Esempio n. 1
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def create_bunker(ai_settings, screen, bunkers, bunker_number):
    bunker = Bunker(ai_settings, screen)
    bunker_width = bunker.rect.width
    bunker.x = bunker_width + 2 * bunker_width * bunker_number
    bunker.rect.x = bunker.x
    bunker.rect.y = bunker.rect.height + 7 * bunker.rect.height
    bunkers.add(bunker)
def create_bunker(ai_settings, screen, bunkers, num_bunker):
    bunker = Bunker(ai_settings, screen)
    bunker_width = bunker.rect.width
    bunker.x = bunker_width + 20
    bunker.rect.x = bunker.x + 2 * bunker_width * num_bunker - 50
    bunker.rect.y = bunker.rect.height + 2 * bunker.rect.height + 360
    bunkers.add(bunker)
Esempio n. 3
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def create_bunker(ai_settings, screen, ship, bunkers, bunker_num):
    """Create a bunker and place it in the row."""
    bunker = Bunker(ai_settings, screen, ship)
    bunker_width = bunker.rect.width
    x = bunker_width + 1.8 * bunker_width * bunker_num
    # Set its position
    bunker.set_width(x)
    bunkers.add(bunker)
Esempio n. 4
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def create_bunker(ai_settings, screen, bunkers, bunker_number):
    bunker = Bunker(ai_settings, screen)
    bunker_width = bunker.rect.width + 20
    bunker.x = bunker_width + 2.4 * bunker_width * bunker_number
    bunker.y = 500
    bunker.rect.x = bunker.x
    bunker.rect.y = bunker.y
    bunkers.add(bunker)
def create_bunker(ai_settings, screen, bunkers, bunker_number):
    """Create a bunker and place it in the row"""
    bunker = Bunker(ai_settings, screen)
    bunker_width = bunker.rect.width
    bunker.x = bunker_width + 3.25 * bunker_width * bunker_number
    bunker.rect.x = bunker.x / 2
    bunker.rect.y = bunker.rect.height * 4
    bunkers.add(bunker)
Esempio n. 6
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def create_bunker(ai_settings, screen, bunkers, number_bunker_x):
    """Create a bunker and place it in the row"""
    bunker = Bunker(ai_settings, screen)
    bunker_width = bunker.rect.width - 70  # width in between the collumns
    bunker.x = bunker_width + 20
    bunker.rect.x = bunker.x + 2 * bunker_width * number_bunker_x - 50
    bunker.rect.y = bunker.rect.height + 2 * bunker.rect.height + 360
    bunkers.add(bunker)
 def _create_bunker(self, bunker_number):
     """Create an bunker and place it in the row."""
     bunker = Bunker(self)
     bunker_width, bunker_height = bunker.rect.size
     bunker.x = (bunker_width // 2) + 2 * bunker_width * bunker_number
     bunker.rect.x = bunker.x
     bunker.rect.y = int(self.settings.screen_height * 0.80)
     self.bunkers.add(bunker)
Esempio n. 8
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def disp_bunker(ai_settings, screen, bunkers, bunker_number, row_number):
    """Create an alien, and place it in the row."""
    bunker = Bunker(ai_settings, screen)
    bunker_width = bunker.rect.width
    bunker.x = bunker_width + 2 * bunker_width * bunker_number
    bunker.rect.x = bunker.x - 40
    bunker.rect.y = 475
    bunkers.add(bunker)
Esempio n. 9
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def create_bunker_7(ai_settings, screen, bunkers, alien_number1, row_number):
    """Create an alien, and place it in the row."""
    bunker = Bunker(ai_settings, screen)
    bunker_width = bunker.rect.width
    bunker.x = 175 + 15 * bunker_width * alien_number1
    bunker.rect.x = bunker.x
    bunker.rect.y = 550 + 1 * bunker.rect.height * row_number
    bunker.add(bunkers)
Esempio n. 10
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def create_bunker(ai_settings, screen, bunkers, bunker_number, row_number):
    bunker = Bunker(ai_settings, screen)
    bunker_width = bunker.rect.width
    bunker.x = bunker_width + 4 * bunker_width * bunker_number
    bunker.rect.x = bunker.x
    bunker.rect.y = 450
    # bunker.rect.y = bunker.rect.height + 4 * bunker.rect.height * row_number * 0.5
    bunker.lives = 0
    bunkers.add(bunker)
Esempio n. 11
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def create_bunkers(ai_settings, screen, bunkers):
    image = pygame.image.load('images/Bunker.png')

    for i in range(1, 10, 2):
        bunker = Bunker(ai_settings, screen, image)
        bunker_width = bunker.rect.width
        bunker.x = bunker_width
        bunker.rect.x = bunker.x * i
        bunker.rect.y = 600
        bunkers.add(bunker)
def run_game():
    # Initialize pygame, settings, and screen object
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Inveders")
    clock = pygame.time.Clock()
    # make a ship
    ship = Ship(ai_settings, screen)
    ufo = UFO(ai_settings, screen)

    play_button = Button(screen, "Play", 200)
    score_button = Button(screen, "High Scores", 300)
    screen_rect = screen.get_rect()
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    bullets = Group()
    lasers = Group()
    aliens = Group()
    explosions = Group()
    bunkers = [
        Bunker(screen_rect.width / 4, screen_rect.bottom - 150, screen, 1),
        Bunker(screen_rect.width / 2, screen_rect.bottom - 150, screen, 2),
        Bunker(3 * screen_rect.width / 4, screen_rect.bottom - 150, screen, 3),
        Bunker(screen_rect.width, screen_rect.bottom - 150, screen, 4)
    ]

    # Start the main loop for the game.
    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button,
                        score_button, ship, aliens, bullets)

        if stats.game_active:

            pygame.mixer.music.load('sounds/bgm.wav')
            pygame.mixer.music.set_volume(400)
            pygame.mixer.music.play(-1)
            ship.update()

            gf.update_ufo(ufo, ai_settings)
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
                              bullets, lasers, ufo, explosions, bunkers)
            gf.update_aliens(ai_settings, stats, screen, sb, ship, ufo, aliens,
                             bullets, lasers)
            gf.update_explosions(explosions)

        gf.update_screen(ai_settings, stats, screen, sb, ship, ufo, aliens,
                         bullets, lasers, play_button, score_button,
                         explosions, bunkers)
        clock.tick(60)
Esempio n. 13
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def create_bunker(screen, bunker):
    for x in range(3):
        bunk_foot_left = Bunker(
            screen, ['images/bottom_left.png', 'images/bottom_left_break.png'],
            720, 140 + (x * 400))
        bunk_left = Bunker(screen,
                           ['images/left.png', 'images/left_break.png'], 680,
                           140 + (x * 400))
        bunk_up_left = Bunker(
            screen, ['images/top_left.png', 'images/top_left_break.png'], 640,
            140 + (x * 400))
        bunk_up = Bunker(screen, ['images/top.png', 'images/top_break.png'],
                         640, 180 + (x * 400))
        bunk_down = Bunker(screen,
                           ['images/bottom.png', 'images/bottom_break.png'],
                           680, 180 + (x * 400))
        bunk_up_right = Bunker(
            screen, ['images/top_right.png', 'images/top_right_break.png'],
            640, 220 + (x * 400))
        bunk_right = Bunker(screen,
                            ['images/right.png', 'images/right_break.png'],
                            680, 220 + (x * 400))
        bunk_foot_right = Bunker(
            screen,
            ['images/bottom_right.png', 'images/bottom_right_break.png'], 720,
            220 + (x * 400))
        bunker.add(bunk_foot_left)
        bunker.add(bunk_left)
        bunker.add(bunk_up_left)
        bunker.add(bunk_up)
        bunker.add(bunk_down)
        bunker.add(bunk_up_right)
        bunker.add(bunk_right)
        bunker.add(bunk_foot_right)
Esempio n. 14
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def create_bunkers(ai_settings, screen, bunkers):
    width = 200
    for i in range(5):
        new_bunk = Bunker(ai_settings, screen)
        new_bunk.rect.centerx = 200 + i * width
        bunkers.add(new_bunk)
    print('called')
Esempio n. 15
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def create_bunkers(settings, screen, bunkers):
    screen_rect = screen.get_rect()
    x, y = 150, screen_rect.height - 100

    for bunker_num in range(4):
        bunker = Bunker(settings, screen, x, y)
        bunkers.add(bunker)
        x += 300
def create_bunker_set(ai_settings, screen, bunkers):
    """Create a series of bunkers"""
    bunker = Bunker(ai_settings, screen)
    number_bunker_x = get_number_bunkers_x(ai_settings, bunker.rect.width)

