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flappy_bird.py
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flappy_bird.py
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#! /usr/bin/env python3
# -*- coding: utf-8 -*-
"""
Created on Fri Mar 23 14:17:24 2019
@author: Mehul
"""
import math
import os
import pygame
from pygame.locals import *
from random import randint
from collections import deque
FPS = 60
ANI_SPEED = 0.18 # pixels per millisecond
W_WIDTH = 284 * 2 # BG image size: 284x512 px; tiled twice
W_HEIGHT = 512
class Bird(pygame.sprite.Sprite):
WIDTH = 32 # bird image width
HEIGHT = 32 # bird image height
DOWN_SPEED = 0.18 # pix per ms -y
UP_SPEED = 0.3 # pix per ms +y
UP_DURATION = 150 # time for which bird go up
def __init__(self, x, y, ms_to_up, images):
super(Bird, self).__init__()
self.x, self.y = x, y
self.ms_to_up = ms_to_up
self._img_wingup, self._img_wingdown = images
self._mask_wingup = pygame.mask.from_surface(self._img_wingup)
self._mask_wingdown = pygame.mask.from_surface(self._img_wingdown)
def update(self, delta_frames=1):
if self.ms_to_up > 0:
frac_climb_done = 1 - self.ms_to_up/Bird.UP_DURATION
self.y -= (Bird.UP_SPEED * frames_to_msec(delta_frames) *
(1 - math.cos(frac_climb_done * math.pi)))
self.ms_to_up -= frames_to_msec(delta_frames)
else:
self.y += Bird.DOWN_SPEED * frames_to_msec(delta_frames)
@property
def image(self):
# to animate bird
if pygame.time.get_ticks() % 500 >= 250:
return self._img_wingup
else:
return self._img_wingdown
@property
def mask(self):
# collision detection
if pygame.time.get_ticks() % 500 >= 250:
return self._mask_wingup
else:
return self._mask_wingdown
@property
def rect(self):
# return birds params
return Rect(self.x, self.y, Bird.WIDTH, Bird.HEIGHT)
class PipePair(pygame.sprite.Sprite):
WIDTH = 80 # width of pipe
PIECE_HEIGHT = 32
ADD_INTERVAL = 3000
def __init__(self, pipe_end_img, pipe_body_img):
self.x = float(W_WIDTH - 1)
self.score_counted = False
self.image = pygame.Surface((PipePair.WIDTH, W_HEIGHT), SRCALPHA)
self.image.convert() # speeds up blitting
self.image.fill((0, 0, 0, 0))
total_pipe_body_pieces = int(
(W_HEIGHT - # fill window from top to bottom
3 * Bird.HEIGHT - # make room for bird to fit through
3 * PipePair.PIECE_HEIGHT) / # 2 end pieces + 1 body piece
PipePair.PIECE_HEIGHT # to get number of pipe pieces
)
self.bottom_pieces = randint(1, total_pipe_body_pieces)
self.top_pieces = total_pipe_body_pieces - self.bottom_pieces
# bottom pipe
for i in range(1, self.bottom_pieces + 1):
piece_pos = (0, W_HEIGHT - i*PipePair.PIECE_HEIGHT)
self.image.blit(pipe_body_img, piece_pos)
bottom_pipe_end_y = W_HEIGHT - self.bottom_height_px
bottom_end_piece_pos = (0, bottom_pipe_end_y - PipePair.PIECE_HEIGHT)
self.image.blit(pipe_end_img, bottom_end_piece_pos)
# top pipe
for i in range(self.top_pieces):
self.image.blit(pipe_body_img, (0, i * PipePair.PIECE_HEIGHT))
top_pipe_end_y = self.top_height_px
self.image.blit(pipe_end_img, (0, top_pipe_end_y))
# compensate for added end pieces
self.top_pieces += 1
self.bottom_pieces += 1
# for collision detection
self.mask = pygame.mask.from_surface(self.image)
@property
def top_height_px(self):
# returns top pipe's height in pix
return self.top_pieces * PipePair.PIECE_HEIGHT
@property
def bottom_height_px(self):
return self.bottom_pieces * PipePair.PIECE_HEIGHT
@property
def visible(self):
# pipe is on screen or not
return -PipePair.WIDTH < self.x < W_WIDTH
@property
def rect(self):
