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Pasted as Python by LukiYuki ( 7 years ago )
import pygame_sdl2
pygame_sdl2.import_as_pygame()

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))

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
PIPEGAPSIZE = 100 * 2 
BASEY = SCREENHEIGHT * 0.79
IMAGES, SOUNDS, HITMASKS = {}, {}, {}

PLAYERS_LIST = (
    (
        'assets/sprites/redbird-upflap.png',
        'assets/sprites/redbird-midflap.png',
        'assets/sprites/redbird-downflap.png',
    ),
    (
        'assets/sprites/bluebird-upflap.png',
        'assets/sprites/bluebird-midflap.png',
        'assets/sprites/bluebird-downflap.png',
    ),
    (
        'assets/sprites/yellowbird-upflap.png',
        'assets/sprites/yellowbird-midflap.png',
        'assets/sprites/yellowbird-downflap.png',
    ),
)

BACKGROUNDS_LIST = (
    'assets/sprites/background-day.png',
    'assets/sprites/background-night.png',
)

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

    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())

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

    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:
        randBg = random.randint(0, len(BACKGROUNDS_LIST) - 1)
        IMAGES['background'] = pygame.image.load(BACKGROUNDS_LIST[randBg]).convert()

        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(),
        )

        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(),
        )

        HITMASKS['pipe'] = (
            getHitmask(IMAGES['pipe'][0]),
            getHitmask(IMAGES['pipe'][1]),
        )
        
        HITMASKS['player'] = (
            getHitmask(IMAGES['player'][0]),
            getHitmask(IMAGES['player'][1]),
            getHitmask(IMAGES['player'][2]),
        )

        movementInfo = showWelcomeAnimation()
        crashInfo = mainGame(movementInfo)
        showGameOverScreen(crashInfo)


def showWelcomeAnimation():
    #animation de l'oiseau 
    playerIndex = 0
    playerIndexGen = cycle([0, 1, 2, 1])
   
    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
    
    baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()
    
    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:
            	
                SOUNDS['wing'].play()
                return {
                    'playery': playery + playerShmVals['val'],
                    'basex': basex,
                    'playerIndexGen': playerIndexGen,
                }
                
        if (loopIter + 1) % 5 == 0:
            playerIndex = next(playerIndexGen)
        loopIter = (loopIter + 1) % 30
        basex = -((-basex + 4) % baseShift)
        playerShm(playerShmVals)

        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()

    newPipe1 = getRandomPipe()
    newPipe2 = getRandomPipe()

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

    lowerPipes = [
        {
            'x': SCREENWIDTH + 200 * 2,
            'y': newPipe1[1]['y']
        },
        {
            'x': SCREENWIDTH + 200 * 2 + (SCREENWIDTH / 2),
            'y': newPipe2[1]['y']
        },
    ]

    pipeVelX = -4

    playerVelY = -9
    playerMaxVelY = 10 
    playerMinVelY = -8 
    playerAccY = 1  
    playerRot = 45  
    playerVelRot = 3  
    playerRotThr = 20  
    playerFlapAcc = -9   
    playerFlapped = False 

    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()

        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}

        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()

        if (loopIter + 1) % 3 == 0:
            playerIndex = next(playerIndexGen)
        loopIter = (loopIter + 1) % 30
        basex = -((-basex + 100) % baseShift)

        if playerRot > -90:
            playerRot -= playerVelRot
            
        if playerVelY < playerMaxVelY and not playerFlapped:
            playerVelY += playerAccY
        if playerFlapped:
            playerFlapped = False

            playerRot = 45

        playerHeight = IMAGES['player'][playerIndex].get_height()
        playery += min(playerVelY, BASEY - playery - playerHeight)

        for uPipe, lPipe in zip(upperPipes, lowerPipes):
            uPipe['x'] += pipeVelX
            lPipe['x'] += pipeVelX

        if 0 < upperPipes[0]['x'] < 5:
            newPipe = getRandomPipe()
            upperPipes.append(newPipe[0])
            lowerPipes.append(newPipe[1])

        if upperPipes[0]['x'] < -IMAGES['pipe'][0].get_width():
            upperPipes.pop(0)
            lowerPipes.pop(0)
        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)

        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):

    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']

    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

        if playery + playerHeight < BASEY - 1:
            playery += min(playerVelY, BASEY - playery - playerHeight)
            
        if playerVelY < 15:
            playerVelY += playerAccY

        if not crashInfo['groundCrash']:
            if playerRot > -90:
                playerRot -= playerVelRot

        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):
	
    if abs(playerShm['val']) == 8:
        playerShm['dir'] *= -1

    if playerShm['dir'] == 1:
        playerShm['val'] += 1
    else:
        playerShm['val'] -= 1


def getRandomPipe():
    
    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
        },  
        {
            'x': pipeX,
            'y': gapY + PIPEGAPSIZE
        }, 
    ]


def showScore(score):
    scoreDigits = [int(x) for x in list(str(score))]
    totalWidth = 0 

    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):
    pi = player['index']
    player['w'] = IMAGES['player'][0].get_width()
    player['h'] = IMAGES['player'][0].get_height()

    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):
       
            uPipeRect = pygame.Rect(uPipe['x'], uPipe['y'], pipeW, pipeH)
            lPipeRect = pygame.Rect(lPipe['x'], lPipe['y'], pipeW, pipeH)

            pHitMask = HITMASKS['player'][pi]
            uHitmask = HITMASKS['pipe'][0]
            lHitmask = HITMASKS['pipe'][1]

            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):
    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):
    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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