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import os
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
import pygame
import math
import random
import time
def format_number(num):
if num < 1000:
return num
out = ""
for i, val in enumerate((str(num)[::-1])):
out += val
if (i + 1) % 3 == 0 and i != len(str(num)) - 1:
out += ","
out = out[::-1]
return out
def reset_game():
global game
game = Game()
class Label:
horizontal_padding = 5
vertical_padding = 5
outline_thickness = 2
def __init__(self, x, y, text, font_size, text_colour=(0, 0, 0), antialias=True, fill_colour=(150, 150, 150),
outline_colour=(0, 0, 0)):
self.position = pygame.Vector2(x, y)
self.font = pygame.font.Font("textures/MontserratBlack-ZVK6J.otf", font_size)
self.text_colour = text_colour
self.antialias = antialias
self.fill_colour = fill_colour
self.outline_colour = outline_colour
self.raw_text = text
self.text, self.width, self.height = self.create_text(self.raw_text)
self.centering = pygame.Vector2(0, 0)
def create_text(self, text):
out = []
max_width = 0
max_height = 0
for line in text:
text_surface = self.font.render(line, self.antialias, self.text_colour)
width = text_surface.get_width()
height = text_surface.get_height()
out.append((text_surface, width, height))
max_width = max(max_width, width)
max_height += height
return out, max_width, max_height
def update(self, delta, new_text=None, x=None, y=None, width=None, height=None, colour=None, font_size=None):
if new_text is not None:
self.text, self.width, self.height = self.create_text(new_text)
if font_size is not None:
self.font = pygame.font.Font("textures/MontserratBlack-ZVK6J.otf", font_size)
self.text, self.width, self.height = self.create_text(self.raw_text)
if x is not None:
self.position.x = x
if y is not None:
self.position.y = y
if width is not None:
self.width = width
if height is not None:
self.height = height
if colour is not None:
self.fill_colour = colour
def draw(self, surface, centered_x=True, centered_y=True, outlined=False, filled=False):
if centered_x:
self.centering.x = self.width / 2
if centered_y:
self.centering.y = self.height / 2
if filled:
r = pygame.Rect(
self.position - pygame.Vector2(self.horizontal_padding, self.vertical_padding) - self.centering,
pygame.Vector2(self.width + 2 * self.horizontal_padding,
self.height + self.vertical_padding * 2))
pygame.draw.rect(surface, self.fill_colour, r)
if outlined:
r = pygame.Rect(
self.position - pygame.Vector2(self.horizontal_padding, self.vertical_padding) - self.centering,
pygame.Vector2(self.width + 2 * self.horizontal_padding,
self.height + self.vertical_padding * 2))
pygame.draw.rect(surface, self.outline_colour, r, self.outline_thickness)
prev_height = 0
for line in self.text:
text_surface, width, height = line
surface.blit(text_surface, self.position - self.centering + pygame.Vector2(0, prev_height))
prev_height += height
class Button(Label):
def __init__(self, x, y, text, font_size, text_colour=(0, 0, 0), antialias=True, fill_color=(150, 150, 150),
outline_colour=(0, 0, 0)):
super().__init__(x, y, text, font_size, text_colour=text_colour, antialias=antialias, fill_colour=fill_color,
outline_colour=outline_colour)
def is_touching_mouse_pointer(self):
mouse_x, mouse_y = pygame.mouse.get_pos()
if (self.position.x - self.centering.x <= mouse_x <= self.position.x + self.width - self.centering.x
and self.position.y - self.centering.y <= mouse_y <= self.position.y + self.height - self.centering.y):
return True
return False
def lighten(self):
self.fill_colour = (150, 150, 150)