# Get the Rect which contains this Pipe.
return Rect(self.x, 0, PipePair.WIDTH, PipePair.PIECE_HEIGHT)
def update(self, delta_frames=1):
self.x -= ANI_SPEED * frames_to_msec(delta_frames)
def collides_with(self, bird):
return pygame.sprite.collide_mask(self, bird)
def load_images():
def load_image(img_file_name):
file_name = os.path.join('.', 'images', img_file_name)
img = pygame.image.load(file_name)
img.convert()
return img
return {'background': load_image('background.png'),
'pipe-end': load_image('pipe_end.png'),
'pipe-body': load_image('pipe_body.png'),
# images for animating the flapping bird -- animated GIFs are
# not supported in pygame
'bird-wingup': load_image('bird_wing_up.png'),
'bird-wingdown': load_image('bird_wing_down.png')}
def frames_to_msec(frames, fps=FPS):
return 1000.0 * frames / fps
def msec_to_frames(milliseconds, fps=FPS):
return fps * milliseconds / 1000.0
'''
def gameover(display, score):
font = pygame.font.SysFont(None,55)
text = font.render("Game Over! Score: {}".format(score),True,(255,0,0))
display.blit(text, [150,250])'''
def main():
pygame.init()
display_surface = pygame.display.set_mode((W_WIDTH, W_HEIGHT))
pygame.display.set_caption('Flappy Bird by PMN')
clock = pygame.time.Clock()
score_font = pygame.font.SysFont(None, 32, bold=True) # default font
images = load_images()
# the bird stays in the same x position, so bird.x is a constant
# center bird on screen
bird = Bird(50, int(W_HEIGHT/2 - Bird.HEIGHT/2), 2,
(images['bird-wingup'], images['bird-wingdown']))
pipes = deque()
frame_clock = 0 # this counter is only incremented if the game isn't paused
score = 0
done = paused = False
while not done:
clock.tick(FPS)
# Handle this 'manually'. If we used pygame.time.set_timer(),
# pipe addition would be messed up when paused.
if not (paused or frame_clock % msec_to_frames(PipePair.ADD_INTERVAL)):
pp = PipePair(images['pipe-end'], images['pipe-body'])
pipes.append(pp)
for e in pygame.event.get():
if e.type == QUIT or (e.type == KEYUP and e.key == K_ESCAPE):
done = True
break
elif e.type == KEYUP and e.key in (K_PAUSE, K_p):
paused = not paused
elif e.type == MOUSEBUTTONUP or (e.type == KEYUP and
e.key in (K_UP, K_RETURN, K_SPACE)):
bird.ms_to_up = Bird.UP_DURATION
if paused:
continue # don't draw anything
# check for collisions
pipe_collision = any(p.collides_with(bird) for p in pipes)
if pipe_collision or 0 >= bird.y or bird.y >= W_HEIGHT - Bird.HEIGHT:
done = True
for x in (0, W_WIDTH / 2):
display_surface.blit(images['background'], (x, 0))
while pipes and not pipes[0].visible:
pipes.popleft()
for p in pipes:
p.update()
display_surface.blit(p.image, p.rect)
bird.update()
display_surface.blit(bird.image, bird.rect)
# update and display score
for p in pipes:
if p.x + PipePair.WIDTH < bird.x and not p.score_counted:
score += 1
p.score_counted = True
score_surface = score_font.render(str(score), True, (255, 255, 255))
score_x = W_WIDTH/2 - score_surface.get_width()/2
display_surface.blit(score_surface, (score_x, PipePair.PIECE_HEIGHT))
pygame.display.flip()
frame_clock += 1
#gameover(display_surface, score)
print('Game over! Score: %i' % score)
pygame.quit()
if __name__ == '__main__':
# If this module had been imported, __name__ would be 'flappybird'.
# It was executed (e.g. by double-clicking the file), so call main.
main()