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alien_invasion.py
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import sys
from time import sleep
import pygame
from settings import Settings
from ship import Ship
from bullet import Bullet
from alien import Alien
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
class AlienInvasion:
"""Class to rule resources and behavior of the game"""
def __init__(self):
"""Initialize game and build game resources"""
pygame.init()
self.settings = Settings()
# game in full screen
# 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
# game in separate window
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# Make instances to save statistics
self.stats = GameStats(self)
self.sb = Scoreboard(self)
self.ship = Ship(self) # Make ship instance
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
self.play_button = Button(self, "Play")
def run_game(self):
"""Start of the main cycle of 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):
# Check the keyboard and mouse actions
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN: # If the key is pressed, the ship moves
self._check_keydown_events(event)
elif event.type == pygame.KEYUP: # If the key is released, the movement is suspended
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):
"""Starts new game when Play is pressed"""
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
# reset game settings
self.settings.initialize_dynamic_settings()
# reset game statistics
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
# Clear aliens and bullets lists
self.aliens.empty()
self.bullets.empty()
# Create new fleet and place ship at center
self._create_fleet()
self.ship.center_ship()
# hide mouse
pygame.mouse.set_visible(False)
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_ESCAPE: # Game closes if ESc is pressed
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
"""Respond to key release"""
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 include it in a group bullets"""
if len(self.bullets) < self.settings.bullet_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
"""Refresh positions and destroy old bullets"""
# Update bullets positions
self.bullets.update()
# Removing bullets that have gone off the edge of the screen
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
# print(len(self.bullets)) # Print the number of active bullets on the screen in the terminal
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
# Alien hit test
# when a hit is detected, remove the projectile and the alien
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.sb.prep_score()
self.sb.check_high_score()
if not self.aliens:
# Destroy existing bullets and create new fleet
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
# Increase level
self.stats.level +=1
self.sb.prep_level()
def _update_aliens(self):
"""Update the positions of all aliens in the fleet"""
self.aliens.update()
self._check_fleet_edges()
# Check collision alien-ship
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
# Check if alliens at the midbottom of the screen
self._check_aleins_bottom()
def _ship_hit(self):
"""Processing of chip collision "with the aliens"""
if self.stats.ships_left > 0:
# Reduce ships_left
self.stats.ships_left -= 1
self.sb.prep_ships()
# Deletion of alien list and bullets list
self.aliens.empty()
self.bullets.empty()
# Create new fleet and position of the ship in center
self._create_fleet()
self.ship.center_ship()
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _check_aleins_bottom(self):
"""Check if aliens are at the midbottom of screeen"""
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# The same as during collision with ship
self._ship_hit()
break
def _create_fleet(self):
"""Creation of the invasion fleet"""
# Create an alien and calculate the number of aliens in a row
# The spacing between adjacent aliens is equal to the width of the 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)
# Determine the number of rows 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 first row of aliens
for row_number in range(number_rows):
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 placing it in a row
alien = Alien(self)
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):
"""React when an alien reaches the edge of the screen"""
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
"""Lower the entire fleet and change the direction of the fleet"""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _update_screen(self):
# Refresh the screen image and displays the new screen
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
self.sb.show_score()
# Button Play will be shown if the game is inactive
if not self.stats.game_active:
self.play_button.draw_button()
# Show the last screen
pygame.display.flip()
if __name__ == '__main__':
# Create an instance and start the game
ai = AlienInvasion()
ai.run_game()