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flappy.py
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flappy.py
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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(),
)
# hitmask 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']},
]
dt = FPSCLOCK.tick(FPS)/1000
pipeVelX = -128 * dt
# player velocity, max velocity, downward acceleration, acceleration 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 acceleration
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 3 > len(upperPipes) > 0 and 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 len(upperPipes) > 0 and 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 and 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 collides 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()