Example #1
0
class SpaceShooter:
    '''The main class that controls all assets and behaviour of the game'''
    def __init__(self):
        # Setting up the screen
        pygame.init()
        self.settings = Settings()
        self.screen = pygame.display.set_mode(
            (self.settings.screen_width, self.settings.screen_height))
        pygame.display.set_caption('SpaceShooter')

        self.stats = Stats(self)
        self.space_bg = Space(self)
        self.shooter = Shooter(self)
        # Create a list that will store the lasers
        self.lasers = pygame.sprite.Group()
        self.spaceships = pygame.sprite.Group()
        self.display_shooters = pygame.sprite.Group()

        self._create_fleet()
        self._display_shooters()

        self.button = Button(self, 'Play')
        self.quitbutton = QuitButton(self, 'Quit')

        self.sb = Scoreboard(self)

    def run_game(self):

        while True:
            self._check_events()

            if self.stats.game_active:

                self.shooter.update()
                self._update_lasers()
                self._update_spaceships()

            self._screen_updates()

    def _check_events(self):
        # Pressing certain key types
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()

            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP:
                    self.shooter.moving_up = True
                if event.key == pygame.K_DOWN:
                    self.shooter.moving_down = True
                if event.key == pygame.K_q:
                    sys.exit()
                if event.key == pygame.K_SPACE:
                    self._fire_laser()

            elif event.type == pygame.KEYUP:
                self.shooter.moving_up = False
                self.shooter.moving_down = False

            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)
                self._check_quit_button(mouse_pos)

    def _check_play_button(self, mouse_pos):
        '''Start a new game when the player clicks play'''
        button_clicked = self.button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            # Reset the game settings
            self.settings.initialise_dynamic_settings()
            # Reset the whole game so it starts from the beginning
            self.stats.reset_stats()
            self._display_shooters()
            self.stats.game_active = True
            self.sb.prep_score()

            self.spaceships.empty()
            self.lasers.empty()

            self._create_fleet()
            self.shooter.center_shooter()

            # Hide the mouse cursor
            pygame.mouse.set_visible(False)

    def _check_quit_button(self, mouse_pos):
        '''Quit the quit when the quit button is clicked'''
        quit_button_clicked = self.quitbutton.rect.collidepoint(mouse_pos)
        if quit_button_clicked and not self.stats.game_active and self.stats.shooter_left == 0:
            sys.exit()

    def _fire_laser(self):
        '''Create a new laser and add it to the group'''
        if len(self.lasers) < self.settings.laser_allowed:
            new_laser = Laser(self)
            self.lasers.add(new_laser)

    def _update_lasers(self):
        self.lasers.update()

        # Get rid of bullets that have disappeared
        for laser in self.lasers.copy():
            if laser.rect.left >= self.settings.screen_width:
                self.lasers.remove(laser)

        self._check_lasers_spaceships_collisions()

    def _check_lasers_spaceships_collisions(self):
        '''Respond to laser spaceship collisions'''
        #Check for collisions between lasers and spaceship
        # Destroy the spaceship
        collisions = pygame.sprite.groupcollide(self.lasers, self.spaceships,
                                                False, True)

        if collisions:
            for spaceships in collisions.values():
                self.stats.score += self.settings.spaceship_points * len(
                    spaceships)
            self.sb.prep_score()

        # Add a new fleet of spaceships when they dissapear
        if not self.spaceships:
            self.lasers.empty()
            self._create_fleet()
            self.settings.increase_speed()

    def _create_fleet(self):
        '''Create a fleet of spaceship'''
        spaceship = Spaceship(self)
        spaceship_height, spaceship_width = spaceship.rect.size
        # Number of spaceships that fit on the screen vertically
        shooter_width = self.shooter.rect.width
        available_space_y = self.settings.screen_height - (2 *
                                                           spaceship_height)
        number_spaceship_y = available_space_y // (1 * spaceship_height)

        # Number of spaceships that fit on the screen horizontally
        available_space_x = (self.settings.screen_width -
                             (3 * spaceship_width) - (shooter_width))
        number_columns = available_space_x // (3 * spaceship_width)

        for number_column in range(number_columns):
            for number_spaceship in range(number_spaceship_y):
                self._create_spaceship(number_spaceship, number_column)

    def _create_spaceship(self, number_spaceship, number_column):
        # Creatings spaceship and setting the position
        spaceship = Spaceship(self)
        spaceship_width, spaceship_height = spaceship.rect.size

        spaceship.y = spaceship_height + (2 * spaceship_height *
                                          number_spaceship)
        spaceship.rect.y = spaceship.y

        spaceship.x = (self.settings.screen_width -
                       (2 * spaceship_width +
                        (2 * spaceship_width * number_column)))
        spaceship.rect.x = spaceship.x

        self.spaceships.add(spaceship)

    def _display_shooters(self):
        display_shooter = ShooterDisplay(self)
        display_shooter_width = display_shooter.rect.width

        for shooter_number in range(self.stats.shooter_left):
            display_shooter = ShooterDisplay(self)
            display_shooter.rect.x = self.settings.screen_width - (
                display_shooter_width * shooter_number) - display_shooter_width
            display_shooter.rect.y = display_shooter.rect.height / 2
            self.display_shooters.add(display_shooter)

    def _remove_display_shooters(self):

        for display_shooter in self.display_shooters.copy():
            if len(self.display_shooters) > self.stats.shooter_left:
                self.display_shooters.remove(display_shooter)

    def _update_spaceships(self):
        '''Update the position of the fleet of spaceships'''
        self._check_fleet_edges()
        self.spaceships.update()

        # Collision between the shooter and spaceships
        if pygame.sprite.spritecollideany(self.shooter, self.spaceships):
            self._shooter_hit()

        self._check_spaceships_bottom()

    def _check_fleet_edges(self):
        '''Respond appropriately when spaceship reaches the edges'''
        for spaceship in self.spaceships.sprites():
            if spaceship.check_edges():
                self._change_fleet_direction()
                break

    def _change_fleet_direction(self):
        '''Move the fleet left and then move it down'''
        for spaceship in self.spaceships.sprites():
            spaceship.rect.x -= self.settings.spaceship_dropspeed
        self.settings.spaceship_direction *= -1

    def _screen_updates(self):
        # Updating the screen
        self.space_bg.blitme()
        self.shooter.blitme()

        for laser in self.lasers.sprites():
            laser.draw_laser()

        self.spaceships.draw(self.screen)
        self.display_shooters.draw(self.screen)

        self.sb.show_score()

        if not self.stats.game_active:
            self.button.draw_msg()
            if self.stats.shooter_left == 0:
                self.quitbutton.draw_msg()

        pygame.display.flip()

    def _shooter_hit(self):
        '''Respond to the shooter being hit by a spaceship'''

        if self.stats.shooter_left > 0:
            # Decrement shooter left
            self.stats.shooter_left -= 1
            # Get rid of any remaining lasers and spaceships
            self._remove_display_shooters()

            self.spaceships.empty()
            self.lasers.empty()

            # Create a new fleet and center the shooter
            self._create_fleet()
            self.shooter.center_shooter()

            # Pause the game to see the collision
            sleep(0.5)

        else:
            self.stats.game_active = False

            pygame.mouse.set_visible(True)

    def _check_spaceships_bottom(self):
        '''Check to see if the spaceships have reached 
		   the left side of the screen'''

        screen_rect = self.screen.get_rect()
        for spaceship in self.spaceships.sprites():
            if spaceship.rect.left <= screen_rect.left:
                self._shooter_hit()
                break