class TargetPractice: """ This class is work for all aspects of game.""" def __init__(self): """In this method we make helpful attributes and create a instance of class which is usefull for our GAME.""" pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) self.screen_width = self.screen.get_rect().width self.screen_height = self.screen.get_rect().height pygame.display.set_caption('Target Practice') self.stats = GameStats(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.target = Target(self) self.i = 0 # Make the play button. self.play_button = Button(self, 'Play') def run_game(self): """this method collects all methods and helper methods to make run_GAME.""" while True: # Watch for keyword and mouse events. self._check_events() if self.stats.game_active: self.ship.update() self._update_bullets() self._target_increase() self._update_target() self._update_screen() def _check_events(self): """This method for checking keyword events and mouse events.""" for event in pygame.event.get(): if 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: # Reset the game stastics. self.settings.initialize_dynamic_settings() self.stats.reset_stats() self.stats.game_active = True # Get rid of any remaining bullets. self.bullets.empty() # Create a center ship. self.ship.center_ship() # Hide the mouse cursor. pygame.mouse.set_visible(False) def _check_keydown_events(self, event): """ check keyboard and mouse click.""" if event.key == pygame.K_UP: self.ship.up = True elif event.key == pygame.K_DOWN: self.ship.down = True elif event.key == pygame.K_q: sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullet() def _check_keyup_events(self, event): """ check keyword and mouse up.""" if event.key == pygame.K_UP: self.ship.up = False elif event.key == pygame.K_DOWN: self.ship.down = False def _fire_bullet(self): if len(self.bullets) < self.settings.bullet_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_bullets(self): self.bullets.update() for bullet in self.bullets.copy(): if bullet.rect.left > 1350: self.i += 1 self.bullets.remove(bullet) elif self.i == 3: self.stats.game_active = False pygame.mouse.set_visible(True) print(len(self.bullets)) def _update_target(self): """allow target to move.""" self._check_target_edges() self.target.update() if pygame.sprite.spritecollideany(self.target, self.bullets) or self.i == 3: self._target_hit() def _target_increase(self): """target speed and ship speed increase.""" if pygame.sprite.spritecollideany(self.target, self.bullets): sleep(2.0) self.bullets.empty() self.settings.increase_speed() def _target_hit(self): self.i = 0 self.bullets.empty() self.ship.center_ship() sleep(0.5) self.stats.game_active = False pygame.mouse.set_visible(True) def _check_target_edges(self): """Respond appropriately if any aliens have reached an edge.""" if self.target.check_edges(): self.settings.target_direction *= -1 def _update_screen(self): """ this method to draw on screen and flip.""" self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.target.draw_target() # Draw the play button if the is inactive. if not self.stats.game_active: self.play_button.draw_button() # Make the most recently drawn screen visible. pygame.display.flip()
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()