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