class AlienInvasion: '''Main class, base of the program''' def __init__(self): '''initialize game and resources''' pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) self.stats = Game_stats(self) self.score = Scoreboard(self) pygame.display.set_caption("Alien Invasion") # ship self.ship = Ship(self) # bullets self.bullets = pygame.sprite.Group() # alien self.aliens = pygame.sprite.Group() self._create_invasion() #control self.play_button = Button(self, "Play") # helper method - start with _(underscore) def _update_screen(self): # basic redraw 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 self.score.show_score() #Draw button if game is inactive if not self.settings.game_active: self.play_button.draw_button() # make most recent screen visible pygame.display.flip() def _check_events(self): '''keyboard and mouse events''' for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keyDown(event) elif event.type == pygame.KEYUP: self._check_keyUP(event) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_position = pygame.mouse.get_pos() self._check_play_button(mouse_position) def _check_keyUP(self, event): if event.key == pygame.K_a or event.key == pygame.K_d: self.ship.moving = False self.ship.moving_x = 0 def _check_keyDown(self, event): if event.key == pygame.K_ESCAPE: sys.exit(0) elif event.key == pygame.K_SPACE: if len(self.bullets) < self.settings.bullets_allowed: self._fire_bullet() if event.key == pygame.K_d: # move ship to the right self.ship.moving = True self.ship.moving_x = self.settings.ship_speed if event.key == pygame.K_a: # move ship to the left self.ship.moving = True self.ship.moving_x = -self.settings.ship_speed def _check_play_button(self, mouse_position): '''start new game when player clicks play''' if self.play_button.rect.collidepoint( mouse_position) and not self.settings.game_active: self._game_reset() self.settings.game_active = True #hide mouse cursor pygame.mouse.set_visible(False) def _game_reset(self): '''Reset game''' self.stats.reset_stats() self.settings.init_dynamic_settings() self.score.prep_score() self.score.prep_level() self.score.prep_ships() # get rid of previous game objects self.aliens.empty() self.bullets.empty() self._create_invasion() self.ship.center_ship() def _fire_bullet(self): '''create bullet and add it to bullets''' self.bullets.add(Bullet(self)) def _remove_obsole_bullets(self): '''remove obsolete bullets and aliens if hit''' for bullet in self.bullets: if bullet.rect.bottom <= 0: self.bullets.remove(bullet) def _alien_bullet_collision(self): #Check for bullet sthat have hit aliens collisions = pygame.sprite.groupcollide( self.bullets, self.aliens, self.settings.bullet_single_kill, True) if collisions: for alien in collisions.values(): self.stats.score += self.settings.alien_points * len(alien) self.score.prep_score() self.score.check_high_score() def _create_alien(self, alien_number, row_number): 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_height + 2 * alien_height * row_number self.aliens.add(alien) def _create_invasion(self): '''create fleet of invading aliens''' # settings for fleet test_alien = Alien(self) alien_width, alien_height = test_alien.rect.size available_space_x = self.settings.screen_width - (2 * alien_width) num_of_aliens_x = available_space_x // ( 2 * alien_width) + 1 # +1 is my correction - remove if game too hard available_space_y = self.settings.screen_height - (3 * alien_height) num_of_aliens_y = available_space_y // ( 2 * alien_height) - self.settings.alien_buffer_zone for row_number in range(num_of_aliens_y): for alien_number in range(num_of_aliens_x): self._create_alien(alien_number, row_number) def _update_aliens(self): ''' Check if fleet hits an edge, then update alien position ''' self._check_fleet_edges() self.aliens.update() self._alien_ship_collision() self._check_aliens_landed() def _alien_ship_collision(self): '''check if aliens hit the ship''' if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() def _ship_hit(self): '''Ship has been hit logic''' #remove ship life if you can if self.stats.ship_left > 0: self.stats.ship_left -= 1 self.score.prep_ships() # reset game state self.aliens.empty() self._reset_state() self.ship.center_ship() #pause game for a bit sleep(self.settings.hit_freeze_time) else: self._game_over() def _check_fleet_edges(self): '''Respond if any alien hit an edge''' for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): '''Drop fleet and change direction''' for alien in self.aliens.sprites(): alien.rect.y += self.settings.alien_speed_vertical self.settings.alien_moving_right = not self.settings.alien_moving_right def _code_relentless_horde(self): if not self.aliens: self._reset_state() self.settings.increase_speed() self.stats.level += 1 self.score.prep_level() def _check_aliens_landed(self): '''check if aliens reached bottom of screen''' screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: self._ship_hit() break def _reset_state(self): '''Destroy bullets, reset aliens''' self.bullets.empty() self._create_invasion() def _update_game_state(self): self._remove_obsole_bullets() self._alien_bullet_collision() self._code_relentless_horde() def _game_over(self): self.settings.game_active = False self.stats.save_high_score(self.stats.high_score) pygame.mouse.set_visible(True) def run(self): '''Main loop''' while True: self._check_events() if self.settings.game_active: self.ship.update() self.bullets.update() self._update_game_state() self._update_aliens() self._update_screen()
