class AlienInvasion: '''Class to manage game assesst''' def __init__(self): ''' Start the game''' 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") #instance to store game stats self.stats = GameStats(self) self.sb = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self.alien_bullet = pygame.sprite.Group() self._create_fleet() self.play_button = Button(self, 'Start') 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 keypress and moust 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) def _check_keydown_events(self, event): ''' Updating for keydown events''' if event.key == pygame.K_RIGHT: # move the ship to the right self.ship.moving_right = True elif event.key == pygame.K_LEFT: self.ship.moving_left = True elif event.key == pygame.K_q: old_high_score = self.stats.high_score self.sb.save_high_score(str(old_high_score)) #print(old_high_score) sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullet() elif event.key == pygame.K_p: self._restart_game() def _check_keyup_events(self, event): ''' Updating for keyup events''' 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): '''creates a new bullet and adds it to the bullets group''' if len(self.bullets) < self.settings.bullet_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_screen(self): ''' Updating images on the screen and flip to the new screen''' # Redraw screen with for the background color 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 score info self.sb.show_score() if not self.stats.game_active: self.play_button.draw_button() # make the most recently drawn screen visible pygame.display.flip() def _update_bullets(self): ''' updating the position of the bullet and getting ride of those at the top of the screen''' #updating bullets position self.bullets.update() #remove the disappeared bullets for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) #print(len(self.bullets)) self._check_bullet_alien_collision() def _check_bullet_alien_collision(self): '''response to impacts''' # check if any bullets hit the aliens # if so lets remove the 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() if not self.aliens: self._start_new_level() def _create_fleet(self): '''creating the fleet of aliens!''' #creating an alien and find the number of of aliens in a row #spacing between each alien is the width of one alien 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) num_aliens_x = available_space_x // (2 * alien_width) #determine how many rows we can add ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height) num_rows = available_space_y // (3 * alien_height) #create the full fleet! for row_num in range(num_rows): for alien_num in range(num_aliens_x): self._create_alien(alien_num, row_num) def _create_alien(self, alien_num, row_num): # creating an alien and then placing it in a row alien = Alien(self) alien_width, alien_height = alien.rect.size alien.x = alien_width + 2 * alien_width * alien_num alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_num self.aliens.add(alien) def _update_aliens(self): '''Check if the fleet is at the edge and Update the position of the aliens in the fleet''' self._check_fleet_edges() self.aliens.update() #look for alien-ship collisions if pygame.sprite.spritecollideany(self.ship, self.aliens): #print('Ship hit!!!') self._ship_hit() self._check_aliens_bottom() def _check_fleet_edges(self): '''respond to the event of the fleet hitting the edge of the screen''' for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): '''drop the fleet and change its direction''' for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def _ship_hit(self): '''response if ship is hit by alien''' if self.stats.ships_left > 0: # you lose a ship 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): '''see if there are any aliens on the bottom''' screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: self._ship_hit() break def _check_play_button(self, mouse_pos): ''' start a new game when play is clicked''' button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: self.settings.initialize_dynamic_settings() self._restart_game() def _restart_game(self): # reset game stats self.stats.reset_stats() self.stats.game_active = True #load the images for score, level, ships lives, and high score self.sb.prep_images() # remove any of the bullets and aliens self.aliens.empty() self.bullets.empty() # create new fleet self._create_fleet() self.ship.center_ship() # hide mouse cursor pygame.mouse.set_visible(False) def _start_new_level(self): # destroy existing bullets and create new fleet self.bullets.empty() self._create_fleet() self.settings.increase_speed() # increase the level indication self.stats.level += 1 self.sb.prep_level()
