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alien_invasion.py
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import sys
from time import sleep
import pygame
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from bullet import Bullet
from alien import Alien
class AlienInvasion:
"""General class for managing the resources and the way the game runs."""
def __init__(self):
"""Initializing the game and creating its resources."""
pygame.init()
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")
# Creation of a copy of the game statistics.
# And creating an instance of the Scoreboard class.
self.stats = GameStats(self)
self.sb = Scoreboard(self)
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
# Create a Game button.
self.play_button = Button(self, "Game")
def run_game(self):
"""Start the main game loop."""
while True:
self._check_events()
if self.stats.game_active:
self._check_events()
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
def _check_events(self):
#Waiting for a key or mouse button to be pressed.
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_play_button(self, mouse_pos):
"""Start a new game when the user clicks the Game button."""
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()
# Removal of aliens and bullets lists.
self.aliens.empty()
self.bullets.empty()
# Create a new fleet and center the ship.
self._create_fleet()
self.ship.center_ship()
# Hide the mouse cursor.
pygame.mouse.set_visible(False)
def _check_keydown_events(self, event):
"""Reaction to pressing a key."""
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):
"""Reaction 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 missile and add it to the missile group."""
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
"""Update missiles and remove missiles not visible on screen."""
# Updating the position of the missiles.
self.bullets.update()
# Removal of bullets that are off-screen.
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullet_alien_collision()
def _check_bullet_alien_collision(self):
"""Collision reaction between missile and foreign."""
# Removal of all projectiles and aliens that have collided.
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:
# Get rid of existing missiles and create a new fleet.
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
# Incrementing the level number.
self.stats.level += 1
self.sb.prep_level()
def _update_aliens(self):
"""Checking if the alien fleet is at the edge,
and then updating the position of all aliens in the fleet."""
self._check_fleet_edges()
self.aliens.update()
# Wykrywanie kolizji między obcym i statkiem.
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
# Search for aliens reaching the bottom of the screen.
self._check_aliens_bottom()
def _check_aliens_bottom(self):
"""Checks if any aliens 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:
# Tak samo jak w przypadku zderzenia statku z obcym.
self._ship_hit()
break
def _ship_hit(self):
"""Alien hitting a ship."""
if self.stats.ships_left > 0:
# Zmniejszenie wartości przechowywanej w ships_left.
self.stats.ships_left -= 1
self.sb.prep_ships()
# Removal of aliens and bullets lists.
self.aliens.empty()
self.bullets.empty()
# Create a new fleet and center the ship.
self._create_fleet()
self.ship.center_ship()
# Pause ..
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _create_fleet(self):
"""Build a complete alien fleet."""
# Create an alien and determine the number of aliens that will fit in the row.
# The distance between each alien 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 how many rows of aliens will 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)
# Formation of a complete alien fleet.
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):
# Creating 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):
"""The appropriate reaction 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):
"""Moving the entire fleet down and changing direction in which it is moving."""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _update_screen(self):
"""Updating images and going to a new screen"""
#Screen refresh in each iteration of the loop
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
# View scoring information.
self.sb.show_score()
# Display the button only when the game is inactive.
if not self.stats.game_active:
self.play_button.draw_button()
#Display the last modified screen.
pygame.display.flip()
if __name__ == '__main__':
# Creating a copy of the game and launching it.
ai = AlienInvasion()
ai.run_game()