예제 #1
0
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)
예제 #3
0
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()
예제 #4
0
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()
예제 #5
0
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()