class MeteorShower: 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("Meteor shower") self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.meteors = pygame.sprite.Group() self._create_rain() self.super_bullets = pygame.sprite.Group() self.stats = Game_stats(self) self.sb = Scoreboard(self) self.play_button = Button(self , "Play") def _check_event(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): if self.play_button.rect.collidepoint(mouse_pos) and not self.stats.game_active: self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_hs() self.sb.prep_ships() self.sb.show_score() self.meteors.empty() self.bullets.empty() self._create_rain() self.ship.center_ship() self.settings.initialize_settings() pygame.mouse.set_visible(False) 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() elif event.key == pygame.K_s: self._fire_super_bullet() elif event.key == pygame.K_p: if not self.stats.game_active: self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_hs() self.sb.prep_ships() self.sb.show_score() self.meteors.empty() self.bullets.empty() self._create_rain() self.ship.center_ship() self.settings.initialize_settings() pygame.mouse.set_visible(False) 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 _check_meteor_edges(self): for meteor in self.meteors.sprites(): if meteor.check_edges(): self._change_meteor_direction() break def _change_meteor_direction(self): for meteor in self.meteors.sprites(): meteor.rect.y += meteor.settings.meteor_drop_speed self.settings.meteor_direction *= -1 def _fire_bullet(self): if len(self.bullets) < self.settings.bullet_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _fire_super_bullet(self): if len(self.super_bullets) <= 1 : new_super_bullet = Super_bullet(self) self.super_bullets.add(new_super_bullet) def _create_rain(self): meteor = Meteor(self) meteor_width , meteor_height = meteor.rect.size available_space_x = self.settings.screen_width - (2 * meteor_width) number_meteor_x = available_space_x // (2 * meteor_width) ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - (3 * meteor_height) - ship_height) number_rows = available_space_y // (2 * meteor_height) for row_number in range(number_rows): for meteor_number in range(number_meteor_x): self._create_meteor(meteor_number , row_number) def _create_meteor(self , meteor_number , row_number): meteor = Meteor(self) meteor_width , meteor_height = meteor.rect.size meteor.x = 20 + meteor_width + 2 * meteor_width * meteor_number meteor.rect.x = meteor.x meteor.rect.y = meteor.rect.height + 2 * meteor.rect.height * row_number self.meteors.add(meteor) def _screen_update(self): self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() for bullet in self.super_bullets.sprites(): bullet.draw_super_bullet() self.meteors.draw(self.screen) self._check_meteor_edges() self.sb.show_score() if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip() def _bullet_update(self): self.bullets.update() for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) self._check_bullet_meteor_collision() def _super_bullet_update(self): self.super_bullets.update() for bullet in self.super_bullets.copy(): if bullet.rect.bottom <= 0: self.super_bullets.remove(bullet) collisions = pygame.sprite.groupcollide(self.super_bullets , self.meteors , False , True) if collisions: for i in collisions.values(): self.stats.score += self.settings.meteor_point * len(i) self.sb.prep_score() self.sb.check_high_score() def _check_bullet_meteor_collision(self): collisions = pygame.sprite.groupcollide(self.bullets , self.meteors , True , True) if collisions: for i in collisions.values(): self.stats.score += self.settings.meteor_point * len(i) self.sb.prep_score() self.sb.check_high_score() if not self.meteors: self.super_bullets.empty() self.bullets.empty() self._create_rain() self.settings.increase() self.stats.level += 1 self.sb.prep_level() def _meteor_update(self): self.meteors.update() if pygame.sprite.spritecollideany(self.ship , self.meteors): self.ship_hit() self._check_meteor_bottom() def ship_hit(self): if self.stats.ship_left >0: self.stats.ship_left -= 1 self.sb.prep_ships() self.bullets.empty() self.meteors.empty() self.super_bullets.empty() self._create_rain() self.ship.center_ship() sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _check_meteor_bottom(self): screen_rect = self.screen.get_rect() for meteor in self.meteors.sprites(): if meteor.rect.bottom >= screen_rect.bottom: self.ship_hit() break def run_game(self): while True: self._check_event() if self.stats.game_active: self.ship.update() self._bullet_update() self._super_bullet_update() self._meteor_update() self._screen_update()
class AlienInvasion: """Overall class to manage game assets and behaviour.""" def __init__(self): """Intialize 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("Alien Invasion") # Create an instance to store game statistics, # and create a scoreboard. self.stats = Game_stats(self) self.sb = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() # Make a play button. self.play_button = Button(self, "Play") # Start Alien Invasion in active state. self.stats.game_active = False 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() 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_play_button(self, mouse_pos): """ Start a new game when player clicks Play. """ if self.play_button.rect.collidepoint( mouse_pos) and not self.stats.game_active: # Reset the game settings. self.settings.initialize_dynamic_settings() # Reset the game statistics. self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() # Get rid of any remaining aliens and bullets. self.aliens.empty() self.bullets.empty() # Create a new fleet and center the ship self._create_fleet() self.ship.center_ship() # Hide the mouse cursor. pygame.mouse.set_visible(False) def _check_keydown_events(self, event): """Respond to keypresses.""" 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): """Respond to key releases.""" 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): """Create new group and add it to the bullets 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 bullets and get rid of old bullets.""" # Update bullet positions. self.bullets.update() # Get rid of bullets that have dissappeared. 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): """ Respond to bullets and aliens collision. """ # Remove any bullets and aliens that have collided. collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if not self.aliens: # Destroy existing fleet and create a new fleet. self.bullets.empty() self._create_fleet() self.settings.increase_speed() # Increase level. self.stats.game_level += 1 self.sb.prep_level() if collisions: for aliens in collisions.values(): self.stats.score += self.settings.alien_points * len(aliens) self.sb.prep_score() self.sb.check_high_score() def _update_aliens(self): """ Check if the fleet is at an edge, then update the position of all the aliens in the fleet. """ self._check_fleet_edges() self.aliens.update() # Look for alien ship collisions. if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() # Look for the aliens hitting the bottom of the screen self._check_aliens_buttom() def _create_fleet(self): """Create the fleet of aliens.""" # Create an alien and find the number of aliens in a row. # Spacing between each alien is equal to one alien width. 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 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) # Create the full fleet 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): """ Create an alien and place it in the row """ 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 any aliens have reached an edge. """ for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): """ Drop the entire fleet and change the fleet's 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 the ship being hit by an alien. """ if self.stats.ships_left > 0: # Decrement ships_left, and update scoreboard. self.stats.ships_left -= 1 self.sb.prep_ships() # Get rid of any remaining aliens and bullet. self.aliens.empty() self.bullets.empty() # Create a new fleet and center the ship. self._create_fleet() self.ship.center_ship() # Pause sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _check_aliens_buttom(self): """ Check if any aliens have reached the bottom of the screen. """ screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: # Treat this the same as if the ship got 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.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) # Draw the score information. self.sb.show_score() # Draw the play button if the game is inactive. if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip()