Exemplo n.º 1
0
def run_game():
    # 初始化游戏并创建一个屏幕对象
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    #创建Play按钮
    play_button = Button(ai_settings, screen, "Play")
    # 创建一艘飞船,一个子弹编组,一个外星人编组
    stats = Game_stats(ai_settings)
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()
    # 创建外星人群
    gf.create_fleet(ai_settings, screen, ship, aliens)
    # 创建存储游戏统计信息的实例,并创建记分牌
    stats = Game_stats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    # 开始游戏的主循环
    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
        if stats.game_active:
            ship.update()
            #bullets.update()  已添加到game_function中
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
            gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets)
            #gf.update_screen(ai_settings, screen, ship, aliens, bullets, play_button)
        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
Exemplo n.º 2
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	def __init__(self):
		pygame.init()
		self.settings = 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("Meteor shower")
		self.ship = Ship(self)	
		self.bullets = pygame.sprite.Group()
		self.meteors = pygame.sprite.Group()
		self._create_rain()
		self.super_bullets = pygame.sprite.Group()
		self.stats = Game_stats(self)
		self.sb = Scoreboard(self)
		self.play_button = Button(self , "Play")
Exemplo n.º 3
0
def run_game():
    # 初始化游戏并创建一个屏幕对象
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))  # 屏幕显示大小
    pygame.display.set_caption = ('Alien Invasion')

    # 创建 Play 按钮
    play_button = Button(ai_settings, screen, 'Play')

    # 创建一艘飞船
    ship = Ship(ai_settings, screen)
    # 创建一个用于储存子弹的编组
    ship_bullets = pygame.sprite.Group()
    # 创建一个外星人编组
    aliens = pygame.sprite.Group()
    # 创建一组道具
    items = pygame.sprite.Group()

    # 创建一个用于储存游戏统计信息的对象
    stats = Game_stats(ai_settings)

    # 创建记分牌
    sb = Scoreboard(ai_settings, screen, stats)

    # 创建外星人群
    stats.create_alien_time = time()
    gf.create_fleet(ai_settings, screen, stats, aliens)

    # 开始游戏主循环
    while True:
        # 监视键盘和鼠标事件
        gf.check_events(ai_settings, screen, stats, play_button, ship, aliens,
                        ship_bullets, items)

        if stats.game_active:
            # 更新状态
            ship.update()
            gf.update_ship_bullets(ai_settings, screen, stats, sb, ship,
                                   aliens, ship_bullets, items)
            gf.update_alien_bullets(ai_settings, stats, ship, aliens)
            gf.update_items(ai_settings, screen, stats, ship, items)
            gf.update_aliens(ai_settings, screen, stats, ship, aliens,
                             ship_bullets)

        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens,
                         ship_bullets, play_button, items)
Exemplo n.º 4
0
def run_game():

    # intialize the game and create the screen object
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption('Alien invasion')

    # make a ship, groupe to store all bullets and a group to store all aliens
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()

    stats = Game_stats(ai_settings)
    play_button = Button(ai_settings, screen, 'Play')
    sb = Scoreboard(ai_settings, screen, stats)
    gf.create_fleet(ai_settings, screen, ship, aliens, sb)

    # start the main loop for the game
    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
                        aliens, bullets)
        if stats.game_active:
            ship.update()
            bullets.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
                              bullets)
            gf.check_bullet_alien_collision(ai_settings, screen, stats, sb,
                                            ship, aliens, bullets)
            gf.update_aliens(ai_settings, stats, sb, screen, ship, aliens,
                             bullets)
        gf.update_sreen(ai_settings, screen, stats, sb, ship, aliens, bullets,
                        play_button)
Exemplo n.º 5
0
def run_game():
    pygame.init()

    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    ship = Ship(ai_settings, screen)
    play_button = Button(ai_settings, screen, "Play")

    bullets = Group()
    aliens = Group()

    gf.create_fleet(ai_settings, screen, ship, aliens)
    stats = Game_stats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    while True:

        gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
                        aliens, bullets)

        if stats.game_active:

            ship.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
                              bullets)
            gf.update_aliens(ai_settings, stats, sb, screen, ship, aliens,
                             bullets)

        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
                         play_button)
Exemplo n.º 6
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def run_game():
    #初始化遊戲並創建一個屏幕對象
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption('Alien Invasion')
    play_button = Button(ai_settings, screen, 'Play')
    name = Author_Name(ai_settings, screen, 'Notail_Peng')
    #創建一搜飛船
    stats = Game_stats(ai_settings)
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()

