def run_game(): pygame.init() screen = pygame.display.set_mode((1200, 800)) pygame.display.set_caption("Sideways Shooter") settings = Settings() target = Target(screen) play_button = Button(settings, screen, "Play") ship = sideways_ship.Ship(settings, screen) bullets = Group() target.draw_target() fun.update_screen(settings, screen, ship, bullets, target) while True: fun.check_events(settings, screen, ship, bullets, play_button) if settings.active: ship.update() fun.update_bullets(bullets, settings) fun.update_screen(settings, screen, ship, bullets, target) target.update(settings) else: pygame.mouse.set_visible(True) play_button.draw_button() pygame.display.flip()
def run_game(): """initialize pygame, settings and screen object.""" pygame.init() settings = Settings() screen = pygame.display.set_mode( (settings.screen_width, settings.screen_height)) pygame.display.set_caption("Target Practice") stats = Stats(settings) ship = Ship(screen, settings) target = Target(screen, settings) play_button = Button(settings, screen, "Play") bullets = Group() while True: gf.check_events(settings, screen, ship, bullets, stats, play_button) if stats.game_running: if len(bullets) == 0: stats.update_stats() print(stats.points) bullet = Bullet(screen, settings, ship) bullets.add(bullet) ship.update(settings) ship.blitme() bullets.update(ship) bullet.load_bullet(ship, settings) bullet.shoot_bullet(ship, bullets, settings) bullet.blitme() gf.check_bullet_target_collisions(settings, screen, bullets, target, stats) target.update() target.draw_target() pygame.display.flip() screen.fill(settings.bg_color)
class TargetPrac: def __init__(self): pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height)) pygame.display.set_caption("Target Practice") # Create an instance to store game statistics. self.stats = GameStats(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.target = Target(self) # 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.target.update() self._update_screen() def _check_events(self): """Respond to keypresses 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_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: self._start_game() def _start_game(self): """Start a new game.""" # Reset the game statistics. self.stats.reset_stats() self.stats.game_active = True # Get rid of any remaining bullets. self.bullets.empty() # Center the ship and target. self.ship.center_ship() self.target.center_target() # Hide the mouse cursor. pygame.mouse.set_visible(False) def _check_keydown_events(self, event): """Respond to keypresses.""" if 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: sys.exit() def _check_keyup_events(self, event): """Respond to key releases.""" if event.key == pygame.K_UP: self.ship.moving_up = False elif event.key == pygame.K_DOWN: self.ship.moving_down = False def _fire_bullet(self): if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_bullets(self): self.bullets.update() for bullet in self.bullets.copy(): if bullet.rect.left >= self.screen.get_rect().right: self.bullets.remove(bullet) self._increment_misses() self._check_bullet_target_collisions() def _increment_misses(self): self.stats.num_misses += 1 if self.stats.num_misses >= self.settings.miss_limit: self.stats.game_active = False pygame.mouse.set_visible(True) def _check_bullet_target_collisions(self): collisions = pygame.sprite.spritecollide(self.target, self.bullets, True) if collisions: self.stats.num_hits += 1 if self.stats.num_hits % self.settings.levelup_hits == 0: self.settings.incease_speed() def _update_screen(self): self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.target.draw_target() if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip()
class TargetPractice: """ This class is work for all aspects of game.""" def __init__(self): """In this method we make helpful attributes and create a instance of class which is usefull for our GAME.""" pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) self.screen_width = self.screen.get_rect().width self.screen_height = self.screen.get_rect().height pygame.display.set_caption('Target Practice') self.stats = GameStats(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.target = Target(self) self.i = 0 # Make the play button. self.play_button = Button(self, 'Play') def run_game(self): """this method collects all methods and helper methods to make run_GAME.""" while True: # Watch for keyword and mouse events. self._check_events() if self.stats.game_active: self.ship.update() self._update_bullets() self._target_increase() self._update_target() self._update_screen() def _check_events(self): """This method for checking