Ejemplo n.º 1
0
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() 		
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()