python实现Flappy Bird源码

Flappy Bird是前段时间(好像一年or两年前....)特别火的有一个小游戏,相信大家都玩过。

Flappy Bird操作简单,通过点击手机屏幕使Bird上升,穿过柱状障碍物之后得分,碰到则游戏结束。由于障碍物高低不等,控制Bird上升和下降需要反应快并且灵活,要得到较高的分数并不容易。作为一个游戏渣,我最高纪录是8分......

我记得当时还想,是谁发明了这个小游戏,逼死强迫症,记得当时本科时好多人在玩....

无意间在GitHub上看到了python实现的代码,所以拿来学习了一番。代码思路比较简洁。

因为第一次接触pygame,所以代码注释写的比较详细,也算是一次新体验。

玩法:空格键进入游戏,↑控制小鸟飞行

注意:需要安装pygame模块

代码:

# -*- coding: utf8 -*-

from itertools import cycle

import random

import sys

import pygame #将pygame库导入到python程序中

from pygame.locals import * #需要引入pygame中的所有常量。

FPS = 30

SCREENWIDTH = 288 #屏幕宽度

SCREENHEIGHT = 512 #屏幕高度

# amount by which base can maximum shift to left

PIPEGAPSIZE = 100 # gap between upper and lower part of pipe 管道上下之间的间隙

BASEY = SCREENHEIGHT * 0.79 #base那个条条所在的高度 注意以左上角为坐标起始点 所以这个高度是往下为正

# image, sound and hitmask dicts

IMAGES, SOUNDS, HITMASKS = {}, {}, {} #图像,声音,撞击的文件

# list of all possible players (tuple of 3 positions of flap) #三种小鸟造型

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 两种背景,一种白天,一种黑夜

BACKGROUNDS_LIST = (

'assets/sprites/background-day.png',

'assets/sprites/background-night.png',

)

# list of pipes 管道的两种颜色,一种绿色,一种红色

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() #经过初始化以后我们就可以尽情地使用pygame了。

#使用Pygame时钟之前,必须先创建Clock对象的一个实例,

FPSCLOCK = pygame.time.Clock()#控制每个循环多长时间运行一次。这就像一个定时器在控制时间进程,指出“现在开始下一个循环”!现在开始下一个循环!……

SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))#通常来说我们需要先创建一个窗口,方便我们与程序的交互。

pygame.display.set_caption('Flappy Bird')#设置窗口标题

# numbers sprites for score display #加载并转换图像

#在pygame中可以使用pygame.image.load()函数来加载位图 (支持jpg,png,gif,bmp,pcx,tif,tga等多种图片格式)。

#convert_alpha()方法会使用透明的方法绘制前景对象。

# 因此在加载一个有alpha通道的素材时(比如PNG TGA),需要使用convert_alpha()方法,当然普通的图片也是可以使用这个方法的,用了也不会有什么副作用。

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 游戏结束显示的图像

IMAGES['gameover'] = pygame.image.load('assets/sprites/gameover.png').convert_alpha()

# message sprite for welcome screen 欢迎界面显示的图像

IMAGES['message'] = pygame.image.load('assets/sprites/message.png').convert_alpha()

# base (ground) sprite 始终显示的base图像

IMAGES['base'] = pygame.image.load('assets/sprites/base.png').convert_alpha()

# sounds

# WAV版 OGG版是指游戏的音频格式

# WAV版是属于游戏原版

# OGG是大大们通过转换器把音频格式的WAV改成OGG,这样游戏的配置提高要求使游戏本身的体积而缩小节省了空间。

#可以看一下同一个音频 ogg版的是比wav版的文件小很多

if 'win' in sys.platform: #判断当前系统平台 来设置声音文件后缀

soundExt = '.wav'

else:

soundExt = '.ogg'

# 音效:pygame.mixer

# sound = pygame.mixer.Sound('/home/liumin/love.wav')使用指定文件名载入一个音频文件,并创建一个Sound对象。 音频文件可以是wav,ogg等格式。

# 音频文件的内容会被全部载入到内存中。

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 加载随机背景 (白天或者黑夜)

randBg = random.randint(0, len(BACKGROUNDS_LIST) - 1)#随机选择0或者1

IMAGES['background'] = pygame.image.load(BACKGROUNDS_LIST[randBg]).convert()#加载随机背景

# select random player sprites 加载随机角色 (红色、蓝色、黄色小鸟)

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 加载随机管道样式

pipeindex = random.randint(0, len(PIPES_LIST) - 1)

IMAGES['pipe'] = (

pygame.transform.rotate(

pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(), 180),#旋转180度

pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(),

)#一个上面的管道 一个下面的管道

# hismask for pipes #得到管道的边界mask

HITMASKS['pipe'] = (

getHitmask(IMAGES['pipe'][0]),

getHitmask(IMAGES['pipe'][1]),

)

