diff --git a/game_functions.py b/game_functions.py new file mode 100644 index 0000000..638e1ca --- /dev/null +++ b/game_functions.py @@ -0,0 +1,256 @@ +import sys +from time import sleep + +import pygame + +from bullet import Bullet +from alien import Alien + + +def check_keydown_events(event, ai_settings, screen, ship, bullets): + """Respond to keypresses.""" + if event.key == pygame.K_RIGHT: + ship.moving_right = True + elif event.key == pygame.K_LEFT: + ship.moving_left = True + elif event.key == pygame.K_SPACE: + fire_bullet(ai_settings, screen, ship, bullets) + elif event.key == pygame.K_q: + sys.exit() + + +def check_keyup_events(event, ship): + """Respond to key releases.""" + if event.key == pygame.K_RIGHT: + ship.moving_right = False + elif event.key == pygame.K_LEFT: + ship.moving_left = False + + +def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, + bullets): + """Respond to keypresses and mouse events.""" + for event in pygame.event.get(): + if event.type == pygame.QUIT: + sys.exit() + elif event.type == pygame.KEYDOWN: + check_keydown_events(event, ai_settings, screen, ship, bullets) + elif event.type == pygame.KEYUP: + check_keyup_events(event, ship) + elif event.type == pygame.MOUSEBUTTONDOWN: + mouse_x, mouse_y = pygame.mouse.get_pos() + check_play_button(ai_settings, screen, stats, sb, play_button, + ship, aliens, bullets, mouse_x, mouse_y) + + +def check_play_button(ai_settings, screen, stats, sb, play_button, ship, + aliens, bullets, mouse_x, mouse_y): + """Start a new game when the player clicks Play.""" + button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) + if button_clicked and not stats.game_active: + # Reset the game settings. + ai_settings.initialize_dynamic_settings() + + # Hide the mouse cursor. + pygame.mouse.set_visible(False) + + # Reset the game statistics. + stats.reset_stats() + stats.game_active = True + + # Reset the scoreboard images. + sb.prep_score() + sb.prep_high_score() + sb.prep_level() + sb.prep_ships() + + # Empty the list of aliens and bullets. + aliens.empty() + bullets.empty() + + # Create a new fleet and center the ship. + create_fleet(ai_settings, screen, ship, aliens) + ship.center_ship() + + +def fire_bullet(ai_settings, screen, ship, bullets): + """Fire a bullet, if limit not reached yet.""" + # Create a new bullet, add to bullets group. + if len(bullets) < ai_settings.bullets_allowed: + new_bullet = Bullet(ai_settings, screen, ship) + bullets.add(new_bullet) + + +def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, + play_button): + """Update images on the screen, and flip to the new screen.""" + # Redraw the screen, each pass through the loop. + screen.fill(ai_settings.bg_color) + + # Redraw all bullets, behind ship and aliens. + for bullet in bullets.sprites(): + bullet.draw_bullet() + ship.blitme() + aliens.draw(screen) + + # Draw the score information. + sb.show_score() + + # Draw the play button if the game is inactive. + if not stats.game_active: + play_button.draw_button() + + # Make the most recently drawn screen visible. + pygame.display.flip() + + +def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): + """Update position of bullets, and get rid of old bullets.""" + # Update bullet positions. + bullets.update() + + # Get rid of bullets that have disappeared. + for bullet in bullets.copy(): + if bullet.rect.bottom <= 0: + bullets.remove(bullet) + + check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, + aliens, bullets) + + +def check_high_score(stats, sb): + """Check to see if there's a new high score.""" + if stats.score > stats.high_score: + stats.high_score = stats.score + sb.prep_high_score() + + +def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, + aliens, bullets): + """Respond to bullet-alien collisions.""" + # Remove any bullets and aliens that have collided. + collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) + + if collisions: + for aliens in collisions.values(): + stats.score += ai_settings.alien_points * len(aliens) + sb.prep_score() + check_high_score(stats, sb) + + if len(aliens) == 0: + # If the entire fleet is destroyed, start a new