    #創建外星人群
    gf.create_fleet(ai_settings, screen, ship, aliens)
    #創建一個外星人
    #alien = Alien(ai_settings,screen)
    #開始遊戲的主循環
    while True:

        #監視鍵盤和鼠標事件
        gf.check_events(ai_settings, screen, stats, play_button, ship, aliens,
                        bullets)

        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, ship, aliens, bullets)
            gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
        #每次循環時都重繪屏幕讓最近繪製的屏幕可見
        gf.update_screen(ai_settings, screen, stats, ship, aliens, bullets,
                         play_button, name)
Exemplo n.º 7
0
def run_game():
    # Инициализируем игру и создаем объект экрана
    pygame.init()
    sb_settings = Settings()

    screen = pygame.display.set_mode(
        (sb_settings.screen_width, sb_settings.screen_height))
    pygame.display.set_caption("Sniper box")

    # Создаем экземпляр для игровой статистики.
    stats = Game_stats(sb_settings)

    # Создаем корабль
    ship = Ship(sb_settings, screen)
    # Создаем группы для хранения пуль
    bullets = Group()
    boxes = Group()

    # Создаём группу для коробочек
    gf.create_fleet(sb_settings, screen, boxes)

    # Запуск основного цикла игры
    while True:
        # Отслеживания событий клавиатуры и мыши.
        gf.check_events(sb_settings, screen, ship, bullets)
        ship.update()
        gf.update_bullets(sb_settings, stats, screen, ship, boxes, bullets)
        gf.update_boxes(sb_settings, boxes)
        gf.update_screen(sb_settings, screen, ship, boxes, bullets)
Exemplo n.º 8
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def run_game():
    """main loop of the game"""
    #intialization of pygame library
    pygame.init()
    #initializing all needed objects
    settings = Settings()
    screen = pygame.display.set_mode(
        (settings.screen_width, settings.screen_height))
    ball = Ball(screen)
    pad = Pad(settings, screen)
    pad1 = Pad1(settings, screen)
    stats = Game_stats(settings)
    pygame.display.set_caption("Pong")
    sb = Scoreboard(screen, stats)
    sb1 = Scoreboard1(screen, stats)
    start_button = Button(screen, settings, "START")

    while True:
        #using functions from module
        gf.check_events(settings, screen, pad, pad1, stats, start_button)
        gf.update_screen(settings, screen, pad, pad1, ball, stats,
                         start_button, sb, sb1)
        if stats.game_active:
            pad.update(settings)
            pad1.update(settings)
            gf.update_ball(ball, settings, pad, pad1, stats, sb, sb1)
def run_game():
    """初始化游戏并创建一个屏幕对象"""
    pygame.init()
    ai_settings=Settings()
    screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
    pygame.display.set_caption('外星人入侵')
    ship=Ships(screen,ai_settings)
    #创建一个子弹编组
    bullets=Group()
    #创建一个外星人编组
    aliens=Group()
    #在编组中添加外星人
    gf.create_fleet(screen,ai_settings,ship,aliens)
    #创建一个游戏状态的用例
    game_stats=Game_stats(ai_settings)
    #创建一个button用例
    play_button=Button(screen,ai_settings,'play')
    #创建一个记分牌的用例
    score_board=Scoreboard(screen,ai_settings,game_stats)
    #开始游戏的主循环
    while True:
        #监听键盘和鼠标事件
        gf.check_events(screen,ai_settings,ship,bullets,aliens,game_stats,play_button,score_board)
        #游戏处于运行状态时,以下功能才运行
        if game_stats.game_stats:
                #更新飞机的位置
                ship.update()
                #更新子弹
                gf.update_bullets(screen,ai_settings,ship,bullets,aliens,game_stats,score_board)
                #更新外星人
                gf.update_aliens(screen,ai_settings,ship,aliens,game_stats,score_board)
                #绘制最近的屏幕 
        gf.update_screen(screen,ai_settings,ship,bullets,aliens,game_stats,play_button,score_board)
Exemplo n.º 10
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def run_game():
    pygame.init()
    a = settings()
    screen = pygame.display.set_mode((a.screen_width, a.screen_height))
    pygame.display.set_caption("Alien Invasion")
    #creat a ship
    ship = Ship(a, screen)

    #creat a group to save bullets
    #Group() is a class from pygame.sprite
    # bullets should out of while loop
    bullets = Group()
    #creat a group of alien
    aliens = Group()
    gf.create_fleet(a, screen, aliens, ship)
    stats = Game_stats(a)
    while True:
        # monitor the event of keyboard and mouse
        gf.check_events(a, screen, ship, bullets)

