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flap.py
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flap.py
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import pygame
import random
import os
from tkinter import *
from tkinter import messagebox
import time
pygame.font.init()
root = Tk()
WIN_WIDTH = 600
WIN_HEIGHT = 800
PIPE_VEL = 3
FLOOR = 730
STAT_FONT = pygame.font.SysFont("arial", 50)
END_FONT = pygame.font.SysFont("arial", 70)
WIN = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
pygame.display.set_caption("FLAPPY BIRD")
pipe_img = pygame.transform.scale2x(pygame.image.load(os.path.join("img","pipe.png")).convert_alpha())
bg_img = pygame.transform.scale(pygame.image.load(os.path.join("img","bg.png")).convert_alpha(), (600, 900))
bird_images = [pygame.transform.scale2x(pygame.image.load(os.path.join("img","bird" + str(x) + ".png"))) for x in range(1,4)]
base_img = pygame.transform.scale2x(pygame.image.load(os.path.join("img","base.png")).convert_alpha())
class Bird:
"""
Bird class representing the flappy bird
"""
WIN_HEIGHT = 0
WIN_WIDTH = 0
MAX_ROTATION = 25
IMGS = bird_images
ROT_VEL = 20
ANIMATION_TIME = 5
def __init__(self, x, y):
"""
Initialize the object
:param x: starting x pos (int)
:param y: starting y pos (int)
:return: None
"""
self.x = x
self.y = y
self.gravity = 9.8
self.tilt = 0 # degrees to tilt
self.tick_count = 0
self.vel = 0
self.height = self.y
self.img_count = 0
self.img = self.IMGS[0]
#btn_F = LabelFrame(root, bd = 7,relief= GROOVE)
# btn_F.place(x = 100,width =10 ,height = 10)
exit_btn = Button(root, text = 'Exit', command = self.exit_sft
, bg = 'cadetblue', fg = 'grey',bd =2, pady = 15, width = 10
,font = 'arial 15 bold')
def exit_sft(self):
op = messagebox.askyesno('Exit', "Do you really want to exit?")
if op>0:
self.root.destroy()
else:
return
def jump(self):
"""
make the bird jump
:return: None
"""
self.vel = -10.5
self.tick_count = 0
self.height = self.y
def move(self):
"""
make the bird move
:return: None
"""
self.tick_count += 1
# for downward acceleration
displacement = self.vel*(self.tick_count) + 0.5*(3)*(self.tick_count)**2 # calculate displacement
# terminal velocity
if displacement >= 16:
displacement = (displacement/abs(displacement)) * 16
if displacement < 0:
displacement -= 2
self.y = self.y + displacement
if displacement < 0 or self.y < self.height + 50: # tilt up
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
else: # tilt down
if self.tilt > -90:
self.tilt -= self.ROT_VEL
def draw(self, win):
"""
draw the bird
:param win: pygame window or surface
:return: None
"""
self.img_count += 1
# For animation of bird, loop through three images
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
# so when bird is nose diving it isn't flapping
if self.tilt <= -80:
self.img = self.IMGS[1]
self.img_count = self.ANIMATION_TIME*2
# tilt the bird
blitRotateCenter(win, self.img, (self.x, self.y), self.tilt)
def get_mask(self):
"""
gets the mask for the current image of the bird
:return: None
"""
return pygame.mask.from_surface(self.img)
class Pipe():
"""
represents a pipe object
"""
WIN_HEIGHT = WIN_HEIGHT
WIN_WIDTH = WIN_WIDTH
GAP = 200
VEL = 5
def __init__(self, x):
"""
initialize pipe object
:param x: int
:param y: int
:return" None
"""
self.x = x
self.height = 0
self.gap = 100 # gap between top and bottom pipe
# where the top and bottom of the pipe is
self.top = 0
self.bottom = 0
self.PIPE_TOP = pygame.transform.flip(pipe_img, False, True)
self.PIPE_BOTTOM = pipe_img
self.passed = False
self.set_height()
def set_height(self):
"""
set the height of the pipe, from the top of the screen
:return: None
"""
self.height = random.randrange(50, 450)
self.top = self.height - self.PIPE_TOP.get_height()
self.bottom = self.height + self.GAP
def move(self):
"""
move pipe based on vel
:return: None
"""
self.x -= self.VEL
def draw(self, win):
"""
draw both the top and bottom of the pipe
