-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathalien_invasion.py
331 lines (283 loc) · 12.6 KB
/
alien_invasion.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
import sys
import json
import pygame
from settings import Settings
from ship import Ship
from bullet import Bullet
from alien import Alien
from button import Button
from time import sleep
from game_stats import GameStats
from scoreboard import Scoreboard
class AlienInvasion:
"""Overall class to manage game assets and behavior."""
def __init__(self):
"""Initialize the game, and create game resources."""
pygame.init()
self.settings = Settings()
# Set up the game screen to be fullscreen
self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
self.screen_width = self.screen.get_rect().width
self.screen_height = self.screen.get_rect().height
pygame.display.set_caption("Alien Invasion By ShiraziDEV")
# Load sound effects
self.explosion_sound = pygame.mixer.Sound("explosion.wav")
self.gunshot_sound = pygame.mixer.Sound("gunshot.mp3")
# Create an instance to store game statistics and create a scoreboard
self.stats = GameStats(self)
self.sb = Scoreboard(self)
# Create an instance of the ship, and groups for bullets and aliens
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
# Create the fleet of aliens
self._create_fleet()
self.easy_button = Button(self, "Easy", (100, 100))
self.medium_button = Button(self, "Medium", (100, 200))
self.hard_button = Button(self, "Hard", (100, 300))
self.play_button = Button(self, "Play", (100, 400))
def run_game(self):
"""Start the main loop for the game."""
while True:
self._check_events()
self._check_difficulty_button()
if self.stats.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
# Inside the _check_difficulty_button method of AlienInvasion class
def _check_events(self):
"""Respond to keypresses and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.stats.save_high_score(self.stats.high_score)
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
self.stats.save_high_score(self.stats.high_score)
sys.exit()
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
# Call _check_difficulty_button separately
self._check_difficulty_button()
def _check_difficulty_button(self):
"""Check for difficulty selection."""
if not self.stats.game_active:
mouse_pos = pygame.mouse.get_pos()
self.easy_button.set_selected_color(False)
self.medium_button.set_selected_color(False)
self.hard_button.set_selected_color(False)
if self.easy_button.rect.collidepoint(mouse_pos):
self.easy_button.set_selected_color(True)
if pygame.mouse.get_pressed()[0]:
self.settings.difficulty = "easy"
self.settings.set_difficulty()
elif self.medium_button.rect.collidepoint(mouse_pos):
self.medium_button.set_selected_color(True)
if pygame.mouse.get_pressed()[0]:
self.settings.difficulty = "medium"
self.settings.set_difficulty()
elif self.hard_button.rect.collidepoint(mouse_pos):
self.hard_button.set_selected_color(True)
if pygame.mouse.get_pressed()[0]:
self.settings.difficulty = "hard"
self.settings.set_difficulty()
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()
self.gunshot_sound.play()
# تمرین 3-1
elif event.key == pygame.K_p: # Start the game when 'P' is pressed
self._start_game()
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):
"""Create a new bullet and add it to the bullets group."""
if len(self.bullets) < self.settings.bullets_allowed:
# Create bullets with different vertical offsets
bullet_spacing = 10 # Define the spacing between bullets
new_bullet_center = Bullet(self, 0, 0)
new_bullet_top = Bullet(self, 0, -bullet_spacing)
new_bullet_bottom = Bullet(self, 0, bullet_spacing)
self.bullets.add(new_bullet_center)
self.bullets.add(new_bullet_top)
self.bullets.add(new_bullet_bottom)
def _save_high_score(self):
"""Save the high score."""
if self.stats.score > self.stats.high_score:
self.stats.high_score = self.stats.score
self.stats.save_high_score(self.stats.high_score)
def _update_bullets(self):
"""Update position of bullets and get rid of old bullets."""
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."""
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if collisions:
# Update the score for each collision and check for a new high score
for aliens in collisions.values():
self.stats.score += self.settings.alien_points * len(aliens)
self.explosion_sound.play() # Play explosion sound
self.sb.prep_score()
self.sb.check_high_score()
# If all aliens are destroyed, create a new fleet and increase the speed
if not self.aliens:
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
# Increase the level
self.stats.level += 1
self.sb.prep_level()
# Inside the _update_screen method of AlienInvasion class
def _update_screen(self):
"""Update images on the screen and flip to 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()
# Draw the buttons
if not self.stats.game_active:
self.easy_button.draw_button()
self.medium_button.draw_button()
self.hard_button.draw_button()
self.play_button.draw_button()
else:
# Show only the selected difficulty button
if self.settings.difficulty == "easy":
self.easy_button.draw_button()
elif self.settings.difficulty == "medium":
self.medium_button.draw_button()
elif self.settings.difficulty == "hard":
self.hard_button.draw_button()
# Draw the play button if the game is inactive
if not self.stats.game_active:
self.play_button.draw_button()
pygame.display.flip()
def _create_fleet(self):
"""Create the fleet of aliens."""
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 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):
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_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 _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 for aliens hitting the bottom of the screen
self._check_aliens_bottom()
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 _ship_hit(self):
"""Respond to the ship being hit by an alien."""
if self.stats.ships_left > 0:
# Decrement the number of ships left and update the scoreboard
self.stats.ships_left -= 1
self.sb.prep_ships()
# Clear the aliens and bullets and create a new fleet
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
# Pause the game briefly
sleep(0.5)
else:
# End the game if no ships are left and make the mouse visible
self.stats.game_active = False
pygame.mouse.set_visible(True)
# Check if the current score is higher than the high score
if self.stats.score > self.stats.high_score:
self.stats.high_score = self.stats.score
# Save the new high score
self.stats.save_high_score(self.stats.high_score) # Save high score here
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:
self._start_game()
# Set the buttons to None to make them disappear
# self.easy_button = None
# self.medium_button = None
# self.hard_button = None
# self.play_button = None
# 3-1
def _start_game(self):
"""Start a new game when the player presses 'P' or clicks Play."""
# Reset the game settings and statistics
self.settings.initialize_dynamic_settings()
self.stats.reset_stats()
self.stats.game_active = True
# Prepare the scoreboard
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_high_score()
self.sb.prep_ships()
# Clear the aliens and bullets, create a new fleet, and center the ship
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
# Hide the mouse cursor
pygame.mouse.set_visible(False)
if __name__ == '__main__':
# Create an instance of the game and run it
ai = AlienInvasion()
ai.run_game()