import sys from time import sleep import pygame from settings import Settings from game_stats import GameStats from score_board import ScoreBoard from button import Button from ship import Ship from bullet import Bullet from alien import Alien 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.stats = GameStats(self) self.score_board = ScoreBoard(self) self.ship = Ship(self) self.bullets = Group() self.aliens = Group() self._create_fleet() self.game_active = False self.play_button = Button(self, "Play") def run_game(self): """Start the main loop for the game.""" while True: # Check for events and update the game state. self._check_events() if self.game_active: # Update the ship, bullets, and aliens. self.ship.update() self._update_bullets() self._update_aliens() # Redraw the screen during each pass through the loop. self._update_screen() self.clock.tick(60) def _create_fleet(self): """Create a fleet of aliens.""" 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 - 3 * alien_height) and current_y < 10 * alien_height: while current_x < (self.settings.screen_width - 2 * alien_width): self._create_alien(current_x, current_y) current_x += 2 * alien_width 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.""" alien = Alien(self) alien.x = x_position alien.rect.x = x_position alien.rect.y = y_position 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 its direction.""" for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 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 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 _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.game_active: self.settings.initialize_dynamic_settings() self.stats.reset_stats() self.score_board.prep_score() self.score_board.prep_level() self.score_board.prep_ships() self.game_active = True self.bullets.empty() self.aliens.empty() self._create_fleet() self.ship.center_ship() pygame.mouse.set_visible(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) self._check_bullet_alien_collisions() def _check_alien_bottom(self): """Check if any aliens have reached the bottom of the screen.""" for alien in self.aliens.sprites(): if alien.rect.bottom >= self.settings.screen_height: self._ship_hit() break def _check_bullet_alien_collisions(self): """Respond to bullet-alien collisions.""" 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.score_board.prep_score() self.score_board.check_high_score() self.score_board.prep_level() self.score_board.prep_ships() if not self.aliens: # If the fleet is empty, create a new fleet. self.bullets.empty() self._create_fleet() self.settings.increase_speed() self.stats.level += 1 self.score_board.prep_level() def _ship_hit(self): """Respond to the ship being hit by an alien.""" if self.stats.ships_left > 0: # Decrement ships_left and reset the game state. self.stats.ships_left -= 1 self.score_board.prep_ships() self.bullets.empty() self.aliens.empty() self._create_fleet() self.ship.center_ship() sleep(0.5) else: self.game_active = False pygame.mouse.set_visible(True) def _update_aliens(self): """Update the positions of aliens.""" self._check_fleet_edges() self.aliens.update() if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() self._check_bullet_alien_collisions() self._check_alien_bottom() 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() self.aliens.draw(self.screen) self.score_board.show_score() if not self.game_active: self.play_button.draw_button() pygame.display.flip() if __name__ == '__main__': # Make a game instance and run the game. ai = AlienInvasion() ai.run_game()