level. + bullets.empty() + ai_settings.increase_speed() + + # Increase level. + stats.level += 1 + sb.prep_level() + + create_fleet(ai_settings, screen, ship, aliens) + + +def check_fleet_edges(ai_settings, aliens): + """Respond appropriately if any aliens have reached an edge.""" + for alien in aliens.sprites(): + if alien.check_edges(): + change_fleet_direction(ai_settings, aliens) + break + + +def change_fleet_direction(ai_settings, aliens): + """Drop the entire fleet, and change the fleet's direction.""" + for alien in aliens.sprites(): + alien.rect.y += ai_settings.fleet_drop_speed + ai_settings.fleet_direction *= -1 + + +def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets): + """Respond to ship being hit by alien.""" + if stats.ships_left > 0: + # Decrement ships_left. + stats.ships_left -= 1 + + # Update scoreboard. + sb.prep_ships() + + else: + stats.game_active = False + pygame.mouse.set_visible(True) + + # Empty the list of aliens and bullets. + aliens.empty() + bullets.empty() + + # Create a new fleet, and center the ship. + create_fleet(ai_settings, screen, ship, aliens) + ship.center_ship() + + # Pause. + sleep(0.5) + + +def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, + bullets): + """Check if any aliens have reached the bottom of the screen.""" + screen_rect = screen.get_rect() + for alien in aliens.sprites(): + if alien.rect.bottom >= screen_rect.bottom: + # Treat this the same as if the ship got hit. + ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) + break + + +def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets): + """ + Check if the fleet is at an edge, + then update the postions of all aliens in the fleet. + """ + check_fleet_edges(ai_settings, aliens) + aliens.update() + + # Look for alien-ship collisions. + if pygame.sprite.spritecollideany(ship, aliens): + ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) + + # Look for aliens hitting the bottom of the screen. + check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets) + + +def get_number_aliens_x(ai_settings, alien_width): + """Determine the number of aliens that fit in a row.""" + available_space_x = ai_settings.screen_width - 2 * alien_width + number_aliens_x = int(available_space_x / (2 * alien_width)) + return number_aliens_x + + +def get_number_rows(ai_settings, ship_height, alien_height): + """Determine the number of rows of aliens that fit on the screen.""" + available_space_y = (ai_settings.screen_height - + (3 * alien_height) - ship_height) + number_rows = int(available_space_y / (2 * alien_height)) + return number_rows + + +def create_alien(ai_settings, screen, aliens, alien_number, row_number): + """Create an alien, and place it in the row.""" + alien = Alien(ai_settings, screen) + alien_width = alien.rect.width + 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 + aliens.add(alien) + + +def create_fleet(ai_settings, screen, ship, aliens): + """Create a full fleet of aliens.""" + # Create an alien, and find number of aliens in a row. + alien = Alien(ai_settings, screen) + number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width) + number_rows = get_number_rows(ai_settings, ship.rect.height, + alien.rect.height) + + # Create the fleet of aliens. + for row_number in range(number_rows): + for alien_number in range(number_aliens_x): + create_alien(ai_settings, screen, aliens, alien_number, + row_number) \ No newline at end of file diff --git a/game_stats.py b/game_stats.py new file mode 100644 index 0000000..c7969a5 --- /dev/null +++ b/game_stats.py @@ -0,0 +1,19 @@ +class GameStats(): + """Track statistics for Alien Invasion.""" + + def __init__(self, ai_settings): + """Initialize statistics.""" + self.ai_settings = ai_settings + self.reset_stats() + + # Start game in an inactive state. + self.game_active = False + + # High score should never be reset. + self.high_score = 0 + + def reset_stats(self): + """Initialize statistics that can change during the game.""" + self.ships_left = self.ai_settings.ship_limit + self.score = 0 + self.level = 1 \ No newline at end of file diff --git a/main.py b/main.py new file mode 100644 index 0000000..d3f5a12 --- /dev/null +++ b/main.py @@ -0,0 +1 @@ + diff --git a/scoreboard.py b/scoreboard.py new file mode 100644 index 0000000..d48c09b --- /dev/null +++ b/scoreboard.py @@ -0,0 +1,76 @@ +import pygame.font +from pygame.sprite import Group + +from ship import Ship + + +class Scoreboard(): + """A class to report scoring information.""" + + def __init__(self, ai_settings, screen, stats): + """Initialize scorekeeping attributes.""" + self.screen = screen + self.screen_rect = screen.get_rect() + self.ai_settings = ai_settings + self.stats = stats + + # Font settings for scoring information. + self.text_color = (30, 30, 30) + self.font = pygame.font.SysFont(None, 48) + + # Prepare the initial score images. + self.prep_score() + self.prep_high_score() + self.prep_level() + self.prep_ships() + + def prep_score(self): + """Turn the score into a rendered image.""" + rounded_score = int(round(self.stats.score, -1)) + score_str = "{:,}".format(rounded_score) + self.score_image = self.font.render(score_str, True, self.text_color, + self.ai_settings.bg_color) + + # Display the score at the top right of the screen. + self.score_rect = self.score_image.get_rect() + self.score_rect.right = self.screen_rect.right - 20 + self.score_rect.top = 20 + + def prep_high_score(self): + """Turn the high score into a rendered image.""" + high_score = int(round(self.stats.high_score, -1)) + high_score_str = "{:,}".format(high_score) + self.high_score_image = self.font.render(high_score_str, True, + self.text_color, self.ai_settings.bg_color) + + # Center the high score at the top of the screen. + self.high_score_rect = self.high_score_image.get_rect() + self.high_score_rect.centerx = self.screen_rect.centerx + self.high_score_rect.top = self.score_rect.top + + def prep_level(self): + """Turn the level into a rendered image.""" + self.level_image = self.font.render(str(self.stats.level), True, + self.text_color, self.ai_settings.bg_color) + + # Position the level below the score. + self.level_rect = self.level_image.get_rect() + self.level_rect.right = self.score_rect.right + self.level_rect.top = self.score_rect.bottom + 10 + + def prep_ships(self): + """Show how many ships are left.""" + self.ships = Group() + for ship_number in range(self.stats.ships_left): + ship = Ship(self.ai_settings, self.screen) + ship.rect.x = 10 + ship_number * ship.rect.width + ship.rect.y = 10 + self.ships.add(ship) + + def show_score(self): + """Draw score to the screen.""" + self.screen.blit(self.score_image, self.score_rect) + self.screen.blit(self.high_score_image, self.high_score_rect) + self.screen.blit(self.level_image, self.level_rect) + # Draw ships. + self.ships.draw(self.screen) \ No newline at end of file diff --git a/settings.py b/settings.py new file mode 100644 index 0000000..ea59835 --- /dev/null +++ b/settings.py @@ -0,0 +1,48 @@ +class Settings(): + """A class to store all settings for Alien Invasion.""" + + def __init__(self): + """Initialize the game's static settings.""" + # Screen settings. + self.screen_width = 1200 + self.screen_height = 800 + self.bg_color = (230, 230, 230) + + # Ship settings. + self.ship_limit = 3 + + # Bullet settings. + self.bullet_width = 3 + self.bullet_height = 15 + self.bullet_color = 60, 60, 60 + self.bullets_allowed = 3 + + # Alien settings. + self.fleet_drop_speed = 10 + + # How quickly the game speeds up. + self.speedup_scale = 1.1 + # How quickly the alien point values increase. + self.score_scale = 1.5 + + self.initialize_dynamic_settings() + + def initialize_dynamic_settings(self): + """Initialize settings that change throughout the game.""" + self.ship_speed_factor = 1.5 + self.bullet_speed_factor = 3 + self.alien_speed_factor = 1 + + # Scoring. + self.alien_points = 50 + + # fleet_direction of 1 represents right, -1 represents left. + self.fleet_direction = 1 + + def increase_speed(self): + """Increase speed settings and alien point values.""" + self.ship_speed_factor *= self.speedup_scale + self.bullet_speed_factor *= self.speedup_scale + self.alien_speed_factor *= self.speedup_scale + + self.alien_points = int(self.alien_points * self.score_scale) \ No newline at end of file