コード例 #1
0
def check_bullet_meteor_collisions(screen, bullets, meteors, explosions,
                                   explosion_anim, exp_sounds):
    collisions = pygame.sprite.groupcollide(bullets, meteors, True, True)
    for collision in collisions:
        ex = Explosion(screen, collision.rect.center, 'sm', explosion_anim)
        explosions.add(ex)
        ex.blitme()
        for e in exp_sounds:
            e.play()
コード例 #2
0
ファイル: bullets.py プロジェクト: Maxw21/Alien_Invader
 def check_bullet_alien_collisions(self, display):
     """Respond to bullet-alien collisions."""
     # Remove any bullets, aliens, and ufos that have collided.
     collisions = pygame.sprite.groupcollide(self.bullets,
                                             self.fleet.aliens, True, True)
     ufo_collisions = pygame.sprite.groupcollide(self.bullets,
                                                 self.fleet.ufos, True,
                                                 True)
     if collisions or ufo_collisions:
         for aliens in collisions.values():
             for alien in aliens:
                 self.sounds.alien_destroy_sound.play()
                 explosion = Explosion(screen=self.screen,
                                       sprite_sheet=self.sprite_sheet,
                                       rect=alien.rect)
                 explosion.blitme()
                 self.explosions.add(explosion)
                 self.stats.score += (alien.points *
                                      self.ai_settings.score_scale)
             self.sb.prep_score()
         for ufos in ufo_collisions.values():
             for ufo in ufos:
                 self.sounds.ufo_sound.stop()
                 self.sounds.alien_destroy_sound.play()
                 ufo_points = random.randrange(40, 200, 10)
                 display.draw_ufo_points(ufo_points, ufo)
                 self.stats.score += ufo_points
             self.sb.prep_score()
         self.sb.check_high_score()
     if (len(self.fleet.aliens) == 40 or len(self.fleet.aliens) == 25 or len(self.fleet.aliens) == 10)\
             and self.last_alien_amount != len(self.fleet.aliens):
         # Speed up tempo of background music here
         self.sounds.background_music.stop()
         self.sounds.speed_up_bg_music()
         self.last_alien_amount = len(self.fleet.aliens)
         self.sounds.background_music.play(-1)
         print(self.sounds.background_music_counter)
     if len(self.fleet.aliens) == 0 and len(self.fleet.ufos) == 0:
         # If the entire fleet is destroyed, increase the difficulty and start a new level.
         self.bullets.empty()
         self.ai_settings.increase_speed()
         self.stats.level += 1
         self.sb.prep_level()
         self.fleet.create_fleet()
         self.sounds.background_music.stop()
         self.sounds.background_music = self.sounds.background_track[0]
         self.sounds.background_music.play(-1)
         self.sounds.background_music_counter = 1
         display.create_barriers()
コード例 #3
0
    def run_game(self):
        """Start the main loop for the game."""

        while True:
            # Watch for keyboard and mouse events.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit()
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_UP:
                        self.ship.moving_up = True
                    if event.key == pygame.K_DOWN:
                        self.ship.moving_down = True
                    if event.key == pygame.K_RIGHT:
                        self.ship.moving_right = True
                    if event.key == pygame.K_LEFT:
                        self.ship.moving_left = True
                elif event.type == pygame.KEYUP:
                    if event.key == pygame.K_RIGHT:
                        self.ship.moving_right = False
                    if event.key == pygame.K_LEFT:
                        self.ship.moving_left = False
                    if event.key == pygame.K_UP:
                        self.ship.moving_up = False
                    if event.key == pygame.K_DOWN:
                        self.ship.moving_down = False

            # Update positions of any characters that might be moving.
            self.ship.update()
            self.aliens.update()

            if pygame.sprite.spritecollideany(self.ship, self.aliens):
                # The player's ship has hit an alien ship.
                #  Show an explosion, pause the game, and reset player's ship and alien ships.
                explosion = Explosion(self, self.ship)
                explosion.blitme()
                pygame.display.flip()
                pygame.mixer.music.play(0)
                sleep(2)
                # sys.exit()

            self.screen.fill((255, 255, 255))
            self.ship.blitme()
            self.aliens.draw(self.screen)

            # Make the most recently drawn screen visible.
            pygame.display.flip()
コード例 #4
0
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens,
                                  bullets, explosions, explosion_anim,
                                  exp_sounds):
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    stats.score += ai_settings.alien_points * len(collisions)
    sb.prep_score()
    for collision in collisions:
        ex = Explosion(screen, collision.rect.center, 'lg', explosion_anim)
        explosions.add(ex)
        ex.blitme()
        for e in exp_sounds:
            e.play()

    if len(aliens) == 0:
        bullets.empty()
        ai_settings.increase_level(stats)
        stats.level += 1
        sb.prep_level()
        ship.center_ship()
        create_fleet(ai_settings, screen, ship, aliens)
コード例 #5
0
class SidewaysShooter:
    """New class to define new game"""

    def __init__(self):
        pygame.init()
        self.settings = Settings()
        self.screen = pygame.display.set_mode((1600, 900), pygame.RESIZABLE)
        self.caption = pygame.display.set_caption("Sideways shooter")
        self.stats = GameStats(self)
        self.sb = Scoreboard(self)
        self.ship = Ship(self)
        self.explosion = Explosion(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()
        self._create_fleet()
        self.play_button = Button(self, "Play")