        # to malke sure which parts are running
        if stats.game_active:
            ship.update()
            # the bullets are deleted
            gf.update_bullets(a, screen, ship, aliens, bullets)
            gf.update_aliens(a, screen, ship, aliens, bullets, stats)
        gf.update_screen(a, screen, ship, bullets, aliens)
Exemplo n.º 11
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def run_game():
    #inizilizziamo il gioco e creiamo gli oggetti a schermo
    pygame.init()
    #instanziamo un oggetto impostazioni
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    icona = pygame.image.load("./static/images/icona.png")
    pygame.display.set_icon(icona)
    pygame.display.set_caption("Alien invasion")

    #crazione istanza delle statistiche di gioco
    stats = Game_stats(ai_settings)

    # crazione bottone per avvio del gioco
    play_button = Button(ai_settings, screen, "Touch here or type 'p'")

    # creazione scoreboard
    scoreboard = Scoreboard(ai_settings, screen, stats)

    # creazione navetta
    ship = Ship(screen, ai_settings)

    # creazione  gruppo per alieni
    aliens = Group()

    # creazione della flotta di alieni
    gf.create_fleet(ai_settings, screen, aliens, ship)

    # gruppo dove immagazzinare i proiettili
    bullets = Group()

    #inzia il loop principale per il gioco
    while True:
        # rileva eventi di input
        gf.check_events(ai_settings, screen, stats, play_button, ship, bullets,
                        aliens, scoreboard)

        if stats.game_active:
            # aggiorna posizione nave
            ship.update()
            # aggiorna posizione alieni
            gf.update_aliens(ai_settings, stats, screen, aliens, ship, bullets,
                             scoreboard)
            # aggiorna posizione proiettili
            gf.update_bullets(ai_settings, screen, ship, bullets, aliens,
                              stats, scoreboard)

    #  else:
    #      sys.exit()

    # aggiorna oggetti a schermo
        gf.update_screen(ai_settings, screen, stats, ship, aliens, bullets,
                         play_button, scoreboard)
    def __init__(self):
        """Intialize the game and create game resources."""
        pygame.init()
        self.settings = 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,
        #   and create a scoreboard.
        self.stats = Game_stats(self)
        self.sb = Scoreboard(self)
        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._create_fleet()

        # Make a play button.
        self.play_button = Button(self, "Play")
        # Start Alien Invasion in active state.
        self.stats.game_active = False
Exemplo n.º 13
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def run_game():
    # inicializa o jogo e cria um objeto para a tela
    pygame.init()

    ai_settings = Settings()

    # tela do jogo
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption(ai_settings.title)

    # Botão play
    play_button = Button(ai_settings, screen, "Play!")

    # estatísticas iniciais
    stats = Game_stats(ai_settings)

    sb = ScoreBoard(ai_settings, screen, stats)

    # espaçonave
    ship = Ship(ai_settings, screen)

    # grupo de projéteis
    bullets = Group()

    # grupo de aliens
    aliens = Group()

    gf.create_fleet(ai_settings, screen, ship.rect.height, aliens)

    # Inicia o laço principal do jogo
    while True:
        # Observa eventos de teclado e mouse
        gf.check_events(ai_settings, screen, stats, play_button, ship, aliens,
                        bullets)
        if stats.game_active:
            ship.update()
            gf.update_bullets(bullets, ai_settings, screen, stats, sb, ship,
                              aliens)
            gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens,
                             bullets)

        gf.update_screen(play_button, ai_settings, stats, sb, screen, ship,
                         aliens, bullets)
Exemplo n.º 14
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def run_game():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    ship = Ship(ai_settings, screen)
    stats = Game_stats(ai_settings)
    bullets = Group()
    aliens = Group()
    gf.create_fleet(ai_settings, screen, aliens, ship)
    pygame.display.set_caption(ai_settings.game_name)

    while True:
        gf.check_evens(ship, bullets, ai_settings, screen)
        ship.update()
        bullets.update()
        gf.update_bullets(bullets, aliens, ship, ai_settings, screen)
        gf.update_aliens(ai_settings, stats, aliens, ship, bullets, screen)
        gf.update_screen(ship, bullets, aliens, ai_settings,  screen)
Exemplo n.º 15
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def run_game():
    """ Initialize Game and Create a Screen Object """

    # Setting Object
    game_setting = Settings()
    screen = pg.display.set_mode((game_setting.screen_width, game_setting.screen_height))
    pg.display.set_caption("Alien Invasion")

    #Make Play Button
    playButton = Button(game_setting, screen, 'Play')


