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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 behavior."""
def __init__(self):
"""Initialize the game, and create game resources."""
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((1200, 800))
# Use below code snippet to run game in fullscreen 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 instance to store game statistics.
# And create a scoreboard
self.stats = GameStats(self)
self.sb = Scoreboard(self)
# Creates the actual initials of the game
self.ship = Ship(self)
self.bullets = pygame.sprite.Group() # creates a group to manage bullets already fired
self.aliens = pygame.sprite.Group() # create a group to manage the aliens
self._create_fleet()
# Making the play button
self.play_button = Button(self, "Play Game")
def _create_alien(self, alien_number, row_number):
# create an alien and place it in the row adjacent to the last one
alien = Alien(self)
alien_width, alien_height = alien.rect.size # Uses the 'size' tuple to get x and y dims
alien.x = alien_width + (2 * alien_width * alien_number) # defines x-pos
alien.rect.x = alien.x
alien.rect.y = alien_height + (2 * alien.rect.height * row_number) # defines y-pos
self.aliens.add(alien) # adds the newly created alien to the group
def _create_fleet(self):
"""Create the fleet of aliens."""
# Create an alien and find the number of aliens in a row
# Spacing between each alien is equal to one alien width
# Make an alien
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) # "//" is the floor divisor
# 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)
# Creates 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):
self._create_alien(alien_number, row_number)
def _check_fleet_edges(self):
"""Respond appropriately if any aliens hit the edge"""
for alien in self.aliens.sprites(): # checks all of the aliens
if alien.check_edges():
self._change_fleet_direction() # if any of them return true we flip the dir of the whole fleet
break
def _change_fleet_direction(self):
"""Drops the height of the entire fleet when called"""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed # drops them 10 pixels
self.settings.fleet_direction *= -1 # flips the direction by mupltiplying itself by -1
def run_game(self):
"""Start the main loop for the game."""
while True:
self._check_events()
if self.stats.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
def _check_events(self):
# Watch for keyboard 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: # stop moving if the key is lifted
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 the new game when the player clicks on the 'play' button"""
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
self._start_game()
def _start_game(self):
# Reset the game stats
self.stats.reset_stats() # Resets the number of ships
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
# Clears remaining aliens and bullets and redraws new ones
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
# Hide the mouse cursor
pygame.mouse.set_visible(False)
# Reset the game settings.
self.settings.initialize_dynamic_settings()
def _check_keydown_events(self, event):
"""Responds to key presses"""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True # move the ship to the right.
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True # move the ship to the left.
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE: # we don't need a keyDOWN event bc there is just one action from space
self._fire_bullet()
elif event.key == pygame.K_p:
self._start_game()
def _check_keyup_events(self, event):
"""Responds when the key is released"""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False # sets the ship stationary again
elif 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: # implements bullet limiter
new_bullet = Bullet(self)
self.bullets.add(new_bullet) # adds a new bullet sprite to the group
def _update_bullets(self):
"""Update position of bullets and get rid of old bullets."""
# Update bullet positions.
self.bullets.update()
# Get rid of bullets that disappear
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
# print(len(self.bullets)) proof of concept that bullets were generated then deleted
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
# Check for any bullets that have collided with an alien instance
# Eliminate both the bullet and the alien
"""The new code we added compares the positions of all the bullets in
self.bullets and all the aliens in self.aliens, and identifies any that
overlap. Whenever the rects of a bullet and alien overlap, groupcollide()
adds a key-value pair to the dictionary it returns. The two True arguments
tell Pygame to delete the bullets and aliens that have collided.
(To make a high-powered bullet that can travel to the top of the screen,
destroying every alien in its path, you could set the first Boolean argument
to False and keep the second Boolean argument set to True. The aliens hit
would disappear, but all bullets would stay active until they disappeared
off the top of the screen.)"""
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
# Changes the score every time we hit an alien
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: # checks whether the aliens group is empty
# I can delete existing bullets with self.bullets.empty()
# creates a new fleet
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 collisions
if pygame.sprite.spritecollideany(self.ship, self.aliens):
print(f"Ship Hit!!! You have {self.stats.ships_left} ships left!")
self._ship_hit()
# Looks for any aliens approaching the bottom of the screen
self._check_aliens_bottom()
def _ship_hit(self):
"""Respond to the ship being hit by an alien"""
if self.stats.ships_left > 0:
# Decrement ships left and update scoreboard
self.stats.ships_left -= 1
self.sb.prep_ships()
# Remove remaining aliens and bullets
self.aliens.empty()
self.bullets.empty()
# Create a new fleet and center the ship
self._create_fleet()
self.ship.center_ship()
# Pause the game for a half second
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _check_aliens_bottom(self):
"""Checks if any aliens reach the bottom of the screen"""
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom: # checks the bottom of each instance and compares
# We can treat this the same as if we got hit and use that method
self._ship_hit()
break
def _update_screen(self):
"""Update images on the screen, and flip to the new screen."""
# Redraw the screen during each pass through the loop.
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet() # updates the bullets on the screen
self.aliens.draw(self.screen) # makes alien appear on the screen which is draw's argument
# 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()
# Make the most recently drawn screen visible.
pygame.display.flip()
if __name__ == '__main__':
# Make a game instance, and run the game.
ai = AlienInvasion()
ai.run_game()