239 lines
8.3 KiB
Python
239 lines
8.3 KiB
Python
import sys
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from time import sleep
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import pygame
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from bullet import Bullet
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from alien import Alien
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def check_keydown_events(event, ai_settings, screen, ship, bullets):
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"""Respond to keypresses."""
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if event.key == pygame.K_RIGHT:
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ship.moving_right = True
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elif event.key == pygame.K_LEFT:
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ship.moving_left = True
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elif event.key == pygame.K_SPACE:
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fire_bullet(ai_settings, screen, ship, bullets)
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elif event.key == pygame.K_q:
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sys.exit()
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def check_keyup_events(event, ship):
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"""Respond to key releases."""
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if event.key == pygame.K_RIGHT:
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ship.moving_right = False
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elif event.key == pygame.K_LEFT:
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ship.moving_left = False
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def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens,
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bullets):
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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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check_keydown_events(event, ai_settings, screen, ship, bullets)
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elif event.type == pygame.KEYUP:
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check_keyup_events(event, ship)
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_x, mouse_y = pygame.mouse.get_pos()
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check_play_button(ai_settings, screen, stats, sb, play_button,
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ship, aliens, bullets, mouse_x, mouse_y)
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def check_play_button(ai_settings, screen, stats, sb, play_button, ship,
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aliens, bullets, mouse_x, mouse_y):
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"""Start a new game when the player clicks Play."""
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button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
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if button_clicked and not stats.game_active:
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# Reset the game settings.
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ai_settings.initialize_dynamic_settings()
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# Hide the mouse cursor.
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pygame.mouse.set_visible(False)
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# Reset the game statistics.
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stats.reset_stats()
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stats.game_active = True
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# Reset the scoreboard images.
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sb.prep_score()
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sb.prep_high_score()
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sb.prep_level()
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sb.prep_ships()
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# Empty the list of aliens and bullets.
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aliens.empty()
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bullets.empty()
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# Create a new fleet and center the ship.
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create_fleet(ai_settings, screen, ship, aliens)
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ship.center_ship()
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def fire_bullet(ai_settings, screen, ship, bullets):
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"""Fire a bullet, if limit not reached yet."""
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# Create a new bullet, add to bullets group.
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if len(bullets) < ai_settings.bullets_allowed:
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new_bullet = Bullet(ai_settings, screen, ship)
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bullets.add(new_bullet)
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def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
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play_button):
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"""Update images on the screen, and flip to the new screen."""
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# Redraw the screen, each pass through the loop.
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screen.fill(ai_settings.bg_color)
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# Redraw all bullets, behind ship and aliens.
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for bullet in bullets.sprites():
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bullet.draw_bullet()
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ship.blitme()
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aliens.draw(screen)
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# Draw the score information.
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sb.show_score()
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# Draw the play button if the game is inactive.
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if not stats.game_active:
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play_button.draw_button()
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# Make the most recently drawn screen visible.
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pygame.display.flip()
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def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
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"""Update position of bullets, and get rid of old bullets."""
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# Update bullet positions.
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bullets.update()
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# Get rid of bullets that have disappeared.
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for bullet in bullets.copy():
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if bullet.rect.bottom <= 0:
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bullets.remove(bullet)
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check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
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aliens, bullets)
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def check_high_score(stats, sb):
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"""Check to see if there's a new high score."""
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if stats.score > stats.high_score:
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stats.high_score = stats.score
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sb.prep_high_score()
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def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
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aliens, bullets):
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"""Respond to bullet-alien collisions."""
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# Remove any bullets and aliens that have collided.
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collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
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if collisions:
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for aliens in collisions.values():
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stats.score += ai_settings.alien_points * len(aliens)
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sb.prep_score()
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check_high_score(stats, sb)
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if len(aliens) == 0:
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# If the entire fleet is destroyed, start a new level.
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bullets.empty()
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ai_settings.increase_speed()
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# Increase level.
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stats.level += 1
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sb.prep_level()
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create_fleet(ai_settings, screen, ship, aliens)
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def check_fleet_edges(ai_settings, aliens):
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"""Respond appropriately if any aliens have reached an edge."""
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for alien in aliens.sprites():
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if alien.check_edges():
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change_fleet_direction(ai_settings, aliens)
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break
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def change_fleet_direction(ai_settings, aliens):
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"""Drop the entire fleet, and change the fleet's direction."""
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for alien in aliens.sprites():
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alien.rect.y += ai_settings.fleet_drop_speed
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ai_settings.fleet_direction *= -1
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def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
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"""Respond to ship being hit by alien."""
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if stats.ships_left > 0:
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# Decrement ships_left.
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stats.ships_left -= 1
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# Update scoreboard.
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sb.prep_ships()
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else:
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stats.game_active = False
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pygame.mouse.set_visible(True)
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# Empty the list of aliens and bullets.
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aliens.empty()
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bullets.empty()
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# Create a new fleet, and center the ship.
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create_fleet(ai_settings, screen, ship, aliens)
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ship.center_ship()
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# Pause.
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sleep(0.5)
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def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens,
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bullets):
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"""Check if any aliens have reached the bottom of the screen."""
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screen_rect = screen.get_rect()
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for alien in aliens.sprites():
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if alien.rect.bottom >= screen_rect.bottom:
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# Treat this the same as if the ship got hit.
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ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
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break
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def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
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"""
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Check if the fleet is at an edge,
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then update the postions of all aliens in the fleet.
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"""
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check_fleet_edges(ai_settings, aliens)
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aliens.update()
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# Look for alien-ship collisions.
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if pygame.sprite.spritecollideany(ship, aliens):
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ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
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# Look for aliens hitting the bottom of the screen.
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check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
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def get_number_aliens_x(ai_settings, alien_width):
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"""Determine the number of aliens that fit in a row."""
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available_space_x = ai_settings.screen_width - 2 * alien_width
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number_aliens_x = int(available_space_x / (2 * alien_width))
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return number_aliens_x
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def get_number_rows(ai_settings, ship_height, alien_height):
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"""Determine the number of rows of aliens that fit on the screen."""
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available_space_y = (ai_settings.screen_height -
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(3 * alien_height) - ship_height)
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number_rows = int(available_space_y / (2 * alien_height))
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return number_rows
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def create_alien(ai_settings, screen, aliens, alien_number, row_number):
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"""Create an alien, and place it in the row."""
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alien = Alien(ai_settings, screen)
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alien_width = alien.rect.width
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alien.x = alien_width + 2 * alien_width * alien_number
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alien.rect.x = alien.x
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alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
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aliens.add(alien)
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def create_fleet(ai_settings, screen, ship, aliens):
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"""Create a full fleet of aliens."""
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# Create an alien, and find number of aliens in a row.
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alien = Alien(ai_settings, screen)
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number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
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number_rows = get_number_rows(ai_settings, ship.rect.height,
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alien.rect.height)
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# Create the fleet of aliens.
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for row_number in range(number_rows):
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for alien_number in range(number_aliens_x):
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create_alien(ai_settings, screen, aliens, alien_number,
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row_number)
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