예제 #1
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def run_game():
	#Initialize pygame, settings, and screen object.
	pygame.init()
	ai_settings = Setting()
	screen = pygame.display.set_mode(
		(ai_settings.screen_width, ai_settings.screen_height))
	pygame.display.set_caption("Alien Invasion")

	#Create an instance to store game statistics.
	stats = GameStats(ai_settings)

	#Make a Ship, a grooop of bullets and a group of aliens.
	ship = Ship(ai_settings, screen)
	bullets = Group()
	aliens = Group()

	#create the fleet of aliens
	gf.create_fleet(ai_settings, screen, ship, aliens)

	#Set the Background Color.
	#bg_color = (230, 230, 230)
	#Make an alien
	#alien = Alien(ai_settings, screen)

	#Start the main loop for the game,
	while True:
		gf.check_events(ai_settings, screen, ship, bullets)
		if stats.game_active:
			ship.update()
			gf.update_bullets(ai_settings, screen, ship, aliens, bullets)
			gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
		gf.update_screen(ai_settings, screen, ship, aliens, bullets)
예제 #2
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 def __init__(self):
     global totalPlayers
     if totalPlayers < 2:
         totalPlayers += 1
     self.profile = PlayerProfile()
     self.controller = Controller(totalPlayers)
     self.currentGameStats = GameStats()
예제 #3
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def run_game():  # 初始化游戏并创建一个屏幕对象
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    # 创建play按钮
    play_button = Button(ai_settings, screen, "PLAY")
    # 创建一个用于存储游戏统计信息的实例并创建记分牌
    stats = GameStats(ai_settings)
    scoreboard = Scoreboard(ai_settings, screen, stats)

    # 创建一个飞船
    ship = Ship(ai_settings, screen)
    # 创建一个用于存储子弹的编组
    bullets = Group()
    aliens = Group()
    gf.create_fleet(ai_settings, screen, ship, aliens)
    # 开始游戏主循环
    while True:
        gf.check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets, scoreboard)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, ship, aliens, bullets, stats, scoreboard)
            gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets, scoreboard)
        gf.update_screen(ai_settings, screen, stats, ship, bullets, aliens, play_button, scoreboard)
예제 #4
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def run_game():
    # init
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    play_button = Button(ai_settings, screen, "Play")

    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    # create a ship
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # start
    while True:
        # keyboard&mouse
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
                        aliens, bullets)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
                              bullets)
            gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens,
                             bullets)

        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
                         play_button)
예제 #5
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def run_game():
    """Инициализирует игру и создает объект экрана."""

    pygame.init()
    ai_settings = Settings()   # Импортируем класс параметры игрового окна.
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Space Warriors")
    play_button = Button(ai_settings, screen, "Play")
    stats = GameStats(ai_settings)  # Импортируем класс статистики
    sb = Scoreboard(ai_settings, screen, stats)
    ship = Ship(ai_settings, screen)  # Импортируем класс корабля
    alien = Alien(ai_settings, screen)  # Импортируем класс пришельца
    bullets = Group()
    aliens = Group()
    gf.create_fleet(ai_settings, screen, ship, aliens)

    while True:
        """Отслеживание событий клавиатуры и мыши."""
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)   # Импортируем модуль управление событиями

        if stats.game_active:
            ship.update()    # Создает космический корабль
            bullets.update()    # Создает новые пули
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)     # Ограничивает колличество выпущенных пуль
            gf.update_aliens(ai_settings, screen, aliens, ship, stats, sb, bullets)
        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)   # Управление обновлением экрана
예제 #6
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    def __init__(self):

