Game Development 24 min read

Build a Flappy Bird Clone with Python and Pygame – Full Source Code

This article walks you through creating a Flappy Bird‑style game using Python 3 and the pygame library, covering installation of pygame, showcasing gameplay screenshots, and providing the complete source code with explanations and future refactoring plans.

MaGe Linux Operations
MaGe Linux Operations
MaGe Linux Operations
Build a Flappy Bird Clone with Python and Pygame – Full Source Code

Introduction

I previously played Flappy Bird on my phone and decided to recreate it using Python 3 and the pygame module. The resulting game runs smoothly and will surprise you.

1. Demo

After downloading the game, install the pygame module in your Python environment (if it is not already installed) with pip install pygame. The first screen you see after running the .py file looks like this:

Clicking the “Play” button in the above image produces the following effect:

The game includes background music; be sure to download the accompanying assets together with the code so the music plays during gameplay.

2. Full Code

The code uses several assets (background images, music, etc.). You can download them from this link . Below is the complete source code (kept unchanged for clarity):

import math
import os
import time
from random import randint, uniform
import pygame
from pygame.locals import *
from collections import deque

FPS = 60
BK_WIDTH = 900  # background width
BK_HEIGHT = 650  # background height
PIPE_WIDTH = 80
PIPE_HEIGHT = 10
PIPE_HEAD_HEIGHT = 32

BK_MOVE_SPEED = 0.22
ADD_TIME = 2500
TOTAL_PIPE_BODY = int(3/5 * BK_HEIGHT)
PIPE_RATE = 0.96
a_i = "bird-wingup"
b_i = "bird-wingmid"
c_i = "bird-wingdown"

INITAL_SPEED = -0.37
BIRD_WIDTH = 50
BIRD_HEIGHT = 40
BIRD_INIT_SCORE = 7

STONE_ADD_TIME = 1000
STONE_WIDTH = 40
STONE_HEIGHT = 30
STONE_LEVEL = 4

BUTTON_WIDTH = 140
BUTT0N_HEIGHT = 60

BULLET_SPEED = 0.32
BULLET_WIETH = 50
BULLET_HEIGHT = 30

pygame.init()
screen = pygame.display.set_mode((BK_WIDTH, BK_HEIGHT))
pygame.mixer.init()

music_lose = pygame.mixer.Sound("lose.wav")
music1 = pygame.mixer.Sound("touch.wav")
pygame.mixer.music.load("bkm.mp3")
font = pygame.font.SysFont('comicsansms', 25, bold=True)

def little_bird(list):
    global a_i, b_i, c_i
    a_i, b_i, c_i = list[0], list[1], list[2]

def seteasy(list):
    global BK_MOVE_SPEED, ADD_TIME, TOTAL_PIPE_BODY, PIPE_RATE, STONE_LEVEL, BIRD_INIT_SCORE
    BK_MOVE_SPEED, ADD_TIME, TOTAL_PIPE_BODY, PIPE_RATE, STONE_LEVEL, BIRD_INIT_SCORE = list

class Bullet(pygame.sprite.Sprite):
    speed = BULLET_SPEED
    width = BULLET_WIETH
    height = BULLET_HEIGHT
    def __init__(self, bird, images):
        super(Bullet, self).__init__()
        self.x, self.y = bird.x, bird.y
        self.bullet = images
        self.mask_bullet = pygame.mask.from_surface(self.bullet)
    def update(self):
        self.x += self.speed * frames_to_msec(1)
    @property
    def image(self):
        return self.bullet
    @property
    def mask(self):
        return self.mask_bullet
    @property
    def rect(self):
        return Rect(self.x, self.y, Bullet.width, Bullet.height)
    def visible(self):
        return 0 < self.x < BK_WIDTH + Bullet.width