    # Create a set of bunkers
    for bunker_number in range(number_bunker_x):
        create_bunker(ai_settings, screen, bunkers, bunker_number)
Esempio n. 17
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def create_bunkers(ai_settings, screen, ship, bunkers):
    bunker = Bunker(ai_settings, screen)
    number_bunkers_x = 4
    number_rows = 1

    for row_number in range(number_rows):
        for bunker_number in range(number_bunkers_x):
            disp_bunker(ai_settings, screen, bunkers, bunker_number, row_number)
Esempio n. 18
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def setup():
    global aliens, bombs, bullets, bunkers, hits, shots, ufos

    aliens = []

    a1 = TieFighter(230, 90)
    a2 = TieFighter(330, 90)
    a3 = TieFighter(430, 90)
    a4 = TieFighter(530, 90)
    a5 = TieFighter(630, 90)
    a6 = TieFighter(730, 90)
    a7 = Bug(230, 160)
    a8 = Bug(330, 160)
    a9 = Bug(430, 160)
    a10 = Bug(530, 160)
    a11 = Bug(630, 160)
    a12 = Bug(730, 160)
    a13 = Scrubby(230, 240)
    a14 = Scrubby(330, 240)
    a15 = Scrubby(430, 240)
    a16 = Scrubby(530, 240)
    a17 = Scrubby(630, 240)
    a18 = Scrubby(730, 240)

    tie_fighters = [a1, a2, a3, a4, a5, a6]
    bugs = [a7, a8, a9, a10, a11, a12]
    scrubbies = [a13, a14, a15, a16, a17, a18]

    aliens = tie_fighters + bugs + scrubbies

    for a in aliens:
        a.v_x = alien_speed

    ufo_x = random.randrange(3000, 10000)
    ufos = [UFO(ufo_x, 60)]

    b1 = Bunker(200, 400)
    b2 = Bunker(460, 400)
    b3 = Bunker(720, 400)
    bunkers = [b1, b2, b3]

    bombs = []
    bullets = []

    hits = 0
    shots = 0
Esempio n. 19
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def setup_bunkers(screen, ship, bunkers):
    """Create 4 bunkers on the field"""
    screen_rect = screen.get_rect()
    partition = screen_rect.width / 5

    for bunker_num in range(4):
        bunker = Bunker(screen, ship)
        bunker.rect.centerx = partition * (1 + bunker_num)
        bunkers.add(bunker)
Esempio n. 20
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def create_bunker_rows(ai_settings, screen, bunkers):
    bunker = Bunker(ai_settings, screen)

    number_bunkers_x = get_number_aliens_x(ai_settings, bunker.rect.width)
    number_rows = 1

    for row_number in range(number_rows):
        for bunker_number in range(number_bunkers_x):
            create_bunker(ai_settings, screen, bunkers, bunker_number)
Esempio n. 21
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    def create_bunkers(self):
        space = int(
            (self.director.screen.get_rect().right -
             ((self.number_of_bunkers - 1) * 56)) / self.number_of_bunkers)
        x = space

        for i in range(self.number_of_bunkers):
            self.bunkers.add(Bunker(self.director.screen, x))

            x += space
Esempio n. 22
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def add_bunkers(screen, ai_settings, bunkers, ship):
    width = ai_settings.screen_width
    pixels_between_bunkers = width / 5  # Divided by 5 to fit 4 bunkers with space left+right of each
    bunker_x = 0
    bunker_y = ship.rect.top - 15
    for i in range(4):
        new_bunker = Bunker(screen)
        bunker_x += pixels_between_bunkers
        new_bunker.rect.centerx = bunker_x
        new_bunker.rect.bottom = bunker_y
        bunkers.add(new_bunker)
Esempio n. 23
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    def _create_bunker_wall(self):
        """Create the row of bunkers."""
        # Create an bunker and find the number of bunkers in a row.
        # Spacing between each bunker is equal to one alien width.
        bunker = Bunker(self)
        bunker_width, bunker_height = bunker.rect.size
        available_space_x = self.settings.screen_width
        number_bunkers_x = (available_space_x // bunker_width) // 2

