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flappy_bird.py
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import pygame, neat, os, random
from pygame.constants import *
pygame.font.init()
pygame.display.set_caption("Flappy Bird")
icon = pygame.image.load("images/redbird-upflap.png")
pygame.display.set_icon(icon)
# setting up variables
WIN_WIDTH = 500
WIN_HEIGHT = 800
GEN = 0
BIRD_IMGS = [pygame.transform.scale2x(pygame.image.load(os.path.join("images","redbird-upflap.png"))),
pygame.transform.scale2x(pygame.image.load(os.path.join("images","redbird-midflap.png"))),
pygame.transform.scale2x(pygame.image.load(os.path.join("images","redbird-downflap.png")))
]
PIPE_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join("images","pipe-red.png")))
BASE_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join("images","base-edit.jpg")))
BG_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join("images","background-night.png")))
START_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join("images", "message.png")))
GAMEOVER_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join("images", "gameover.png")))
# setting up fonts
STAT_FONT = pygame.font.SysFont("comicsnas", 50)
OTHER_FONT = pygame.font.SysFont("comicsnas", 25)
class Bird:
IMGS = BIRD_IMGS # img list object
MAX_ROTATION = 25 # for tilting the bird +25 or -25 degree
ROT_VEL = 20 # number times to rotate the image per frame every time we move bird
ANIMATION_TIME = 5 # control flappy bird's flapping (image shuffle)
def __init__(self, x, y):
self.x = x # x coordinate bird
self.y = y # y coordinate bird
self.tilt = 0 # initializing bird's tilting (will start with no tilt)
self.tick_count = 0 # tracks jumps while bird moves in frame
self.vel = 0 # initializing velocity
self.height = self.y # setting height corresponding to y-coord
self.img_count = 0 # initilizing image count (tracks image for shuffling)
self.img = self.IMGS[0] # starting with first image of bird
# will flap-up the bird
def jump(self):
# self.move()
if self.tick_count < 5:
self.height = self.y
else:
self.height = self.height - self.y
self.vel = -10.5 # for flapping bird upwards
self.tick_count = 0 # resetting jump counter to 0 for frame
# self.height = self.y # after jump it'll update the height of bird (assigns y-coord)
# invoked in every single frame to move our bird
def move(self):
self.tick_count += 1 # records the numbr of times we moved bird since the last jump
# sets displacement (tells how much we are moving up or moving down)
# e.g: -10.5 * 1 + 1.5 * (1) ** 2
# = -10.5 + 1.5
# = -9
# similarly, ... -7, -5, -3, -1
d = self.vel * self.tick_count + 1.5*self.tick_count ** 2
if d >= 16: # terminal velocity
d = 16
if d < 0: # move up little bit
d -= 2
elif d < -5:
d = -2
self.y += d # updates y-coord smoothly (whether it's upward or downward)
# tilting the bird based on it's jump. (tilt down if it falls and vice-versa)
if d < 0 or self.y < self.height + 50:
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
else:
if self.tilt > -90:
self.tilt -= self.ROT_VEL
# self.jump()
def draw(self, win):
self.img_count += 1
# displaying imgage based on image counter
if self.img_count < self.ANIMATION_TIME:
self.img = self.IMGS[0] # wings-down
elif self.img_count < self.ANIMATION_TIME*2:
self.img = self.IMGS[1] # leveled-wings
elif self.img_count < self.ANIMATION_TIME*3:
self.img = self.IMGS[2] # wings-up
elif self.img_count < self.ANIMATION_TIME*4:
self.img = self.IMGS[1] # leveled-wings
elif self.img_count < self.ANIMATION_TIME*4 + 1:
self.img = self.IMGS[0] # wings-down
self.img_count = 0 # image counter reset
# to avoid flapping of wings while falling
if self.tilt <= -80:
self.img = self.IMGS[1] # as it'll be falling so, displaying bird image with leveled-wings
self.img_count = self.ANIMATION_TIME*2
# rotating image
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)
# rendering to the window
win.blit(rotated_image, new_rect.topleft) # win.blit(source, destination)
# helpful for getting mask of bird
def get_mask(self):
return pygame.mask.from_surface(self.img)
class Pipe:
GAP = 200
VEL = 5
def __init__(self, x):
