Qwen3-235B-A22B-Instruct-2507-gguf-q2ks-mixed-AutoRound

428
11
235.0B
license:apache-2.0
by
Intel
Other
OTHER
235B params
New
428 downloads
Early-stage
Edge AI:
Mobile
Laptop
Server
526GB+ RAM
Mobile
Laptop
Server
Quick Summary

This model is a mixed gguf:q2ks of Qwen/Qwen3-235B-A22B-Instruct-2507 generated by intel/auto-round algorithm.

Device Compatibility

Mobile
4-6GB RAM
Laptop
16GB RAM
Server
GPU
Minimum Recommended
219GB+ RAM

Code Examples

šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:bash
pip install pygame
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()
šŸ”§ Requirements:python
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

# Screen dimensions
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird")

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 128, 0)
SKY_BLUE = (135, 206, 235)

# Game settings
GRAVITY = 0.5
FLAP_STRENGTH = -10
PIPE_SPEED = 3
PIPE_GAP = 150
PIPE_FREQUENCY = 1500  # milliseconds

# Bird class
class Bird:
    def __init__(self):
        self.x = 50
        self.y = HEIGHT // 2
        self.velocity = 0
        self.width = 20
        self.height = 20

    def flap(self):
        self.velocity = FLAP_STRENGTH

    def update(self):
        self.velocity += GRAVITY
        self.y += self.velocity
        if self.y < 0:
            self.y = 0
        if self.y > HEIGHT:
            self.y = HEIGHT

    def draw(self):
        pygame.draw.circle(screen, BLACK, (self.x, int(self.y)), self.width // 2)

# Pipe class
class Pipe:
    def __init__(self):
        self.x = WIDTH
        self.top = random.randint(50, HEIGHT - PIPE_GAP - 50)
        self.bottom = self.top + PIPE_GAP
        self.width = 50
        self.passed = False

    def update(self):
        self.x -= PIPE_SPEED
        return self.x > -self.width

    def draw(self):
        pygame.draw.rect(screen, GREEN, (self.x, 0, self.width, self.top))
        pygame.draw.rect(screen, GREEN, (self.x, self.bottom, self.width, HEIGHT - self.bottom))

    def collide(self, bird):
        if bird.x + bird.width // 2 > self.x and bird.x - bird.width // 2 < self.x + self.width:
            if bird.y - bird.height // 2 < self.top or bird.y + bird.height // 2 > self.bottom:
                return True
        return False

# Main game loop
def game():
    bird = Bird()
    pipes = []
    score = 0
    clock = pygame.time.Clock()
    last_pipe = pygame.time.get_ticks()

    running = True
    game_active = True

    font = pygame.font.SysFont(None, 55)

    while running:
        screen.fill(SKY_BLUE)
        dt = clock.tick(60)
        current_time = pygame.time.get_ticks()

        # Event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird.flap()
                if event.key == pygame.K_r and not game_active:
                    game()

        if game_active:
            # Update bird
            bird.update()

            # Generate new pipes
            if current_time - last_pipe > PIPE_FREQUENCY:
                pipes.append(Pipe())
                last_pipe = current_time

            # Update and draw pipes
            pipes = [p for p in pipes if p.update()]
            for pipe in pipes:
                pipe.draw()
                if pipe.collide(bird):
                    game_active = False

                # Score logic
                if pipe.x + pipe.width < bird.x and not pipe.passed:
                    score += 1
                    pipe.passed = True

            # Draw bird
            bird.draw()

            # Check if bird hits the ground or flies too high
            if bird.y >= HEIGHT or bird.y <= 0:
                game_active = False

            # Display score
            score_text = font.render(f"Score: {score}", True, BLACK)
            screen.blit(score_text, (10, 10))

        else:
            # Game over screen
            game_over_text = font.render("Game Over!", True, BLACK)
            restart_text = font.render("Press 'R' to Restart", True, BLACK)
            screen.blit(game_over_text, (WIDTH // 2 - 90, HEIGHT // 2 - 50))
            screen.blit(restart_text, (WIDTH // 2 - 150, HEIGHT // 2 + 10))

        pygame.display.update()

# Start the game
game()

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