def darken(self):
self.fill_colour = (170, 170, 170)
def update(self, delta, new_text=None, x=None, y=None, width=None, height=None, colour=None):
super().update(delta, new_text=new_text, x=x, y=y, width=width, height=height, colour=colour)
if self.is_touching_mouse_pointer():
self.lighten()
else:
self.darken()
def run_function(self, function):
return function()
class Rectangle:
horizontal_padding = 12
vertical_padding = 12
outline_colour = (80, 80, 80)
outline_thickness = 5
def __init__(self, x, y, width, height, colour):
self.position = pygame.Vector2(x, y)
self.width = width
self.height = height
self.fill_colour = colour
self.centering = pygame.Vector2(0, 0)
def update(self, x=None, y=None, width=None, height=None, colour=None):
if x is not None:
self.position.x = x
if y is not None:
self.position.y = y
if width is not None:
self.width = width
if height is not None:
self.height = height
if colour is not None:
self.fill_colour = colour
def draw(self, surface, centered_x=True, centered_y=True, outlined=True):
if centered_x:
self.centering.x = self.width / 2
if centered_y:
self.centering.y = self.height / 2
r = pygame.Rect(self.position - pygame.Vector2(self.horizontal_padding, self.vertical_padding) - self.centering,
pygame.Vector2(self.width + 2 * self.horizontal_padding, self.height + self.vertical_padding))
pygame.draw.rect(surface, self.fill_colour, r)
if outlined:
r = pygame.Rect(
self.position - pygame.Vector2(self.horizontal_padding, self.vertical_padding) - self.centering,
pygame.Vector2(self.width + 2 * self.horizontal_padding,
self.height + self.vertical_padding))
pygame.draw.rect(surface, self.outline_colour, r, self.outline_thickness)
class Player:
width = 40
height = 40
gravity = 0.0180
jump_strength = 0.35
speed = 0.215
jump_cooldown_length = 0
path = "textures/Among us bird/Layer 1_bird_updated_"
frames = []
for i in range(1, 5):
frames.append(pygame.image.load(path + str(i) + ".png"))
bird = frames[0]
crop = 2 * 40 / bird.get_width() * 1.75
bird = pygame.transform.scale(bird, (width, height))
def __init__(self, x, y):
self.position = pygame.Vector2(x, y)
self.velocity = pygame.Vector2(0, 0)
self.jump_cooldown = 200
self.collision_rect = pygame.Rect(self.position.x - self.width / 2,
(self.position.y - self.height / 2 + self.crop), self.width,
self.height - 2 * self.crop)
self.distance = 0
self.current_frame = 0
self.test = 0
self.display_bird = self.bird
self.direction = 0
self.no_jump = 0
self.help_label = Label(SCREEN_WIDTH/2, SCREEN_HEIGHT*4/5, ["Press SPACE to jump"], 20, (230,230,230))
def update(self, delta, is_game_over):
self.velocity *= self.no_jump
if self.no_jump == 0:
self.help_label.update(delta, y=SCREEN_HEIGHT * 4 /5 + 20 * math.sin(1.5 * time.time()))
self.test += delta
self.jump_cooldown -= delta
if self.test > 500 / len(self.frames):
self.bird = self.frames[self.current_frame]
self.bird = pygame.transform.scale(self.bird, (self.width, self.height))
self.current_frame += 1
self.current_frame %= len(self.frames)
self.test = 0
if self.velocity.x < 0:
self.bird = pygame.transform.flip(self.bird, True, True)
self.display_bird = self.bird
if self.velocity.y > 0.25:
self.display_bird = pygame.transform.rotate(self.bird, self.direction)
self.collision_rect = self.display_bird.get_rect(center=self.bird.get_rect(topleft=self.position).center)
self.direction -= delta / 16
self.direction = max(self.direction, -70)
else:
self.display_bird = self.bird
self.direction = 0
if not is_game_over:
pressed = pygame.key.get_pressed()
