flappybird

    xiaoxiao2022-06-26  98

    from itertools import cycle import random import sys import pygame from pygame.locals import * FPS = 30 SCREENWIDTH = 288 SCREENHEIGHT = 512 PIPEGAPSIZE = 100 # gap between upper and lower part of pipe BASEY = SCREENHEIGHT * 0.79 # image, sound and hitmask dicts IMAGES, SOUNDS, HITMASKS = {}, {}, {} # list of all possible players (tuple of 3 positions of flap) PLAYERS_LIST = ( # red bird ( 'assets/sprites/redbird-upflap.png', 'assets/sprites/redbird-midflap.png', 'assets/sprites/redbird-downflap.png', ), # blue bird ( 'assets/sprites/bluebird-upflap.png', 'assets/sprites/bluebird-midflap.png', 'assets/sprites/bluebird-downflap.png', ), # yellow bird ( 'assets/sprites/yellowbird-upflap.png', 'assets/sprites/yellowbird-midflap.png', 'assets/sprites/yellowbird-downflap.png', ), ) # list of backgrounds BACKGROUNDS_LIST = ( 'assets/sprites/background-day.png', 'assets/sprites/background-night.png', ) # list of pipes PIPES_LIST = ( 'assets/sprites/pipe-green.png', 'assets/sprites/pipe-red.png', ) try: xrange except NameError: xrange = range def main(): global SCREEN, FPSCLOCK pygame.init() FPSCLOCK = pygame.time.Clock() SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT)) pygame.display.set_caption('Flappy Bird') # numbers sprites for score display IMAGES['numbers'] = ( pygame.image.load('assets/sprites/0.png').convert_alpha(), pygame.image.load('assets/sprites/1.png').convert_alpha(), pygame.image.load('assets/sprites/2.png').convert_alpha(), pygame.image.load('assets/sprites/3.png').convert_alpha(), pygame.image.load('assets/sprites/4.png').convert_alpha(), pygame.image.load('assets/sprites/5.png').convert_alpha(), pygame.image.load('assets/sprites/6.png').convert_alpha(), pygame.image.load('assets/sprites/7.png').convert_alpha(), pygame.image.load('assets/sprites/8.png').convert_alpha(), pygame.image.load('assets/sprites/9.png').convert_alpha() ) # game over sprite IMAGES['gameover'] = pygame.image.load('assets/sprites/gameover.png').convert_alpha() # message sprite for welcome screen IMAGES['message'] = pygame.image.load('assets/sprites/message.png').convert_alpha() # base (ground) sprite IMAGES['base'] = pygame.image.load('assets/sprites/base.png').convert_alpha() # sounds if 'win' in sys.platform: soundExt = '.wav' else: soundExt = '.ogg' SOUNDS['die'] = pygame.mixer.Sound('assets/audio/die' + soundExt) SOUNDS['hit'] = pygame.mixer.Sound('assets/audio/hit' + soundExt) SOUNDS['point'] = pygame.mixer.Sound('assets/audio/point' + soundExt) SOUNDS['swoosh'] = pygame.mixer.Sound('assets/audio/swoosh' + soundExt) SOUNDS['wing'] = pygame.mixer.Sound('assets/audio/wing' + soundExt) while True: # select random background sprites randBg = random.randint(0, len(BACKGROUNDS_LIST) - 1) IMAGES['background'] = pygame.image.load(BACKGROUNDS_LIST[randBg]).convert() # select random player sprites randPlayer = random.randint(0, len(PLAYERS_LIST) - 1) IMAGES['player'] = ( pygame.image.load(PLAYERS_LIST[randPlayer][0]).convert_alpha(), pygame.image.load(PLAYERS_LIST[randPlayer][1]).convert_alpha(), pygame.image.load(PLAYERS_LIST[randPlayer][2]).convert_alpha(), ) # select random pipe sprites pipeindex = random.randint(0, len(PIPES_LIST) - 