def run_game(): # 初始化游戏并创建一个屏幕对象 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") #创建Play按钮 play_button = Button(ai_settings, screen, "Play") # 创建一艘飞船,一个子弹编组,一个外星人编组 stats = Game_stats(ai_settings) ship = Ship(ai_settings, screen) bullets = Group() aliens = Group() # 创建外星人群 gf.create_fleet(ai_settings, screen, ship, aliens) # 创建存储游戏统计信息的实例,并创建记分牌 stats = Game_stats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) # 开始游戏的主循环 while True: gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets) if stats.game_active: ship.update() #bullets.update() 已添加到game_function中 gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets) #gf.update_screen(ai_settings, screen, ship, aliens, bullets, play_button) gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
def __init__(self): 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("Meteor shower") self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.meteors = pygame.sprite.Group() self._create_rain() self.super_bullets = pygame.sprite.Group() self.stats = Game_stats(self) self.sb = Scoreboard(self) self.play_button = Button(self , "Play")
def run_game(): # 初始化游戏并创建一个屏幕对象 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) # 屏幕显示大小 pygame.display.set_caption = ('Alien Invasion') # 创建 Play 按钮 play_button = Button(ai_settings, screen, 'Play') # 创建一艘飞船 ship = Ship(ai_settings, screen) # 创建一个用于储存子弹的编组 ship_bullets = pygame.sprite.Group() # 创建一个外星人编组 aliens = pygame.sprite.Group() # 创建一组道具 items = pygame.sprite.Group() # 创建一个用于储存游戏统计信息的对象 stats = Game_stats(ai_settings) # 创建记分牌 sb = Scoreboard(ai_settings, screen, stats) # 创建外星人群 stats.create_alien_time = time() gf.create_fleet(ai_settings, screen, stats, aliens) # 开始游戏主循环 while True: # 监视键盘和鼠标事件 gf.check_events(ai_settings, screen, stats, play_button, ship, aliens, ship_bullets, items) if stats.game_active: # 更新状态 ship.update() gf.update_ship_bullets(ai_settings, screen, stats, sb, ship, aliens, ship_bullets, items) gf.update_alien_bullets(ai_settings, stats, ship, aliens) gf.update_items(ai_settings, screen, stats, ship, items) gf.update_aliens(ai_settings, screen, stats, ship, aliens, ship_bullets) gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, ship_bullets, play_button, items)
def run_game(): # intialize the game and create the screen object pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption('Alien invasion') # make a ship, groupe to store all bullets and a group to store all aliens ship = Ship(ai_settings, screen) bullets = Group() aliens = Group() stats = Game_stats(ai_settings) play_button = Button(ai_settings, screen, 'Play') sb = Scoreboard(ai_settings, screen, stats) gf.create_fleet(ai_settings, screen, ship, aliens, sb) # start the main loop for the game while True: gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets) if stats.game_active: ship.update() bullets.update() gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.check_bullet_alien_collision(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets) gf.update_sreen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
def run_game(): pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") ship = Ship(ai_settings, screen) play_button = Button(ai_settings, screen, "Play") bullets = Group() aliens = Group() gf.create_fleet(ai_settings, screen, ship, aliens) stats = Game_stats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) while True: gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets) if stats.game_active: ship.update() gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets) gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
def run_game(): #初始化遊戲並創建一個屏幕對象 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption('Alien Invasion') play_button = Button(ai_settings, screen, 'Play') name = Author_Name(ai_settings, screen, 'Notail_Peng') #創建一搜飛船 stats = Game_stats(ai_settings) ship = Ship(ai_settings, screen) bullets = Group() aliens = Group() #創建外星人群 gf.create_fleet(ai_settings, screen, ship, aliens) #創建一個外星人 #alien = Alien(ai_settings,screen) #開始遊戲的主循環 while True: #監視鍵盤和鼠標事件 gf.check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets) if stats.game_active: ship.update() gf.update_bullets(ai_settings, screen, ship, aliens, bullets) gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets) #每次循環時都重繪屏幕讓最近繪製的屏幕可見 gf.update_screen(ai_settings, screen, stats, ship, aliens, bullets, play_button, name)
