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alien_invasion.py
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alien_invasion.py
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import sys
from time import sleep
import pygame
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from bullet import Bullet
from alien import Alien
class AlienInvasion:
"""Overall class to manage game assets and behaviour """
def __init__(self):
""" Initialising the game, and create game resources """
pygame.init()
self.settings = Settings()
#smaller screen mode
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
self.screen = pygame.display.set_mode((1200, 800))
#Full screen mode
#self.screen = pygame.display.set_mode((0,0), pygame.FULLSCREEN)
#self.settings.screen_width = self.screen.get_rect().width
#self.settings.screen_height = self.screen.get_rect().height
pygame.display.set_caption("Alien Invasion")
#create an instances to store game statistics and scoreboards.
self.stats = GameStats(self)
self.sb = Scoreboard(self)
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
#make the play button.
self.play_button = Button(self,"Play")
#set background color.
self.bg_color = (230, 230, 230)
def run_game(self):
""" Start the main loop for the games. """
while True:
# watch the keyboard and mouse events.
self._check_events()
if self.stats.game_active:
self.ship.update()
#self.bullets.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
#Get rid of bullets that ave dissapeared.
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
#print(len(self.bullets))
#
#self._update_bullets()
#self._update_screen()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
#Redraw the screen during each pass through the loop.
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
# Make the most recently drawn visible.
pygame.display.flip()
def _check_events(self):
""" Responds to keypress and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
#if event.key == pygame.K_RIGHT:
# move the ship to the righht.
#self.ship.rect.x += 1
#self.ship.moving_right = True
#elif event.key == pygame.K_LEFT:
# self.ship.moving_left = True
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
# if event.key == pygame.K_RIGHT:
# self.ship.moving_right = False
# elif event.key == pygame.K_LEFT:
# self.ship.moving_left = False
self._check_keyup_events(event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
def _check_play_button(self, mouse_pos):
""" Start a new game when player click Play button. """
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
#reset the game settings.
self.settings.initialize_dynamic_settings()
#reset the game statistic.
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
#get rid of remaining aliens and bullets.
self.aliens.empty()
self.bullets.empty()
#create new fleet and center the ship.
self._create_fleet()
self.ship.center_ship()
#hide the mouse cursor.
pygame.mouse.set_visible(False)
def _check_keydown_events(self, event):
""" Responds to keypress."""
if event.key == pygame.K_RIGHT:
#move the ship to the righht.
#self.ship.rect.x += 1
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_a:
self.ship.moving_left = True
elif event.key == pygame.K_d:
self.ship.moving_right = True
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
""" Responds to key release. """
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
elif event.key == pygame.K_a:
self.ship.moving_left = False
elif event.key == pygame.K_d:
self.ship.moving_right = False
elif event.key == pygame.K_q:
sys.exit()
def _fire_bullet(self):
""" Create a new bullet and it to the bullets group. """
if len(self.bullets )< self.settings.bullets_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
""" Update positions of bullets and get rid of old bullets."""
#Update bullets positions.
self.bullets.update()
#Get rid of bullets that have dissapeared.
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullet_alien_collision()
def _check_bullet_alien_collision(self):
""" Responds to bullet-alien collision. """
#Remove any bullets and aliens that have collied.
#check for any bullets that have hit aliens.
#if so, get rid o the bullet and aliens.
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if collisions:
for aliens in collisions.values():
self.stats.score += self.settings.alien_points * len(aliens)
self.sb.prep_score()
self.sb.check_high_score()
if not self.aliens:
#destroy existing bullets and create new fleet.
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
#increase level.
self.stats.level += 1
self.sb.prep_level()
def _update_aliens(self):
"""Check if the fleet is at an edge, then update the positions of all aliens in the fleet."""
self._check_fleet_edges()
self.aliens.update()
#look for alien-ship collision.
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
#look for aliens hitting the bottoms of the screen.
self._check_aliens_bottom()
def _update_screen(self):
""" Update images on the scree, and flup to new screen. """
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
#draw the score information.
self.sb.show_score()
#DRAW THE PLAY BUTTON IF THE GAME IS INACTIVE
if not self.stats.game_active:
self.play_button.draw_button()
pygame.display.flip()
def _create_fleet(self):
""" Create the fleet of alien. """
#make an alien and find the amount of alien in a row.
alien = Alien(self)
#self.aliens.add(alien)
#alien_width = alien.rect.width
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)
#determine the number of rows of aliens that fit on the screen.
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
#create the full fleet of aliens.
for row_number in range(number_rows):
#create the first row of aliens.
for alien_number in range(number_aliens_x):
#create an alien and place it in the row.
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
""" Create an alien and place it in the rows """
alien = Alien(self)
alien_width, alien_height = alien.rect.size
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
self.aliens.add(alien)
def _check_fleet_edges(self):
"""Respond appropriately if any aliens have reached an edge. """
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_directions()
break
def _change_fleet_directions(self):
""" Drop the entire fleet and change the fleets direction. """
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _ship_hit(self):
""" Responds to the ship being hit by an alien. """
if self.stats.ships_left > 0:
#decrement ships_left and update the scoreboard .
self.stats.ships_left -= 1
self.sb.prep_ships()
#get rid of any remaining aliens and bullets.
self.aliens.empty()
self.bullets.empty()
#create new fleet and center the ship.
self._create_fleet()
self.ship.center_ship()
#create a new fleet and center the ship.
self._create_fleet()
self.ship.center_ship()
#Pause.
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _check_aliens_bottom(self):
"""Check if any aliens have reached the bottom of the screen. """
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#treat this the same as ship got hit.
self._ship_hit()
break
if __name__ == '__main__':
#Make a game instance, and run the game
ai = AlienInvasion()
ai.run_game()