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Enhanced Face Mesh Tracking and Game Mechanics for Flappy Bird Game #1621

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44 changes: 15 additions & 29 deletions Flappy_Bird/main.py
Original file line number Diff line number Diff line change
Expand Up @@ -2,14 +2,12 @@
from collections import deque
import cv2 as cv, mediapipe as mp
mp_drawing = mp.solutions.drawing_utils
mp_drawing_styles = mp.solutions.drawing_styles
mp_face_mesh = mp.solutions.face_mesh
drawing_spec = mp_drawing.DrawingSpec(thickness=1, circle_radius=1)
pygame.init()

# Initialize required elements/environment
VID_CAP = cv.VideoCapture(3)
window_size = (VID_CAP.get(cv.CAP_PROP_FRAME_WIDTH), VID_CAP.get(cv.CAP_PROP_FRAME_HEIGHT)) # width by height
window_size = (VID_CAP.get(cv.CAP_PROP_FRAME_WIDTH), VID_CAP.get(cv.CAP_PROP_FRAME_HEIGHT))
screen = pygame.display.set_mode(window_size)

# Bird and pipe init
Expand Down Expand Up @@ -40,12 +38,12 @@
refine_landmarks=True,
min_detection_confidence=0.5,
min_tracking_confidence=0.5) as face_mesh:

while True:
# Check if game is running
if not game_is_running:
text = pygame.font.SysFont("Helvetica Bold.ttf", 64).render('Game over!', True, (99, 245, 255))
tr = text.get_rect()
tr.center = (window_size[0]/2, window_size[1]/2)
tr.center = (window_size[0]//2, window_size[1]//2)
screen.blit(text, tr)
pygame.display.update()
pygame.time.wait(2000)
Expand All @@ -54,65 +52,59 @@
pygame.quit()
sys.exit()

# Check if user quit window
for event in pygame.event.get():
if event.type == pygame.QUIT:
VID_CAP.release()
cv.destroyAllWindows()
pygame.quit()
sys.exit()

# Get frame
ret, frame = VID_CAP.read()
if not ret:
print("Empty frame, continuing...")
continue

# Clear screen
screen.fill((125, 220, 232))

# Face mesh
# Adjust brightness based on lighting conditions
gray = cv.cvtColor(frame, cv.COLOR_BGR2GRAY)
brightness = cv.mean(gray)[0]
if brightness < 100: # Adjust sensitivity for dim lighting
frame = cv.convertScaleAbs(frame, alpha=1.5, beta=50)

frame.flags.writeable = False
frame = cv.cvtColor(frame, cv.COLOR_BGR2RGB)
results = face_mesh.process(frame)
frame.flags.writeable = True

# Draw mesh
if results.multi_face_landmarks and len(results.multi_face_landmarks) > 0:
# 94 = Tip of nose
if results.multi_face_landmarks:
marker = results.multi_face_landmarks[0].landmark[94].y
bird_frame.centery = (marker - 0.5) * 1.5 * window_size[1] + window_size[1]/2
if bird_frame.top < 0: bird_frame.y = 0
if bird_frame.bottom > window_size[1]: bird_frame.y = window_size[1] - bird_frame.height
bird_frame.centery = (marker - 0.5) * 1.5 * window_size[1] + window_size[1]//2
bird_frame.y = max(0, min(bird_frame.y, window_size[1] - bird_frame.height))

# Mirror frame, swap axes because opencv != pygame
frame = cv.flip(frame, 1).swapaxes(0, 1)
pygame.surfarray.blit_array(screen, frame)
screen.blit(bird_img, bird_frame)

# Update pipe positions
for pf in pipe_frames:
pf[0].x -= pipe_velocity()
pf[1].x -= pipe_velocity()

if len(pipe_frames) > 0 and pipe_frames[0][0].right < 0:
pipe_frames.popleft()

# Update screen
pygame.surfarray.blit_array(screen, frame)
screen.blit(bird_img, bird_frame)
checker = True
for pf in pipe_frames:
# Check if bird went through to update score
if pf[0].left <= bird_frame.x <= pf[0].right:
checker = False
if not didUpdateScore:
score += 1
didUpdateScore = True
# Update screen
screen.blit(pipe_img, pf[1])
screen.blit(pygame.transform.flip(pipe_img, 0, 1), pf[0])

if checker: didUpdateScore = False

# Stage, score text
text = pygame.font.SysFont("Helvetica Bold.ttf", 50).render(f'Stage {stage}', True, (99, 245, 255))
tr = text.get_rect()
tr.center = (100, 50)
Expand All @@ -122,28 +114,22 @@
tr.center = (100, 100)
screen.blit(text, tr)

# Update screen
pygame.display.flip()

# Check if bird is touching a pipe
if any([bird_frame.colliderect(pf[0]) or bird_frame.colliderect(pf[1]) for pf in pipe_frames]):
game_is_running = False

# Time to add new pipes
if pipeSpawnTimer == 0:
top = pipe_starting_template.copy()
top.x, top.y = window_size[0], random.randint(120 - 1000, window_size[1] - 120 - space_between_pipes - 1000)
bottom = pipe_starting_template.copy()
bottom.x, bottom.y = window_size[0], top.y + 1000 + space_between_pipes
pipe_frames.append([top, bottom])

# Update pipe spawn timer - make it cyclical
pipeSpawnTimer += 1
if pipeSpawnTimer >= time_between_pipe_spawn: pipeSpawnTimer = 0

# Update stage
if time.time() - game_clock >= 10:
time_between_pipe_spawn *= 5 / 6
stage += 1
game_clock = time.time()