In this post, we are going to see how to make a flappy bird game in Pygame. We all are familiar with this game. In this game, the main objective of the player is to gain the maximum points by defending the bird from hurdles. Here, we will build our own Flappy Bird game using Python.
Below is the implementation :
#thaju py.game #import variables 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 box ( 'assets/sprites/redbox-upflap.png', 'assets/sprites/redbox-midflap.png', 'assets/sprites/redbox-downflap.png', ), # blue box ( 'assets/sprites/bluebox-upflap.png', 'assets/sprites/bluebox-midflap.png', 'assets/sprites/bluebox-downflap.png', ), # yellow box ( 'assets/sprites/yellowbox-upflap.png', 'assets/sprites/yellowbox-midflap.png', 'assets/sprites/yellowbox-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() # Fullscreen scaled output SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT), pygame.SCALED | pygame.FULLSCREEN) pygame.display.set_caption('Flappy Box') # 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 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['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(), ) # hismask 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 box""" # 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) or event.type == MOUSEBUTTONDOWN: # 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'] }, ] pipeVelX = -4 # player velocity, max velocity, downward accleration, accleration 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 accleration 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) or event.type == MOUSEBUTTONDOWN: 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 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 ans 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) or event.type == MOUSEBUTTONDOWN: 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 collders 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 player 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()
Output:
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