So, hello watshapp guy's today is very special day for me so I thought that I will made this day more special by giving you a special knowledge. Yes today we discuss about a topic "how to make a simple flappy Bird game in Python testing Android or window. Alright this code work in Android also.
This code is tested in pydroid3 and the result is that the code run very smoothly. To run this code just install pycharm or pydroid3 in Android.
Before run this code, you need to take some basic knowledge about this so firstly you need to install some pip from Python library.
install itertools
install random
install pygame
Notice:- you need to import your own images if you just copy paste this code.
Now it's time to give you the source code to make a flappy Bird game:-
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# Fork of https://github.com/sourabhv/FlapPyBird
from itertools import cycle
import random
import sys
import pygame
from pygame.locals import *
FPS = 30
SCREENWIDTH = 288
SCREENHEIGHT = 512
PIPEGAPSIZE = 200 # 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 box
(
'assets/sprites/redbox-upflap.png',
'assets/sprites/redbox-midflap.png',
'assets/sprites/redbox-downflap.png',
),
# blue box
(
'assets/sprites/bluebox-upflap.png',
'assets/sprites/bluebox-midflap.png',
'assets/sprites/bluebox-downflap.png',
),
# yellow box
(
'assets/sprites/yellowbox-upflap.png',
'assets/sprites/yellowbox-midflap.png',
'assets/sprites/yellowbox-downflap.png',
),
)
# list of backgrounds
BACKGROUNDS_LIST = (
'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()
FPSCLOCK = pygame.time.Clock()
# Fullscreen scaled output
SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT), pygame.SCALED | pygame.FULLSCREEN)
pygame.display.set_caption('Flappy Box')
# numbers sprites for score display
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
IMAGES['base'] = pygame.image.load('assets/sprites/base.png').convert_alpha()
# sounds
soundExt = '.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['wing'] = pygame.mixer.Sound('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.flip(pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(), False, True),
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]),
)
movementInfo = showWelcomeAnimation()
crashInfo = mainGame(movementInfo)
showGameOverScreen(crashInfo)
def showWelcomeAnimation():
"""Shows welcome screen animation of flappy box"""
# 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:
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) or event.type == MOUSEBUTTONDOWN:
# make first flap sound and return values for mainGame
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
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) or event.type == MOUSEBUTTONDOWN:
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:
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 len(upperPipes) > 0 and 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 len(upperPipes) > 0 and 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']:
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) or event.type == MOUSEBUTTONDOWN:
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))
SCREEN.blit(IMAGES['gameover'], (50, 180))
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 player 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 = []
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()
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So guys this is the source code to make a simple game if you having any doubt or facing any errors then you will contact us with clicking on contact us or comment your problem our team try to response you as soon as possible.
This article is by vivekanand singh



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