1) IMAGES['pipe'] = ( pygame.transform.flip( pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(), False, True), pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(), ) # hismask for pipes HITMASKS['pipe'] = ( getHitmask(IMAGES['pipe'][0]), getHitmask(IMAGES['pipe'][1]), ) # hitmask for player HITMASKS['player'] = ( getHitmask(IMAGES['player'][0]), getHitmask(IMAGES['player'][1]), getHitmask(IMAGES['player'][2]), ) movementInfo = showWelcomeAnimation() crashInfo = mainGame(movementInfo) showGameOverScreen(crashInfo) def showWelcomeAnimation(): """Shows welcome screen animation of flappy bird""" # index of player to blit on screen playerIndex = 0 playerIndexGen = cycle([0, 1, 2, 1]) # iterator used to change playerIndex after every 5th iteration loopIter = 0 playerx = int(SCREENWIDTH * 0.2) playery = int((SCREENHEIGHT - IMAGES['player'][0].get_height()) / 2) messagex = int((SCREENWIDTH - IMAGES['message'].get_width()) / 2) messagey = int(SCREENHEIGHT * 0.12) basex = 0 # amount by which base can maximum shift to left baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width() # player shm for up-down motion on welcome screen playerShmVals = {'val': 0, 'dir': 1} while True: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): pygame.quit() sys.exit() if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP): # make first flap sound and return values for mainGame SOUNDS['wing'].play() return { 'playery': playery + playerShmVals['val'], 'basex': basex, 'playerIndexGen': playerIndexGen, } # adjust playery, playerIndex, basex if (loopIter + 1) % 5 == 0: playerIndex = next(playerIndexGen) loopIter = (loopIter + 1) % 30 basex = -((-basex + 4) % baseShift) playerShm(playerShmVals) # draw sprites SCREEN.blit(IMAGES['background'], (0,0)) SCREEN.blit(IMAGES['player'][playerIndex], (playerx, playery + playerShmVals['val'])) SCREEN.blit(IMAGES['message'], (messagex, messagey)) SCREEN.blit(IMAGES['base'], (basex, BASEY)) pygame.display.update() FPSCLOCK.tick(FPS) def mainGame(movementInfo): score = playerIndex = loopIter = 0 playerIndexGen = movementInfo['playerIndexGen'] playerx, playery = int(SCREENWIDTH * 0.2), movementInfo['playery'] basex = movementInfo['basex'] baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width() # get 2 new pipes to add to upperPipes lowerPipes list newPipe1 = getRandomPipe() newPipe2 = getRandomPipe() # list of upper pipes upperPipes = [ {'x': SCREENWIDTH + 200, 'y': newPipe1[0]['y']}, {'x': SCREENWIDTH + 200 + (SCREENWIDTH / 2), 'y': newPipe2[0]['y']}, ] # list of lowerpipe lowerPipes = [ {'x': SCREENWIDTH + 200, 'y': newPipe1[1]['y']}, {'x': SCREENWIDTH + 200 + (SCREENWIDTH / 2), 'y': newPipe2[1]['y']}, ] pipeVelX = -4 # player velocity, max velocity, downward accleration, accleration on flap playerVelY = -9 # player's velocity along Y, default same as playerFlapped playerMaxVelY = 10 # max vel along Y, max descend speed playerMinVelY = -8 # min vel along Y, max ascend speed playerAccY = 1 # players downward accleration playerRot = 45 # player's rotation playerVelRot = 3 # angular speed playerRotThr = 20 # rotation threshold playerFlapAcc = -9 # players speed on flapping playerFlapped = False # True when player flaps while True: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): pygame.quit() sys.exit() if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP): if playery > -2 * IMAGES['player'][0].get_height(): playerVelY = playerFlapAcc playerFlapped = True SOUNDS['wing'].play() # check for crash here crashTest = checkCrash({'x': playerx, 'y': playery, 'index': playerIndex}, upperPipes, lowerPipes) if crashTest[0]: return { 'y': playery, 'groundCrash': crashTest[1], 'basex': basex, 'upperPipes': upperPipes, 'lowerPipes': lowerPipes, 'score': score, 'playerVelY': playerVelY, 'playerRot': playerRot } # check for score playerMidPos = playerx + IMAGES['player'][0].get_width() / 2 for pipe in upperPipes: pipeMidPos = pipe['x'] + IMAGES['pipe'][0].get_width() / 2 if pipeMidPos <= playerMidPos < pipeMidPos + 4: score += 1 SOUNDS['point'].play() # playerIndex basex change if (loopIter + 1) % 3 == 0: playerIndex = next(playerIndexGen) loopIter = (loopIter + 1) % 30 basex = -((-basex + 100) % baseShift) # rotate the player if playerRot > -90: playerRot -= playerVelRot # player's movement if playerVelY < playerMaxVelY and not playerFlapped: playerVelY += playerAccY if playerFlapped: playerFlapped = False # more rotation to cover the threshold (calculated in visible rotation) playerRot = 45 playerHeight = IMAGES['player'][playerIndex].get_height() playery += min(playerVelY, BASEY - playery - playerHeight) # move pipes to left for uPipe, lPipe in zip(upperPipes, lowerPipes): uPipe['x'] += pipeVelX lPipe['x'] += pipeVelX # add new pipe when first pipe is about to touch left of screen if 0 < upperPipes[0]['x'] < 5: newPipe = getRandomPipe() upperPipes.append(newPipe[0]) lowerPipes.append(newPipe[1]) # remove first pipe if its out of the screen if upperPipes[0]['x'] < -IMAGES['pipe'][0].get_width(): upperPipes.pop(0) lowerPipes.pop(0) # draw sprites SCREEN.blit(IMAGES['background'], (0,0)) for uPipe, lPipe in zip(upperPipes, lowerPipes): SCREEN.blit(IMAGES['pipe'][0], (uPipe['x'], uPipe['y'])) SCREEN.blit(IMAGES['pipe'][1], (lPipe['x'], lPipe['y'])) SCREEN.blit(IMAGES['base'], (basex, BASEY)) # print score so player overlaps the score showScore(score) # Player rotation has a threshold visibleRot = playerRotThr if playerRot <= playerRotThr: visibleRot = playerRot playerSurface = pygame.transform.rotate(IMAGES['player'][playerIndex], visibleRot) SCREEN.blit(playerSurface, (playerx, playery)) pygame.display.update() FPSCLOCK.tick(FPS) def showGameOverScreen(crashInfo): """crashes the player down ans shows gameover image""" score = crashInfo['score'] playerx = SCREENWIDTH * 0.2 playery = crashInfo['y'] playerHeight = IMAGES['player'][0].get_height() playerVelY = crashInfo['playerVelY'] playerAccY = 2 playerRot = crashInfo['playerRot'] playerVelRot = 7 basex = crashInfo['basex'] upperPipes, lowerPipes = crashInfo['upperPipes'], crashInfo['lowerPipes'] # play hit and die sounds SOUNDS['hit'].play() if not crashInfo['groundCrash']: SOUNDS['die'].play() while True: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): pygame.quit() sys.exit() if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP): if playery + playerHeight >= BASEY - 1: return # player y shift if playery + playerHeight < BASEY - 1: playery += min(playerVelY, BASEY - playery - playerHeight) # player velocity change if playerVelY < 15: playerVelY += playerAccY # rotate only when it's a pipe crash if not crashInfo['groundCrash']: if playerRot > -90: playerRot -= playerVelRot # draw sprites SCREEN.blit(IMAGES['background'], (0,0)) for uPipe, lPipe in zip(upperPipes, lowerPipes): SCREEN.blit(IMAGES['pipe'][0], (uPipe['x'], uPipe['y'])) SCREEN.blit(IMAGES['pipe'][1], (lPipe['x'], lPipe['y'])) SCREEN.blit(IMAGES['base'], (basex, BASEY)) showScore(score) playerSurface = pygame.transform.rotate(IMAGES['player'][1], playerRot) SCREEN.blit(playerSurface, (playerx,playery)) SCREEN.blit(IMAGES['gameover'], (50, 180)) FPSCLOCK.tick(FPS) pygame.display.update() def playerShm(playerShm): """oscillates the value of playerShm['val'] between 8 and -8""" if abs(playerShm['val']) == 8: playerShm['dir'] *= -1 if playerShm['dir'] == 1: playerShm['val'] += 1 else: playerShm['val'] -= 1 def getRandomPipe(): """returns a randomly generated pipe""" # y of gap between upper and lower pipe gapY = random.randrange(0, int(BASEY * 0.6 - PIPEGAPSIZE)) gapY += int(BASEY * 0.2) pipeHeight = IMAGES['pipe'][0].get_height() pipeX = SCREENWIDTH + 10 return [ {'x': pipeX, 'y': gapY - pipeHeight}, # upper pipe {'x': pipeX, 'y': gapY + PIPEGAPSIZE}, # lower pipe ] def showScore(score): """displays score in center of screen""" scoreDigits = [int(x) for x in list(str(score))] totalWidth = 0 # total width of all numbers to be printed for digit in scoreDigits: totalWidth += IMAGES['numbers'][digit].get_width() Xoffset = (SCREENWIDTH - totalWidth) / 2 for digit in scoreDigits: SCREEN.blit(IMAGES['numbers'][digit], (Xoffset, SCREENHEIGHT * 0.1)) Xoffset += IMAGES['numbers'][digit].get_width() def checkCrash(player, upperPipes, lowerPipes): """returns True if player collders with base or pipes.""" pi = player['index'] player['w'] = IMAGES['player'][0].get_width() player['h'] = IMAGES['player'][0].get_height() # if player crashes into ground if player['y'] + player['h'] >= BASEY - 1: return [True, True] else: playerRect = pygame.Rect(player['x'], player['y'], player['w'], player['h']) pipeW = IMAGES['pipe'][0].get_width() pipeH = IMAGES['pipe'][0].get_height() for uPipe, lPipe in zip(upperPipes, lowerPipes): # upper and lower pipe rects uPipeRect = pygame.Rect(uPipe['x'], uPipe['y'], pipeW, pipeH) lPipeRect = pygame.Rect(lPipe['x'], lPipe['y'], pipeW, pipeH) # player and upper/lower pipe hitmasks pHitMask = HITMASKS['player'][pi] uHitmask = HITMASKS['pipe'][0] lHitmask = HITMASKS['pipe'][1] # if bird collided with upipe or lpipe uCollide = pixelCollision(playerRect, uPipeRect, pHitMask, uHitmask) lCollide = pixelCollision(playerRect, lPipeRect, pHitMask, lHitmask) if uCollide or lCollide: return [True, False] return [False, False] def pixelCollision(rect1, rect2, hitmask1, hitmask2): """Checks if two objects collide and not just their rects""" rect = rect1.clip(rect2) if rect.width == 0 or rect.height == 0: return False x1, y1 = rect.x - rect1.x, rect.y - rect1.y x2, y2 = rect.x - rect2.x, rect.y - rect2.y for x in xrange(rect.width): for y in xrange(rect.height): if hitmask1[x1+x][y1+y] and hitmask2[x2+x][y2+y]: return True return False def getHitmask(image): """returns a hitmask using an image's alpha.""" mask = [] for x in xrange(image.get_width()): mask.append([]) for y in xrange(image.get_height()): mask[x].append(bool(image.get_at((x,y))[3])) return mask if __name__ == '__main__': main()

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