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model.py
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import pygame
import neat
import os
import time
import random
BIRD_IMG1 = pygame.image.load(os.path.join('imgs', 'bird1.png'))
BIRD_IMG2 = pygame.image.load(os.path.join('imgs', 'bird2.png'))
BIRD_IMG3 = pygame.image.load(os.path.join('imgs', 'bird3.png'))
BIRD_IMGS = [pygame.transform.scale2x(BIRD_IMG1), pygame.transform.scale2x(BIRD_IMG2), pygame.transform.scale2x(BIRD_IMG3)]
PIPE_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'pipe.png')))
BASE_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'base.png')))
class Bird:
IMGS = BIRD_IMGS
MAX_ROTATION = 25
ANIMATION_TIME = 5
def __init__(self, x, y):
self.x = x
self.y = y
# the bird should start looking straight at the beginning
self.tilt = 0
# keep track of the frames
self.tick_count = 0
self.velocity = 0
self.height = self.y
self.img_count = 0
self.img = self.IMGS[0]
def jump(self):
# to go up use negative value as the point 0,0
# is at the upper left corner
self.velocity = -10.5
# keep track of when are we last jump
self.tick_count = 0
# where the bird started to jump
self.height = self.y
def move(self):
self.tick_count += 1
distance = self.velocity * self.tick_count + 1.5 * self.tick_count**2
# slow down the distance
if distance > 16:
distance = 16
self.y = self.y + distance
# if going up
if distance < 0:
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
# if going down
else:
if self.tilt > -90 and self.y > self.height + 50:
self.tilt -= 10
def draw(self, window):
self.img_count += 1
if self.img_count < self.ANIMATION_TIME:
self.img = self.IMGS[0]
elif self.img_count < self.ANIMATION_TIME*2:
self.img = self.IMGS[1]
elif self.img_count < self.ANIMATION_TIME*3:
self.img = self.IMGS[2]
elif self.img_count < self.ANIMATION_TIME*4:
self.img = self.IMGS[1]
elif self.img_count == self.ANIMATION_TIME*4 + 1:
self.img = self.IMGS[0]
self.img_count = 0
if self.tilt <= -80:
self.img = self.IMGS[1]
self.img_count = self.ANIMATION_TIME*2
rotated_image = pygame.transform.rotate(self.img, self.tilt)
new_rect = rotated_image.get_rect(center=self.img.get_rect(topleft=(self.x, self.y)).center)
window.blit(rotated_image, new_rect.topleft)
def get_mask(self):
return pygame.mask.from_surface(self.img)
class Pipe:
GAP = 200
VELOCITY = 5
def __init__(self, x):
self.x = x
self.height = 0
self.top = 0
self.bottom = 0
self.PIPE_TOP = pygame.transform.flip(PIPE_IMG, False, True)
self.PIP_BOTTOM = PIPE_IMG
self.passed = False
self.set_height()
def set_height(self):
# generate random height
# set the y of the top pipe to the height of the
# original pipe + random value
# set the y of the bottom pipe to the random value + gap
self.height = random.randrange(50, 450)
self.top = self.height - self.PIPE_TOP.get_height()
self.bottom = self.height + self.GAP
def move(self):
self.x -= self.VELOCITY
def draw(self,window):
window.blit(self.PIPE_TOP, (self.x, self.top))
window.blit(self.PIP_BOTTOM, (self.x, self.bottom))
def collide(self, bird):
bird_mask = bird.get_mask()
top_mask = pygame.mask.from_surface(self.PIPE_TOP)
bottom_mask = pygame.mask.from_surface(self.PIP_BOTTOM)
top_offset = (self.x - bird.x, self.top - round(bird.y))
bottom_offset = (self.x - bird.x, self.bottom - round(bird.y))
top_point = bird_mask.overlap(top_mask, top_offset)
bottom_point = bird_mask.overlap(bottom_mask, bottom_offset)
# check if the masks collide
if top_point or bottom_point:
return True
return False
class Base:
VELOCITY = 5
WIDTH = BASE_IMG.get_width()
IMG = BASE_IMG
def __init__(self, y):
self.y = y
self.x1 = 0
self.x2 = self.WIDTH
def move(self):
self.x1 -= self.VELOCITY
self.x2 -= self.VELOCITY
# check if the first image is out side of the window
# if true append it at the end of the second image
if self.x1 + self.WIDTH < 0:
self.x1 = self.x2 + self.WIDTH
# check if the second image is out side of the window
# if true append it at the end of the first image
if self.x2 + self.WIDTH < 0:
self.x2 = self.x1 + self.WIDTH
def draw(self, window):
window.blit(self.IMG, (self.x1, self.y))
window.blit(self.IMG, (self.x2, self.y))
def collide(self,bird):
bird_mask = bird.get_mask()
base_mask = pygame.mask.from_surface(self.IMG)
first_offset = (self.x1 - bird.x, self.y - round(bird.y))
second_offset = (self.x2 - bird.x, self.y - round(bird.y))
first_point = bird_mask.overlap(base_mask, first_offset)
second_point = bird_mask.overlap(base_mask, second_offset)
# check if the masks collide
if first_point or second_point:
return True
return False