Esempio n. 1
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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