def run_game(): # Инициализируем игру и создаем объект экрана pygame.init() sb_settings = Settings() screen = pygame.display.set_mode( (sb_settings.screen_width, sb_settings.screen_height)) pygame.display.set_caption("Sniper box") # Создаем экземпляр для игровой статистики. stats = Game_stats(sb_settings) # Создаем корабль ship = Ship(sb_settings, screen) # Создаем группы для хранения пуль bullets = Group() boxes = Group() # Создаём группу для коробочек gf.create_fleet(sb_settings, screen, boxes) # Запуск основного цикла игры while True: # Отслеживания событий клавиатуры и мыши. gf.check_events(sb_settings, screen, ship, bullets) ship.update() gf.update_bullets(sb_settings, stats, screen, ship, boxes, bullets) gf.update_boxes(sb_settings, boxes) gf.update_screen(sb_settings, screen, ship, boxes, bullets)
def run_game(): """main loop of the game""" #intialization of pygame library pygame.init() #initializing all needed objects settings = Settings() screen = pygame.display.set_mode( (settings.screen_width, settings.screen_height)) ball = Ball(screen) pad = Pad(settings, screen) pad1 = Pad1(settings, screen) stats = Game_stats(settings) pygame.display.set_caption("Pong") sb = Scoreboard(screen, stats) sb1 = Scoreboard1(screen, stats) start_button = Button(screen, settings, "START") while True: #using functions from module gf.check_events(settings, screen, pad, pad1, stats, start_button) gf.update_screen(settings, screen, pad, pad1, ball, stats, start_button, sb, sb1) if stats.game_active: pad.update(settings) pad1.update(settings) gf.update_ball(ball, settings, pad, pad1, stats, sb, sb1)
def run_game(): """初始化游戏并创建一个屏幕对象""" pygame.init() ai_settings=Settings() screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height)) pygame.display.set_caption('外星人入侵') ship=Ships(screen,ai_settings) #创建一个子弹编组 bullets=Group() #创建一个外星人编组 aliens=Group() #在编组中添加外星人 gf.create_fleet(screen,ai_settings,ship,aliens) #创建一个游戏状态的用例 game_stats=Game_stats(ai_settings) #创建一个button用例 play_button=Button(screen,ai_settings,'play') #创建一个记分牌的用例 score_board=Scoreboard(screen,ai_settings,game_stats) #开始游戏的主循环 while True: #监听键盘和鼠标事件 gf.check_events(screen,ai_settings,ship,bullets,aliens,game_stats,play_button,score_board) #游戏处于运行状态时,以下功能才运行 if game_stats.game_stats: #更新飞机的位置 ship.update() #更新子弹 gf.update_bullets(screen,ai_settings,ship,bullets,aliens,game_stats,score_board) #更新外星人 gf.update_aliens(screen,ai_settings,ship,aliens,game_stats,score_board) #绘制最近的屏幕 gf.update_screen(screen,ai_settings,ship,bullets,aliens,game_stats,play_button,score_board)
def run_game(): pygame.init() a = settings() screen = pygame.display.set_mode((a.screen_width, a.screen_height)) pygame.display.set_caption("Alien Invasion") #creat a ship ship = Ship(a, screen) #creat a group to save bullets #Group() is a class from pygame.sprite # bullets should out of while loop bullets = Group() #creat a group of alien aliens = Group() gf.create_fleet(a, screen, aliens, ship) stats = Game_stats(a) while True: # monitor the event of keyboard and mouse gf.check_events(a, screen, ship, bullets) # to malke sure which parts are running if stats.game_active: ship.update() # the bullets are deleted gf.update_bullets(a, screen, ship, aliens, bullets) gf.update_aliens(a, screen, ship, aliens, bullets, stats) gf.update_screen(a, screen, ship, bullets, aliens)
def run_game(): #inizilizziamo il gioco e creiamo gli oggetti a schermo pygame.init() #instanziamo un oggetto impostazioni ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) icona = pygame.image.load("./static/images/icona.png") pygame.display.set_icon(icona) pygame.display.set_caption("Alien invasion") #crazione istanza delle statistiche di gioco stats = Game_stats(ai_settings) # crazione bottone per avvio del gioco play_button = Button(ai_settings, screen, "Touch here or type 'p'") # creazione scoreboard scoreboard = Scoreboard(ai_settings, screen, stats) # creazione navetta ship = Ship(screen, ai_settings) # creazione gruppo per alieni aliens = Group() # creazione della flotta di alieni gf.create_fleet(ai_settings, screen, aliens, ship) # gruppo dove immagazzinare i proiettili bullets = Group() #inzia il loop principale per il gioco while True: # rileva eventi di input gf.check_events(ai_settings, screen, stats, play_button, ship, bullets, aliens, scoreboard) if stats.game_active: # aggiorna posizione nave ship.update() # aggiorna posizione alieni gf.update_aliens(ai_settings, stats, screen, aliens, ship, bullets, scoreboard) # aggiorna posizione proiettili gf.update_bullets(ai_settings, screen, ship, bullets, aliens, stats, scoreboard) # else: # sys.exit() # aggiorna oggetti a schermo gf.update_screen(ai_settings, screen, stats, ship, aliens, bullets, play_button, scoreboard)
