예제 #1
0
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 #2
0
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