class AlienInvasion: """Alien Game""" def __init__(self): """"Initialize game and settings""" pygame.init() self.settings = Settings() #self.screen = pygame.display.set_mode((self.settings.screen_width,self.settings.screen_height)) 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.stats = GameStats(self) self.sb = 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): """begin the game""" while True: self.CheckEvents() if self.stats.game_active == True: self.ship.Update() self._update_bullets() self._update_aliens() self.UpdateScreen() def _check_play_button(self, mouse_pos): """start a new game if play is clicked""" if self.play_button.rect.collidepoint(mouse_pos) and self.stats.game_active == False: self.settings.initialize_dynamic_settings() self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_level() self.sb.prep_ships() #clear any remaining aliens or bullets and create brand new one self.aliens.empty() self.bullets.empty() self._create_fleet() self.ship.center_ship() #hide mouse pygame.mouse.set_visible(False) def CheckEvents(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_keydown_events(self, event): if event.key == pygame.K_RIGHT: # move the ship to the right self.ship.moving_right = True if event.key == pygame.K_LEFT: # move the ship to the right self.ship.moving_left = True if event.key == pygame.K_UP: # move the ship to the right self.ship.moving_up = True if event.key == pygame.K_DOWN: # move the ship to the right self.ship.moving_down = True if event.key == pygame.K_SPACE: if len(self.bullets) < self.settings.bullets_allowed: self._fire_bullet() if event.key == pygame.K_q: sys.exit() def _check_keyup_events(self, event): """key release events""" if event.key == pygame.K_RIGHT: self.ship.moving_right = False if event.key == pygame.K_LEFT: self.ship.moving_left = False if event.key == pygame.K_UP: self.ship.moving_up = False if event.key == pygame.K_DOWN: self.ship.moving_down = False def _fire_bullet(self): new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_bullets(self): self.bullets.update() # draw bullets at new positions #delete bullets that are above the screen 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): #check for collissions with alien #all objects that have collided are deleted. for high powered bullet set the first bool to true collisions = pygame.sprite.groupcollide(self.bullets,self.aliens,True,True) if collisions: # each dictionary value contains a list of all aliens hit by 1 bullet. for aliens in collisions.values(): self.stats.score += self.settings.alien_points * len(aliens) self.sb.prep_score() self.sb.check_high_score() if not self.aliens: self.bullets.empty() self._create_fleet() self.settings.increase_speed() #increase level self.stats.level += 1 self.sb.prep_level() def _update_aliens(self): """Check if fleet is on an edge and then if necessary update all alien positions""" 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): """create the fleet of aliens""" 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 for 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) #add row 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): 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 _check_fleet_edges(self): """respond appropriately if an alien has reached the edge""" for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): """drop whole fleet and change direction""" for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *=-1 def _ship_hit(self): """respond to ship being hit by alien""" if self.stats.ships_left > 0: self.stats.ships_left -= 1 self.sb.prep_ships() #erase all aliens and bullets self.aliens.empty() self.bullets.empty() self._create_fleet() self.ship.center_ship() # chill out for a second sleep(1.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _check_aliens_bottom(self): """look and respond if any aliens are at 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 functionality as when the ship is hit self._ship_hit() def UpdateScreen(self): self.screen.fill(self.settings.bg_color) #background color to gray self.ship.DrawShip() # draw ship for bullet in self.bullets.sprites(): # draw bullets bullet.draw_bullet() self.aliens.draw(self.screen) #draw aliens self.sb.show_score() if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip()
class AlienInvasion: def __init__(self): pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((1000, 800), pygame.FULLSCREEN) self.settings.screen_height = self.screen.get_rect().height self.settings.screen_width = self.screen.get_rect().width pygame.display.set_caption("Alien Invasion") self.stats = GameStats(self) self.sb = Scoreboard(self) self.bg_color = self.settings.bg_color 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): while True: self._check_events() if self.stats.game_active: self.ship.update() self._update_bullets() self._update_aliens() self._update_screen() def _update_bullets(self): self.bullets.update() 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): 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.stats.score += self.settings.alien_points self.sb.prep_score() self.sb.check_high_score() if not self.aliens: self.bullets.empty() self._create_fleet() self.settings.increase_speed() self.stats.level += 1 self.sb.prep_level() def _update_screen(self): self.screen.fill(self.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) self.sb.show_score() if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip() 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_keydown_events(self, event): 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_q: sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullet() def _check_keyup_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: 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 _create_fleet(self): alien = Alien(self) alien_width, alien_height = alien.rect.size alien_width = alien.rect.width 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) number_rows = available_space_y // (2 * alien_height) 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): 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_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 _check_fleet_edges(self): for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_directions() break def _change_fleet_directions(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.sb.prep_ships() 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 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.settings.initialize_dynamic_settings() self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() self.aliens.empty() self.bullets.empty() self._create_fleet() self.ship.center_ship() pygame.mouse.set_visible(False)