Example #1
0
class AlienInvasion:
    """Overall class to manage game assets and behavior"""
    def __init__(self):
        """Initialize 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 a scoreboard
        self.stats = GameStats(self)
        self.sb = Scoreboard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()
        self.sound_effects = SoundEffects()

        self._create_fleet()

        # Make the play buttons -- TO REFACTOR.
        self.play_button = Button(self, (0, 255, 0), 200, 50)
        self.hard_button = Button(self, (0, 0, 255), 100, 50)
        self.crazy_button = Button(self, (255, 0, 0), 100, 50)

    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:
                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_hard_button(mouse_pos)
                self._check_crazy_button(mouse_pos)

    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:
            # Reset game statistics
            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:
            self.settings.difficulty_level = 'hard'

    def _check_crazy_button(self, mouse_pos):
        button_clicked = self.crazy_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            self.settings.difficulty_level = 'crazy'

    def _start_game(self):
        # reset game stats
        self.stats.reset_stats()
        self.sb.prep_images()

        # get rid of aliens and bullets
        self.aliens.empty()
        self.bullets.empty()

        # create new fleet and re-center ship
        self._create_fleet()
        self.ship.center_ship()

        # Hide the mouse cursor
        pygame.mouse.set_visible(False)
        self.settings.set_speedup_scale()

    def _check_keydown_events(self, event):
        """respond to key presses"""
        if event.key == pygame.K_RIGHT:
            # Move the ship to 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._fire_bullet()
        elif event.key == pygame.K_p and not self.stats.game_active:
            self._start_game()
        elif event.key == pygame.K_q:
            sys.exit()

    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:
            # Move the ship to the left
            self.ship.moving_left = False

    def _fire_bullet(self):
        """Create 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)
            self.sound_effects.play_shoot()

    def _update_bullets(self):
        """Update position of bullets and get rid of old bullets."""
        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 _check_bullet_alien_collisions(self):
        """Respond to bullet-alien collisions."""
        # Remove any bullets and aliens that have collided
        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()
            self.sound_effects.play_alien_hit()

        if not self.aliens:
            self._start_new_level()

    def _start_new_level(self):
        """Begin new level"""
        # Destroy existing bullets and create new fleet.
        self.bullets.empty()
        self._create_fleet()
        self.settings.increase_speed()

        self.stats.level += 1
        self.sb.prep_level()

    def _update_aliens(self):
        """Check if fleet is at an edge, then update the positions of all aliens in the fleet"""
        self._check_fleet_edges()

        self.aliens.update()

        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_fleet(self):
        """Create a fleet of aliens"""
        # Make an alien
        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 number of rows of aliens that fit on 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 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 and alien and place in 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 _update_screen(self):
        """Update images on 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 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("Play")
            self.hard_button.draw_button("Hard",
                                         self.screen.get_rect().bottom,
                                         self.screen.get_rect().left)
            self.crazy_button.draw_button("Crazy",
                                          self.screen.get_rect().bottom - 70,
                                          self.screen.get_rect().left)

        pygame.display.flip()

    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
        self.sound_effects.play_alien_change_dir()

    def _ship_hit(self):
        """Respond to the ship being hit by an alien."""

        if self.stats.ships_left > 0:
            # Decrement ships_left, update scoreboard
            self.stats.ships_left -= 1
            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()

            # Pause
            sleep(0.5)
        else:
            self.stats.game_active = False
            self.settings.reset_speed()
            pygame.mouse.set_visible(True)
            self.stats.update_high_score()

    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