keyword events and mouse events.""" for event in pygame.event.get(): if 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 stastics. self.settings.initialize_dynamic_settings() self.stats.reset_stats() self.stats.game_active = True # Get rid of any remaining bullets. self.bullets.empty() # Create a center ship. self.ship.center_ship() # Hide the mouse cursor. pygame.mouse.set_visible(False) def _check_keydown_events(self, event): """ check keyboard and mouse click.""" if event.key == pygame.K_UP: self.ship.up = True elif event.key == pygame.K_DOWN: self.ship.down = True elif event.key == pygame.K_q: sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullet() def _check_keyup_events(self, event): """ check keyword and mouse up.""" if event.key == pygame.K_UP: self.ship.up = False elif event.key == pygame.K_DOWN: self.ship.down = False def _fire_bullet(self): if len(self.bullets) < self.settings.bullet_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_bullets(self): self.bullets.update() for bullet in self.bullets.copy(): if bullet.rect.left > 1350: self.i += 1 self.bullets.remove(bullet) elif self.i == 3: self.stats.game_active = False pygame.mouse.set_visible(True) print(len(self.bullets)) def _update_target(self): """allow target to move.""" self._check_target_edges() self.target.update() if pygame.sprite.spritecollideany(self.target, self.bullets) or self.i == 3: self._target_hit() def _target_increase(self): """target speed and ship speed increase.""" if pygame.sprite.spritecollideany(self.target, self.bullets): sleep(2.0) self.bullets.empty() self.settings.increase_speed() def _target_hit(self): self.i = 0 self.bullets.empty() self.ship.center_ship() sleep(0.5) self.stats.game_active = False pygame.mouse.set_visible(True) def _check_target_edges(self): """Respond appropriately if any aliens have reached an edge.""" if self.target.check_edges(): self.settings.target_direction *= -1 def _update_screen(self): """ this method to draw on screen and flip.""" self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.target.draw_target() # Draw the play button if the is inactive. if not self.stats.game_active: self.play_button.draw_button() # Make the most recently drawn screen visible. pygame.display.flip()
class TargetPractice: """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("Target Practice") # Create an instance to store game statistics. self.stats = GameStats(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.target = Target(self) # 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.target.update() self._update_screen() def _check_events(self): """Respond to keypresses 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_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: self._start_game() def _start_game(self): """Start a new game.""" # Reset dynamic settings and game statistics. self.settings.initialize_dynamic_settings() self.stats.reset_stats() self.stats.game_active = True # Get rid of any remaining bullets. self.bullets.empty() # Center the ship and target. self.ship.center_ship() self.target.center_target() # Hide the mouse cursor. pygame.mouse.set_visible(False) def _check_keydown_events(self, event): """Respond to keypresses.""" if 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: sys.exit() def _check_keyup_events(self, event): """Respond to key releases.""" if event.key == pygame.K_UP: self.ship.moving_up = False elif event.key == pygame.K_DOWN: self.ship.moving_down = 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. Also, update stats for number of misses. """ # Update bullet positions. self.bullets.update() # Get rid of bullets that have disappeared. for bullet in self.bullets.copy(): if bullet.rect.left >= self.screen.get_rect().right: self.bullets.remove(bullet) self._increment_misses() self._check_bullet_target_collisions() def _increment_misses(self): """Increment the number of misses, and check if the game shold end.""" self.stats.num_misses += 1 if self.stats.num_misses >= self.settings.miss_limit: self.stats.game_active = False pygame.mouse.set_visible(True) def _check_bullet_target_collisions(self): """Check whether any bullets have hit the target.""" collisions = pygame.sprite.spritecollide( self.target, self.bullets, True) if collisions: # Update stats, and see if game should speed up. self.stats.num_hits += 1 if self.stats.num_hits % self.settings.levelup_hits == 0: self.settings.increase_speed() 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() self.target.draw_target() # Draw the play button if the game is inactive. if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip()