class TargetPractice: """Overrall class to manage assets and behavior""" def __init__(self): """intialize the game, and create resources""" pygame.init() self.settings = Settings() #Set the window size and caption self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) pygame.display.set_caption("Target Practice") #create an instance to store game statistics self.stats = GameStats(self) #import the rocket ship and make an instance of it self.rocketShip = RocketShip(self) #import the orb self.orbs = pygame.sprite.Group() #import the target self.target = Target(self) #Create a play button self.play_button = Button(self, "Play") #misses self.miss = 0 def run_game(self): while True: #watch for keyboard and mouse events self._check_events() if self.stats.game_active: self.rocketShip.update() self._update_target() self._update_orbs() self._update_screen() def _update_screen(self): """Update images on the screen and flip to a new screen""" #Redraw the screen during each pass through the loop self.screen.fill(self.settings.bg_color) #draw the rocket ship self.rocketShip.blitme() #draw the target self.target.blitme() for orb in self.orbs.sprites(): orb.draw_orb() #draw the play button if not self.stats.game_active: self.play_button.draw_button() #Make the most recently drawn screen visible pygame.display.flip() 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) def _check_keydown_events(self, event): """Respond to keypress events""" if event.key == pygame.K_w: #move the rocket up self.rocketShip.moving_up = True elif event.key == pygame.K_s: #move the rocket down self.rocketShip.moving_down = True elif event.key == pygame.K_SPACE: self._fire_orb() def _check_keyup_events(self, event): if event.key == pygame.K_w: self.rocketShip.moving_up = False if event.key == pygame.K_s: self.rocketShip.moving_down = False def _update_target(self): """move the target up and down""" self.target.update() def _fire_orb(self): """update the position of the orb""" new_orb = Orb(self) self.orbs.add(new_orb) def _update_orbs(self): """update the position of the orbs and get rid of old orbs""" #update the orb positions self.orbs.update() #Get rid of old orbs that have disappeared for orb in self.orbs.copy(): if orb.rect.left >= self.rocketShip.screen_rect.right: self.orbs.remove(orb) self.miss += 1 #look for orb-target collision if pygame.sprite.spritecollideany(self.target, self.orbs): self._target_hit() if self.miss >= 3: self.stats.game_active = False def _target_hit(self): #render GOAL! on screen self.target.shorten_target() self.miss = 0 #self.stats.game_active = False 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: self._start_game() def _start_game(self): """start the game""" #reset the game statistics self.stats.reset_stats() self.miss = 0 self.stats.game_active = True #Get rid of any remaining shots self.orbs.empty() #Center the target and ship self.target.center_target() self.rocketShip.center_rocketShip
class HitTheTarget: """Overall class to manage assets and behavior.""" def __init__(self): """Initialize the game and create game resources.""" pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) pygame.display.set_caption("Hit the Target") # self.screen_rect = self.screen.get_rect() # Create an instance to store game statistics. self.stats = GameStats(self) self.target = Target(self) self.gun = Gun(self) self.bullets = pygame.sprite.Group() # Make the Play button. 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._target_direction() self.gun.update() self.target.update() self._update_bullets() self._screen_update() def _check_events(self): """Check for key presses and mouse events.""" for event in pygame.event.get(): if event.type == pygame.QUIT: 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): """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: self._start_game() def _check_keydown_events(self, event): """Respond for keypresses.""" if event.key == pygame.K_q: exit() elif event.key == pygame.K_UP: self.gun.moving_up = True elif event.key == pygame.K_DOWN: self.gun.moving_down = True elif event.key == pygame.K_SPACE: self._fire_bullet() elif event.key == pygame.K_p: self._start_game() def _check_keyup_events(self, event): """Respond for key releases.""" if event.key == pygame.K_UP: self.gun.moving_up = False elif event.key == pygame.K_DOWN: self.gun.moving_down = False def _start_game(self): """Start a new game.""" # Reset the game statistics. self.stats.reset_stats() self.stats.game_active = True # Get rid of any remaining aliens and bullets. self.target.start_position() self.bullets.empty() self.gun.start_position() # Hide the mouse cursor. pygame.mouse.set_visible(False) def _target_direction(self): """Change target direction if hit the edges.""" if self.target.rect.bottom >= self.settings.screen_height \ or self.target.rect.top <= 0: self.settings.target_direction *= -1 def _fire_bullet(self): """Create a new bullet and add it to the bullet group.""" if self.stats.bullets_left > 0: new_bullet = Bullet(self) self.bullets.add(new_bullet) self.stats.bullets_left -= 1 def _screen_update(self): self.screen.fill(self.settings.bg_color) self.target.blitme() self.gun.