import pygame_sdl2
pygame_sdl2.import_as_pygame()
'''
Android is much faster with hardware rendering
This dirty code shows how it could be done

We have just replaced SCREEN.blit with SCREEN_blit
and pygame.display.update with pygame_display_update
and gained much more playable framerate

Note that this code probably contains memory leaks,
unoptimal reinitialization of Sprites and other bad stuff

It is here just to display how slow is blitting

Writing everything correctly from start (Sprite) is preferred
'''


def SCREEN_blit(what, at):
    global RENDERER, spritecache
    Sprite(RENDERER.load_texture(what)).render(at)


def pygame_display_update():
    RENDERER.render_present()
    RENDERER.clear((0, 0, 0))


# Set this variable to use the deprecated behavior
useswblitting = False

from itertools import cycle
import random
import sys

import pygame
from pygame.locals import *
from pygame.render import *

FPS = 30
SCREENWIDTH = 288 * 2
SCREENHEIGHT = 512 * 2
# amount by which base can maximum shift to left
PIPEGAPSIZE = 100 * 2  # 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 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, RENDERER
    pygame.init()
    FPSCLOCK = pygame.time.Clock()
    SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
    RENDERER = Renderer(None)
    pygame.display.set_caption('Flappy Bird')

    if useswblitting:
        global SCREEN_blit, pygame_display_update
        SCREEN_blit = SCREEN.blit
        pygame_display_update = pygame.display.update

    # 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
    if 'win' in sys.platform:
        soundExt = '.wav'
    else:
        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['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)
        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),
            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 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

    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 * 2,
            'y': newPipe1[0]['y']
        },
        {
            'x': SCREENWIDTH + 200 * 2 + (SCREENWIDTH / 2),
            'y': newPipe2[0]['y']
        },
    ]

    # list of lowerpipe
    lowerPipes = [
        {
            'x': SCREENWIDTH + 200 * 2,
            'y': newPipe1[1]['y']
        },
        {
            'x': SCREENWIDTH + 200 * 2 + (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 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']:
        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))

        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 = []
    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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