        """"Initialize game and settings"""
        pygame.init()
        self.settings = Settings()
        #self.screen = pygame.display.set_mode((self.settings.screen_width,self.settings.screen_height))
        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.stats = GameStats(self)
        self.sb = Scoreboard(self)
        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()
        self._create_fleet()
        self.play_button = Button(self,"Play!!!")
예제 #7
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 def __init__(self):
     """"Initialize the game and create game resources"""
     pygame.init()
     self.settings = Settings()
     self.screen = pygame.display.set_mode(
         (self.settings.screen_height, self.settings.screen_width))
     # full screen 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")
     # Create an instance to store game statistics.
     self.stats = GameStats(self)
     self.sb = Scoreboard(self)
     self.ship = Ship(self)
     self.bullets = pygame.sprite.Group()
     self.aliens = pygame.sprite.Group()
     self._create_fleet()
     self.play_button = Button(self, "Play")
예제 #8
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def run_game():
    # Initialize the game
    pygame.init()
    # Init game settings
    ai_settings = Settings()
    gf = GameFunctions()

    # Create the screen
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # Make the play button
    play_button = Button(ai_settings, screen, "Play")

    # Create ship, bullets, aliens
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()

    # Create game stats and scoreboard
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    # Create fleet of aliens
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # start the main loop for the game
    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
                        aliens, bullets)

        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
                              bullets)
            gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens,
                             bullets)

        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
                         play_button)
예제 #9
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def run_game():
    pygame.init()
    s = Settings()
    screen = pygame.display.set_mode((s.width, s.height))
    pygame.display.set_caption("Judje")
    background = pygame.transform.smoothscale(
        pygame.image.load(r'slike\ff3.bmp').convert_alpha(), (1200, 800))
    stats = GameStats(s)
    zupi = Zupi(s, screen)
    bullets = Group()
    stepos = Group()
    gf.create_fleet(s, screen, zupi, stepos)

    while True:
        gf.check_events(s, screen, zupi, bullets)
        if stats.game_active:
            #  print(len(stepos))
            zupi.update()
            gf.update_bullets(bullets, stepos, s, screen, zupi)
            gf.update_stepos(s, stats, stepos, zupi, screen, bullets)
        gf.update_screen(screen, zupi, stepos, bullets, background)
예제 #10
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def run_game():
    # Initialize pygame, settings and create a screen object.
    pygame.init()

    ai_settings = Settings()

    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # Make the Play button.
    play_button = Button(ai_settings, screen, "Play")

    # Create an instance to store game statistics and create a scoreboard.
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    # Make a ship, a group of bullets, and a group of aliens.
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()

    # Create the fleet of aliens.
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # Start the main loop for the game.
    while True:
        # Watch for keyboard and mouse events.
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
                        aliens, bullets)

        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
                              bullets)
            gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens,
                             bullets)

        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
                         play_button)
예제 #11
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def run_game():
    pygame.init()
    setting = Settings()
    screen = pygame.display.set_mode(
        (setting.screen_width, setting.screen_height))
    pygame.display.set_caption(setting.game_name)

    ship = Ship(setting, screen)
    bullets = Group()
    aliens = Group()

    stats = GameStats(setting)
    scoreboard = Scoreboard(setting, screen, stats)
    play_button = Button(setting, screen, "Play")

    _ctx = handler.event_context(setting, screen, stats, scoreboard)
    _ctx.ship, _ctx.bullets, _ctx.aliens = ship, bullets, aliens
    _ctx.play_button = play_button

    handler.create_aliens(_ctx)
    while True:
        handler.check_events(_ctx)
        update_screen(_ctx)
예제 #12
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def run_game():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # Make the Play button.
    play_button = Button(ai_settings, screen, "Play")

    # Create an instance to store game statistics.
    stats = GameStats(ai_settings)

    # Make a ship, a group of bullets, and a group of aliens.
    # alien = Alien(ai_settings, screen)
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()

    # Create the fleet of aliens.
    gf.create_fleet(ai_settings, screen, ship, aliens)

    music.load('Magic.mp3')
    music.play(loops=-1)

    # Start the main loop for the game
    while True:
        gf.check_events(ai_settings, screen, stats, play_button, ship, aliens,
                        bullets)

        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, ship, aliens, bullets)
            gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)

        gf.update_screen(ai_settings, screen, stats, ship, aliens, bullets,
                         play_button)
예제 #13
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def run_game():
    """初始化"""
    pygame.init()
    '''
    """设置背景和桌面"""
    screen = pygame.display.set_mode((1360,760))