# hitmask for player #得到player的边界mask

HITMASKS['player'] = (

getHitmask(IMAGES['player'][0]),

getHitmask(IMAGES['player'][1]),

getHitmask(IMAGES['player'][2]),

)

movementInfo = showWelcomeAnimation()#返回'playery'(player所在位置),'basex'(base图像所在位置) 'playerIndexGen'(飞行姿势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所在位置

playerx = int(SCREENWIDTH * 0.2)

playery = int((SCREENHEIGHT - IMAGES['player'][0].get_height()) / 2)

#欢迎图像所在位置

messagex = int((SCREENWIDTH - IMAGES['message'].get_width()) / 2)

messagey = int(SCREENHEIGHT * 0.12)

basex = 0

# amount by which base can maximum shift to left 可以最大限度地向左移动的距离

baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()

# player shm for up-down motion on welcome screen 角色在欢迎屏幕上进行上下移动

playerShmVals = {'val': 0, 'dir': 1}

while True:

for event in pygame.event.get():#使用pygame.event.get()来处理所有的事件,

if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):#如果 quit 或者 按键之后又按下esc,就结束游戏

pygame.quit()

sys.exit()

if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP):#如果按键之后点击或者按下↑

# make first flap sound and return values for mainGame

SOUNDS['wing'].play()#播放飞的特效声音

return {#返回初始位置 进入maingame

'playery': playery + playerShmVals['val'],

'basex': basex,

'playerIndexGen': playerIndexGen,

}

# adjust playery, playerIndex, basex

if (loopIter + 1) % 5 == 0:

playerIndex = next(playerIndexGen)#获得匹配元素集合中每个元素紧邻的同胞元素 调整飞行姿势图片

loopIter = (loopIter + 1) % 30

basex = -((-basex + 4) % baseShift)

playerShm(playerShmVals)

# draw sprites

#screen.blit(space, (0,0))可以绘制位图 第一个参数是加载完成的位图,第二个参数是绘制的起始坐标。

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()#更新整个窗口

FPSCLOCK.tick(FPS)#循环应该多长时间运行一次

def mainGame(movementInfo):

score = playerIndex = loopIter = 0#初始得分以及初始player的姿态以及迭代次数都为0

playerIndexGen = movementInfo['playerIndexGen']#得到飞行姿势

playerx, playery = int(SCREENWIDTH * 0.2), movementInfo['playery']#player所在位置

basex = movementInfo['basex']#base图像所在位置

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 角色速度,最大速度,向下加速度,襟翼加速度

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():#如果点击

playerVelY = playerFlapAcc#上升

playerFlapped = True

SOUNDS['wing'].play()#并播放飞行音效

# check for crash here

crashTest = checkCrash({'x': playerx, 'y': playery, 'index': playerIndex},

upperPipes, lowerPipes)

if crashTest[0]:#如果掉在地上或者撞击到了管道,就返回结束游戏

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:#当角色达到管道缝隙的中间+4时,score+1,并且在此时播放得分音效

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 #管道移动

lPipe['x'] += pipeVelX

# add new pipe when first pipe is about to touch left of screen

if 0 < upperPipes[0]['x'] < 5:#当第一个管道移动到屏幕左侧边缘时,生成下一个管道

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(): #当管道移动到屏幕外侧后,删除它

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) #显示得分

# Player rotation has a threshold

visibleRot = playerRotThr

if playerRot <= playerRotThr:

visibleRot = playerRot

playerSurface = pygame.transform.rotate(IMAGES['player'][playerIndex], visibleRot)#旋转角色

SCREEN.blit(playerSurface, (playerx, playery))#显示旋转后的角色

pygame.display.update()#更新窗口

FPSCLOCK.tick(FPS)#循环应该多长时间运行一次

def showGameOverScreen(crashInfo):

"""crashes the player down ans shows gameover image"""

score = crashInfo['score']#获取得分

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']:#如果没有撞击到地面,就播放die音效就可以了

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():#随机生成随机高度的管道 ????????还需要看细节

"""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))#显示得分

Xoffset += IMAGES['numbers'][digit].get_width()

def checkCrash(player, upperPipes, lowerPipes):

"""returns True if player collders with base or pipes."""

pi = player['index']#飞行姿势

player['w'] = IMAGES['player'][0].get_width()

player['h'] = IMAGES['player'][0].get_height()

# if player crashes into ground 掉在地上

if player['y'] + player['h'] >= BASEY - 1:

return [True, True] #返回

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:#如果撞击到了上管道或者下管道 返回

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)#角色和管道之间重合的情况

if rect.width == 0 or rect.height == 0:#没重合就是没撞击到

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]:#撞击到了

return True

return False

def getHitmask(image):

"""returns a hitmask using an image's alpha."""

#得到撞击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()

游戏截图:

以上是 python实现Flappy Bird源码 的全部内容, 来源链接: utcz.com/z/344446.html

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