-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathalien_invasion.py
338 lines (287 loc) · 12.2 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
332
333
334
335
336
337
338
"""import system and pygame and settings"""
import sys
from time import sleep
import pygame
import random
from Modules.settings import Settings
from Modules.ship import Ship
from Modules.bullets import Bullet
from Modules.alien import Alien
from Modules.game_stats import GameStats
from Modules.star import Star
from Modules.button import Button
from Modules.scoreboard import Scoreboard
class AlienInvasion:
"""Overrall class to manage game assets and behavior"""
def __init__(self):
"""initialize the game, and create game resources"""
pygame.init()
#import the sounds
pygame.mixer.pre_init(44100, 16, 2, 8) #frequency, size, channels, buffersize
pygame.init() #turn all of pygame on.
#import the settings
self.settings = Settings()
#sets the window size and caption
self.screen = pygame.display.set_mode(
(self.settings.screen_width, self.settings.screen_height))
pygame.display.set_caption("Spuds Invasion")
#Create an instance to store game statistics
self.stats = GameStats(self)
#import the stars
self.stars = pygame.sprite.Group()
self._create_stars()
#import the ship and make an instance of it
self.ship = Ship(self)
#import the bullet sprites
self.bullets = pygame.sprite.Group()
#import the alien sprites
self.aliens = pygame.sprite.Group()
self._create_fleet()
#import the stars
self._create_stars()
#create the play button
self.play_button = Button(self, "Play")
#difficulty buttons
self.easy_button = Button(self, "Easy", "midleft")
self.normal_button = Button(self, "Normal", "center")
self.normal_button.button_color = (255, 128, 0)
self.hard_button = Button(self, "Hard", "midright")
self.hard_button.button_color = (204, 0, 0)
#Scoreboard
self.sb = Scoreboard(self)
def run_game(self):
"""Start the main loop for the game."""
while True:
#Watch for keyboard and mouse events
self._check_events()
if self.stats.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
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()
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)
self._check_easy_button(mouse_pos)
self._check_normal_button(mouse_pos)
self._check_hard_button(mouse_pos)
def _update_screen(self):
"""Update images on the screen and flip to a new screen"""
#Redarw the screen during each pass through the loop
self.screen.fill(self.settings.bg_color)
#draw the stars
self.stars.draw(self.screen)
#draw the ship
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
#draw the aliens
self.aliens.draw(self.screen)
#draw the scoreboard
self.sb.show_score()
#draw the play and difficulty buttons
self._display_button_conditional()
#Make the most recently drawn screen visible
pygame.display.flip()
def _check_keydown_events(self, event):
"""Respond to keypress down events"""
if event.key == pygame.K_RIGHT:
#Move the ship to the right
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
#Move the ship to the left
self.ship.moving_left = True
elif event.key == pygame.K_SPACE:
self.settings.bullet_sound.play()
self._fire_bullet()
elif event.key == pygame.K_q:
self.stats.save_high_score()
sys.exit()
elif event.key == pygame.K_f:
#changes it to fullscreen, it sort of works but not really, will need to rework this in the future
#currently changes it to fullscreen but the game's resolution is still set to the original window
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
elif event.key == pygame.K_p and not self.stats.game_active:
self._start_game()
def _check_keyup_events(self, event):
"""Respond to keypress releases"""
#stop moving the ship
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
if 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:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
"""Update position of bullets and get rid of old bullets"""
#update bullet positions
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 _create_fleet(self):
"""Create the fleet of aliens."""
#Make an alien
alien = Alien(self)
alien_width = alien.rect.width
alien_height = alien.rect.height
ship_height = self.ship.rect.height
#get the number of aliens across
available_space_x = self.settings.screen_width - (2* alien_width)
number_aliens_x = available_space_x // int((2*alien_width))
#get the number of aliens from top to bottom
available_space_y = self.settings.screen_height - (3 * alien_height) - ship_height*2
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.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 + 0.5)
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 collision
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 _create_stars(self):
"""Create a fleet of stars and place them in their random locations"""
#Make a star
for _ in range(20):
star = Star(self)
star.rect.x = random.randint(1, self.settings.screen_width)
star.rect.y = random.randint(1, self.settings.screen_width)
self.stars.add(star)
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 _check_bullet_alien_collisions(self):
#Check for any bullets that have hit aliens.
#If so, get rid of the bullet 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:
self._start_new_level()
def _start_new_level(self):
#Destroy existing bullets and create a new fleet.
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
#increase the level.
self.stats.level += 1
self.sb.prep_level()
def _ship_hit(self):
"""Respond to the ship being hit by an alien."""
if self.stats.ships_left > 0:
#decrease ships_left
self.stats.ships_left -= 1
self.sb.prep_ships()
#Get rid of any emaining aliens and bullets
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 _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.settings.difficulty_settings = True
def _check_easy_button(self, mouse_pos):
button_clicked = self.easy_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
#Reset the game statistics with easy settings
self.settings.initialize_easy_settings()
self._start_game()
def _check_normal_button(self, mouse_pos):
button_clicked = self.normal_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
#Reset the game settings with normal settings
self.settings.initialize_dynamic_settings()
self._start_game()
def _check_hard_button(self, mouse_pos):
button_clicked = self.hard_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
#Reset the game settings with hard settings
self.settings.initialize_hard_settings()
self._start_game()
def _display_button_conditional(self):
if not self.stats.game_active and not self.settings.difficulty_settings:
self.play_button.draw_button()
elif self.settings.difficulty_settings and not self.stats.game_active:
self.easy_button.draw_button()
self.normal_button.draw_button()
self.hard_button.draw_button()
def _start_game(self):
#reset the game statistics
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
#Get rid of any remaining aliens and bullets.
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)
if __name__ == '__main__':
#Make a game instance,and then run the game
AI = AlienInvasion()
AI.run_game()