import pygame from pygame.locals import * import random pygame.init() clock = pygame.time.Clock() fps = 60 screen_width = 864 screen_height = 936 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('Flappy Bird') #define game variables ground_scroll = 0 scroll_speed = 4 flying = False game_over = False pipe_gap = 150 pipe_frequency = 1500 #milliseconds last_pipe = pygame.time.get_ticks() - pipe_frequency #load images bg = pygame.image.load('img/bg.png') ground_img = pygame.image.load('img/ground.png') class Bird(pygame.sprite.Sprite): def __init__(self,x ,y): pygame.sprite.Sprite.__init__(self) self.images = [] self.index = 0 self.counter = 0 for num in range(1, 4): img = pygame.image.load(f'img/bird{num}.png') self.images.append(img) self.image = self.images[self.index] self.rect = self.image.get_rect() self.rect.center = [x, y] self.vel = 0 self.clicked = False def update(self): if flying == True: #gravity self.vel += 0.5 if self.vel > 8: self.vel = 8 if self.rect.bottom < 768: self.rect.y += int(self.vel) if game_over == False: #jump if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False: self.clicked = True self.vel = -10 if pygame.mouse.get_pressed()[0] == 0: self.clicked = False #handle the animation self.counter += 1 flap_cooldown = 5 if self.counter > flap_cooldown: self.counter = 0 self.index += 1 if self.index >= len(self.images): self.index = 0 self.image = self.images[self.index] #rotate the bird self.image = pygame.transform.rotate(self.images[self.index], self.vel * -2) else: self.image = pygame.transform.rotate(self.images[self.index], -90) class Pipe(pygame.sprite.Sprite): def __init__(self, x, y, position): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load('img/pipe.png') self.rect = self.image.get_rect() #position 1 is from the top, -1 is from the bottom if position == 1: self.image = pygame.transform.flip(self.image, False, True) self.rect.bottomleft = [x, y - int(pipe_gap / 2)] if position == -1: self.rect.topleft = [x, y + int(pipe_gap / 2)] def update(self): self.rect.x -= scroll_speed if self.rect.right < 0: self.kill() bird_group = pygame.sprite.Group() pipe_group = pygame.sprite.Group() flappy = Bird(100, (screen_height / 2)) bird_group.add(flappy) run = True while run: clock.tick(fps) #draw background screen.blit(bg, (0,0)) bird_group.draw(screen) bird_group.update() pipe_group.draw(screen) pipe_group.update() #draw the ground screen.blit(ground_img, (ground_scroll, 768)) # check if bird has hit the ground if flappy.rect.bottom > 768: game_over = True flying = False if game_over == False and flying == True: #generate new pipes time_now = pygame.time.get_ticks() if time_now - last_pipe > pipe_frequency: pipe_height = random.randint(-100, 100) btm_pipe = Pipe(screen_width, (screen_height / 2) + pipe_height, -1) top_pipe = Pipe(screen_width, (screen_height / 2) + pipe_height, 1) pipe_group.add(btm_pipe) pipe_group.add(top_pipe) last_pipe = time_now #draw and scroll the ground ground_scroll -= scroll_speed if abs(ground_scroll) > 35: ground_scroll = 0 for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.MOUSEBUTTONDOWN and flying == False and game_over == False: flying = True pygame.display.update() pygame.quit()