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FlappyBirdCode3.py
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FlappyBirdCode3.py
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import pygame
import neat
import time
import os
import random
WIN_WIDTH = 450
WIN_HEIGHT = 1000
BIRD_IMGS = [pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "bird1.png"))), pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "bird2.png"))), pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "bird3.png")))]
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")))
BG_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "bg.png")))
class Bird:
IMGS = BIRD_IMGS
MAX_ROTATION = 25
ROT_VEL = 20
ANIMATION_TIME = 5
def __init__(self, x, y):
self.x = x
self.y = y
self.tilt = 0
self.tick_count = 0
self.vel = 0
self.height = self.y
self.img_count = 0
def jump(self):
self.vel = -10.5
self.tick_count = 0
def move(self):
self.tick_count += 1
d = self.vel*self.tick_count+1.5*self.tick_count**2
if d >= 16:
d = 16
if d < 0:
d = -2
self.y = self.y + d
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
def draw(self, win):
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)
win.blit(rotated_image, new_rect.topleft)
def get_mask(self):
return pygame.mask.from_surface(self.img)
class Pipe:
GAP = 200
VEL = 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.PIPE_BOTTOM = PIPE_IMG
self.passed = False
self.set_height()
def set_height(self):
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.VEL
def draw(self, win):
win.blit(self.PIPE_TOP, (self.x, self.top))
win.blit(self.PIPE_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.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 t_point or b_point:
return True
return False
class Base:
VEL = 5
WIDTH = BASE_IMG.get_height()
IMG = BASE_IMG
def __init__(self, y):
self.y = y
self.x1 = 0
self.x2 = self.WIDTH
def move(self):
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):
win.blit(self.IMG, (self.x1, self.y))
win.blit(self.IMG, (self.x2, self.y))
def draw_window(win, bird):
win.blit(BG_IMG, (0,0))
bird.draw(win)
pygame.display.update()
def main():
bird = Bird(200, 350)
win = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
clock = pygame.time.Clock()
run = True
while run:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
bird.move()
draw_window(win, bird)
pygame.quit()
quit()
main()