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flapy.py
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flapy.py
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import random # For generating random numbers
import sys # We will use sys.exit to exit the program
import pygame
from pygame.locals import * # Basic pygame imports
# Global Variables for the game
FPS = 32
SCREENWIDTH = 389
SCREENHEIGHT = 511
SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
GROUNDY = SCREENHEIGHT * 0.8
GAME_SPRITES = {}
GAME_SOUNDS = {}
PLAYER = 'sprites/player.png'
BACKGROUND = 'sprites/background.png'
PIPE = 'sprites/pipe.png'
gameover='sprites/gameover.png'
def welcomeScreen():
"""
Shows welcome images on the screen
"""
playerx = int(SCREENWIDTH / 5)
playery = int((SCREENHEIGHT - GAME_SPRITES['player'].get_height()) / 2)
messagex = int((SCREENWIDTH - GAME_SPRITES['message'].get_width()) / 2)
messagey = int(SCREENHEIGHT * 0.13)
basex = 0
while True:
for event in pygame.event.get():
# if user clicks on cross button, close the game
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
# If the user presses space or up key, start the game for them
elif event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP):
return
else:
SCREEN.blit(GAME_SPRITES['background'], (0, 0))
SCREEN.blit(GAME_SPRITES['player'], (playerx, playery))
SCREEN.blit(GAME_SPRITES['message'], (messagex, messagey))
SCREEN.blit(GAME_SPRITES['base'], (basex, GROUNDY))
pygame.display.update()
FPSCLOCK.tick(FPS)
def mainGame():
score = 0
playerx = int(SCREENWIDTH / 5)
playery = int(SCREENWIDTH / 2)
basex = 0
# Create 2 pipes for blitting on the screen
newPipe1 = getRandomPipe()
newPipe2 = getRandomPipe()
# my List of upper pipes
upperPipes = [
{'x': SCREENWIDTH + 200, 'y': newPipe1[0]['y']},
{'x': SCREENWIDTH + 200 + (SCREENWIDTH / 2), 'y': newPipe2[0]['y']},
]
# my List of lower pipes
lowerPipes = [
{'x': SCREENWIDTH + 200, 'y': newPipe1[1]['y']},
{'x': SCREENWIDTH + 200 + (SCREENWIDTH / 2), 'y': newPipe2[1]['y']},
]
pipeVelX = -4
playerVelY = -9
playerMaxVelY = 10
playerMinVelY = -8
playerAccY = 1
playerFlapAccv = -8 # velocity while flapping
playerFlapped = False # It is true only when the bird is flapping
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 > 0:
playerVelY = playerFlapAccv
playerFlapped = True
# GAME_SOUNDS['wing'].play()
crashTest = isCollide(playerx, playery, upperPipes, lowerPipes ) # This function will return true if the player is crashed
if crashTest:
return
# check for score
playerMidPos = playerx + GAME_SPRITES['player'].get_width() / 2
for pipe in upperPipes:
pipeMidPos = pipe['x'] + GAME_SPRITES['pipe'][0].get_width() / 2
if pipeMidPos <= playerMidPos < pipeMidPos + 4:
score += 1
print(f"Your score is {score}")
# GAME_SOUNDS['point'].play()
if playerVelY < playerMaxVelY and not playerFlapped:
playerVelY += playerAccY
if playerFlapped:
playerFlapped = False
playerHeight = GAME_SPRITES['player'].get_height()
playery = playery + min(playerVelY, GROUNDY - playery - playerHeight)
# move pipes to the left
for upperPipe, lowerPipe in zip(upperPipes, lowerPipes):
upperPipe['x'] += pipeVelX
lowerPipe['x'] += pipeVelX
# Add a new pipe when the first is about to cross the leftmost part of the screen
if 0 < upperPipes[0]['x'] < 5:
newpipe = getRandomPipe()
upperPipes.append(newpipe[0])
lowerPipes.append(newpipe[1])
# if the pipe is out of the screen, remove it
if upperPipes[0]['x'] < -GAME_SPRITES['pipe'][0].get_width():
upperPipes.pop(0)
lowerPipes.pop(0)
# Lets blit our sprites now
SCREEN.blit(GAME_SPRITES['background'], (0, 0))
