Initial commit

main
oabrivard 5 months ago
parent 8447d5590c
commit a3db72f76a

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.DS_Store vendored

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import sys
import pygame
from settings import Settings
from ship import Ship
from bullet import Bullet
from pygame.sprite import Group
class AlienInvasion:
"""Overall class to manage game assets and behavior."""
def __init__(self):
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")
self.bg_color = self.settings.bg_color
self.ship = Ship(self)
self.bullets = Group()
def run_game(self):
"""Start the main loop for the game."""
while True:
# Check for events and update the game state.
self._check_events()
self.ship.update()
self._update_bullets()
# Redraw the screen during each pass through the loop.
self._update_screen()
self.clock.tick(60)
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)
def _check_keydown_events(self, event):
"""Respond to key presses."""
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):
"""Fire a bullet if the limit is not reached."""
if len(self.bullets) < self.settings.bullets_allowed:
# Create a new bullet and add it to the bullets group.
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
"""Update position of bullets and remove old bullets."""
self.bullets.update()
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
def _update_screen(self):
"""Update images on the screen and flip to the new screen."""
self.screen.fill(self.bg_color)
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.ship.blitme()
pygame.display.flip()
if __name__ == '__main__':
# Make a game instance and run the game.
ai = AlienInvasion()
ai.run_game()

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import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""A class to manage bullets fired from the ship."""
def __init__(self, ai_game):
"""Create a bullet object at the ship's current position."""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color = self.settings.bullet_color
self.rect = pygame.Rect(0, 0, self.settings.bullet_width, self.settings.bullet_height)
self.rect.midtop = ai_game.ship.rect.midtop
self.y = float(self.rect.y)
def update(self):
"""Move the bullet up the screen."""
self.y -= self.settings.bullet_speed
self.rect.y = self.y
def draw_bullet(self):
"""Draw the bullet to the screen."""
pygame.draw.rect(self.screen, self.color, self.rect)

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class Settings:
"""A class to store all settings for Alien Invasion."""
def __init__(self):
"""Initialize the game's static settings."""
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# Ship settings
self.ship_speed = 1.5
# Bullet settings
self.bullet_speed = 3.0
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60, 60, 60)
self.bullets_allowed = 3
# Alien settings
self.alien_speed = 1.0
self.fleet_drop_speed = 10
self.fleet_direction = 1 # 1 represents right; -1 represents left

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import pygame
class Ship:
"""A class to manage the ship."""
def __init__(self, ai_game):
"""Initialize the ship and set its starting position."""
self.screen = ai_game.screen
self.settings = ai_game.settings
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.rect.midbottom = self.screen.get_rect().midbottom
self.x = float(self.rect.x)
self.moving_right = False
self.moving_left = False
def update(self):
"""Update the ship's position."""
# Update the ship's x value, not the rect.
if self.moving_right and self.rect.right < self.screen.get_rect().right:
self.x += self.settings.ship_speed
if self.moving_left and self.rect.left > 0:
self.x -= self.settings.ship_speed
self.rect.x = self.x
def blitme(self):
"""Draw the ship at its current location."""
self.screen.blit(self.image, self.rect)
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