class Bird(pygame.sprite.Sprite):
    width = BIRD_WIDTH
    height = BIRD_HEIGHT
    sink_gravity = 0.001
    def __init__(self, x, y, level, images):
        super(Bird, self).__init__()
        self.x, self.y = x, y
        self.wing_up, self.wing_mid, self.wing_down = images
        self.mask_wing_up = pygame.mask.from_surface(self.wing_up)
        self.mask_wing_mid = pygame.mask.from_surface(self.wing_mid)
        self.mask_wing_down = pygame.mask.from_surface(self.wing_down)
        self.inital_speed = 0
        self.level = level
        self.score = 0
    def update(self, t):
        y_ = self.inital_speed * t + 0.5 * self.sink_gravity * t * t
        if self.inital_speed <= 0.3:
            self.inital_speed += self.sink_gravity * t
        self.y += y_
    @property
    def image(self):
        if pygame.time.get_ticks() % 400 >= 120:
            return self.wing_up
        elif pygame.time.get_ticks() % 400 >= 280:
            return self.wing_mid
        else:
            return self.wing_down
    @property
    def mask(self):
        if pygame.time.get_ticks() % 400 >= 120:
            return self.mask_wing_up
        elif pygame.time.get_ticks() % 400 >= 280:
            return self.mask_wing_mid
        else:
            return self.mask_wing_down
    @property
    def rect(self):
        return Rect(self.x, self.y, Bird.width, Bird.height)

class Pipe(pygame.sprite.Sprite):
    width = PIPE_WIDTH
    pipe_head_height = PIPE_HEAD_HEIGHT
    add_time = ADD_TIME
    def __init__(self, pipe_head_image, pipe_body_image):
        super(Pipe, self).__init__()
        self.x = float(BK_WIDTH - 1)
        self.score_count = False
        self.image = pygame.Surface((Pipe.width, BK_HEIGHT), SRCALPHA)
        self.image.convert()
        self.image.fill((0, 0, 0, 0))
        total_pipe_length = TOTAL_PIPE_BODY
        self.bottom_length = randint(int(0.1 * total_pipe_length), int(0.8 * total_pipe_length))
        self.top_length = total_pipe_length - self.bottom_length
        for i in range(1, self.bottom_length + 1):
            self.image.blit(pipe_body_image, (0, BK_HEIGHT - i))
        bottom_head_y = BK_HEIGHT - self.bottom_length - self.pipe_head_height
        self.image.blit(pipe_head_image, (0, bottom_head_y))
        for i in range(-PIPE_HEIGHT, self.top_length - PIPE_HEIGHT):
            self.image.blit(pipe_body_image, (0, i))
        self.image.blit(pipe_head_image, (0, self.top_length))
        self.mask = pygame.mask.from_surface(self.image)
    @property
    def rect(self):
        return Rect(self.x, 0, Pipe.width, PIPE_HEIGHT)
    @property
    def visible(self):
        return -Pipe.width < self.x < BK_WIDTH
    def update(self, delta_frames=1):
        self.x -= BK_MOVE_SPEED * frames_to_msec(delta_frames)
    def collides(self, bird):
        return pygame.sprite.collide_mask(self, bird)

def change_add_time():
    Pipe.add_time = int((Pipe.add_time * PIPE_RATE) / 100) * 100

class Stone(pygame.sprite.Sprite):
    add_time = STONE_ADD_TIME
    width = STONE_WIDTH
    height = STONE_HEIGHT
    def __init__(self, image):
        super(Stone, self).__init__()
        self.x = BK_WIDTH - 5
        self.y = randint(1, int(0.95 * BK_HEIGHT))
        self.speed = uniform(0.1, 0.5)
        self.stone_image = image
        self.mask_image = pygame.mask.from_surface(self.image)
    @property
    def rect(self):
        return Rect(self.x, self.y, Stone.width, Stone.height)
    @property
    def image(self):
        return self.stone_image
    @property
    def mask(self):
        return self.mask_image
    def update(self, frame=1):
        self.x -= int(self.speed * frames_to_msec(frame))
    def collides(self, b):
        return pygame.sprite.collide_mask(self, b)
    def visible(self):
        return -self.width < self.x < BK_WIDTH

def level_goal(bird):
    return bird.level * BIRD_INIT_SCORE

def load_image(img_file_name):
    file_name = os.path.join(".", "images", img_file_name)
    img = pygame.image.load(file_name)
    img.convert()
    return img

def search_bk(bird):
    return "bk" + str(bird.level)

img_x = load_image('backgroundx.png')

