python Flappy Bird 소스 구현

21122 단어 pythonFlappyBird
플 래 피 버드 는 얼마 전(1 년 or 2 년 전...)아주 핫 한 작은 게임 이 있 었 습 니 다.다 들 해 보 셨 을 거 라 고 믿 습 니 다.
Flappy Bird 는 조작 이 간단 하고 핸드폰 화면 을 클릭 하여 Bird 를 상승 시 키 며 기둥 모양 의 장애물 을 통과 한 후에 득점 을 하고 부 딪 히 면 게임 이 끝난다.장애물 의 높낮이 가 같 지 않 기 때문에 Bird 의 상승 과 하락 을 통제 하려 면 반응 이 빠 르 고 유연 해 야 하기 때문에 비교적 높 은 점 수 를 얻 기 가 쉽 지 않다.게임 쓰레기 로 서 내 최고 기록 은 8 점...
나 는 당시 에 누가 이 작은 게임 을 발 명 했 는 지,강박 증 을 죽 였 는 지,당시 본과 때 많은 사람들 이 놀 았 던 것 을 기억한다.
본의 아니 게 GitHub 에서 python 이 실현 한코드을 보고 배 웠 습 니 다.코드 사고방식 이 비교적 간결 하 다.
pygame 을 처음 접 했 기 때문에 코드 주석 을 상세 하 게 쓰 는 것 도 새로운 체험 이 라 고 할 수 있 습 니 다.
게임 방법:스페이스 바 게임 입장,↑작은 새 비행 제어
메모:pygame 모듈 을 설치 해 야 합 니 다.
코드:

# -*- coding: utf8 -*-
 
from itertools import cycle
import random
import sys
 
import pygame # pygame    python   
from pygame.locals import * #    pygame      。
 
 
FPS = 30
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 #base                                  
# image, sound and hitmask dicts
IMAGES, SOUNDS, HITMASKS = {}, {}, {} #  ,  ,     
 
# list of all possible players (tuple of 3 positions of flap) #      
PLAYERS_LIST = (
 # red bird
 (
  'assets/sprites/redbird-upflap.png',
  'assets/sprites/redbird-midflap.png',
  'assets/sprites/redbird-downflap.png',
 ),
 # blue bird
 (
  # amount by which base can maximum shift to left
  'assets/sprites/bluebird-upflap.png',
  'assets/sprites/bluebird-midflap.png',
  'assets/sprites/bluebird-downflap.png',
 ),
 # yellow bird
 (
  'assets/sprites/yellowbird-upflap.png',
  'assets/sprites/yellowbird-midflap.png',
  'assets/sprites/yellowbird-downflap.png',
 ),
)
 
# list of backgrounds     ,    ,    
BACKGROUNDS_LIST = (
 'assets/sprites/background-day.png',
 'assets/sprites/background-night.png',
)
 
# list of pipes        ,    ,    
PIPES_LIST = (
 'assets/sprites/pipe-green.png',
 'assets/sprites/pipe-red.png',
)
 
 
try:
 xrange
except NameError:
 xrange = range
 
 
def main():
 global SCREEN, FPSCLOCK
 pygame.init() #                 pygame 。
 
 #  Pygame    ,     Clock       ,
 FPSCLOCK = pygame.time.Clock()#              。               ,  “         ”!         !……
 
 SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))#               ,          。
 pygame.display.set_caption('Flappy Bird')#      
 
 # numbers sprites for score display #       
 # pygame     pygame.image.load()        (  jpg,png,gif,bmp,pcx,tif,tga       )。
 #convert_alpha()                。
 #         alpha      (  PNG TGA),    convert_alpha()  ,                  ,           。
 IMAGES['numbers'] = (
  pygame.image.load('assets/sprites/0.png').convert_alpha(),
  pygame.image.load('assets/sprites/1.png').convert_alpha(),
  pygame.image.load('assets/sprites/2.png').convert_alpha(),
  pygame.image.load('assets/sprites/3.png').convert_alpha(),
  pygame.image.load('assets/sprites/4.png').convert_alpha(),
  pygame.image.load('assets/sprites/5.png').convert_alpha(),
  pygame.image.load('assets/sprites/6.png').convert_alpha(),
  pygame.image.load('assets/sprites/7.png').convert_alpha(),
  pygame.image.load('assets/sprites/8.png').convert_alpha(),
  pygame.image.load('assets/sprites/9.png').convert_alpha()
 )
 
 # game over sprite          
 IMAGES['gameover'] = pygame.image.load('assets/sprites/gameover.png').convert_alpha()
 # message sprite for welcome screen          
 IMAGES['message'] = pygame.image.load('assets/sprites/message.png').convert_alpha()
 # base (ground) sprite      base  
 IMAGES['base'] = pygame.image.load('assets/sprites/base.png').convert_alpha()
 
 # sounds
 # WAV  OGG          
 # WAV        
 # OGG               WAV  OGG,                           。
 #           ogg    wav       
 if 'win' in sys.platform: #                  
  soundExt = '.wav'
 else:
  soundExt = '.ogg'
 
