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alien_invasion.py
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265 lines (207 loc) · 8.63 KB
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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 behavior"""
def __init__(self):
"""Initialize the game, and create game resources"""
pygame.init()
self.clock = pygame.time.Clock()
self.settings = Settings()
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 instance to store game stats and create scoreboard
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()
# start alien invasion in an active state
self.game_active = False
# make the play button
self.play_button = Button(self, "Play")
def run_game(self):
"""start the main loop for the game"""
while True:
self._check_events()
if self.game_active :
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
self.clock.tick(60)
# watch for keyboard and mouse events
def _check_events(self):
"""respond to keypresses and mouse events"""
for event in pygame.event.get():
if event.type == pygame.QUIT :
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
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 gamme when the player clicks play"""
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.game_active :
# Reset the game statistics
self.stats.reset_stats()
self.game_active = True
# Prepare the scoreboard images
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_high_score()
self.sb.prep_ships()
# get rid of remaining bullets and aliens
self.bullets.empty()
self.aliens.empty()
# create new fleet and center ship
self._create_fleet()
self.ship.center_ship()
# hide the mouse cursor
pygame.mouse.set_visible(False)
def _check_keydown_events(self, event):
"""respond to keypresses"""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_q :
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
"""respond to key releases"""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _fire_bullet(self):
""" create a new bullet and add it to the bullet group"""
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _create_fleet(self):
"""create the fleet of aliens"""
# create an alien and keep adding aliens until there's no room left
# spacing between aliens is one alien width and one alien height
alien = Alien(self)
alien_width, alien_height = alien.rect.size
current_x, current_y = alien_width, alien_height
while current_y < (self.settings.screen_height - 9* alien_height):
while current_x < (self.settings.screen_width - 2* alien_width) :
self._create_alien(current_x, current_y)
current_x += 2 * alien_width
# finished a row, reset x value and increment y value
current_x = alien_width
current_y += 2 * alien_height
def _create_alien(self, x_position, y_position):
"""create an alien and place it in the fleet"""
new_alien = Alien(self)
new_alien.x = x_position
new_alien.rect.x = x_position
new_alien.rect.y = y_position
self.aliens.add(new_alien)
def _update_aliens(self):
"""check if the fleet is at an edge, then update positions"""
self._check_fleet_edges()
self.aliens.update()
# look for alien-ship collisions
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
print("ship hit!")
# look for aliens hitting the bottom of the screen
self._check_aliens_bottom()
def _check_aliens_bottom(self):
"""check if alien has reached bottom of the screen"""
for alien in self.aliens.sprites():
if alien.rect.bottom >= self.settings.screen_height:
#treat this the same as if ship got hit
self._ship_hit()
break
def _update_bullets(self):
"""update position of bullets and get rid of the old bullets"""
# update bullet positions
self.bullets.update()
# get rid of bullets that have disappeared
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
print(len(self.bullets))
self._check_bullet_alien_collision()
def _check_bullet_alien_collision(self):
"""respond to bullet-alien collisions"""
# remove any bullets and aliens that have collided
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()
# increase level and update scoreboard
self.stats.level += 1
self.sb.prep_level()
def _update_screen(self):
"""update images on screen and flip to the new screen"""
# redraw the screen during each pass through the loop
self.screen.fill(self.settings.bg_color)
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.ship.blitme()
self.aliens.draw(self.screen)
# draw the score infromation
self.sb.show_score()
# draw the play button if the game is inactive
if not self.game_active:
self.play_button.draw_button()
# MAKE THE MOST RECENTLY DRAWN SCREEN VISIBLE
pygame.display.flip()
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_direction()
break
def _change_fleet_direction(self):
"""drop the entire fleet and change the fleet's direction"""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _ship_hit(self):
"""respond to the ship being hit by an alien"""
if self.stats.ships_left > 0:
# decrement ship_left, update scoreboard
self.stats.ships_left -= 1
self.sb.prep_ships()
# get rid of any remaining bullets and aliens
self.bullets.empty()
self.aliens.empty()
# create a new fleet and centre the ship
self._create_fleet()
self.ship.center_ship()
# pause
sleep(0.5)
else:
self.game_active = False
pygame.mouse.set_visible(True)
if __name__ == '__main__' :
# make a game instance and run the game
ai = AlienInvasion()
ai.run_game()