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main.py
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import pygame
from pygame.locals import *
import random
pygame.init()
clock = pygame.time.Clock()
fps = 60
screen_width = 675
screen_height = 732
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Flappy Bird')
# define font
font = pygame.font.SysFont('Bauhaus 93', 30)
# define colours
white = (255, 255, 255)
# game variables.
ground_scroll = 0
scroll_speed = 4
flying = False
game_over = False
pipe_gap = 120
pipe_frequency = 1200 # milliseconds
last_pipe = pygame.time.get_ticks() - pipe_frequency
score = 0
top_score = 0
pass_pipe = False
# loading images.
bg = pygame.image.load('images/bg.png')
ground_img = pygame.image.load('images/ground.png')
button_img = pygame.image.load('images/restart.png')
def draw_text(text, font, text_col, x, y):
img = font.render(text, True, text_col)
screen.blit(img, (x, y))
def reset_game():
pipe_group.empty()
flappy.rect.x = 100
flappy.rect.y = int(screen_height / 2)
score = 0
return score
class Bird(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.images = []
self.index = 0
self.count = 0
for num in range(1, 4):
img = pygame.image.load(f'images/bird{num}.png')
self.images.append(img)
self.image = self.images[self.index]
self.rect = self.image.get_rect()
self.rect.center = [x, y]
self.vel = 0
self.clicked = False
def update(self):
if flying == True:
# gravity
self.vel += 0.5
if self.vel > 6.25:
self.vel = 6.25
if self.rect.bottom < 600:
self.rect.y += int(self.vel)
if game_over == False:
# jumping
keys = pygame.key.get_pressed()
if pygame.mouse.get_pressed()[0] == 1 or keys[K_SPACE] == 1:
if self.clicked == False:
self.vel = -7.8
self.clicked = True
if pygame.mouse.get_pressed()[0] == 0 or keys[K_SPACE] == 0:
self.clicked = False
# animation
self.count += 1
flap_cooldown = 5
if self.count > flap_cooldown:
self.count = 0
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
# rotating the images(bird)
self.image = pygame.transform.rotate(self.images[self.index], (-2) * self.vel)
else:
self.image = pygame.transform.rotate(self.images[self.index], -90)
class Pipe(pygame.sprite.Sprite):
def __init__(self, x, y, position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('images/pipe.png')
self.rect = self.image.get_rect()
# postion 1 is from top, -1 id from bottom
if position == 1:
self.image = pygame.transform.flip(self.image, False, True)
self.rect.bottomleft = [x, y - int(pipe_gap / 2)]
if position == -1:
self.rect.topleft = [x, y + int(pipe_gap / 2)]
def update(self):
self.rect.x -= scroll_speed
if self.rect.right < 0:
self.kill()
class Button():
def __init__(self, x, y, image):
self.image = image
self.rect = self.image.get_rect()
self.rect.topleft = (x, y)
def draw(self):
action = False
# get mouse position
mpos = pygame.mouse.get_pos()
# check if mouse is over button
if self.rect.collidepoint(mpos):
if pygame.mouse.get_pressed()[0] == 1:
action = True
# check for space bar action
keys = pygame.key.get_pressed()
if keys[K_SPACE] == 1:
action = True
# draw button
screen.blit(self.image, (self.rect.x, self.rect.y))
return action
bird_group = pygame.sprite.Group()
pipe_group = pygame.sprite.Group()
flappy = Bird(100, int(screen_height / 2))
bird_group.add(flappy)
# create restart button instance
button = Button(screen_width // 2 - 50, screen_height // 2 - 100, button_img)
run = True
while run:
clock.tick(fps)
screen.blit(bg, (0, 0))
bird_group.draw(screen)
bird_group.update()
pipe_group.draw(screen)
# draw the ground
screen.blit(ground_img, (ground_scroll, 600))
# check the score
if len(pipe_group) > 0:
if bird_group.sprites()[0].rect.left > pipe_group.sprites()[0].rect.left \
and bird_group.sprites()[0].rect.right < pipe_group.sprites()[0].rect.right \
and pass_pipe == False:
pass_pipe = True
if pass_pipe == True:
if bird_group.sprites()[0].rect.left > pipe_group.sprites()[0].rect.right:
score += 5
pass_pipe = False
draw_text("Score:", font, white, int(100), 10)
draw_text(str(score), font, white, int(170), 10)
draw_text("Best Score:", font, white, int(screen_width - 200), 10)
draw_text(str(top_score), font, white, int(screen_width - 80), 10)
# checking for collision
if pygame.sprite.groupcollide(bird_group, pipe_group, False, False) or flappy.rect.top < 0:
game_over = True
# checking for ending of game
if flappy.rect.bottom > 600:
game_over = True
flying = False
if game_over == False and flying == True:
# generating pipes
time_now = pygame.time.get_ticks()
if time_now - last_pipe > pipe_frequency:
pipe_height = random.randint(-80, 80)
btm_pipe = Pipe(screen_width, int(screen_height / 2) + pipe_height, -1)
top_pipe = Pipe(screen_width, int(screen_height / 2) + pipe_height, 1)
pipe_group.add(btm_pipe)
pipe_group.add(top_pipe)
last_pipe = time_now
pipe_group.update()
# moving the ground
ground_scroll -= scroll_speed
if abs(ground_scroll) > 35:
ground_scroll = 0
# reset after game over
if game_over == True:
if button.draw() == True:
game_over = False
if score > top_score:
top_score = score
score = reset_game()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if event.type == pygame.MOUSEBUTTONDOWN or keys[K_SPACE] == 1:
if flying == False and game_over == False:
flying = True
pygame.display.update()
pygame.quit()