from itertools import cycle import random import sys import os import argparse import pickle import pygame from pygame.locals import * sys.path.append(os.getcwd()) from bot import Bot # Initialize the bot bot = Bot() SCREENWIDTH = 288 SCREENHEIGHT = 512 # amount by which base can maximum shift to left 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 bird ( "data/assets/sprites/redbird-upflap.png", "data/assets/sprites/redbird-midflap.png", "data/assets/sprites/redbird-downflap.png", ), # blue bird ( # amount by which base can maximum shift to left "data/assets/sprites/bluebird-upflap.png", "data/assets/sprites/bluebird-midflap.png", "data/assets/sprites/bluebird-downflap.png", ), # yellow bird ( "data/assets/sprites/yellowbird-upflap.png", "data/assets/sprites/yellowbird-midflap.png", "data/assets/sprites/yellowbird-downflap.png", ), ) # list of backgrounds BACKGROUNDS_LIST = ( "data/assets/sprites/background-day.png", "data/assets/sprites/background-night.png", ) # list of pipes PIPES_LIST = ("data/assets/sprites/pipe-green.png", "data/assets/sprites/pipe-red.png") def main(): global SCREEN, FPSCLOCK, FPS, bot parser = argparse.ArgumentParser("flappy.py") parser.add_argument("--fps", type=int, default=60, help="number of frames per second") parser.add_argument( "--dump_hitmasks", action="store_true", help="dump hitmasks to file and exit" ) args = parser.parse_args() FPS = args.fps pygame.init() FPSCLOCK = pygame.time.Clock() SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT)) pygame.display.set_caption("Flappy Bird") # numbers sprites for score display IMAGES["numbers"] = ( pygame.image.load("data/assets/sprites/0.png").convert_alpha(), pygame.image.load("data/assets/sprites/1.png").convert_alpha(), pygame.image.load("data/assets/sprites/2.png").convert_alpha(), pygame.image.load("data/assets/sprites/3.png").convert_alpha(), pygame.image.load("data/assets/sprites/4.png").convert_alpha(), pygame.image.load("data/assets/sprites/5.png").convert_alpha(), pygame.image.load("data/assets/sprites/6.png").convert_alpha(), pygame.image.load("data/assets/sprites/7.png").convert_alpha(), pygame.image.load("data/assets/sprites/8.png").convert_alpha(), pygame.image.load("data/assets/sprites/9.png").convert_alpha(), ) # game over sprite IMAGES["gameover"] = pygame.image.load("data/assets/sprites/gameover.png").convert_alpha() # message sprite for welcome screen IMAGES["message"] = pygame.image.load("data/assets/sprites/message.png").convert_alpha() # base (ground) sprite IMAGES["base"] = pygame.image.load("data/assets/sprites/base.png").convert_alpha() # sounds if "win" in sys.platform: soundExt = ".wav" else: soundExt = ".ogg" SOUNDS["die"] = pygame.mixer.Sound("data/assets/audio/die" + soundExt) SOUNDS["hit"] = pygame.mixer.Sound("data/assets/audio/hit" + soundExt) SOUNDS["point"] = pygame.mixer.Sound("data/assets/audio/point" + soundExt) SOUNDS["swoosh"] = pygame.mixer.Sound("data/assets/audio/swoosh" + soundExt) SOUNDS["wing"] = pygame.mixer.Sound("data/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.rotate(pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(), 180), 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]), ) if args.dump_hitmasks: with open("data/hitmasks_data.pkl", "wb") as output: pickle.dump(HITMASKS, output, pickle.HIGHEST_PROTOCOL) sys.exit() movementInfo = showWelcomeAnimation() crashInfo = mainGame(movementInfo) showGameOverScreen(crashInfo) def showWelcomeAnimation(): """Shows welcome screen animation of flappy bird""" # 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: """ De-activated the press key functionality 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): # make first flap sound and return values for mainGame SOUNDS['wing'].play() return { 'playery': playery + playerShmVals['val'], 'basex': basex, 'playerIndexGen': playerIndexGen, } """ 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 playerFlapAcc = -9 # players speed on flapping playerFlapped = False # True when player flaps while True: if -playerx + lowerPipes[0]["x"] > -30: myPipe = lowerPipes[0] else: myPipe = lowerPipes[1] 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): if playery > -2 * IMAGES["player"][0].get_height(): playerVelY = playerFlapAcc playerFlapped = True SOUNDS["wing"].play() if bot.act(-playerx + myPipe["x"], -playery + myPipe["y"], playerVelY): 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]: # Update the q scores bot.update_scores() return { "y": playery, "groundCrash": crashTest[1], "basex": basex, "upperPipes": upperPipes, "lowerPipes": lowerPipes, "score": score, "playerVelY": playerVelY, } # 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) # player's movement if playerVelY < playerMaxVelY and not playerFlapped: playerVelY += playerAccY if playerFlapped: playerFlapped = False 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 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 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) SCREEN.blit(IMAGES["player"][playerIndex], (playerx, playery)) pygame.display.update() FPSCLOCK.tick(FPS) def showGameOverScreen(crashInfo): """crashes the player down and shows gameover image""" score = crashInfo["score"] playerx = SCREENWIDTH * 0.2 playery = crashInfo["y"] playerHeight = IMAGES["player"][0].get_height() playerVelY = crashInfo["playerVelY"] playerAccY = 2 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: """ De-activated press key functionality 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): if playery + playerHeight >= BASEY - 1: return """ return ### Must remove to activate press-key functionality # player y shift if playery + playerHeight < BASEY - 1: playery += min(playerVelY, BASEY - playery - playerHeight) # player velocity change if playerVelY < 15: playerVelY += playerAccY # 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) SCREEN.blit(IMAGES["player"][1], (playerx, playery)) 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) or (player["y"] + player["h"] <= 0): 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 bird 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 range(rect.width): for y in range(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 range(image.get_width()): mask.append([]) for y in range(image.get_height()): mask[x].append(bool(image.get_at((x, y))[3])) return mask if __name__ == "__main__": main()