class AlienInvasion: """Overall class to manage game assets and behavior.""" def __init__(self): """Initialize the game, and create game ressources.""" pygame.init() self.settings = Settings() self.clock = pygame.time.Clock() # # Switch the comments on these blocks for fullscreen or window screen # 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 self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) pygame.display.set_caption('COVID Invasion') # Create an instance to store game statistics # and create a scoreboard self.stats = GameStats(self) self.scoreboard = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() self.play_button = Button(self, 'Play') 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() self.clock.tick(300) def _check_events(self): """Response to keypresses ans mouse events""" for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self._check_play_button(mouse_pos) elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) def _check_play_button(self, mouse_pos): """Start a new game when the player hit start""" button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: self._start_game() def _start_game(self): """Start the game""" # Reset the dynamic settings self.settings.init_dynamic() # Hide the mouse cursor pygame.mouse.set_visible(False) # Reset the game stat self.stats.reset_stat() self.stats.game_active = True self.scoreboard.prep_score() self.scoreboard.prep_level() self.scoreboard.prep_ships() # Get rid of all remaining alien and bullets self.aliens.empty() self.bullets.empty() # Create a new fleet and center the ship self._create_fleet() self.ship.center_ship() def _check_keydown_events(self, event): """response to key presses.""" if event.key in (pygame.K_RIGHT, pygame.K_d): self.ship.moving_right = True elif event.key in (pygame.K_LEFT, pygame.K_a): self.ship.moving_left = True elif event.key == pygame.K_SPACE: self._fire_bullet() elif event.key == pygame.K_p: self._start_game() elif event.key == pygame.K_ESCAPE: sys.exit() def _check_keyup_events(self, event): """response to key releases.""" if event.key in (pygame.K_RIGHT, pygame.K_d): self.ship.moving_right = False elif event.key in (pygame.K_LEFT, pygame.K_a): self.ship.moving_left = False def _fire_bullet(self): """Create a new bullet and add it to the bullet 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 the bullets and get rid of old ones.""" # Update bullets position 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_aliens_collision() def _check_bullet_aliens_collision(self): """Respond to bullet-aliens collisions""" # Remove any bullets and aliens that collided collisions = pygame.sprite.groupcollide( self.bullets, self.aliens, True, # dokill1: if True, the bullet is gone if coll True # dokill2: if True, the alien is gone if coll ) if collisions: for aliens in collisions.values(): self.stats.score += self.settings.alien_points * len(aliens) self.scoreboard.prep_score() self.scoreboard.check_high_score() # Create a new fleet if every aliens is down if not self.aliens: # Destroy existing bullets and create new fleet self.bullets.empty() self._create_fleet() self.settings.increase_stats() # Increase the level self.stats.level += 1 self.scoreboard.prep_level() def _create_fleet(self): """Create the fleet of aliens""" # Create an alien and find the numbre of aliens in a row alien = Alien(self) alien_width, alien_height = alien.rect.size available_space = self.settings.screen_width - (2 * alien_width) number_alien_x = available_space // (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) # Creating the full fleet of aliens for row_number in range(number_rows): for alien_number in range(number_alien_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_pos = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x_pos alien.rect.y = alien_height + 2 * alien_height * row_number self.aliens.add(alien) def _update_aliens(self): """ Check if the fleet is at an edge, then update the position of all aliens in the fleet""" self._check_fleet_edge() self.aliens.update() # Look for alien-ship collision if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() # Looks for aliens hitting the bottom of the screen self._check_aliens_bottom() def _check_fleet_edge(self): for alien in self.aliens.sprites(): if alien.check_edge(): self._change_fleet_direction() break def _change_fleet_direction(self): """Drop the entire fleet and change direction""" for alien in self.aliens.sprites(): alien.rect.y += self.settings.alien_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 ship_left self.stats.ships_left -= 1 self.scoreboard.prep_ships() # Get rid of any remaining bullets and aliens self.bullets.empty() self.aliens.empty() # Create a new fleet and recenter the ship self._create_fleet() self.ship.center_ship() # Little pause for the suspens sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _check_aliens_bottom(self): """Check if the aliens have reach the bottom of the screen""" screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: # Same treatment as the ship 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.background_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) # Draw the score informations self.scoreboard.show_score() if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip()
