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191 lines
6.1 KiB
Python
191 lines
6.1 KiB
Python
import sys
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from time import sleep
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import pygame
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from settings import Settings
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from game_stats import GameStats
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from button import Button
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from ship import Ship
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from bullet import Bullet
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from alien import Alien
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from pygame.sprite import Group
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class AlienInvasion:
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"""Overall class to manage game assets and behavior."""
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def __init__(self):
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pygame.init()
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self.clock = pygame.time.Clock()
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self.settings = Settings()
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self.screen = pygame.display.set_mode((0,0), pygame.FULLSCREEN)
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self.settings.screen_width = self.screen.get_rect().width
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self.settings.screen_height = self.screen.get_rect().height
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pygame.display.set_caption("Alien Invasion")
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self.bg_color = self.settings.bg_color
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self.stats = GameStats(self)
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self.ship = Ship(self)
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self.bullets = Group()
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self.aliens = Group()
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self._create_fleet()
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self.game_active = False
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self.play_button = Button(self, "Play")
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def run_game(self):
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"""Start the main loop for the game."""
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while True:
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# Check for events and update the game state.
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self._check_events()
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if self.game_active:
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# Update the ship, bullets, and aliens.
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self.ship.update()
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self._update_bullets()
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self._update_aliens()
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# Redraw the screen during each pass through the loop.
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self._update_screen()
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self.clock.tick(60)
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def _create_fleet(self):
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"""Create a fleet of aliens."""
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alien = Alien(self)
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alien_width, alien_height = alien.rect.size
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current_x, current_y = alien_width, alien_height
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while current_y < (self.settings.screen_height - 3 * alien_height):
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while current_x < (self.settings.screen_width - 2 * alien_width):
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self._create_alien(current_x, current_y)
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current_x += 2 * alien_width
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current_x = alien_width
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current_y += 2 * alien_height
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def _create_alien(self, x_position, y_position):
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"""Create an alien and place it in the fleet."""
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alien = Alien(self)
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alien.x = x_position
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alien.rect.x = x_position
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alien.rect.y = y_position
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self.aliens.add(alien)
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def _check_fleet_edges(self):
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"""Respond appropriately if any aliens have reached an edge."""
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for alien in self.aliens.sprites():
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if alien.check_edges():
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self._change_fleet_direction()
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break
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def _change_fleet_direction(self):
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"""Drop the entire fleet and change its direction."""
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for alien in self.aliens.sprites():
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alien.rect.y += self.settings.fleet_drop_speed
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self.settings.fleet_direction *= -1
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def _check_events(self):
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"""Respond to keypresses and mouse events."""
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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self._check_keydown_events(event)
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elif event.type == pygame.KEYUP:
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self._check_keyup_events(event)
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_pos = pygame.mouse.get_pos()
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self._check_play_button(mouse_pos)
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def _check_keydown_events(self, event):
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"""Respond to key presses."""
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if event.key == pygame.K_RIGHT:
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self.ship.moving_right = True
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elif event.key == pygame.K_LEFT:
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self.ship.moving_left = True
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elif event.key == pygame.K_q:
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sys.exit()
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elif event.key == pygame.K_SPACE:
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self._fire_bullet()
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def _check_keyup_events(self, event):
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"""Respond to key releases."""
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if event.key == pygame.K_RIGHT:
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self.ship.moving_right = False
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elif event.key == pygame.K_LEFT:
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self.ship.moving_left = False
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def _check_play_button(self, mouse_pos):
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"""Start a new game when the player clicks Play."""
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button_clicked = self.play_button.rect.collidepoint(mouse_pos)
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if button_clicked and not self.game_active:
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self.stats.reset_stats()
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self.game_active = True
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self.bullets.empty()
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self.aliens.empty()
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self._create_fleet()
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self.ship.center_ship()
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pygame.mouse.set_visible(False)
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def _fire_bullet(self):
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"""Fire a bullet if the limit is not reached."""
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if len(self.bullets) < self.settings.bullets_allowed:
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# Create a new bullet and add it to the bullets group.
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new_bullet = Bullet(self)
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self.bullets.add(new_bullet)
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def _update_bullets(self):
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"""Update position of bullets and remove old bullets."""
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self.bullets.update()
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for bullet in self.bullets.copy():
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if bullet.rect.bottom <= 0:
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self.bullets.remove(bullet)
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self._check_bullet_alien_collisions()
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def _check_alien_bottom(self):
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"""Check if any aliens have reached the bottom of the screen."""
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for alien in self.aliens.sprites():
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if alien.rect.bottom >= self.settings.screen_height:
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self._ship_hit()
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break
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def _check_bullet_alien_collisions(self):
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"""Respond to bullet-alien collisions."""
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collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
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if not self.aliens:
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# If the fleet is empty, create a new fleet.
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self.bullets.empty()
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self._create_fleet()
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def _ship_hit(self):
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"""Respond to the ship being hit by an alien."""
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if self.stats.ships_left > 0:
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# Decrement ships_left and reset the game state.
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self.stats.ships_left -= 1
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self.bullets.empty()
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self.aliens.empty()
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self._create_fleet()
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self.ship.center_ship()
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sleep(0.5)
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else:
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self.game_active = False
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pygame.mouse.set_visible(True)
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def _update_aliens(self):
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"""Update the positions of aliens."""
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self._check_fleet_edges()
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self.aliens.update()
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if pygame.sprite.spritecollideany(self.ship, self.aliens):
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self._ship_hit()
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self._check_bullet_alien_collisions()
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self._check_alien_bottom()
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def _update_screen(self):
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"""Update images on the screen and flip to the new screen."""
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self.screen.fill(self.bg_color)
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for bullet in self.bullets.sprites():
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bullet.draw_bullet()
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self.ship.blitme()
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self.aliens.draw(self.screen)
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if not self.game_active:
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self.play_button.draw_button()
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pygame.display.flip()
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if __name__ == '__main__':
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# Make a game instance and run the game.
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ai = AlienInvasion()
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ai.run_game()
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