from itertools import cycle
import random
import sys

import pygame
from pygame.locals import *

FPS = 30
SCREENWIDTH = 288
SCREENHEIGHT = 512
PIPEGAPSIZE = 100  # 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 box
    (
        'assets/sprites/redbox-upflap.png',
        'assets/sprites/redbox-midflap.png',
        'assets/sprites/redbox-downflap.png',
    ),
    # blue box
    (
        'assets/sprites/bluebox-upflap.png',
        'assets/sprites/bluebox-midflap.png',
        'assets/sprites/bluebox-downflap.png',
    ),
    # yellow box
    (
        'assets/sprites/yellowbox-upflap.png',
        'assets/sprites/yellowbox-midflap.png',
        'assets/sprites/yellowbox-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
    pygame.init()
    FPSCLOCK = pygame.time.Clock()
    # Fullscreen scaled output
    SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT), pygame.SCALED | pygame.FULLSCREEN)
    pygame.display.set_caption('Flappy Box')

    # 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
    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['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.flip(pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(), False, True),
            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 box"""
    # 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 leftr
    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'].g4et_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
    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 accleration4
    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 len(upperPipes) > 0 and 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 len(upperPipes) > 0 and 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))
5
        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.keyt == 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))
        SCREEN.blit(IMAGES['gameover'], (50, 180))

        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 player 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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Write, Run & Share Python code online using OneCompiler's Python online compiler for free. It's one of the robust, feature-rich online compilers for python language, supporting both the versions which are Python 3 and Python 2.7. Getting started with the OneCompiler's Python editor is easy and fast. The editor shows sample boilerplate code when you choose language as Python or Python2 and start coding.

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OneCompiler's python online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample python program which takes name as input and print your name with hello.

import sys
name = sys.stdin.readline()
print("Hello "+ name)

About Python

Python is a very popular general-purpose programming language which was created by Guido van Rossum, and released in 1991. It is very popular for web development and you can build almost anything like mobile apps, web apps, tools, data analytics, machine learning etc. It is designed to be simple and easy like english language. It's is highly productive and efficient making it a very popular language.

Tutorial & Syntax help

Loops

1. If-Else:

When ever you want to perform a set of operations based on a condition IF-ELSE is used.

if conditional-expression
    #code
elif conditional-expression
    #code
else:
    #code

Note:

Indentation is very important in Python, make sure the indentation is followed correctly

2. For:

For loop is used to iterate over arrays(list, tuple, set, dictionary) or strings.

Example:

mylist=("Iphone","Pixel","Samsung")
for i in mylist:
    print(i)

3. While:

While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while condition  
    #code 

Collections

There are four types of collections in Python.

1. List:

List is a collection which is ordered and can be changed. Lists are specified in square brackets.

Example:

mylist=["iPhone","Pixel","Samsung"]
print(mylist)

2. Tuple:

Tuple is a collection which is ordered and can not be changed. Tuples are specified in round brackets.

Example:

myTuple=("iPhone","Pixel","Samsung")
print(myTuple)

Below throws an error if you assign another value to tuple again.

myTuple=("iPhone","Pixel","Samsung")
print(myTuple)
myTuple[1]="onePlus"
print(myTuple)

3. Set:

Set is a collection which is unordered and unindexed. Sets are specified in curly brackets.

Example:

myset = {"iPhone","Pixel","Samsung"}
print(myset)

4. Dictionary:

Dictionary is a collection of key value pairs which is unordered, can be changed, and indexed. They are written in curly brackets with key - value pairs.

Example:

mydict = {
    "brand" :"iPhone",
    "model": "iPhone 11"
}
print(mydict)

Supported Libraries

Following are the libraries supported by OneCompiler's Python compiler

NameDescription
NumPyNumPy python library helps users to work on arrays with ease
SciPySciPy is a scientific computation library which depends on NumPy for convenient and fast N-dimensional array manipulation
SKLearn/Scikit-learnScikit-learn or Scikit-learn is the most useful library for machine learning in Python
PandasPandas is the most efficient Python library for data manipulation and analysis
DOcplexDOcplex is IBM Decision Optimization CPLEX Modeling for Python, is a library composed of Mathematical Programming Modeling and Constraint Programming Modeling