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:

 

 

posted on 2021-06-22 14:27  BabyGo000  阅读(775)  评论(0)    收藏  举报