def __init__(self): """Intialize the game and create game 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") # Create an instance to store game statistics, # and create a scoreboard. self.stats = Game_stats(self) self.sb = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() # Make a play button. self.play_button = Button(self, "Play") # Start Alien Invasion in active state. self.stats.game_active = False
def run_game(): # inicializa o jogo e cria um objeto para a tela pygame.init() ai_settings = Settings() # tela do jogo screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption(ai_settings.title) # Botão play play_button = Button(ai_settings, screen, "Play!") # estatísticas iniciais stats = Game_stats(ai_settings) sb = ScoreBoard(ai_settings, screen, stats) # espaçonave ship = Ship(ai_settings, screen) # grupo de projéteis bullets = Group() # grupo de aliens aliens = Group() gf.create_fleet(ai_settings, screen, ship.rect.height, aliens) # Inicia o laço principal do jogo while True: # Observa eventos de teclado e mouse gf.check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets) if stats.game_active: ship.update() gf.update_bullets(bullets, ai_settings, screen, stats, sb, ship, aliens) gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_screen(play_button, ai_settings, stats, sb, screen, ship, aliens, bullets)
def run_game(): pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) ship = Ship(ai_settings, screen) stats = Game_stats(ai_settings) bullets = Group() aliens = Group() gf.create_fleet(ai_settings, screen, aliens, ship) pygame.display.set_caption(ai_settings.game_name) while True: gf.check_evens(ship, bullets, ai_settings, screen) ship.update() bullets.update() gf.update_bullets(bullets, aliens, ship, ai_settings, screen) gf.update_aliens(ai_settings, stats, aliens, ship, bullets, screen) gf.update_screen(ship, bullets, aliens, ai_settings, screen)
def run_game(): """ Initialize Game and Create a Screen Object """ # Setting Object game_setting = Settings() screen = pg.display.set_mode((game_setting.screen_width, game_setting.screen_height)) pg.display.set_caption("Alien Invasion") #Make Play Button playButton = Button(game_setting, screen, 'Play') #Create an Instance to store game statistics stats = Game_stats(game_setting) #Creating Instance of ScoreBoard sb = Scoreboard(game_setting, screen, stats) #Make a Ship ship = Ship(game_setting, screen) bullets = Group() aliens = Group() #Background bg = pg.image.load('./images/bg.png') # #Set Background color # bg_color = game_setting.bg_color gf.create_fleet(game_setting, screen, ship, aliens) while True: "Main Game Loop" # Keyboard and Mouse Events gf.check_events(game_setting, screen, stats, sb, ship, aliens, bullets, playButton) if stats.game_active: ship.update() gf.update_bullets(game_setting, screen, stats, sb, ship, aliens, bullets) gf.update_alien(game_setting, stats, screen, sb, ship, aliens, bullets) gf.update_screen(game_setting, screen, stats, sb, ship, aliens, bullets, bg, playButton)
def run_game(): #initialize the pygame, settings and a screen object pygame.init() # creating a screen object game_settings = Settings() screen = pygame.display.set_mode( (game_settings.screen_Width, game_settings.screen_height)) pygame.display.set_caption("ALIEN INVASION") #Make the play button. play_button = Button(game_settings, screen, "PLAY") #Create an instance to store game statistics and create a scoreboard stats = Game_stats(game_settings) scoreboard = Scoreboard(game_settings, screen, stats) #Make a ship by using an instance of the Ship class, a group of bullets and a group of aliens ship = Ship(game_settings, screen) bullets = Group() aliens = Group() #Create the fleet of aliens g_functions.create_fleet(game_settings, screen, ship, aliens) #start the main loop for the game while True: g_functions.check_events(game_settings, screen, stats, scoreboard, play_button, ship, aliens, bullets) if stats.game_active: #update ship's position before updating the screen ship.update() g_functions.update_bullets(game_settings, screen, stats, scoreboard, ship, aliens, bullets) g_functions.update_aliens(game_settings, stats, scoreboard, screen, ship, aliens, bullets) g_functions.update_screen(game_settings, screen, stats, scoreboard, ship, aliens, bullets, play_button)