if pressed[pygame.K_SPACE] and self.jump_cooldown <= 0:
self.jump()
if self.is_out_of_bounds():
return False
self.position.x += self.velocity.x * delta
for wall in game.wall_manager.walls:
for collision_rect in wall.collision_rects:
if self.is_colliding(collision_rect):
if self.position.x < wall.position.x + wall.width:
self.position.x = wall.position.x - self.width
else:
self.position.x = wall.position.x + wall.width + self.width
self.velocity.x *= -1
return False
self.position.y += self.velocity.y * delta
for wall in game.wall_manager.walls:
for collision_rect in wall.collision_rects:
if self.is_colliding(collision_rect):
if self.position.y < collision_rect.y + collision_rect.height:
self.position.y = collision_rect.y - self.height
else:
self.position.y = collision_rect.y + collision_rect.height + self.height
self.velocity.y *= -1
return False
self.velocity.y += self.gravity
return True
def is_out_of_bounds(self):
if self.position.y + self.height < 0 or self.position.y - self.height > SCREEN_HEIGHT:
return True
return False
def is_colliding(self, rect):
self.collision_rect = pygame.Rect(self.position.x - self.width / 2,
self.position.y - self.height / 2 + self.crop, self.width,
self.height - 2 * self.crop)
if rect.colliderect(self.collision_rect):
return True
return False
def jump(self):
self.no_jump = 1
self.velocity.y = -self.jump_strength
self.jump_cooldown = self.jump_cooldown_length
def draw(self, surface):
# # pygame.draw.rect(surface, (255,255,0), self.collision_rect)
surface.blit(self.display_bird, self.position - pygame.Vector2(self.width / 2, self.height / 2))
if self.no_jump == 0:
self.help_label.draw(screen)
class Wall:
fill_colour = (0, 255, 0)
hole_height = Player.height * 1.5
width = Player.width
pipe = pygame.image.load("textures/pipe.png")
pipe = pygame.transform.scale(pipe, (width, width))
end_pipe = pygame.image.load("textures/pipe_top.png")
end_pipe = pygame.transform.scale(end_pipe, (width, width))
def __init__(self, x, hole_y):
self.position = pygame.Vector2(x, -Player.height)
self.hole_y = hole_y
self.collision_rects = [pygame.Rect(self.position.x, self.position.y, self.width, self.hole_y),
pygame.Rect(self.position.x, self.hole_y + self.hole_height, self.width,
SCREEN_HEIGHT - (
self.hole_y + self.hole_height) + self.end_pipe.get_height())]
self.centering = pygame.Vector2(0, 0)
self.score_award = 1
def update(self, delta, x):
self.position.x -= x * delta
self.collision_rects = [pygame.Rect(self.position.x, self.position.y, self.width, self.hole_y),
pygame.Rect(self.position.x, self.hole_y + self.hole_height, self.width,
SCREEN_HEIGHT - (self.hole_y + self.hole_height) + Player.height)]
def reset(self):
self.position.x += SCREEN_WIDTH * 2
self.hole_y = random.randint(round(self.hole_height * 0.5) + self.end_pipe.get_height() + Player.height,
round(SCREEN_HEIGHT - self.hole_height * 1.5))
self.score_award = 1
def award_score(self):
game.score += self.score_award
self.score_award = 0
def draw(self, surface):
# for r in self.collision_rects:
# pygame.draw.rect(surface, self.fill_colour, r)
r = self.collision_rects[1]
surface.blit(self.end_pipe, (r.x, r.y))
for i in range(SCREEN_HEIGHT // self.pipe.get_height()):
if r.y + i * self.pipe.get_height() > SCREEN_HEIGHT:
break
surface.blit(self.pipe, (r.x, r.y + self.end_pipe.get_height() + i * self.pipe.get_height()))
transformed_end_pipe = pygame.transform.flip(self.end_pipe, False, True)
r = self.collision_rects[0]
surface.blit(transformed_end_pipe, (r.x, r.y + r.height - transformed_end_pipe.get_width()))