    #Create an Instance to store game statistics
    stats = Game_stats(game_setting)
    
    #Creating Instance of ScoreBoard
    sb = Scoreboard(game_setting, screen, stats)

    #Make a Ship
    ship = Ship(game_setting, screen)
    bullets = Group()
    aliens = Group()

    #Background
    bg = pg.image.load('./images/bg.png')

    # #Set Background color
    # bg_color = game_setting.bg_color
    gf.create_fleet(game_setting, screen, ship, aliens)

    while True:
        "Main Game Loop"

        # Keyboard and Mouse Events
        gf.check_events(game_setting, screen, stats, sb, ship, aliens, bullets, playButton)

        if stats.game_active:
            ship.update()
            gf.update_bullets(game_setting, screen, stats, sb, ship, aliens, bullets)
            gf.update_alien(game_setting, stats, screen, sb, ship, aliens, bullets)
            
        gf.update_screen(game_setting, screen, stats, sb, ship, aliens, bullets, bg, playButton)
Exemplo n.º 16
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def run_game():
    #initialize the pygame, settings and a screen object
    pygame.init()

    # creating a screen object
    game_settings = Settings()
    screen = pygame.display.set_mode(
        (game_settings.screen_Width, game_settings.screen_height))
    pygame.display.set_caption("ALIEN INVASION")

    #Make the play button.
    play_button = Button(game_settings, screen, "PLAY")

    #Create an instance to store game statistics and create a scoreboard
    stats = Game_stats(game_settings)
    scoreboard = Scoreboard(game_settings, screen, stats)

    #Make a ship by using an instance of the Ship class, a group of bullets and a group of aliens
    ship = Ship(game_settings, screen)
    bullets = Group()
    aliens = Group()

    #Create the fleet of aliens
    g_functions.create_fleet(game_settings, screen, ship, aliens)

    #start the main loop for the game
    while True:
        g_functions.check_events(game_settings, screen, stats, scoreboard,
                                 play_button, ship, aliens, bullets)

        if stats.game_active:
            #update ship's position before updating the screen
            ship.update()
            g_functions.update_bullets(game_settings, screen, stats,
                                       scoreboard, ship, aliens, bullets)
            g_functions.update_aliens(game_settings, stats, scoreboard, screen,
                                      ship, aliens, bullets)
        g_functions.update_screen(game_settings, screen, stats, scoreboard,
                                  ship, aliens, bullets, play_button)
Exemplo n.º 17
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def run_game():
    # initiate a screen object
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption('Shoot Trump, Save the World')

    # create play button
    btn_play = Button(ai_settings, screen, 'Play')

    # create a tank
    tank = Tank(ai_settings, screen)
    # create bullet group
    bullets = Group()
    # create enemy
    enemies = Group()
    gf.create_fleet(ai_settings, screen, tank, enemies)
    # create game stats instance
    stats = Game_stats(ai_settings)
    scoreboard = Scoreboard(ai_settings, screen, stats)

    # game main loop
    while True:
        # moniter keyboard and mouse event
        gf.check_events(ai_settings, screen, stats, scoreboard, btn_play, tank,
                        enemies, bullets)
        if stats.game_active:
            tank.update()
            gf.update_bullets(ai_settings, screen, stats, scoreboard, tank,
                              bullets, enemies)
            gf.update_enemies(ai_settings, stats, scoreboard, screen, tank,
                              enemies, bullets)

        gf.update_screen(ai_settings, screen, stats, scoreboard, tank, enemies,
                         bullets, btn_play)
class AlienInvasion:
    """Overall class to manage game assets and behaviour."""
    def __init__(self):
        """Intialize the game and create game resources."""
        pygame.init()
        self.settings = 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,
        #   and create a scoreboard.
        self.stats = Game_stats(self)
        self.sb = Scoreboard(self)
        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._create_fleet()

        # Make a play button.
        self.play_button = Button(self, "Play")
        # Start Alien Invasion in active state.
        self.stats.game_active = False

    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 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 player clicks Play. """
        if self.play_button.rect.collidepoint(
                mouse_pos) 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 new group 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.
        self.bullets.update()

        # Get rid of bullets that have dissappeared.
        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 bullets and aliens collision. """
        # Remove any bullets and aliens that have collided.
        collisions = pygame.sprite.groupcollide(self.bullets, self.aliens,
                                                True, True)

        if not self.aliens:
            # Destroy existing fleet and create a new fleet.
            self.bullets.empty()
            self._create_fleet()
            self.settings.increase_speed()

