class BouncingBall: """Overall class to manage game assets and behavior.""" def __init__(self): """Initialize the game, and create game resources.""" pygame.init() # Clock set-up for framerate self.clock = pygame.time.Clock() self.settings = Settings() self.stats = GameStats(self) self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height)) self.settings.screen_width = self.screen.get_rect().width self.settings.screen_height = self.screen.get_rect().height pygame.display.set_caption("Bouncing Ball") self.bar = Bar(self) self.ball = Ball(self) self.timebar = TimeBar(self) self.play_button = Button(self, 'Play') def run_game(self): """Main game loop.""" while True: self._check_events() if self.stats.game_active: self._ball_checks() self.ball.update() self.bar.update() # implements movement depending on movement flag self.timebar.update(self) self._time_check(self.start) 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() # Pressing arrow keys for movement: elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) # Releasing arrow keys: 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_keydown_events(self, event): """Checks keydown events.""" if event.key == pygame.K_RIGHT: self.bar.moving_right = True elif event.key == pygame.K_LEFT: self.bar.moving_left = True elif event.key == pygame.K_ESCAPE: sys.exit() def _check_play_button(self, mouse_pos): """Restart game when Play button is clicked.""" button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked: self._click_play() def _click_play(self): pygame.mouse.set_visible(False) self.stats.reset_stats() self.settings.initialize_settings() self.bar.center_bar() self.ball._init_old_pos() self.stats.game_active = True self.start = perf_counter() def _check_keyup_events(self, event): """Checks keyup events.""" if event.key == pygame.K_RIGHT: self.bar.moving_right = False elif event.key == pygame.K_LEFT: self.bar.moving_left = False def _ball_checks(self): self._check_ball_bar_collision() self._check_ball_lost() def _check_ball_bar_collision(self): if pygame.sprite.collide_rect(self.ball, self.bar): print('Bounce!') self.ball.bounce = True def _check_ball_lost(self): """Reset game if ball drops below bottom edge""" if self.ball.rect.top >= self.settings.screen_height: self._restart_game() def _time_check(self, start): """Increase game difficulty if session duration has elapsed.""" if perf_counter() - start >= self.settings.session_duration: self.start = perf_counter() self.settings.increase_game_difficulty() def _restart_game(self): """Take action if ball is lost""" if self.stats.ball_left > 0: self.ball._init_old_pos() self.stats.ball_left -= 1 sleep(0.5) else: pygame.mouse.set_visible(True) self.stats.game_active = False def _update_screen(self): """Update images on the screen, and flip to the new screen.""" self.screen.fill(self.settings.bg_color) self.bar.draw_bar() self.timebar.draw_timebar() self.ball.draw_ball() if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip() self.clock.tick(150)
class AlienInvasion: 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("Alien Invasion") self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self.stats = GameStats(self) self._create_fleet() self.play_button = Button(self, "Play Now") def run_game(self): 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): 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): button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: self.stats.reset_stats() self.settings.initialize_dynamic_settings() self.stats.game_active = True self.aliens.empty() self.bullets.empty() self._create_fleet() self.ship.center_ship() pygame.mouse.set_visible(False) def _check_keydown_events(self, event): if event.key == pygame.K_d: self.ship.moving_right = True elif event.key == pygame.K_a: 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): if event.key == pygame.K_d: self.ship.moving_right = False elif event.key == pygame.K_a: self.ship.moving_left = False def _fire_bullet(self): if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_bullets(self): # Update bullet positions. 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_alien_collisions() def check_alien_collisions(self): collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if not self.aliens: self.bullets.empty() self._create_fleet() self.settings.increase_speed() def _update_screen(self): self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip() def _update_aliens(self): self._check_fleet_edges() self.aliens.update() if pygame.sprite.spritecollideany(self.ship, self.aliens): self.ship_hit() self._check_aliens_bottom() def _create_fleet(self): 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) ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height) rows = available_space_y // (2 * alien_height) for rowN in range(rows): for number in range(number_aliens_x): self._create_alien(number, rowN) def _create_alien(self, number, rowN): alien = Alien(self) alien_width, alien_height = alien.rect.size alien.x = alien_width + 2 * alien_width * number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * rowN self.aliens.add(alien) def _check_fleet_edges(self): for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def ship_hit(self): if self.stats.ships_left > 0: self.stats.ships_left -= 1 self.aliens.empty() self.bullets.empty() self._create_fleet() self.ship.center_ship() sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _check_aliens_bottom(self): screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: self._ship_hit() break