class AlienInvasion: """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( (self.settings.screen_width, self.settings.screen_height)) pygame.display.set_caption("Alien Invasion") # Create an instance to store game statistics. self.stats = GameStats(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() # Make the Play button. self.play_button = Button(self, "Play") # Make difficulty level buttons. self._make_difficulty_buttons() def _make_difficulty_buttons(self): """Make buttons that allow player to select difficulty level.""" self.easy_button = Button(self, "Easy") self.medium_button = Button(self, "Medium") self.difficult_button = Button(self, "Difficult") # Position buttons so they don't all overlap. self.easy_button.rect.top = (self.play_button.rect.top + 1.5 * self.play_button.rect.height) self.easy_button._update_msg_position() self.medium_button.rect.top = (self.easy_button.rect.top + 1.5 * self.easy_button.rect.height) self.medium_button._update_msg_position() self.difficult_button.rect.top = (self.medium_button.rect.top + 1.5 * self.medium_button.rect.height) self.difficult_button._update_msg_position() 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) self._check_difficulty_buttons(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: self._start_game() def _check_difficulty_buttons(self, mouse_pos): """Set the appropriate difficulty level.""" easy_button_clicked = self.easy_button.rect.collidepoint(mouse_pos) medium_button_clicked = self.medium_button.rect.collidepoint(mouse_pos) diff_button_clicked = self.difficult_button.rect.collidepoint( mouse_pos) if easy_button_clicked: self.settings.difficulty_level = 'easy' elif medium_button_clicked: self.settings.difficulty_level = 'medium' elif diff_button_clicked: self.settings.difficulty_level = 'difficult' def _start_game(self): """Start a new game.""" # Reset the game settings. self.settings.initialize_dynamic_settings() # Reset the game statistics. self.stats.reset_stats() self.stats.game_active = True # 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() elif event.key == pygame.K_p and not self.stats.game_active: self._start_game() 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 a new bullet 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 disappeared. 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 bullet-alien collisions.""" # Remove any bullets and aliens that have collided. collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if not self.aliens: # Destroy existing bullets and create new fleet. self.bullets.empty() self._create_fleet() self.settings.increase_speed() def _update_aliens(self): """ Check if the fleet is at an edge, then update the positions of all 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 aliens hitting the bottom of the screen. self._check_aliens_bottom() def _check_aliens_bottom(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 _ship_hit(self): """Respond to the ship being hit by an alien.""" if self.stats.ships_left > 0: # Decrement ships_left. self.stats.ships_left -= 1 # 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() # Pause. sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) 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 _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 play button if the game is inactive. if not self.stats.game_active: self.play_button.draw_button() self.easy_button.draw_button() self.medium_button.draw_button() self.difficult_button.draw_button() pygame.display.flip()
class AlienInvasion: """overall class for game and behavior""" def __init__(self): """initialize game and create game""" pygame.init() self.settings = Settings() #screen full self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) pygame.display.set_caption("ALIEN INVASION") #create instance to store game stats self.stats = GameStats(self) #create scoreboard self.sb = Scoreboard(self) #ship self.ship = Ship(self) #bullet self.bullets = pygame.sprite.Group() #alien self.aliens = pygame.sprite.Group() #aliens self._create_fleet() #make play button self.play_button = Button(self, "Play") #Make difficulty_level button self._make_difficulty_buttons() #end game def _make_difficulty_buttons(self): """Make buttons that allow player to select difficulty level.""" self.easy_button = Button(self, "Easy") self.medium_button = Button(self, "Medium") self.hard_button = Button(self, "Hard") # Position buttons so they don't all overlap. self.easy_button.rect.top = (self.play_button.rect.top + 1.5 * self.play_button.rect.height) self.easy_button._update_msg_position() self.medium_button.rect.top = (self.easy_button.rect.top + 1.5 * self.easy_button.rect.height) self.medium_button._update_msg_position() self.hard_button.rect.top = (self.medium_button.rect.top + 1.5 * self.medium_button.rect.height) self.hard_button._update_msg_position() def run_game(self): #Set fps for the game FPS = 80 clock = pygame.time.Clock() """Start the main loop for the game""" while True: clock.tick(FPS) self.screen.fill((0, 0, 0)) #chekc for inputs activities self._check_events() if self.stats.game_active: #update ship self.ship.update() #update bullets self._update_bullets() #upadte aliens self._update_aliens() #monitor screen self._update_screen() def _check_events(self): #watch for keyboard and mouse event for event in pygame.event.get(): if event.type == pygame.QUIT: self._close_game() elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self._check_play_button(mouse_pos) self._check_difficulty_buttons(mouse_pos) #key up and left + right elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) #key down and left + right elif event.type == pygame.KEYUP: self._check_keyup_events(event) def _check_play_button(self, mouse_pos): """Start a new game when player click play""" button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: self._start_game() def _check_difficulty_buttons(self, mouse_pos): """Set the appropriate difficulty level.""" easy_button_clicked = self.easy_button.rect.collidepoint(mouse_pos) medium_button_clicked = self.medium_button.rect.collidepoint(mouse_pos) hard_button_clicked = self.hard_button.rect.collidepoint(mouse_pos) if easy_button_clicked: self.settings.difficulty_level = 'easy' elif medium_button_clicked: self.settings.difficulty_level = 'medium' elif hard_button_clicked: self.settings.difficulty_level = 'hard' def _start_game(self): #Reset the game statistics self.settings.initialize_dynamic_settings() self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() #get rid of remain aliens + bullets self.aliens.empty() self.bullets.empty() #create a new fleet and center the ship self._create_fleet() self.ship.center_ship() #Hide the mosue cursor pygame.mouse.set_visible(False) #check down key def _check_keydown_events(self, event): #respont to keypresses if event.key == pygame.K_RIGHT: #move ship to right self.ship.moving_right = True elif event.key == pygame.K_LEFT: #move ship to left self.ship.moving_left = True #exit key with q elif event.key == pygame.K_q: self._close_game() #fire bullet elif event.key == pygame.K_SPACE: self._fire_bullet() elif event.key == pygame.K_p and not self.stats.game_active: self._start_game() def _check_keyup_events(self, event): #respont to key realeases if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False 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 _check_aliens_bottom(self): """Check if any aliens have reached a bottom""" screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: #treat this same as ship got hit self._ship_hit() 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 #control bullet def _fire_bullet(self): """Create new bullet and add it to bullets group""" #limit bullets to 5 if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) se.bullet_sound.play() def _update_bullets(self): """Update pos of bullets and get rid of old""" #update bullet self.bullets.update() #delete bullet 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): #check any bullets hit alien_speedif so, get rid of bullet and alien collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) 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() se.alien_sound.play() if not self.aliens: #destory existing bullets and create new fleet self.bullets.empty() self._create_fleet() self.settings.increse_speed() #increse level self.stats.level += 1 self.sb.prep_level() def _update_aliens(self): """Check if fleet is at egde If so -> update pos of all aliens """ self._check_fleet_edges() """"Update pos of all aliens in fleet""" self.aliens.update() #look for alien-ship collisions if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() #look for aliens hitting the bot of screen self._check_aliens_bottom() #alien making 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 alien and place in row""" #create + place 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_height * row_number self.aliens.add(alien) def _ship_hit(self): """Respond to ship being hit by alien""" if self.stats.ships_left > 0: se.ship_sound.play() #decrement ship_left self.stats.ships_left -= 1 self.sb.prep_ships() #get rid of remain aliens and bullets self.aliens.empty() self.bullets.empty() #create new fleet and center ship self._create_fleet() self.ship.center_ship() #pause sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _update_screen(self): """update image on screen and flip to new screen""" #fill color #self.screen.fill(self.settings.bg_color) self.screen.blit(self.settings.bg, (0, 0)) #check for ship self.ship.blitme() #update bullets for bullet in self.bullets.sprites(): bullet.draw_bullet() #make aliens self.aliens.draw(self.screen) #draw scoreboard self.sb.show_score() #draw play button if game is inactive if not self.stats.game_active: self.play_button.draw_button() self.easy_button.draw_button() self.medium_button.draw_button() self.hard_button.draw_button() #make most recently draw screen possible pygame.display.flip() def _close_game(self): """Save high score and exit""" saved_high_score = self.stats.get_saved_high_score() if self.stats.high_score > saved_high_score: with open('high_score.json', 'w') as f: json.dump(self.stats.high_score, f) sys.exit()