for upperPipe, lowerPipe in zip(upperPipes, lowerPipes):
SCREEN.blit(GAME_SPRITES['pipe'][0], (upperPipe['x'], upperPipe['y']))
SCREEN.blit(GAME_SPRITES['pipe'][1], (lowerPipe['x'], lowerPipe['y']))
SCREEN.blit(GAME_SPRITES['base'], (basex, GROUNDY))
SCREEN.blit(GAME_SPRITES['player'], (playerx, playery))
"""
myDigits = [int(x) for x in list(str(score))]
width = 0
for digit in myDigits:
width += GAME_SPRITES['numbers'][digit].get_width()
Xoffset = (SCREENWIDTH - width) / 2
for digit in myDigits:
SCREEN.blit(GAME_SPRITES['numbers'][digit], (Xoffset, SCREENHEIGHT * 0.12))
Xoffset += GAME_SPRITES['numbers'][digit].get_width()"""
pygame.display.update()
FPSCLOCK.tick(FPS)
def isCollide(playerx, playery, upperPipes, lowerPipes ):
if playery > GROUNDY -53 or playery < 0:
pygame.display.update()
# GAME_SOUNDS['hit'].play()
return True
for pipe in upperPipes:
pipeHeight = GAME_SPRITES['pipe'][0].get_height()
if (playery < pipeHeight + pipe['y'] and abs(playerx - pipe['x']) < GAME_SPRITES['pipe'][0].get_width()):
GAME_SOUNDS['hit'].play()
return True
for pipe in lowerPipes:
if (playery + GAME_SPRITES['player'].get_height() > pipe['y']) and abs(playerx - pipe['x']) < \
GAME_SPRITES['pipe'][0].get_width():
# GAME_SOUNDS['hit'].play()
return True
return False
def getRandomPipe():
"""
Generate positions of two pipes(one bottom straight and one top rotated ) for blitting on the screen
"""
pipeHeight = GAME_SPRITES['pipe'][0].get_height()
offset = SCREENHEIGHT / 3
y2 = offset + random.randrange(0, int(SCREENHEIGHT - GAME_SPRITES['base'].get_height() - 1.2 * offset))
pipeX = SCREENWIDTH + 10
y1 = pipeHeight - y2 + offset
pipe = [
{'x': pipeX, 'y': -y1}, # upper Pipe
{'x': pipeX, 'y': y2} # lower Pipe
]
return pipe
if __name__ == "__main__":
# This will be the main point from where our game will start
pygame.init() # Initialize all pygame's modules
FPSCLOCK = pygame.time.Clock()
pygame.display.set_caption('Flappy Bird by Akhilendra')
"""
GAME_SPRITES['numbers'] = (
pygame.image.load('gallery/sprites/0.png').convert_alpha(),
pygame.image.load('gallery/sprites/1.png').convert_alpha(),
pygame.image.load('gallery/sprites/2.png').convert_alpha(),
pygame.image.load('gallery/sprites/3.png').convert_alpha(),
pygame.image.load('gallery/sprites/4.png').convert_alpha(),
pygame.image.load('gallery/sprites/5.png').convert_alpha(),
pygame.image.load('gallery/sprites/6.png').convert_alpha(),
pygame.image.load('gallery/sprites/7.png').convert_alpha(),
pygame.image.load('gallery/sprites/8.png').convert_alpha(),
pygame.image.load('gallery/sprites/9.png').convert_alpha(),
)
"""
GAME_SPRITES['message'] = pygame.image.load('sprites/message.png').convert_alpha()
GAME_SPRITES['gameover'] = pygame.image.load('sprites/gameover.png').convert_alpha()
GAME_SPRITES['base'] = pygame.image.load('sprites/base.png').convert_alpha()
GAME_SPRITES['pipe'] = (pygame.transform.rotate(pygame.image.load(PIPE).convert_alpha(), 180),
pygame.image.load(PIPE).convert_alpha()
)
# Game sounds
#GAME_SOUNDS['die'] = pygame.mixer.Sound('gallery/audio/die.wav')
#GAME_SOUNDS['hit'] = pygame.mixer.Sound('gallery/audio/hit.wav')
#GAME_SOUNDS['point'] = pygame.mixer.Sound('gallery/audio/point.wav')
#GAME_SOUNDS['swoosh'] = pygame.mixer.Sound('gallery/audio/swoosh.wav')
#GAME_SOUNDS['wing'] = pygame.mixer.Sound('gallery/audio/wing.wav')
GAME_SPRITES['background'] = pygame.image.load(BACKGROUND).convert()
GAME_SPRITES['player'] = pygame.image.load(PLAYER).convert_alpha()
while True:
welcomeScreen() # Shows welcome screen to the user until he presses a button
mainGame() # This is the main game function