 #   :pygame.mixer
 # sound = pygame.mixer.Sound('/home/liumin/love.wav')               ,     Sound  。        wav,ogg   。
 #                  。
 SOUNDS['die'] = pygame.mixer.Sound('assets/audio/die' + soundExt)
 SOUNDS['hit'] = pygame.mixer.Sound('assets/audio/hit' + soundExt)
 SOUNDS['point'] = pygame.mixer.Sound('assets/audio/point' + soundExt)
 SOUNDS['swoosh'] = pygame.mixer.Sound('assets/audio/swoosh' + soundExt)
 SOUNDS['wing'] = pygame.mixer.Sound('assets/audio/wing' + soundExt)
 
 while True:
  # select random background sprites        (      )
  randBg = random.randint(0, len(BACKGROUNDS_LIST) - 1)#    0  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),#  180 
   pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(),
  )#               
 
  # hismask for pipes #       mask
  HITMASKS['pipe'] = (
   getHitmask(IMAGES['pipe'][0]),
   getHitmask(IMAGES['pipe'][1]),
  )
 
  # hitmask for player #  player   mask
  HITMASKS['player'] = (
   getHitmask(IMAGES['player'][0]),
   getHitmask(IMAGES['player'][1]),
   getHitmask(IMAGES['player'][2]),
  )
 
  movementInfo = showWelcomeAnimation()#  'playery'(player    ),'basex'(base      ) 'playerIndexGen'(    index)
  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
 
 #player    
 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:
  for event in pygame.event.get():#  pygame.event.get()        ,
   if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):#   quit           esc,     
    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 {#         maingame
     '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(space, (0,0))                    ,             。
  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#        player           0
 playerIndexGen = movementInfo['playerIndexGen']#      
 playerx, playery = int(SCREENWIDTH * 0.2), movementInfo['playery']#player    
 
 basex = movementInfo['basex']#base      
 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
 playerRot  = 45 # player's rotation
 playerVelRot = 3 # angular speed
 playerRotThr = 20 # rotation threshold
 playerFlapAcc = -9 # players speed on flapping
 playerFlapped = False # True when player flaps
 
 
 while True:
  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()#       
 
  # check for crash here
  crashTest = checkCrash({'x': playerx, 'y': playery, 'index': playerIndex},
        upperPipes, lowerPipes)
  if crashTest[0]:#              ,       
   return {
    'y': playery,
    'groundCrash': crashTest[1],
    'basex': basex,
    'upperPipes': upperPipes,
    'lowerPipes': lowerPipes,
    'score': score,
    'playerVelY': playerVelY,
    'playerRot': playerRot
   }
 
  # 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:#            +4 ,score+1,           
    score += 1
    SOUNDS['point'].play()
 
  # playerIndex basex change
  if (loopIter + 1) % 3 == 0:
   playerIndex = next(playerIndexGen)
  loopIter = (loopIter + 1) % 30
  basex = -((-basex + 100) % baseShift)
 
  # rotate the player
  if playerRot > -90:
   playerRot -= playerVelRot
 
  # player's movement
  if playerVelY < playerMaxVelY and not playerFlapped:
   playerVelY += playerAccY
  if playerFlapped:
   playerFlapped = False
 
   # more rotation to cover the threshold (calculated in visible rotation)
   playerRot = 45
 
  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) #    
 
  # Player rotation has a threshold
  visibleRot = playerRotThr
  if playerRot <= playerRotThr:
   visibleRot = playerRot
  
  playerSurface = pygame.transform.rotate(IMAGES['player'][playerIndex], visibleRot)#    
  SCREEN.blit(playerSurface, (playerx, playery))#        
 
  pygame.display.update()#    
  FPSCLOCK.tick(FPS)#            
 
 
def showGameOverScreen(crashInfo):
 """crashes the player down ans shows gameover image"""
 score = crashInfo['score']#    
 playerx = SCREENWIDTH * 0.2
 playery = crashInfo['y']
 playerHeight = IMAGES['player'][0].get_height()
 playerVelY = crashInfo['playerVelY']
 playerAccY = 2
 playerRot = crashInfo['playerRot']
 playerVelRot = 7
 
 basex = crashInfo['basex']
 
 upperPipes, lowerPipes = crashInfo['upperPipes'], crashInfo['lowerPipes']
 
 # play hit and die sounds
 SOUNDS['hit'].play()
 if not crashInfo['groundCrash']:#         ,   die      
  SOUNDS['die'].play()
 
 while True:
  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
 
  # player y shift
  if playery + playerHeight < BASEY - 1:
   playery += min(playerVelY, BASEY - playery - playerHeight)
 
  # player velocity change
  if playerVelY < 15:
   playerVelY += playerAccY
 
  # rotate only when it's a pipe crash
  if not crashInfo['groundCrash']:
   if playerRot > -90:
    playerRot -= playerVelRot
 
  # 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)
 
  playerSurface = pygame.transform.rotate(IMAGES['player'][1], playerRot)
  SCREEN.blit(playerSurface, (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:
  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 xrange(rect.width):
  for y in xrange(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
 mask = []
 for x in xrange(image.get_width()):
  mask.append([])
  for y in xrange(image.get_height()):
   mask[x].append(bool(image.get_at((x,y))[3]))
 return mask
 
if __name__ == '__main__':
 main()
게임 캡 처:

이상 이 바로 본 고의 모든 내용 입 니 다.여러분 의 학습 에 도움 이 되 고 저 희 를 많이 응원 해 주 셨 으 면 좋 겠 습 니 다.

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