# initializing pipe variable
self.x = x
self.height = 0
self.top = 0
self.bottom = 0
# top pipe should be flipped first before rendering to window.
# transform module of pygame helps you to do such operations on surface
self.PIPE_TOP = pygame.transform.flip(PIPE_IMG, False, True) # flip(surface, xbool, ybool)
self.PIPE_BOTTOM = PIPE_IMG
self.passed = False # bird passed the pipe or not
self.set_height() # invoking randomized set_height() function
# creates random height of top & bottom pipes
def set_height(self):
self.height = random.randrange(50, 450) # randrange(start, stop, step) - [start, stop]
self.top = self.height - self.PIPE_TOP.get_height()
self.bottom = self.height + self.GAP
# moves pipe
def move(self):
self.x -= self.VEL
# draws top & bottom pipe
def draw(self, win):
win.blit(self.PIPE_TOP, (self.x, self.top))
win.blit(self.PIPE_BOTTOM, (self.x, self.bottom))
# check for pixel perfect collision - bool function
def collide(self, bird):
bird_mask = bird.get_mask() # gets bird's mask
top_mask = pygame.mask.from_surface(self.PIPE_TOP) # gets top pipes mask
bottom_mask = pygame.mask.from_surface(self.PIPE_BOTTOM) # gets bottom pipes mask
# setting up the offset
top_offset = (self.x - bird.x, self.top - round(bird.y))
bottom_offset = (self.x - bird.x, self.bottom - round(bird.y))
# collision check variable
t_point = bird_mask.overlap(top_mask, top_offset)
b_point = bird_mask.overlap(bottom_mask, bottom_offset)
# collision check logic
if t_point or b_point:
return True
return False
class Base:
VEL = 5
WIDTH = BASE_IMG.get_width()
# print(WIDTH)
IMG = BASE_IMG
def __init__(self, y):
self.y = y
self.x1 = 0
self.x2 = self.WIDTH
# will move pipe element
def move(self):
self.x1 -=self.VEL
self.x2 -= self.VEL
# logic that checks if any image is completely of the window - updating x1 & x2
if self.x1 + self.WIDTH < 0:
self.x1 = self.x2 + self.WIDTH
if self.x2 + self.WIDTH < 0:
self.x2 = self.x1 + self.WIDTH
# will loop pipe images in continuous manner
def draw(self, win):
# renders two images of pipe at x1 & x2 coords
win.blit(self.IMG, (self.x1, self.y))
win.blit(self.IMG, (self.x2, self.y))
# will render all the elements as a whole
def draw_window(win, birds, pipes, base, score):
win.blit(BG_IMG, (0,0))
for pipe in pipes:
pipe.draw(win)
text = STAT_FONT.render("Score: " + str(score), 1, (255,255,255)) # 1 is for anti-aliasing (255,255,255) is the colour
win.blit(text, (WIN_WIDTH - 10 - text.get_width(), 10))
base.draw(win)
birds.draw(win)
pygame.display.update()
def start(win):
while True:
for event in pygame.event.get():
if event.type == QUIT or (event.type==KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
quit()
elif event.type==KEYDOWN and (event.key==K_SPACE or event.key == K_LEFT):
print("Manual Mode")
pygame.display.set_caption("Manual Mode - Flappy Bird")
return
elif event.type==KEYDOWN and (event.key == K_RIGHT):
print("God Mode")
os.system("flappy_bird_ai.py")
else:
win.fill((0,0,0))
win.blit(START_IMG, (63, 150))
text = OTHER_FONT.render("<< Manual Mode | God Mode >>", 1, (255,255,255)) # 1 is for anti-aliasing (255,255,255) is the colour
win.blit(text, (115, 760))
names = ["IU1941230085 - Nirmal Mudaliar",
"IU1941230093 - Saurav Panchal",
"IU1941230097 - Abhi Patel"]
text = OTHER_FONT.render(names[0], 1, (255,255,255)) # 1 is for anti-aliasing (255,255,255) is the colour
win.blit(text, ((WIN_WIDTH/2)-(WIN_WIDTH/2)/2, 10))
text = OTHER_FONT.render(names[1], 1, (255,255,255)) # 1 is for anti-aliasing (255,255,255) is the colour
win.blit(text, ((WIN_WIDTH/2)-(WIN_WIDTH/2)/2, 30))
text = OTHER_FONT.render(names[2], 1, (255,255,255)) # 1 is for anti-aliasing (255,255,255) is the colour
win.blit(text, ((WIN_WIDTH/2)-(WIN_WIDTH/2)/2+25, 50))
pygame.display.set_caption("Flappy Bird")
pygame.display.update()
def main(win):
bird = Bird(230, 350)
# create base object
base = Base(730)
# create pipes list
pipes = [Pipe(600)]
clock = pygame.time.Clock()
score = 0
run = True
while run:
clock.tick(30) # 30 tick every seconds so frame doesn't move fast.
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
elif event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP):
bird.jump()
pygame.display.update()
break
bird.move()
add_pipe = False
rem = []
for pipe in pipes:
if pipe.collide(bird) or bird.y + bird.img.get_height() >= 730 or bird.y < 0:
win.blit(GAMEOVER_IMG, (63, 150))
pygame.display.update()
return
if pipe.x + pipe.PIPE_TOP.get_width() < 0: # whether pipe is completely off the screen or not ?
rem.append(pipe) # add it to rem list
# checks whether bird has passed the pipe or not ?
if not pipe.passed and pipe.x < bird.x:
pipe.passed = True
add_pipe = True
pipe.move() # moves pipe
# will append new pipe in pipes list
if add_pipe:
score += 1
# for g in ge:
# g.fitness += 5
pipes.append(Pipe(600))
# removes pipes which are off the screen
for r in rem:
pipes.remove(r)
base.move()
draw_window(win, bird, pipes, base, score)
if __name__ == "__main__":
win = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
while True:
start(win)
main(win)