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angel_invasion.py
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angel_invasion.py
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import sys
from time import sleep
import pygame
from settings import Settings
from button import Button
from Modules.Ship import Ship
from Modules.Bullet import Bullet
from Modules.Alien import Alien
from Modules.GameStats import GameStats
class AngelInvasion:
"""Overall class to manage game assets and behavior."""
def __init__(self):
pygame.init()
self.settings = Settings()
# Surface
self.screen = pygame.display.set_mode(
(self.settings.screen_width, self.settings.screen_height))
# 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("Angel Invasion")
# Create an instance to store game statistics.
self.stats = GameStats(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")
# Background color.
self.bg_color = (self.settings.bg_color)
def run_game(self):
"""Start the main loop for the game."""
while True:
# Watch for keyboard and mouse events.
self._check_events()
if self.stats.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()
# Redraw the screen during each pass through the loop.
self._update_screen()
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_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 keypresses."""
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 bullets group."""
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _ship_hit(self):
"""Respond to the ship being hit by an alien."""
if self.stats.ships_left > 0:
# Decrement ships_left.
self.stats.ships_left -= 1
# Get rid of any 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.
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
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 have disappeared.
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
"""Respond to bullet-alien collisions."""
# Remove any bullets and aliens that have collided.
# Check for any bullets that have hit aliens.
# If so, get rid of the bullet and the alien.
collisions = pygame.sprite.groupcollide(
self.bullets, self.aliens, True, True)
if not self.aliens:
# Destroy existing bullets and create new fleet.
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
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 if the ship got hit.
self._ship_hit()
break
def _check_play_button(self, mouse_pos):
"""Start a new game when the player clicks Play."""
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 statistics
self.stats.reset_stats()
self.stats.game_active = True
# Get rid of any 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()
# Hide the mouse cursor.
pygame.mouse.set_visible(False)
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):
self._ship_hit()
# Look .0for aliens hitting the bottom of the screen.
self._check_aliens_bottom()
def _create_fleet(self):
"""Create the fllet of aliens."""
# Create an alien and find the number of aliens in a row.
# Spacing between each alien is equal to one alien width.
alien = Alien(self)
# 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) # floor division (//)
# 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):
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
"""Create an alien and place it in the row."""
alien = Alien(self)
# alien_width = alien.rect.width
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_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 _update_screen(self):
"""Update images on the screen, and flip to the new screen."""
self.screen.fill(self.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
# 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 = AngelInvasion()
ai.run_game()