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game_functions.py
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game_functions.py
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import sys
import pygame
from time import sleep
import sound
import highscore_screen_functions as hsf
import game_over_screen_functions as gosf
from bullet import Bullet
from alien import Alien
from button import Button
def check_keydown_events(event, game_settings, screen, ship, bullets):
"""respond to key presses"""
if event.key == pygame.K_RIGHT:
#ship.moving_left = False
ship.moving_right = True
elif event.key == pygame.K_LEFT:
#ship.moving_right = False
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(game_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def fire_bullet(game_settings, screen, ship, bullets):
if len(bullets) < game_settings.bullets_allowed:
sound.play_sound(game_settings.shoot)
new_bullet = Bullet(game_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
"""respond to key releases"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(game_settings, screen, game_stats, scoreboard, play_button,
highscore_button, ship, aliens, bullets):
"""Respond to keypresses and mouse events"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, game_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(game_settings, screen, game_stats, scoreboard,
play_button, ship, aliens, bullets, mouse_x, mouse_y)
hsf.check_highscore_button(game_settings, screen, game_stats, scoreboard,
highscore_button, mouse_x, mouse_y)
def check_play_button(game_settings, screen, game_stats, scoreboard,
play_button, ship, aliens, bullets, mouse_x, mouse_y):
"""start a new game when the player clicks the play button"""
play_button_pushed = play_button.rect.collidepoint(mouse_x, mouse_y)
if play_button_pushed and not game_stats.game_active:
#reset the speed of ship, bullets and aliens
game_settings.reset()
pygame.mouse.set_visible(False)
start_game(game_settings, screen, game_stats, scoreboard, ship, aliens,
bullets)
def start_game(game_settings, screen, game_stats, scoreboard, ship, aliens,
bullets):
#reset the game stats
game_stats.reset_stats()
game_stats.game_active = True
#reset the scoreboard
scoreboard.prep_score()
scoreboard.prep_high_score()
scoreboard.prep_level()
scoreboard.prep_lives()
#empty the alien and bullet lists
aliens.empty()
bullets.empty()
#create the alien fleet and center our ship
create_fleet(game_settings, game_stats, screen, ship, aliens)
ship.center_ship()
def update_screen(game_settings, game_stats, scoreboard, screen, ship,
bullets, aliens, play_button, highscore_rankings_button):
"""Update images on the screen and flip to the new screen"""
screen.fill(game_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
scoreboard.show_score()
if not game_stats.game_active:
play_button.draw_button()
highscore_rankings_button.draw_button()
#Make the most recently drawn screen visible
pygame.display.flip()
def check_high_score(game_stats, scoreboard):
"""See if there is a new high score, called from check_collisions func"""
if game_stats.score > game_stats.high_score:
game_stats.high_score = game_stats.score
scoreboard.prep_high_score()
def update_bullets(game_settings, game_stats, scoreboard, screen, ship,
bullets, aliens):
#Calls update() for each bullet we put in the group
bullets.update()
#Get rid of bullets that have left the screen
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_collisions(game_settings, game_stats, scoreboard, screen, ship,
bullets, aliens)
def check_collisions(game_settings, game_stats, scoreboard, screen, ship,
bullets, aliens):
#Check for collisions between bullets and aliens, removes both
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
#updates the score
if collisions:
for aliens_hit in collisions.values():
#checks whether the hit alien is destroyed and scores accordingly
while aliens_hit:
alien = aliens_hit.pop()
if(alien.change_color()):
sound.play_sound(game_settings.hit_2)
aliens.add(alien)
else:
sound.play_sound(game_settings.alien_destroyed)
game_stats.score += alien.point_value
scoreboard.prep_score()
check_high_score(game_stats, scoreboard)
#repopulate fleet if no aliens left
if len(aliens) <= 0:
bullets.empty()
game_settings.increase_speed()
#Increase the level
game_stats.level += 1
scoreboard.prep_level()
create_fleet(game_settings, game_stats, screen, ship, aliens)
def get_number_aliens_x(game_settings, alien_width):
available_space_x = game_settings.screen_width - (2 * alien_width)
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def create_alien(game_settings, game_stats, screen, aliens, alien_number, row_number):
alien = Alien(game_settings, game_stats, screen)
alien_width = alien.rect.width
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien_height = alien.rect.height
alien.rect.y = alien_height + 2 * alien_height * row_number
aliens.add(alien)
def get_number_rows(game_settings, ship_height, alien_height):
availabe_space_y = (game_settings.screen_height -
(alien_height * 3) - ship_height)
number_rows = int(availabe_space_y / (2 * alien_height))
return number_rows
def create_fleet(game_settings, game_stats, screen, ship, aliens):
"""Creates the alien fleet"""
alien = Alien(game_settings, game_stats, screen)
number_aliens_x = get_number_aliens_x(game_settings, alien.rect.width)
number_rows = get_number_rows(game_settings, ship.rect.height,
alien.rect.height)
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(game_settings, game_stats, screen, aliens,
alien_number, row_number)
def check_fleet_edges(game_settings, aliens):
"""Checks each alien if it has hit the edge of the screen, if it has
change directions"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(game_settings, aliens)
break
def change_fleet_direction(game_settings, aliens):
"""after hitting an edge, move aliens down and change the direction the
fleet is moving in"""
for alien in aliens.sprites():
alien.rect.y += game_settings.fleet_drop_speed
game_settings.fleet_direction *= -1
def ship_hit(game_settings, game_stats, screen, scoreboard, ship, bullets, aliens):
"""if ship is hit, check if we still have lives left otherwise end the game"""
if game_stats.ships_left > 0:
game_stats.ships_left -= 1
scoreboard.prep_lives()
aliens.empty()
bullets.empty()
create_fleet(game_settings, game_stats, screen, ship, aliens)
ship.center_ship()
sound.play_sound(game_settings.ship_destroyed)
sleep(1)
else:
game_stats.game_active = False
sleep(1)
gosf.game_over_screen(game_settings, game_stats, screen)
pygame.mouse.set_visible(True)
def check_bottom(game_settings, game_stats, screen, scoreboard,ship, bullets, aliens):
"""checks if aliens has hit bottom of the screen"""
for alien in aliens.sprites():
if alien.rect.bottom >= game_settings.screen_height:
ship_hit(game_settings, game_stats, screen, scoreboard, ship, bullets, aliens)
break
def update_aliens(game_settings, game_stats, screen, scoreboard, ship, bullets, aliens):
"""handles moving the alien and checking to if anything has been hit"""
aliens.update()
check_fleet_edges(game_settings, aliens)
#Look for alien ship collisions
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(game_settings, game_stats, screen, scoreboard, ship, bullets, aliens)
#look for aliens hitting bottom
check_bottom(game_settings, game_stats, screen, scoreboard, ship, bullets, aliens)