe = [], False
for pipe in pipes:
if pipe.collide(bird, win):
isGameOver = True
break
if pipe.x + pipe.PIPE_TOP.get_width() < 0:
rem.append(pipe)
if not pipe.passed and pipe.x < bird.x:
pipe.passed = True
add_pipe = True
pipe.move()
if add_pipe:
score += 1
gap = initial_gap - (int(score / 5) * 25)
if gap <= 200:
gap = random.randrange(180, 250)
pipes.append(Pipe(PIPE_POSITION, gap))
for r in rem:
pipes.remove(r)
if bird.y + bird.img.get_height() >= 730:
isGameOver = True
base.move()
draw_window(win, bird, pipes, base, score)
if isGameOver:
renderGameOverScreen(win, clock)
pygame.quit()
quit()
main()