def run_game(): # initiate a screen object pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption('Shoot Trump, Save the World') # create play button btn_play = Button(ai_settings, screen, 'Play') # create a tank tank = Tank(ai_settings, screen) # create bullet group bullets = Group() # create enemy enemies = Group() gf.create_fleet(ai_settings, screen, tank, enemies) # create game stats instance stats = Game_stats(ai_settings) scoreboard = Scoreboard(ai_settings, screen, stats) # game main loop while True: # moniter keyboard and mouse event gf.check_events(ai_settings, screen, stats, scoreboard, btn_play, tank, enemies, bullets) if stats.game_active: tank.update() gf.update_bullets(ai_settings, screen, stats, scoreboard, tank, bullets, enemies) gf.update_enemies(ai_settings, stats, scoreboard, screen, tank, enemies, bullets) gf.update_screen(ai_settings, screen, stats, scoreboard, tank, enemies, bullets, btn_play)
class AlienInvasion: """Overall class to manage game assets and behaviour.""" def __init__(self): """Intialize the game and create game 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") # Create an instance to store game statistics, # and create a scoreboard. self.stats = Game_stats(self) self.sb = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() # Make a play button. self.play_button = Button(self, "Play") # Start Alien Invasion in active state. self.stats.game_active = False def run_game(self): """Start the main loop for the game.""" while True: 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: 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 player clicks Play. """ if self.play_button.rect.collidepoint( mouse_pos) and not self.stats.game_active: # Reset the game settings. self.settings.initialize_dynamic_settings() # 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) 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() 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 new group 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 dissappeared. 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 bullets and aliens collision. """ # Remove any bullets and aliens that have collided. collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if not self.aliens: # Destroy existing fleet and create a new fleet. self.bullets.empty() self._create_fleet() self.settings.increase_speed() # Increase level. self.stats.game_level += 1 self.sb.prep_level() 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() def _update_aliens(self): """ Check if the fleet is at an edge, then update the position of all the 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 the aliens hitting the bottom of the screen self._check_aliens_buttom() def _create_fleet(self): """Create the fleet of aliens.""" # Create an alien and find the number of aliens in a row. # Spacing between each alien is equal to one alien width. 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 _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 ships_left, and update scoreboard. self.stats.ships_left -= 1 self.sb.prep_ships() # Get rid of any remaining aliens and bullet. 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_buttom(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 _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) # Draw the score information. self.sb.show_score() # Draw the play button if the game is inactive. if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip()
