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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:
"""Base class that regulates the game of Alien Invasion."""
def __init__(self):
"""Initialize the game."""
pygame.init()
self.settings = Settings()
# Window control
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 a game statistics and a scoreboard
self.stats = GameStats(self)
self.sb = Scoreboard(self)
# Initialize characters
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
# Create Play button
self.play_button = Button(self, "Play")
def run_game(self):
"""Start the main game loop."""
while True:
self._check_events()
if self.stats.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
def _update_screen(self):
"""Update the screen at every step and show new screen"""
self.screen.fill(self.settings.bg_color)
# Update character images
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
# Draw the scoreboard
self.sb.show_score()
# Draw the button if the game is inactive
if not self.stats.game_active:
self.play_button.draw_button()
# Show last created display
pygame.display.flip()
def _check_events(self):
"""Listening for the mouse and keys"""
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 new game when Play button is pressed"""
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
# Empty game stats
self.settings.initialize_dynamic_settings()
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
# Empty bullets and aliens
self.aliens.empty()
self.bullets.empty()
# Create new fleet and center the ship
self._create_fleet()
self.ship.center_ship()
# Hide the mouse pointer
pygame.mouse.set_visible(False)
def _check_keydown_events(self, event):
"""Respond to keydown events."""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
if event.key == pygame.K_LEFT:
self.ship.moving_left = True
if event.key == pygame.K_q:
sys.exit()
if event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
"""Respond to keyup events."""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
if event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _fire_bullet(self):
"""Create a new bullet and add 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 the bullets group."""
self.bullets.update()
# Remove bullets that disappear
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullets_alien_collision()
def _check_bullets_alien_collision(self):
"""
Check collision between a bullet and alien
Make collided rect disappears
"""
collision = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if collision:
for aliens in collision.values():
self.stats.score += self.settings.alien_points * len(aliens)
self.sb.prep_score()
self.sb.check_high_score()
if not self.aliens:
# Kill 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 _create_fleet(self):
"""Create alien and add it to the fleet group."""
# Create aliens and define how many of them in a row
alien = Alien(self)
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)
# Define how many aliens could be 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 first row of aliens
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
# Create an alien and put it in a row
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
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 to fleet edge events."""
for alien in self.aliens.sprites():
if alien.check_edge():
self._change_fleet_directions()
break
def _change_fleet_directions(self):
"""Change the fleet directions and its move down"""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _update_aliens(self):
"""Update the alien group."""
self._check_fleet_edges()
self.aliens.update()
# Look for ship aliens collision
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
# Look for alien to hit the bottom of the screen
self._check_aliens_bottom()
def _ship_hit(self):
"""Check if the ship is hit by aliens"""
if self.stats.ships_left > 0:
# Decrease ship_left
self.stats.ships_left -= 1
self.sb.prep_ships()
# Empty alien and bullets
self.aliens.empty()
self.bullets.empty()
# Create new fleet and center the ship
self._create_fleet()
self.ship.center_ship()
# Pause
sleep(1.0)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _check_aliens_bottom(self):
""""Check if the aliens hit the bottom of the screen"""
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# React as ship hit by alien
self._ship_hit()
break
if __name__ == '__main__':
# Create the example of game and run it
ai = AlienInvasion()
ai.run_game()