for i in range(1, SCREEN_HEIGHT // self.pipe.get_height()):
if r.y + r.height - i * self.pipe.get_height() < 0:
break
surface.blit(self.pipe,
(r.x, r.y + r.height - transformed_end_pipe.get_height() - i * self.pipe.get_height()))
class WallManager:
def __init__(self):
self.wall_separation_distance = SCREEN_WIDTH / 2
self.starting_position = SCREEN_WIDTH * 1.1
self.walls = []
for i in range(math.floor(SCREEN_WIDTH * 2/ self.wall_separation_distance)):
self.walls.append(Wall(self.starting_position + self.wall_separation_distance * i,
random.randint(round(Wall.hole_height * 0.5) + Player.height + Player.height,
round(SCREEN_HEIGHT - Wall.hole_height * 1.5))))
def update(self, delta, slow_down_effect):
for wall in self.walls:
wall.update(delta, Player.speed * slow_down_effect * game.player.no_jump)
if wall.position.x + wall.width < 0:
wall.reset()
if game.player.position.x > wall.position.x + wall.width:
wall.award_score()
def draw(self, surface):
for wall in self.walls:
wall.draw(surface)
class Game:
def __init__(self):
self.wall_manager = WallManager()
self.player = Player(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)
self.score = 0
self.score_label = Label(SCREEN_WIDTH, 0, [f"Score: {format_number(self.score)}"], 20, (200, 200, 200),
fill_colour=(50, 50, 50), outline_colour=(0, 0, 0))
self.is_game_over = False
self.slow_down_effect = 1.0
self.background = Background((15, 15, 15))
def update(self, delta):
self.background.update(delta)
self.wall_manager.update(delta, self.slow_down_effect)
self.score_label.update(delta, new_text=[f"Score: {format_number(self.score)}"],
x=SCREEN_WIDTH - self.score_label.width - Label.horizontal_padding,
y=Label.vertical_padding)
if not self.player.update(delta, self.is_game_over):
if not self.is_game_over:
self.game_over()
if self.is_game_over:
self.slow_down_effect /= delta
if self.player.is_out_of_bounds():
global game
game = GameOverScreen(self.score)
def game_over(self):
self.player.velocity.x = -Player.speed
self.is_game_over = True
def draw(self, screen):
self.background.draw(screen)
self.wall_manager.draw(screen)
self.score_label.draw(screen, centered_y=False, centered_x=False)
self.player.draw(screen)
class GameOverScreen:
def __init__(self, score):
self.score = score
global highest_score
self.game_over_card = Rectangle(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_WIDTH * 2 / 3,
SCREEN_HEIGHT * 4 / 5, (50, 50, 50))
self.title = Label(SCREEN_WIDTH / 2, self.game_over_card.height / 5, [f"Game Over!"], 50,
text_colour=(237, 37, 37))
if score > highest_score:
self.score_label = Label(SCREEN_WIDTH / 2, self.title.position.y + self.title.height,
[f"NEW HIGHSCORE: {format_number(self.score)}"], 30, text_colour=(200, 200, 200))
self.high_score_label = Label(SCREEN_WIDTH / 2, self.score_label.position.y + self.score_label.height,
[f""], 30, text_colour=(200, 200, 200))
else:
self.score_label = Label(SCREEN_WIDTH / 2, self.title.position.y + self.title.height,
[f"Your Score: {format_number(self.score)}"], 35, text_colour=(200, 200, 200))
self.high_score_label = Label(SCREEN_WIDTH / 2, self.score_label.position.y + self.score_label.height,
[f"Highscore: {format_number(highest_score)}"], 35,
text_colour=(200, 200, 200))
self.play_again = Button(SCREEN_WIDTH / 2,
(self.game_over_card.position.y + self.game_over_card.height / 2) * 4 / 5,
[f" Play Again "], 25, fill_color=(0, 0, 0), text_colour=(50, 50, 50))
highest_score = max(highest_score, self.score)
self.cooldown = 200
def update(self, delta):
if self.cooldown <= 0:
for event in pygame.event.get(pygame.MOUSEBUTTONUP, pump=True):
if event.button == 1:
if self.play_again.is_touching_mouse_pointer():
self.play_again.run_function(reset_game)
pressed = pygame.key.get_pressed()
if pressed[pygame.K_SPACE]:
self.play_again.run_function(reset_game)
# self.game_over_card.update(delta)
self.title.update(delta, font_size=50 + math.floor(2.5 * math.sin(4 * time.time())))
# self.score_label.update(delta)
# self.high_score_label.update(delta)
self.play_again.update(delta)
self.cooldown -= delta
def draw(self, surface):
self.game_over_card.draw(surface)
self.title.draw(surface)
self.score_label.draw(surface)
self.high_score_label.draw(surface)
self.play_again.draw(surface, outlined=True, filled=True)
def sort_files(lis):
out = []
for item in lis:
item = item[4:-4]
out.append(int(item))
return sorted(out)
class Start:
def __init__(self, path, game_name):
self.path = path
self.directory = os.listdir(self.path)
self.num = sort_files(self.directory)
self.current_frame = 0
self.current_file = None
self.game_name = game_name
def update(self, delta):
if self.current_frame >= len(self.directory) - 1:
pygame.time.wait(750)
global game
game = self.game_name()
self.current_file = pygame.image.load(
self.path + "/bruh" + str(self.num[math.floor(self.current_frame)]) + ".png")
self.current_file = pygame.transform.scale(self.current_file, (
self.current_file.get_width() * 5, self.current_file.get_height() * 5))
self.current_frame += 1.25 / delta
def draw(self, surface):
surface.fill((153, 100, 249))
surface.blit(self.current_file, (
SCREEN_WIDTH / 2 - self.current_file.get_width() / 2,
SCREEN_HEIGHT / 2 - self.current_file.get_height() / 2))
class Star:
def __init__(self, x, y, size):
self.position = pygame.Vector2(x, y)
self.radius = size / 2
self.colour = [200, 200, 200]
self.n = random.random() * 365000
def update(self, delta):
# x = int(random.randint(-1,1) * random.random() * delta / 2)
x = round(75 * math.sin(self.n / 1000) + 180)
for i in range(3):
self.colour[i] = x
self.n += delta
def draw(self, screen):
# print(self.colour)
pygame.draw.circle(screen, self.colour, self.position, self.radius)
class Background:
def __init__(self, background_colour):
self.background_colour = background_colour
self.stars = []
self.max_star_size = 4.25
self.max_stars = SCREEN_WIDTH * SCREEN_HEIGHT // 750
self.min_stars = SCREEN_WIDTH * SCREEN_HEIGHT // 900
self.add_stars(random.randint(self.min_stars, self.max_stars))
def add_stars(self, num):
for i in range(num):
self.stars.append(Star(random.random() * SCREEN_WIDTH, random.random() * SCREEN_HEIGHT,
random.random() * self.max_star_size))
def update(self, delta):
for star in self.stars:
star.update(delta)
def draw(self, surface):
screen.fill(self.background_colour)
for star in self.stars:
star.draw(screen)
# a = pygame.Color(255,0,0,100)
# pygame.draw.circle(screen, a, (SCREEN_WIDTH/2, SCREEN_HEIGHT/2), 50)
pygame.init()
SCREEN_HEIGHT = 480
SCREEN_WIDTH = 540
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Amongus Bird")
icon = pygame.transform.scale(Player.bird, (32, 32))
pygame.display.set_icon(icon)
highest_score = 0
game = Start("textures/logo", Game)
fps_cap = 120
clock = pygame.time.Clock()
delta = 1000 // fps_cap
is_running = True
while is_running:
for event in pygame.event.get(pygame.QUIT):
if event.type == pygame.QUIT:
is_running = False
game.update(delta)
game.draw(screen)
pygame.display.update()
delta = clock.tick(fps_cap)
pygame.quit()
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