:param win: pygame window/surface
:return: None
"""
# draw top
win.blit(self.PIPE_TOP, (self.x, self.top))
# draw bottom
win.blit(self.PIPE_BOTTOM, (self.x, self.bottom))
def collide(self, bird, win):
"""
returns if a point is colliding with the pipe
:param bird: Bird object
:return: Bool
"""
bird_mask = bird.get_mask()
top_mask = pygame.mask.from_surface(self.PIPE_TOP)
bottom_mask = pygame.mask.from_surface(self.PIPE_BOTTOM)
top_offset = (self.x - bird.x, self.top - round(bird.y))
bottom_offset = (self.x - bird.x, self.bottom - round(bird.y))
b_point = bird_mask.overlap(bottom_mask, bottom_offset)
t_point = bird_mask.overlap(top_mask,top_offset)
if b_point or t_point:
return True
return False
class Base:
"""
Represnts the moving floor of the game
"""
VEL = 5
WIN_WIDTH = WIN_WIDTH
WIDTH = base_img.get_width()
IMG = base_img
def __init__(self, y):
"""
Initialize the object
:param y: int
:return: None
"""
self.y = y
self.x1 = 0
self.x2 = self.WIDTH
def move(self):
"""
move floor so it looks like its scrolling
:return: None
"""
self.x1 -= self.VEL
self.x2 -= self.VEL
if self.x1 + self.WIDTH < 0:
self.x1 = self.x2 + self.WIDTH
if self.x2 + self.WIDTH < 0:
self.x2 = self.x1 + self.WIDTH
def draw(self, win):
"""
Draw the floor. This is two images that move together.
:param win: the pygame surface/window
:return: None
"""
win.blit(self.IMG, (self.x1, self.y))
win.blit(self.IMG, (self.x2, self.y))
def blitRotateCenter(surf, image, topleft, angle):
"""
Rotate a surface and blit it to the window
:param surf: the surface to blit to
:param image: the image surface to rotate
:param topLeft: the top left position of the image
:param angle: a float value for angle
:return: None
"""
rotated_image = pygame.transform.rotate(image, angle)
new_rect = rotated_image.get_rect(center = image.get_rect(topleft = topleft).center)
surf.blit(rotated_image, new_rect.topleft)
def menu_screen(win):
"""
the menu screen that will start the game
:param win: the pygame window surface
:return: None
"""
pass
def end_screen(win):
"""
display an end screen when the player loses
:param win: the pygame window surface
:return: None
"""
run = True
text_label = END_FONT.render("Press Space to Restart ", 1, (128,0,0))
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
main(win)
win.blit(text_label, (WIN_WIDTH/2 - text_label.get_width()/2, 500))
pygame.display.update()
pygame.quit()
quit()
def draw_window(win, bird, pipes, base, score):
"""
draws the windows for the main game loop
:param win: pygame window surface
:param bird: a Bird object
:param pipes: List of pipes
:param score: score of the game (int)
:return: None
"""
win.blit(bg_img, (0,0))
for pipe in pipes:
pipe.draw(win)
base.draw(win)
bird.draw(win)
# score
score_label = STAT_FONT.render("Score: " + str(score),1,(128,0,0))
win.blit(score_label, (WIN_WIDTH - score_label.get_width() - 15, 10))
pygame.display.update()
def main(win):
"""
Runs the main game loop
:param win: pygame window surface
:return: None
"""
bird = Bird(230,350)
base = Base(FLOOR)
pipes = [Pipe(700)]
score = 0
clock = pygame.time.Clock()
start = False
lost = False
run = True
while run:
pygame.time.delay(30)
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
break
if event.type == pygame.KEYDOWN and not lost:
if event.key == pygame.K_SPACE:
if not start:
start = True
bird.jump()
# Move Bird, base and pipes
if start:
bird.move()
if not lost:
base.move()
if start:
rem = []
add_pipe = False
for pipe in pipes:
pipe.move()
# check for collision
if pipe.collide(bird, win):
lost = True
if pipe.x + pipe.PIPE_TOP.get_width() < 0:
rem.append(pipe)
if not pipe.passed and pipe.x < bird.x:
pipe.passed = True
add_pipe = True
if add_pipe:
score += 1
pipes.append(Pipe(WIN_WIDTH))
for r in rem:
pipes.remove(r)
if bird.y + bird_images[0].get_height() - 10 >= FLOOR:
break
draw_window(WIN, bird, pipes, base, score)
end_screen(WIN)
main(WIN)
root.mainloop()