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)) # Full screen # 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, and create a scoreboard. 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._start_event_handler() # MAke the play button self.play_button = Button(self, "Play") def _start_event_handler(self): """Start event handler""" self.event_handler = EventHandler() self._add_accepted_event_types() self._add_accepted_key_down_type() self._add_accepted_key_up_type() def _add_accepted_event_types(self): """Add available event types""" self.event_handler.register_types({ pygame.QUIT: EventType(sys.exit, False), pygame.KEYDOWN: EventType(self._check_keydown_events, True), pygame.KEYUP: EventType(self._check_keyup_events, True), pygame.MOUSEBUTTONDOWN: EventType(self._check_play_button, False), }) def _add_accepted_key_down_type(self): self.event_handler.register_key_down_actions({ pygame.K_RIGHT: self.ship.move_right, pygame.K_LEFT: self.ship.move_left, pygame.K_UP: self.ship.move_up, pygame.K_DOWN: self.ship.move_down, pygame.K_SPACE: self._fire_bullet, pygame.K_q: sys.exit, }) def _add_accepted_key_up_type(self): self.event_handler.register_key_up_actions({ pygame.K_RIGHT: self.ship.stop_move_right, pygame.K_LEFT: self.ship.stop_move_left, pygame.K_UP: self.ship.stop_move_up, pygame.K_DOWN: self.ship.stop_move_down, }) 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 _update_bullets(self): """Update position of bullets and get rid of old bullets""" # Update bullets position self.bullets.update() self._clear_bullets() 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, dokilla=True, dokillb=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() 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 _clear_bullets(self): """Get rid of bullets that have disappeared.""" for b in self.bullets.copy(): if b.rect.bottom <= 0: self.bullets.remove(b) def _update_screen(self): """Update images on the screen, and flip to the new screen.""" # Redraw the screen during each pass though the loop self.screen.fill(self.settings.bg_color) self.ship.blitme() for b in self.bullets.sprites(): b.draw_bullet() self.aliens.draw(self.screen) # Draw the score information. self.sb.show_score() # Draw the play button if the game is inactive if not self.stats.game_active: self.play_button.draw_button() # Make the most recently drawn screen visible. pygame.display.flip() def _check_events(self): """Respond to key presses and mouse events""" for event in pygame.event.get(): self.event_handler.execute_event(event) def _check_keyup_events(self, event): """Respond to key releases.""" self.event_handler.execute_key_up(event.key) def _check_keydown_events(self, event): """Respond to key presses.""" self.event_handler.execute_key_down(event.key) 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 the fleet of aliens""" alien_height, number_aliens_x = self._get_alien_height_and_number_of_aliens_per_line( ) number_rows = self._get_number_of_rows_of_aliens_based_on_alien_height( alien_height) # Create the full fleet of aliens for row in range(number_rows): for alien_number in range(number_aliens_x): self._creat_alien(alien_number, row) def _get_number_of_rows_of_aliens_based_on_alien_height( self, alien_height): """Base on screen height and alien height, calculate how many line of aliens we can have.""" 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) return number_rows def _get_alien_height_and_number_of_aliens_per_line(self): """ Get alien size, calculate the number of aliens that fit in one row and return the height of alien and the number. """ 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) return alien_height, number_aliens_x def _creat_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_height + 2 * alien_height * row_number self.aliens.add(alien) 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_fleet_edges(self): """Respond appropriately if any aliens have reached and 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 _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 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 ship got hit. self._ship_hit() break def _check_play_button(self): """Start a new game when the player clicks Play.""" mouse_pos = pygame.mouse.get_pos() button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: # Reset the game settings self.settings.initialize_dynamic_settings() # Reset the game statistics 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 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)
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)) # full screen mode # 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, and create a scoreboard. # need to create it before defining other game elements, such as the ship. self.stats = GameStats(self) self.sb = Scoreboard(self) # Ship constructor needs an instance of AlienInvasion class 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") 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() # In Python, a single leading underscore indicates a helper method. Kinda a private method def _check_events(self): """Respond to keypresses and mouse events.""" # To access the events that Pygame detects, we’ll use the pygame.event.get() function. This function returns a list of events # that have taken place since the last time this function was called. # Any keyboard or mouse event will cause this for loop to run. 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_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: # Reset the game settings. self.settings.initialize_dynamic_settings() # Reset the game statistics. 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 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() 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. # When you call update() on a group, the group automatically calls update() for each sprite in the group. The line # self.bullets.update() calls bullet.update() for each bullet we place in the group bullets. self.bullets.update() # Get rid of bullets that have disappeared. When you use a for loop with a list (or a group in Pygame), Python expects that # the list will stay the same length as long as the loop is running. Because we can’t remove items from a list or group # within a for loop, we have to loop over a copy of the group. 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 collisions: 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: # 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, 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 _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 alien_width = alien.rect.width 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() # When you call draw() on a group, Pygame draws each element in the group at the position defined by its rect attribute. The # draw() method requires one argument: a surface on which to draw the elements from the group self.aliens.draw(self.screen) # Draw the score information. self.sb.show_score() # Draw the play button if the game is inactive. if not self.stats.game_active: self.play_button.draw_button() # Make the most recently drawn screen visible. pygame.display.flip() def _ship_hit(self): """Respond to the 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 ship got hit. self._ship_hit() break