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("YAKS! in Space") # Create an instance to store game statistics. self.stats = GameStats(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.boomerangs = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() # set the background color self.bg_color = self.settings.bg_color # Make the Play Button self.play_button = Button(self, "Play") # Create an instance to store game statistics and create a scoreboard. self.stats = GameStats(self) self.sb = Scoreboard(self) def run_game(self): """Start the main loop for the game""" while True: # Watch for keyboard and mouse events self._check_events() if self.stats.game_active: self.ship.update() self._update_bullets() self._update_aliens() self._update_boomerangs() self._update_screen() 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 _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: if alien.rect.bottom >= screen_rect.bottom: # Treat this the same as if the ship got hit. self._ship_hit() break def _check_bullet_alien_collions(self): """respond to bullet-alien collisions.""" # Check for any bullets that have hit aliens. # if so, get rid of the bullet and the alien. bullet_collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if bullet_collisions: for aliens in bullet_collisions.values(): self.stats.score += self.settings.alien_points * len(aliens) self.sb.prep_score() self.sb.check_high_score() # do the same thing for the boomerangs boomerang_collisions = pygame.sprite.groupcollide( self.boomerangs, self.aliens, False, True) if boomerang_collisions: for aliens in boomerang_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 the level self.stats.level += 1 self.sb.prep_level() def _check_events(self): """response to keypress 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) def _check_fleet_edges(self): """Response 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_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() 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_SPACE: self._fire_bullet() elif event.key == pygame.K_b: self._fire_boomerang() 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 statistics self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() # Reset the game settings self.settings.initialize_dynamic_settings() # 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 _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 _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 teh 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 _fire_boomerang(self): """Creates a boomerang and sends it out""" if len(self.boomerangs) < self.settings.boomerang_allowed: new_boomerang = Boomerang(self) self.boomerangs.add(new_boomerang) 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 _ship_hit(self): """Respond to the ship being hit by an alien.""" # Confirm the player still has ships, otherwise the game over 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() self.boomerangs.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 _update_aliens(self): """Update the position of all aliens in the fleet.""" self._check_fleet_edges() self.aliens.update() 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 _update_boomerangs(self): """update the position of the boomerangs and get rid of any off the map""" # update boomerang positions self.boomerangs.update() # Get rid of boomerangs that have returned below the ship screen_rect = self.screen.get_rect() for boomerang in self.boomerangs.copy(): if boomerang.rect.top > screen_rect.bottom: self.boomerangs.remove(boomerang) if pygame.sprite.spritecollideany(self.ship, self.boomerangs): self._ship_hit() 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_collions() def _update_screen(self): """Update images on the scren, and flip to the new screen.""" self.screen.fill(self.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) self.boomerangs.draw(self.screen) # Draw the play button if the game is inactive. if not self.stats.game_active: self.play_button.draw_button() # Draw the score information. self.sb.show_score() # Make the most recent drawn screen visible. pygame.display.flip()
class AlienInvasion: """Klasa służaca do zarzadzania zasobami i sposobem działania gry """ def __init__(self): """Inicjalizacja gry i utworzenie jej zasoboów""" pygame.init() # wyswietlanie tła 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)# krotka definiujaca fullscrena # self.settings.screen_width = self.screen.get_rect().width # self.settings.screen_height = self.screen.get_rect().height pygame.display.set_caption("Inwazja obcych") #utworzenie egzemplarza do przechowywania danych #dane statystyczne w grze self.stats = GameStats(self) self.sb = Scoreboard(self) self.ship = Ship( self ) # utworzenie egemplrza klasy SHIP, wymaga przekazania obiektu klasy alieninvasion self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() #utworzenie przycisku self.play_button = Button(self, msg="Graj") def run_game(self): """Rozpoczecie petli głownej gry.""" while True: self._check_events() if self.stats.game_active: self.ship.update() self._bullet_update() self._update_aliens() self._update_screen() def _ship_hit(self): """reakcaj na uderzenie obcego w statek""" if self.stats.ships_left > 0: #zmniejszenie wartosci ships_left self.stats.ships_left -= 1 self.sb.prep_ships() #usuniecie obcych i pociskow self.aliens.empty() self.bullets.empty() #utworzenie zawartosci listy aliens i bullets self._create_fleet() self.ship.center_ship() sleep(0.5) else: self.stats.ships_left -= 1 self.sb.prep_ships() self.stats.game_active = False pygame.mouse.set_visible(True) def _create_fleet(self): """Utworzenie pelnej floty obcych""" #utworzenie obcego, i okreslenei ile obcych miesci sie w rzedzie alien = Alien(self) alien_width, alien_height = alien.rect.size available_space_x = self.settings.screen_width - (4 * alien_width) number_aliens_x = available_space_x // (2 * alien_width) #usalenie ile rzedow obcych zmiesci sie na ekranie ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - (5 * alien_height) - ship_height) number_rows = available_space_y // (2 * alien_height) #pierwszy rzad obcych for row_number in range(number_rows): for alien_number in range(number_aliens_x): #tworzymy obecego i umieszczamy w rzedzie self._create_alien(alien_number, row_number) def _create_alien(self, alien_number, row_number): """Utworzenie obcego i umieszczenie go w rzedzie""" 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 _bullet_update(self): """Uaktualnienie polozenia pociskow i usniecie tych nie widocznych""" # uaktualnia polozenie self.bullets.update() # usuniecie pociskow poza ekranem for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) self._check_bullet_alien_collisins() def _check_aliens_bottom(self): """sprawdzenie czy ktory kolwiek obcy dotarl do dolnej krawedzi ekranu""" screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: self._ship_hit() break def _check_bullet_alien_collisins(self): # sprawdzanie czy pocisk trafil obcego, jesli tak osuwamy i pocisk i obcego 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() print(self.sb.stats.score) if not self.aliens: # pozbycie sie pociskow i utworzenie nowej floty self.bullets.empty() self._create_fleet() self.settings.increase_speed() #inkrementacja numeru poziomu self.stats.level += 1 self.sb.prep_level() def _check_events(self): """_metoda pomocnicza nie do wywołania dla egemplarza klasy""" """Reakcja na zdarzenie klawiatury i myszy""" for event in pygame.event.get(): # petla zdarzen 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: # sprawdzamy nacisniecie klawisz self._check_keydown_events(event) elif event.type == pygame.KEYUP: # jesli klawisz podniesiony t # o nie przesuwamy self._check_keyup_events(event) def _check_keydown_events(self, event): """Reakacja na nacisniecie klawisza""" if event.key == pygame.K_RIGHT: # czy nacisniety klawisz to prawy kursor 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_SPACE: self._fire_bullet() elif event.key == pygame.K_q: # zamkniecie w przypadku wcisniecia q sys.exit() def _check_keyup_events(self, event): """Reakcja na zwolnienie klawisz""" 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 _check_play_button(self, mouse_pos): """rozpoczecie nowej gry po wcisnieciu przycisku""" button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: #wyzerowanie ustawien gry 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() #usuniecie listy aliens i bullets self.aliens.empty() self.bullets.empty() #utworzenie nowej floty i wysrodkowanie statku self._create_fleet() self.ship.center_ship() #ukrycie kursora myszy pygame.mouse.set_visible(False) def _fire_bullet(self): """Utworzenie nowego pocisku i dodanie go do grupy pociskow""" if len(self.bullets) < self.settings.bullet_alowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_screen(self): """Uaktualnianie obrazu na ekranie""" # odswiezanie ekranu self.screen.fill(self.settings.bg_color) # definicja tła self.ship.blitme() # wyswietlenie statkum nad tłem for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) #wyswietlenie inf o punktach self.sb.show_score() #wyswietlenie przycisku tylko gdy gra nie aktywna if not self.stats.game_active: self.play_button.draw_button() # wyswietlenie ostatnio zmodyfikowanego ekranu, odswiezanie ekranu pygame.display.flip() def _update_aliens(self): """Uaktualnienie polozenie wszystkich obcych we flocie""" self._check_fleet_edges() self.aliens.update() #wykrywanie kolizji miedzy obcym i statkiem if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() #wyszukanie obcych uderzajcych w dolna krawedz self._check_aliens_bottom() def _check_fleet_edges(self): """Odpowiednia reakcja gdy opcy dotrze do krawedzi ekranu""" for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): """przesuniecie floty w dol i zmiana kierunku""" for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1