Qwen3-235B-A22B-Instruct-2507-gguf-q4km-AutoRound

765
7
235.0B
Q4
license:apache-2.0
by
Intel
Other
OTHER
235B params
New
765 downloads
Early-stage
Edge AI:
Mobile
Laptop
Server
526GB+ RAM
Mobile
Laptop
Server
Quick Summary

This model is gguf:q4km model 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

✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementsbash
pip install pygame
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()
✅ Requirementspython
import pygame
import random
import sys

# Initialize Pygame
pygame.init()

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

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

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

# Bird settings
bird_x = 100
bird_y = SCREEN_HEIGHT // 2
bird_velocity = 0
bird_width = 40
bird_height = 30

# Pipe list
pipes = []
last_pipe_time = 0

# Score
score = 0
font = pygame.font.SysFont('Arial', 26)

# Clock
clock = pygame.time.Clock()

# Game loop
running = True
game_active = True

def draw_bird(x, y):
    pygame.draw.rect(screen, BLUE, (x, y, bird_width, bird_height), border_radius=10)

def create_pipe():
    height = random.randint(100, SCREEN_HEIGHT - PIPE_GAP - 100)
    top_pipe = pygame.Rect(SCREEN_WIDTH, 0, 60, height)
    bottom_pipe = pygame.Rect(SCREEN_WIDTH, height + PIPE_GAP, 60, SCREEN_HEIGHT)
    return {"top": top_pipe, "bottom": bottom_pipe, "passed": False}

def draw_pipes(pipes):
    for pipe in pipes:
        pygame.draw.rect(screen, GREEN, pipe["top"])
        pygame.draw.rect(screen, GREEN, pipe["bottom"])

def move_pipes(pipes):
    for pipe in pipes:
        pipe["top"].x -= PIPE_SPEED
        pipe["bottom"].x -= PIPE_SPEED

def remove_offscreen_pipes(pipes):
    return [pipe for pipe in pipes if pipe["top"].right > 0]

def check_collision(pipes, bird_y):
    # Check ceiling or floor
    if bird_y < 0 or bird_y + bird_height > SCREEN_HEIGHT:
        return True

    # Check pipes
    bird_rect = pygame.Rect(bird_x, bird_y, bird_width, bird_height)
    for pipe in pipes:
        if bird_rect.colliderect(pipe["top"]) or bird_rect.colliderect(pipe["bottom"]):
            return True
    return False

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

# Main game loop
while running:
    current_time = pygame.time.get_ticks()
    screen.fill(SKY_BLUE)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and game_active:
                bird_velocity = FLAP_STRENGTH
            if event.key == pygame.K_r and not game_active:
                # Restart game
                bird_y = SCREEN_HEIGHT // 2
                bird_velocity = 0
                pipes = []
                score = 0
                game_active = True
        if event.type == pygame.MOUSEBUTTONDOWN and game_active:
            bird_velocity = FLAP_STRENGTH

    if game_active:
        # Bird physics
        bird_velocity += GRAVITY
        bird_y += bird_velocity

        # Generate pipes
        if current_time - last_pipe_time > PIPE_FREQUENCY:
            pipes.append(create_pipe())
            last_pipe_time = current_time

        # Move and draw pipes
        move_pipes(pipes)
        pipes = remove_offscreen_pipes(pipes)
        draw_pipes(pipes)

        # Check for scoring
        for pipe in pipes:
            if pipe["top"].right < bird_x and not pipe["passed"]:
                score += 1
                pipe["passed"] = True

        # Collision check
        if check_collision(pipes, bird_y):
            game_active = False

    # Draw bird and score
    draw_bird(bird_x, bird_y)
    draw_score()

    # Game over screen
    if not game_active:
        game_over = font.render("Game Over! Press 'R' to Restart", True, BLACK)
        screen.blit(game_over, (SCREEN_WIDTH // 2 - 180, SCREEN_HEIGHT // 2))

    pygame.display.update()
    clock.tick(60)

pygame.quit()
sys.exit()

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