def load_images():
    return {
        'bk1': load_image('background.png'),
        'bk2': load_image('background2.png'),
        'bk3': load_image('background3.png'),
        'bk4': load_image('background4.png'),
        'bk5': load_image('background5.png'),
        'bk6': load_image('background6.png'),
        'stone': load_image('stone.png'),
        'bullet': load_image('bullet.png'),
        'pipe-end': load_image('pipe_end.png'),
        'pipe-body': load_image('pipe_body.png'),
        'f_u': load_image('fenghuang_up.png'),
        'f_m': load_image('fenghuang_mid.png'),
        'f_w': load_image('fenghuang_down.png'),
        'bird-wingup': load_image('bird_wing_up.png'),
        'bird-wingmid': load_image('bird_wing_mid.png'),
        'bird-wingdown': load_image('bird_wing_down.png')
    }

def frames_to_msec(frames, fps=FPS):
    return 1000.0 * frames / fps

def msec_to_frames(milliseconds, fps=FPS):
    return fps * milliseconds / 1000.0

def game_loop():
    pygame.mixer.music.play(-1)
    pygame.display.set_caption("Flappy Bird")
    clock = pygame.time.Clock()
    images = load_images()
    bird = Bird(20, BK_HEIGHT // 2, 1, (images[a_i], images[b_i], images[c_i]))
    score_font = pygame.font.SysFont(None, 50, bold=True)
    score_font2 = pygame.font.SysFont(None, 40, bold=True)
    score_font3 = pygame.font.SysFont(None, 70, bold=True)
    pipes = deque()
    stones = pygame.sprite.Group()
    bullets = pygame.sprite.Group()
    pause = done = False
    frames = 0
    while not done:
        clock.tick(FPS)
        if not (pause or frames % msec_to_frames(Pipe.add_time)):
            pp = Pipe(images['pipe-end'], images['pipe-body'])
            pipes.append(pp)
        if not (pause or frames % msec_to_frames(Stone.add_time) or bird.level < STONE_LEVEL):
            ss = Stone(images['stone'])
            stones.add(ss)
        for e in pygame.event.get():
            if e.type == QUIT:
                done = True
                break
            elif e.type == KEYUP:
                if e.key == K_p:
                    pause = not pause
                elif e.key == K_d:
                    bb = Bullet(bird, images['bullet'])
                    bullets.add(bb)
                elif e.key in (K_s, K_SPACE):
                    bird.inital_speed = INITAL_SPEED
            elif e.type == MOUSEBUTTONUP:
                bird.inital_speed = INITAL_SPEED
        if pause:
            continue
        pygame.sprite.groupcollide(stones, bullets, True, True, pygame.sprite.collide_mask)
        pipe_collision = any(p.collides(bird) for p in pipes)
        stone_collision = any(s.collides(bird) for s in stones)
        if pipe_collision or stone_collision or bird.y <= 0 or bird.y > BK_HEIGHT - Bird.height:
            pygame.mixer.music.stop()
            pygame.mixer.Sound.play(music_lose, -1)
            time.sleep(3.5)
            pygame.mixer.Sound.stop(music_lose)
            time.sleep(0.1)
            done = True
            continue
        screen.blit(images[search_bk(bird)], (0, 0))
        while pipes and not pipes[0].visible:
            pipes.popleft()
        for s in list(stones):
            if not s.visible():
                stones.remove(s)
        for b in list(bullets):
            if not b.visible():
                bullets.remove(b)
        for p in pipes:
            p.update()
            screen.blit(p.image, p.rect)
        for s in stones:
            s.update()
            screen.blit(s.image, s.rect)
        for b in bullets:
            b.update()
            screen.blit(b.bullet, b.rect)
        for p in pipes:
            if bird.x > p.x + Pipe.width and not p.score_count:
                bird.score += 1
                p.score_count = True
        sl = score_font.render("level:", True, (255, 255, 255))
        sc = score_font.render("score:", True, (255, 255, 255))
        sl2 = score_font2.render(str(bird.level), True, (255, 255, 255))
        sc2 = score_font2.render(str(bird.score), True, (255, 255, 255))
        screen.blit(sc, (BK_WIDTH - 170, 20))
        screen.blit(sl, (BK_WIDTH - 320, 20))
        screen.blit(sc2, (BK_WIDTH - 50, 27))
        screen.blit(sl2, (BK_WIDTH - 210, 27))
        bird.update(frames_to_msec(1))
        screen.blit(bird.image, bird.rect)
        pygame.display.flip()
        if bird.score >= level_goal(bird):
            change_add_time()
            pipes.clear()
            stones.empty()
            bullets.empty()
            bird.level += 1
            if bird.level <= 6:
                s3 = score_font3.render("Next   Level", True, (255, 255, 255))
                screen.blit(s3, (BK_WIDTH // 2 - 150, BK_HEIGHT // 2 - 50))
                pygame.display.flip()
                time.sleep(2)
            else:
                s3 = score_font3.render("You   Win!", True, (255, 255, 255))
                screen.blit(s3, (BK_WIDTH // 2 - 150, BK_HEIGHT // 2 - 50))
                pygame.display.flip()
                time.sleep(2)
                exit()
        frames += 1
    pygame.mixer.music.stop()
    Pipe.add_time = ADD_TIME
    main()