    """设置背景颜色"""
    bg_color = (230,230,230)
    '''
    """设置标题"""
    pygame.display.set_caption("Aline Invasion")

    ai_setting = Settings()
    screen = pygame.display.set_mode(
        (ai_setting.screen_width, ai_setting.screen_height))

    ship = Ship(screen)
    stats = GameStats(ai_setting)

    bullets = Group()
    bullet_one = Bullet(ai_setting, screen, ship)

    alien = Alien(ai_setting, screen)
    aliens = Group()
    alien.create_fleet(ai_setting, screen, aliens, ship)

    play_button = Button(ai_setting, screen, "Play!")

    while True:
        """游戏没有结束前,一直运行"""
        """控制飞船移动"""
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()

            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RIGHT:
                    ship.move_right = True
                if event.key == pygame.K_LEFT:
                    ship.move_left = True
                if event.key == pygame.K_UP:
                    ship.move_up = True
                if event.key == pygame.K_DOWN:
                    ship.move_down = True
                if event.key == pygame.K_SPACE:
                    bullet_one.bullet_space = True
                if event.key == pygame.K_q:
                    sys.exit()
                if event.key == pygame.K_k:
                    stats.game_active = True
                    stats.ships_left = ai_setting.ship_limit

            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_RIGHT:
                    ship.move_right = False
                if event.key == pygame.K_LEFT:
                    ship.move_left = False
                if event.key == pygame.K_UP:
                    ship.move_up = False
                if event.key == pygame.K_DOWN:
                    ship.move_down = False
                if event.key == pygame.K_SPACE:
                    bullet_one.bullet_space = False

            elif event.type == pygame.MOUSEBUTTONDOWN:
                if not stats.game_active:
                    mouse_x, mouse_y = pygame.mouse.get_pos()
                    play_button.check_paly_button(ai_setting, stats,
                                                  play_button, mouse_x,
                                                  mouse_y)
        """让最近绘制的屏幕可见"""
        screen.fill(ai_setting.bg_color)

        if stats.game_active:
            if stats.ships_left > 0:
                bullet_one.fire_bullet(ai_setting, screen, ship, bullets)
                bullet_one.update_bullets(bullets, aliens)
                aliens.draw(screen)
                ship.update(ai_setting.ship_speed_factor)
                ship.blitme()
                alien.update_aliens(ai_setting, aliens, ship, screen, stats,
                                    bullets)
                if len(aliens) == 0:
                    bullets.empty()
                    alien.create_fleet(ai_setting, screen, aliens, ship)

        if not stats.game_active:
            pygame.mouse.set_visible(True)
            play_button.draw_button()
        """
        bullets.update()
        for bullet in bullets.sprites():
            bullet.draw_bullet()
        for bullet in bullets.copy():
            if bullet.rect.bottom <= 0:
                bullets.remove(bullet)
                """

        #alien.biltme()
        pygame.display.flip()
예제 #14
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class AlienInvasion:
    """Alien Game"""
    def __init__(self):

        """"Initialize game and settings"""
        pygame.init()
        self.settings = Settings()
        #self.screen = pygame.display.set_mode((self.settings.screen_width,self.settings.screen_height))
        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.stats = GameStats(self)
        self.sb = Scoreboard(self)
        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()
        self._create_fleet()
        self.play_button = Button(self,"Play!!!")

    def run_game(self):
        """begin the game"""
        while True:
            self.CheckEvents() 

            if self.stats.game_active == True:
                self.ship.Update()
                self._update_bullets()
                self._update_aliens()

            self.UpdateScreen()


    def _check_play_button(self, mouse_pos):
        """start a new game if play is clicked"""
        if self.play_button.rect.collidepoint(mouse_pos) and self.stats.game_active == False:
            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_level()
            self.sb.prep_ships()