    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 update_screen(self):
        self.screen.blit(self.settings.background, (0, 0))
        self.ship.blitme()
        for bullet in self.bullets.sprites():
            bullet.draw_bullet()
        self.aliens.draw(self.screen)
        self.sb.show_score()
        if not self.stats.game_active:
            self.play_button.draw_button()
        pygame.display.flip()

    def _ship_hit(self):
        if self.stats.ships_left > 0:
            self.stats.ships_left -= 1
            self.sb.prep_ships()
            self.aliens.empty()
            self.bullets.empty()
            self._create_fleet()
            self.ship.center_ship()
            se.explosion_sound.play()
            self.explosion.blitme()
            sleep(0.5)
        else:
            self.stats.game_active = False

    def _update_aliens(self):
        self.aliens.update()
        self._check_fleet_edges()
        if pygame.sprite.spritecollideany(self.ship, self.aliens):
            self._ship_hit()
            self._check_aliens_bottom()

    def _check_fleet_edges(self):
        for alien in self.aliens.sprites():
            if alien.check_edges():
                self.aliens.remove(alien)

    def _create_fleet(self):
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        alien_width = alien.rect.width
        ship_height = self.ship.rect.height
        ship_width = self.ship.rect.width
        avaiable_space_y = self.settings.screen_height - alien_height
        number_rows = avaiable_space_y // ship_height
        avaiable_space_x = self.settings.screen_width - ship_width - 3 * alien_width
        number_aliens_x = avaiable_space_x // (int(1 * alien_width))
        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):
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        random_number = randint(0, row_number)
        random_number_x = randint(0, alien_number)
        alien.x = (int(2 * alien_width)) * random_number_x
        alien.rect.x = alien.x
        alien.rect.y = alien.rect.height + (int(2 * alien.rect.height)) * random_number
        self.aliens.add(alien)

    def _check_events(self):
        for event in pygame.event.get():
            if event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._fire_bullet()
            elif 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)

    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_UP:
            self.ship.moving_up = True
        elif event.key == pygame.K_DOWN:
            self.ship.moving_down = True
        elif event.key == pygame.K_q:
            if isfile('./Current_HighScore.txt'):
                with open('./Current_HighScore.txt', 'a') as file:
                    file.truncate(0)
                    file.write(str(self.stats.high_score))
            elif not isfile('./Current_HighScore.txt'):
                with open('./Current_HighScore.txt', 'w') as file:
                    file.write(str(self.stats.high_score))
            # if q is pressed quit the game
            sys.exit()

        elif event.key == pygame.K_SPACE:
            self._fire_bullet()
        elif event.key == pygame.K_RETURN:
            self._check_play_button()

    def _check_play_button(self):
        """Start a new game when the player clicks Play."""
        button_clicked = pygame.K_RETURN
        if button_clicked and not self.stats.game_active:
            self.settings.initialize_dynamic_settings()
            self.stats.reset_stats()
            self.stats.game_active = True
            self.sb.prep_images()
            self.aliens.empty()
            self.bullets.empty()
            self._create_fleet()
            self.ship.center_ship()
            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
        elif event.key == pygame.K_UP:
            self.ship.moving_up = False
        elif event.key == pygame.K_DOWN:
            self.ship.moving_down = False

    def _update_bullets(self):
        self.bullets.update()
        for bullet in self.bullets.copy():
            if bullet.rect.bottom <= 0:
                self.bullets.remove(bullet)
            elif bullet.rect.left <= 0:
                self.bullets.remove(bullet)
        self._check_bullet_alien_collisions()

    def _check_bullet_alien_collisions(self):
        collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
        if not self.aliens:
            self._start_new_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()
            se.alien_sound.play()

    def _start_new_level(self):
        self._create_fleet()
        self.bullets.empty()
        self.settings.increase_speed()
        self.stats.level += 1
        self.sb.prep_level()



    def _check_aliens_bottom(self):
        screen_rect = self.screen.get_rect()
        for alien in self.aliens.sprites():
            if alien.rect.right > screen_rect.right:
                self._ship_hit()
                break

    def _fire_bullet(self):
        if len(self.bullets) < self.settings.bullets_allowed:
            new_bullet = Bullet(self)
            self.bullets.add(new_bullet)
            se.bullet_sound.play()