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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:
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