            #clear any remaining aliens or bullets and create brand new one
            self.aliens.empty()
            self.bullets.empty()
            self._create_fleet()
            self.ship.center_ship()

            #hide mouse 
            pygame.mouse.set_visible(False)


    def CheckEvents(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_keydown_events(self, event):
        if event.key == pygame.K_RIGHT:
            # move the ship to the right
            self.ship.moving_right = True
        if event.key == pygame.K_LEFT:
            # move the ship to the right
            self.ship.moving_left = True
        if event.key == pygame.K_UP:
            # move the ship to the right
            self.ship.moving_up = True
        if event.key == pygame.K_DOWN:
            # move the ship to the right
            self.ship.moving_down = True
        if event.key == pygame.K_SPACE:
            if len(self.bullets) < self.settings.bullets_allowed:
                self._fire_bullet()
        if event.key == pygame.K_q:                   
            sys.exit()

    def _check_keyup_events(self, event):
        """key release events"""
        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       
            
    def _fire_bullet(self):
        new_bullet = Bullet(self)
        self.bullets.add(new_bullet)
    

    def _update_bullets(self):
        self.bullets.update() # draw bullets at new positions
        #delete bullets that are above the screen
        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 for collissions with alien
        #all objects that have collided are deleted.  for high powered bullet set the first bool to true
        collisions = pygame.sprite.groupcollide(self.bullets,self.aliens,True,True)
        
        if collisions:
            # each dictionary value contains a list of all aliens hit by 1 bullet.
            for aliens in collisions.values():
                self.stats.score += self.settings.alien_points * len(aliens)
            self.sb.prep_score()
            self.sb.check_high_score()

        if not self.aliens:
            self.bullets.empty()
            self._create_fleet()     
            self.settings.increase_speed()

            #increase level
            self.stats.level += 1
            self.sb.prep_level()


    def _update_aliens(self):
        """Check if fleet is on an edge and then if necessary update all alien positions"""
        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):
        """create the fleet of aliens"""
        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 number of rows for 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)

        #add row 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):
        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 an alien has reached the edge"""
        for alien in self.aliens.sprites():
            if alien.check_edges():
                self._change_fleet_direction()
                break

    def _change_fleet_direction(self):
        """drop whole fleet and change direction"""
        for alien in self.aliens.sprites():
            alien.rect.y += self.settings.fleet_drop_speed
        self.settings.fleet_direction *=-1

    def _ship_hit(self):
        """respond to ship being hit by alien"""
        if self.stats.ships_left > 0:
            self.stats.ships_left -= 1
            self.sb.prep_ships()

            #erase all aliens and bullets
            self.aliens.empty()
            self.bullets.empty()

            self._create_fleet()
            self.ship.center_ship()

            # chill out for a second
            sleep(1.5)
        else:
            self.stats.game_active = False
            pygame.mouse.set_visible(True)

    def _check_aliens_bottom(self):
        """look and respond if any aliens are at the bottom of the screen"""
        screen_rect = self.screen.get_rect()
        for alien in self.aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                #Same functionality as when the ship is hit
                self._ship_hit()

    def UpdateScreen(self):
        self.screen.fill(self.settings.bg_color) #background color to gray
        self.ship.DrawShip() # draw ship
        for bullet in self.bullets.sprites(): # draw bullets
            bullet.draw_bullet()
        self.aliens.draw(self.screen) #draw aliens
        self.sb.show_score()
        if not self.stats.game_active:
            self.play_button.draw_button()
        pygame.display.flip()        
예제 #15
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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_height, self.settings.screen_width))
        # full screen 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")
        # Create an instance to store game statistics.
        self.stats = GameStats(self)
        self.sb = Scoreboard(self)
        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()
        self._create_fleet()
        self.play_button = Button(self, "Play")

    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()

            # Get rid of bullets that have gone off screen

    def _check_events(self):
        """Respond to keypress 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_play_button(self, mouse_pos):
        """"Start a new game when player clicks play"""
        button_clicked = self.play_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            # Reset the game stats
            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 any remaining game assets
            self.aliens.empty()
            self.bullets.empty()
            # Create new fleet and center ship
            self._create_fleet()
            self.ship.center_ship()
            # Hide 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_SPACE:
            self._fire_bullet()

    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_q:
            sys.exit()

    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 _create_fleet(self):
        """Create a fleet of Aliens"""
        # create an alien and find the number of aliens in a row
        # spacing between the aliens 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 number of rows of aliens that fit on 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 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 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):
        """Updates images on the screen, and flips to 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)
        self.sb.show_score()
        # Draw play button if game is inactive
        if not self.stats.game_active:
            self.play_button.draw_button()
        pygame.display.flip()

    def _update_bullets(self):
        """Update position of bullets and gets rid of old bullets"""
        # Update bullet positions
        self.bullets.update()
        # Get rid of bullets that have gone off screen
        for bullet in self.bullets.copy():
            if bullet.rect.bottom <= 0:
                self.bullets.remove(bullet)
        # print(f" bullets generated : {len(self.bullets)}")
        self._check_bullet_alien_collision()

    def _check_bullet_alien_collision(self):
        # Check for bullet alien collisions
        collisions = pygame.sprite.groupcollide(self.bullets, self.aliens,
                                                True, True)
        # check if all aliens in fleet destroyed
        if collisions:
            for aliens in collisions.values():
                self.stats.score += self.settings.alien_points * len(aliens)
            self.sb.prep_score()
            self.sb.prep_high_score()
        if not self.aliens:
            # Destroy existing bullets and create new fleet
            self.bullets.empty()
            self._create_fleet()
            self.settings.increase_speed()
            # Increase level.
            self.stats.level += 1
            self.sb.prep_level()

    def _update_aliens(self):
        """ Check if the fleet is at an edge,
        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 _ship_hit(self):
        """Respond to ship being hit by an alien """
        if self.stats.ships_left > 0:
            # Decrement ships left and update scoreboard
            self.stats.ships_left -= 1
            self.sb.prep_ships()
            # 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 _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 got hit.
                self._ship_hit()
                break
예제 #16
0
def run_game():
    #initialise and create the screen object
    pygame.init()
    gs = Settings()
    screen = pygame.display.set_mode((gs.screen_width, gs.screen_heigh))
    pygame.display.set_caption("Invaders Must Die")

    #play some music
    print(gs.musicName)
    print(gs.musicPath)
    #pygame.mixer.init
    #pygame.mixer.music.load(gs.musicPath)
    #pygame.mixer.music.play(-1)

    #Create sounds object
    sounds = gameSounds(gs.musicPath, gs.endGameMusic, gs.laserSoundsPath)
    #sounds.playBgMusic()

    #Create the Rocket
    rocket = Rocket(screen, gs)

    #group for the bullets
    bullets = Group()

    #Create an ALien
    alien = Alien(screen, gs)

    #create a group for the aliens
    aliens = Group()

    #create fleet
    funcs.create_fleet(aliens, gs, screen, rocket)

    #set up game stats
    stats = GameStats(gs)

    #create play button
    play_button = Button(gs, screen, "Play Game", gs.green_button)

    #create play button
    game_over = Button(gs, screen, "Game Over", gs.red_button)

    #Create a Scoreboard
    SB = Scoreboard(gs, screen, stats)

    #control the frame rate of the game
    clock = pygame.time.Clock()
    FRAMERATE = 150

    #start the main loop of the program
    while True:
        #clock.tick(FRAMERATE)
        funcs.check_events(rocket, screen, bullets, gs, play_button, stats, SB,
                           aliens, screen, sounds)
        if stats.game_active == True:
            rocket.update_position()

            #check if the bullets have gone off the screen
            funcs.update_bullets(bullets, aliens, screen, rocket, gs, stats,
                                 SB)

            #print(len(bullets))
            funcs.update_aliens(aliens, gs, rocket, bullets, screen, stats, SB,
                                sounds)

        funcs.update_screen(screen, rocket, gs, bullets, aliens, play_button,
                            stats, game_over, SB)