def quit_but():
    pygame.quit()
    exit()

def buttons(x, y, w, h, color, color2, text, action, list=[]):
    mouse_position = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()
    if x + w > mouse_position[0] > x and y + h > mouse_position[1] > y:
        color = color2
        if click[0] == 1 and action is not None:
            pygame.mixer.Sound.play(music1, -1)
            time.sleep(0.215)
            pygame.mixer.Sound.stop(music1)
            if list:
                action(list)
            else:
                action()
    pygame.draw.rect(screen, color, (x, y, w, h))
    TextSurf = font.render(text, True, (0, 0, 0))
    TextRect = TextSurf.get_rect()
    TextRect.center = ((x + w / 2), (y + h / 2))
    screen.blit(TextSurf, TextRect)
    pygame.display.update()

def setting():
    screen.blit(img_x, (0, 0))
    pygame.display.flip()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit()
        buttons(100, 200, BUTTON_WIDTH, BUTT0N_HEIGHT, (255, 0, 0), (170, 0, 0), 'easy', seteasy, [0.19, 2500, int(5/11 * BK_HEIGHT), 0.97, 5, 6])
        buttons(400, 200, BUTTON_WIDTH, BUTT0N_HEIGHT, (0, 255, 0), (0, 170, 0), 'normal', seteasy, [0.19, 2500, int(3/5 * BK_HEIGHT), 0.96, 7, 4])
        buttons(700, 200, BUTTON_WIDTH, BUTT0N_HEIGHT, (0, 0, 255), (0, 0, 160), 'hard', seteasy, [0.21, 1300, int(9/14 * BK_HEIGHT), 0.96, 2, 1])
        buttons(700, 550, BUTTON_WIDTH, BUTT0N_HEIGHT, (0, 0, 255), (0, 0, 160), 'back', main)
        buttons(100, 400, BUTTON_WIDTH, BUTT0N_HEIGHT, (255, 0, 0), (170, 0, 0), 'huo lie niao', little_bird, ["f_u", "f_m", "f_w"]) 
        buttons(400, 400, BUTTON_WIDTH, BUTT0N_HEIGHT, (0, 255, 0), (0, 170, 0), 'xiao niao', little_bird, ["bird-wingup", "bird-wingmid", "bird-wingdown"])

def main():
    screen.blit(img_x, (0, 0))
    pygame.display.flip()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit()
        buttons((BK_WIDTH - BUTTON_WIDTH)//2, (BK_HEIGHT - BUTT0N_HEIGHT - 100)//2, BUTTON_WIDTH, BUTT0N_HEIGHT, (0, 255, 0), (0, 170, 0), 'Play!', game_loop)
        buttons((BK_WIDTH - BUTTON_WIDTH)//2, (BK_HEIGHT - BUTT0N_HEIGHT + 100)//2, BUTTON_WIDTH, BUTT0N_HEIGHT, (0, 0, 255), (0, 0, 160), 'setting', setting)
        buttons((BK_WIDTH - BUTTON_WIDTH)//2, (BK_HEIGHT - BUTT0N_HEIGHT + 300)//2, BUTTON_WIDTH, BUTT0N_HEIGHT, (255, 0, 0), (170, 0, 0), 'Quit', quit_but)

if __name__ == "__main__":
    main()

Conclusion

This is version 1 of the project; it is written in a procedural style for simplicity. Future work will refactor the code into classes and split it across multiple modules for better organization.

Original Source

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Game DevelopmentTutorialPygameFlappy Bird
MaGe Linux Operations
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