        # Create the full wall of bunkers.
        for bunker_number in range(number_bunkers_x):
            self._create_bunker(bunker_number)
Esempio n. 24
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def make_bunker(ai_settings, screen, position):
    bunker = pygame.sprite.Group()
    for row in range(ai_settings.bunker_rows):
        for col in range(ai_settings.bunker_cols):
            if not ((row > 3 and (1 < col < ai_settings.bunker_cols - 2)) or
                    (row > 2 and (2 < col < ai_settings.bunker_cols - 3)) or
                    (row == 0 and
                     (col < 1 or col > ai_settings.bunker_cols - 2))):
                block = Bunker(ai_settings, screen, row, col)
                block.rect.x = int(ai_settings.screen_width * 0.15) + (
                    250 * position) + (col * block.width)
                block.rect.y = int(
                    ai_settings.screen_height * 0.8) + (row * block.height)
                bunker.add(block)
    return bunker
Esempio n. 25
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def check_play_button(game_settings, screen, stats, scoreboard, play_button,
                      ship, aliens, bullets, enemy_bullets, bunkers, mouse_x,
                      mouse_y):
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and stats.game_status != 2:
        # Reset game settings
        game_settings.initialize_dynamic_settings()

        # Hide mouse cursor
        pygame.mouse.set_visible(False)

        # Reset game stats
        stats.reset_stats()
        stats.game_status = 2

        # Reset scoreboard
        scoreboard.prep_score()
        scoreboard.prep_high_score()
        scoreboard.prep_level()
        scoreboard.prep_ships()

        # Clear aliens, bullets lists
        aliens.empty()
        game_settings.boss_number = 0
        bullets.empty()
        enemy_bullets.empty()

        # Create aliens fleet and center the ship
        create_fleet(game_settings, screen, aliens)

        # Create bunkers
        bunkers.clear()
        bunkers.append(Bunker(screen, 150, 480))
        bunkers.append(Bunker(screen, 400, 480))
        bunkers.append(Bunker(screen, 650, 480))
        ship.reset()
Esempio n. 26
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def create_bunker(ai_settings,screen,bunkers,bunkerName,i):
    """Create a bunker and place it in the row"""
    img = pygame.image.load("resources/images/bunker"+str(i)+".gif")
    bunkerName = 'bunker'+str(i)+'.gif'

    bunker = Bunker(ai_settings,screen,img,bunkerName)
    if i == 0:
        bunker_width = bunker.rect.width
        bunker_height = bunker.rect.height
        bunker.rect.x = 250
        bunker.rect.y = 600
    elif i == 1:
        bunker_width = bunker.rect.width
        bunker_height = bunker.rect.height
        bunker.rect.x = 550
        bunker.rect.y = 600
    elif i ==2:
        bunker_width = bunker.rect.width
        bunker_height = bunker.rect.height
        bunker.rect.x = 850
        bunker.rect.y = 600

    bunkers.add(bunker)
Esempio n. 27
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def check_play_button(ai_settings, screen, stats, sb, play_button, ship,
                      aliens, bullets, a_bullets, mouse_x, mouse_y,
                      background, bunker):
    """Start a new game when player clicks play"""
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active and not stats.check_hs:
        # restart game settings
        ai_settings.initialize_dynamic_settings()

        # Hide mouse
        pygame.mouse.set_visible(False)
        # restart game stats
        stats.reset_stats()
        stats.game_active = True