class AlienAttack: """Overall class to manage game assests and characterstics of game""" def __init__(self): """Initialize the game , and create game resources""" pygame.init() self.setting = Setting() self.bullets = pygame.sprite.Group( ) # use for collecting similar type of object self.screen = pygame.display.set_mode( (0, 0), pygame.FULLSCREEN ) # 0 width and 0 length expresses the full screen self.setting.screen_width = self.screen.get_rect().width self.setting.screen_height = self.screen.get_rect().height # pygame.display.set_caption("Alien Invasion") self.ship = Ship(self) self.enemy = pygame.sprite.Group() self.stats = GameStats(self) self.score_board = ScoreBoard(self) #create a score board self._create_fleet() # as we need only one button then we need to call it once self.play_button = Button(self, "Play") def _create_fleet(self): """Create a fleet of alien""" new_enemy = Enemy(self) enemy_width, enemy_height = new_enemy.rect.size available_space_x = self.setting.screen_width - (2 * enemy_width) number_enemy_x = available_space_x // (2 * enemy_width) # determine the number of rows that will fit ship_height = self.ship.ship_rect.height available_space_y = self.setting.screen_height - ( 3 * enemy_height) - ship_height number_rows = available_space_y // (2 * enemy_height) # create a full fleet of aliens for row_number in range(number_rows + 1): for enemy_number in range(number_enemy_x + 1): self._create_alien(enemy_number, row_number) def _create_alien(self, enemy_number, row_number): new_enemy = Enemy(self) enemy_width, enemy_height = new_enemy.rect.size new_enemy.x = enemy_width + 2 * enemy_width * enemy_number new_enemy.rect.x = new_enemy.x new_enemy.rect.y = new_enemy.rect.height + 2 * new_enemy.rect.height * row_number self.enemy.add(new_enemy) def run_game(self): """Start the main loop for game""" while True: self._check_event() if self.stats.game_active: self.ship.update() self._update_bullets() self._update_enemy() self._update_screen() def _ship_hit(self): """Respond to the ship being hit by alien""" # decrement ship left if self.stats.ships_left > 0: self.stats.ships_left -= 1 self.score_board.prep_ships() # get rid of any remaining aliens and bulllets self.enemy.empty() self.bullets.empty() # Create a new fleet self._create_fleet() self.ship.center_ship() # pause sleep(0.5) else: self.stats.game_active = False self.stats.reset_stat() self.ship.center_ship() pygame.mouse.set_visible(True) self.stats.level = 0 def _update_enemy(self): """Update the position of enemy ships""" self._check_fleet_edges() self.enemy.update() # Look for alien-ship collision if pygame.sprite.spritecollideany( self.ship, self.enemy): # use for collision bw images or rectangles self._ship_hit() self._check_enemy_bottom() def _check_fleet_edges(self): """Respond appropriatly if any aliens have reached an edge""" for enemy in self.enemy.sprites(): if enemy.check_edge(): self._change_fleet_direction() break def _change_fleet_direction(self): """Drop the entire fleet and change the fleet's direction""" for enemy in self.enemy.sprites(): enemy.rect.y += self.setting.fleet_drop_speed self.setting.fleet_direction *= -1 def _update_bullets(self): self.bullets.update() # get rid of the bullets that have disapperead for bullet in self.bullets.copy(): if bullet.rect.y <= 0: self.bullets.remove(bullet) self._check_bullet_enemy_collision() def _check_bullet_enemy_collision(self): """Respond to bullet - alien collision""" # check for any bullet that have hit enemy # if so , get rid of the bullet and the enemy collisions = pygame.sprite.groupcollide(self.bullets, self.enemy, True, True) if not self.enemy: self.bullets.empty() self._create_fleet() self.setting.increase_speed() #increase level self.stats.level += 1 self.score_board.prep_level() if collisions: for enemy in collisions.values(): self.stats.score += self.setting.enemy_point * len(enemy) self.score_board.prep_score() self.score_board.check_high_score() def _check_event(self): """Response to keypress and mouse event""" 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_event(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 the player clicked clicks play""" button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: self.stats.reset_stat() self.score_board.prep_score() self.setting.initialize_dynamic_setting() self.stats.game_active = True self.score_board.prep_level() pygame.mouse.set_visible(False) self.score_board.prep_ships() # Get rid of any remaining aliens and bullets self.enemy.empty() self.bullets.empty() # create a new fleet and center the ship self._create_fleet() self.ship.center_ship() def _check_keydown_events(self, event): """Response to keyup events""" 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_UP: self.ship.moving_up = True elif event.key == pygame.K_DOWN: self.ship.moving_down = True elif event.key == pygame.K_q: sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullet() def _fire_bullet(self): if len(self.bullets) < self.setting.bullet_alloewed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _check_keyup_event(self, event): """Response to keyup events""" if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False elif event.key == pygame.K_UP: self.ship.moving_up = False elif event.key == pygame.K_DOWN: self.ship.moving_down = False def _update_screen(self): """update images on the screen, and flip to the new screen""" self.screen.fill(self.setting.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.enemy.draw(self.screen) self.score_board.show_score() # draw the play button if the game is inactive if not self.stats.game_active: self.play_button.draw_button() """Make the latest change visible on screen""" pygame.display.flip() def _check_enemy_bottom(self): """check if any aliens have reached the bottom of screen""" screen_rect = self.screen.get_rect() for enemy in self.enemy.sprites(): if enemy.rect.bottom >= screen_rect.bottom: self._ship_hit() break