class MeteorShower: def __init__(self): 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("Meteor shower") self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.meteors = pygame.sprite.Group() self._create_rain() self.super_bullets = pygame.sprite.Group() self.stats = Game_stats(self) self.sb = Scoreboard(self) self.play_button = Button(self , "Play") def _check_event(self): 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): if self.play_button.rect.collidepoint(mouse_pos) and not self.stats.game_active: self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_hs() self.sb.prep_ships() self.sb.show_score() self.meteors.empty() self.bullets.empty() self._create_rain() self.ship.center_ship() self.settings.initialize_settings() pygame.mouse.set_visible(False) def _check_keydown_events(self, event): 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() elif event.key == pygame.K_s: self._fire_super_bullet() elif event.key == pygame.K_p: if not self.stats.game_active: self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_hs() self.sb.prep_ships() self.sb.show_score() self.meteors.empty() self.bullets.empty() self._create_rain() self.ship.center_ship() self.settings.initialize_settings() pygame.mouse.set_visible(False) def _check_keyup_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False def _check_meteor_edges(self): for meteor in self.meteors.sprites(): if meteor.check_edges(): self._change_meteor_direction() break def _change_meteor_direction(self): for meteor in self.meteors.sprites(): meteor.rect.y += meteor.settings.meteor_drop_speed self.settings.meteor_direction *= -1 def _fire_bullet(self): if len(self.bullets) < self.settings.bullet_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _fire_super_bullet(self): if len(self.super_bullets) <= 1 : new_super_bullet = Super_bullet(self) self.super_bullets.add(new_super_bullet) def _create_rain(self): meteor = Meteor(self) meteor_width , meteor_height = meteor.rect.size available_space_x = self.settings.screen_width - (2 * meteor_width) number_meteor_x = available_space_x // (2 * meteor_width) ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - (3 * meteor_height) - ship_height) number_rows = available_space_y // (2 * meteor_height) for row_number in range(number_rows): for meteor_number in range(number_meteor_x): self._create_meteor(meteor_number , row_number) def _create_meteor(self , meteor_number , row_number): meteor = Meteor(self) meteor_width , meteor_height = meteor.rect.size meteor.x = 20 + meteor_width + 2 * meteor_width * meteor_number meteor.rect.x = meteor.x meteor.rect.y = meteor.rect.height + 2 * meteor.rect.height * row_number self.meteors.add(meteor) def _screen_update(self): self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() for bullet in self.super_bullets.sprites(): bullet.draw_super_bullet() self.meteors.draw(self.screen) self._check_meteor_edges() self.sb.show_score() if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip() def _bullet_update(self): self.bullets.update() for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) self._check_bullet_meteor_collision() def _super_bullet_update(self): self.super_bullets.update() for bullet in self.super_bullets.copy(): if bullet.rect.bottom <= 0: self.super_bullets.remove(bullet) collisions = pygame.sprite.groupcollide(self.super_bullets , self.meteors , False , True) if collisions: for i in collisions.values(): self.stats.score += self.settings.meteor_point * len(i) self.sb.prep_score() self.sb.check_high_score() def _check_bullet_meteor_collision(self): collisions = pygame.sprite.groupcollide(self.bullets , self.meteors , True , True) if collisions: for i in collisions.values(): self.stats.score += self.settings.meteor_point * len(i) self.sb.prep_score() self.sb.check_high_score() if not self.meteors: self.super_bullets.empty() self.bullets.empty() self._create_rain() self.settings.increase() self.stats.level += 1 self.sb.prep_level() def _meteor_update(self): self.meteors.update() if pygame.sprite.spritecollideany(self.ship , self.meteors): self.ship_hit() self._check_meteor_bottom() def ship_hit(self): if self.stats.ship_left >0: self.stats.ship_left -= 1 self.sb.prep_ships() self.bullets.empty() self.meteors.empty() self.super_bullets.empty() self._create_rain() self.ship.center_ship() sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _check_meteor_bottom(self): screen_rect = self.screen.get_rect() for meteor in self.meteors.sprites(): if meteor.rect.bottom >= screen_rect.bottom: self.ship_hit() break def run_game(self): while True: self._check_event() if self.stats.game_active: self.ship.update() self._bullet_update() self._super_bullet_update() self._meteor_update() self._screen_update()