        # reset scoreboard
        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        sb.prep_ships()

        # Empty group sprites
        aliens.empty()
        bullets.empty()
        a_bullets.empty()
        bunker.empty()

        # create a new fleet and center ship
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()

        # Crete bunkers
        for letter in ai_settings.potato:
            bunker.add(Bunker(ai_settings, screen, letter))
        # set background screen
        background.switch_to(1)
Esempio n. 28
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def create_bunkers(bunkers, screen):
    for i in range(4):
        bunker = Bunker(screen)
        bunker.rect.x = 175 + (i * 250)
        bunker.rect.y = 600
        bunkers.add(bunker)
Esempio n. 29
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def create_bunker(ai_settings, screen, bunkers, x):
    bunker = Bunker(ai_settings, screen)
    bunker.rect.centerx = x
    bunker.add(bunkers)
Esempio n. 30
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def create_bunker(screen, position, bunker):
    bunk_foot_left = None
    bunk_left = None
    bunk_up_left = None
    bunk_up = None
    bunk_down = None
    bunk_up_right = None
    bunk_right = None
    bunk_foot_right = None
    if position == 1:
        bunk_foot_left = Bunker(
            screen, ['images/bunk_foot.bmp', 'images/bunk_foot_dmg.bmp'], 720,
            140)
        bunk_left = Bunker(
            screen, ['images/bunk_left.bmp', 'images/bunk_left_dmg.bmp'], 680,
            140)
        bunk_up_left = Bunker(
            screen, ['images/bunk_up_left.bmp', 'images/bunk_up_left_dmg.bmp'],
            640, 140)
        bunk_up = Bunker(screen,
                         ['images/bunk_up.bmp', 'images/bunk_up_dmg.bmp'], 640,
                         180)
        bunk_down = Bunker(
            screen, ['images/bunk_down.bmp', 'images/bunk_down_dmg.bmp'], 680,
            180)
        bunk_up_right = Bunker(
            screen,
            ['images/bunk_up_right.bmp', 'images/bunk_up_right_dmg.bmp'], 640,
            220)
        bunk_right = Bunker(
            screen, ['images/bunk_right.bmp', 'images/bunk_right_dmg.bmp'],
            680, 220)
        bunk_foot_right = Bunker(
            screen, ['images/bunk_foot.bmp', 'images/bunk_foot_dmg.bmp'], 720,
            220)
    elif position == 2:
        bunk_foot_left = Bunker(
            screen, ['images/bunk_foot.bmp', 'images/bunk_foot_dmg.bmp'], 720,
            540)
        bunk_left = Bunker(
            screen, ['images/bunk_left.bmp', 'images/bunk_left_dmg.bmp'], 680,
            540)
        bunk_up_left = Bunker(
            screen, ['images/bunk_up_left.bmp', 'images/bunk_up_left_dmg.bmp'],
            640, 540)
        bunk_up = Bunker(screen,
                         ['images/bunk_up.bmp', 'images/bunk_up_dmg.bmp'], 640,
                         580)
        bunk_down = Bunker(
            screen, ['images/bunk_down.bmp', 'images/bunk_down_dmg.bmp'], 680,
            580)
        bunk_up_right = Bunker(
            screen,
            ['images/bunk_up_right.bmp', 'images/bunk_up_right_dmg.bmp'], 640,
            620)
        bunk_right = Bunker(
            screen, ['images/bunk_right.bmp', 'images/bunk_right_dmg.bmp'],
            680, 620)
        bunk_foot_right = Bunker(
            screen, ['images/bunk_foot.bmp', 'images/bunk_foot_dmg.bmp'], 720,
            620)
    elif position == 3:
        bunk_foot_left = Bunker(
            screen, ['images/bunk_foot.bmp', 'images/bunk_foot_dmg.bmp'], 720,
            940)
        bunk_left = Bunker(
            screen, ['images/bunk_left.bmp', 'images/bunk_left_dmg.bmp'], 680,
            940)
        bunk_up_left = Bunker(
            screen, ['images/bunk_up_left.bmp', 'images/bunk_up_left_dmg.bmp'],
            640, 940)
        bunk_up = Bunker(screen,
                         ['images/bunk_up.bmp', 'images/bunk_up_dmg.bmp'], 640,
                         980)
        bunk_down = Bunker(
            screen, ['images/bunk_down.bmp', 'images/bunk_down_dmg.bmp'], 680,
            980)
        bunk_up_right = Bunker(
            screen,
            ['images/bunk_up_right.bmp', 'images/bunk_up_right_dmg.bmp'], 640,
            1020)
        bunk_right = Bunker(
            screen, ['images/bunk_right.bmp', 'images/bunk_right_dmg.bmp'],
            680, 1020)
        bunk_foot_right = Bunker(
            screen, ['images/bunk_foot.bmp', 'images/bunk_foot_dmg.bmp'], 720,
            1020)
    bunker.add(bunk_foot_left)
    bunker.add(bunk_left)
    bunker.add(bunk_up_left)
    bunker.add(bunk_up)
    bunker.add(bunk_down)
    bunker.add(bunk_up_right)
    bunker.add(bunk_right)
    bunker.add(bunk_foot_right)