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() # Make the play button if the game is inactive. if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip() def _update_bullets(self): """Update position of bullets and get rid of old bullets.""" # Update bullets position self.bullets.update() # Get rid of bullets that have disappeared. for bullet in self.bullets.copy(): if bullet.rect.left > self.settings.screen_width: self.bullets.remove(bullet) self._check_bullet_target_collisions() def _check_bullet_target_collisions(self): """Respond to bullet-target collisions.""" # Remove any bullets and aliens that have collided. if pygame.sprite.spritecollideany(self.target, self.bullets): self.bullets.empty() self.stats.bullets_left = 3 self.target.start_position() self.settings.increase_target_speed() if not self.bullets and self.stats.bullets_left == 0: self.stats.game_active = False pygame.mouse.set_visible(True) self.settings.initialize_dynamic_settings()
class TargetPractice: """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("Target Practice") self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.target = Target(self) self.hitcount = 0 self.play_button = Button(self, "Play") def run_game(self): """Start the main loop for the game.""" while True: self._check_events() if self.settings.game_active: self.ship.update() self._update_bullets() self._update_target() 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.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_keydown_events(self, event): """Respond to keypresses.""" if 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_SPACE and self.settings.game_active: self._fire_bullet() elif event.key == pygame.K_p and not self.settings.game_active: self._start_game() elif event.key == pygame.K_q: sys.exit() def _check_keyup_events(self, event): """Respond to to key Releases.""" if event.key == pygame.K_UP: self.ship.moving_up = False elif event.key == pygame.K_DOWN: self.ship.moving_down = False 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.settings.game_active: self._start_game() def _start_game(self): # Hide the mouse cursor. pygame.mouse.set_visible(False) # Reset the game statistics/ self.settings.game_active = True # Get rid of any remaining bullets & reset hitcount. self.bullets.empty() # Create a new fleet and center the ship. self.target.center_target() self.ship.center_ship() self.settings.initialize_dynamic_settings() def _fire_bullet(self): new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_bullets(self): """Position of bullets and get rid of old bullets.""" # Update bullet positions. self.bullets.update() # Get rid of bullets that have dissapeared. for bullet in self.bullets.copy(): if bullet.rect.right >= self.screen.get_rect().width: self.bullets.remove(bullet) self.settings.misses += 1 if self.settings.misses >= 3: self.settings.game_active = False pygame.mouse.set_visible(True) self.hitcount = 0 self.settings.misses = 0 break bullet.draw_bullet() self._check_bullet_target_collisions() def _check_bullet_target_collisions(self): """Respond to bullet-target collisions.""" # Check for any bullets that have hit target. # If so, get rid of the bullet keep the target. for bullet in self.bullets.copy(): if bullet.is_collided_with(self.target): bullet.kill() self.hitcount += 1 print("Good Hit #" + str(self.hitcount)) if self.hitcount % 3 == 0: self.settings.increase_speed() def _update_target(self): """ Check if the fleet is at an edge, then Update the positions of all aliens in the fleet.""" self._check_target_edges() self.target.update() def _check_target_edges(self): """Respond if target hits edge""" if self.target.check_edges(): self._change_target_direction() def _change_target_direction(self): self.settings.target_direction *= -1 def _update_screen(self): """Update images on the screen, and flip to new screen.""" self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.target.blitme() # Draw the play button if the game is inactive. if not self.settings.game_active: self.play_button.draw_button() pygame.display.flip()