            # Increase level.
            self.stats.game_level += 1
            self.sb.prep_level()
        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()

    def _update_aliens(self):
        """ 
        Check if the fleet is at an edge,
            then update the position of all 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):
            self._ship_hit()

        # Look for the aliens hitting the bottom of the screen
        self._check_aliens_buttom()

    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 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 _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 bullet.
            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_buttom(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 _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.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()
        pygame.display.flip()
Exemplo n.º 19
0
class MeteorShower:
	def __init__(self):
		pygame.init()
		self.settings = 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("Meteor shower")
		self.ship = Ship(self)	
		self.bullets = pygame.sprite.Group()
		self.meteors = pygame.sprite.Group()
		self._create_rain()
		self.super_bullets = pygame.sprite.Group()
		self.stats = Game_stats(self)
		self.sb = Scoreboard(self)
		self.play_button = Button(self , "Play")

	def _check_event(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_play_button(self , mouse_pos):
		if self.play_button.rect.collidepoint(mouse_pos) and not self.stats.game_active:
			self.stats.reset_stats()
			self.stats.game_active = True
			self.sb.prep_score()
			self.sb.prep_hs()
			self.sb.prep_ships()
			self.sb.show_score()
			self.meteors.empty()
			self.bullets.empty()
			self._create_rain()
			self.ship.center_ship()
			self.settings.initialize_settings()
			pygame.mouse.set_visible(False)

	def _check_keydown_events(self, event):
		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()
		elif event.key == pygame.K_s:
			self._fire_super_bullet()
		elif event.key == pygame.K_p:
			if not self.stats.game_active:
				self.stats.reset_stats()
				self.stats.game_active = True
				self.sb.prep_score()
				self.sb.prep_hs()
				self.sb.prep_ships()
				self.sb.show_score()
				self.meteors.empty()
				self.bullets.empty()
				self._create_rain()
				self.ship.center_ship()
				self.settings.initialize_settings()
				pygame.mouse.set_visible(False)
				

	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

	def _check_meteor_edges(self):
		for meteor in self.meteors.sprites():
			if meteor.check_edges():
				self._change_meteor_direction()
				break

	def _change_meteor_direction(self):
		for meteor in self.meteors.sprites():
			meteor.rect.y += meteor.settings.meteor_drop_speed
		self.settings.meteor_direction *= -1

	def _fire_bullet(self):
		if len(self.bullets) < self.settings.bullet_allowed:
			new_bullet = Bullet(self)
			self.bullets.add(new_bullet)

	def _fire_super_bullet(self):
		if len(self.super_bullets) <= 1 :
			new_super_bullet = Super_bullet(self)
			self.super_bullets.add(new_super_bullet)

	def _create_rain(self):
		meteor = Meteor(self)
		meteor_width , meteor_height = meteor.rect.size
		available_space_x = self.settings.screen_width - (2 * meteor_width)
		number_meteor_x = available_space_x // (2 * meteor_width)
		ship_height = self.ship.rect.height
		available_space_y = (self.settings.screen_height - (3 * meteor_height) - ship_height)
		number_rows = available_space_y // (2 * meteor_height)
		for row_number in range(number_rows):
			for meteor_number in range(number_meteor_x):
				self._create_meteor(meteor_number , row_number)

	def _create_meteor(self , meteor_number , row_number):
		meteor = Meteor(self)
		meteor_width , meteor_height = meteor.rect.size
		meteor.x = 20 + meteor_width + 2 * meteor_width * meteor_number
		meteor.rect.x = meteor.x
		meteor.rect.y = meteor.rect.height + 2 * meteor.rect.height * row_number
		self.meteors.add(meteor)
	
	def _screen_update(self):
		self.screen.fill(self.settings.bg_color)
		self.ship.blitme()
		for bullet in self.bullets.sprites():
			bullet.draw_bullet()
		for bullet in self.super_bullets.sprites():
			bullet.draw_super_bullet()
		self.meteors.draw(self.screen)
		self._check_meteor_edges()
		self.sb.show_score()
		if not self.stats.game_active:
			self.play_button.draw_button()
		pygame.display.flip()

	def _bullet_update(self):
		self.bullets.update()
		for bullet in self.bullets.copy():
			if bullet.rect.bottom <= 0:
				self.bullets.remove(bullet)
		self._check_bullet_meteor_collision()

	def _super_bullet_update(self):
		self.super_bullets.update()
		for bullet in self.super_bullets.copy():
			if bullet.rect.bottom <= 0:
				self.super_bullets.remove(bullet)
		collisions = pygame.sprite.groupcollide(self.super_bullets , self.meteors , False , True)
		if collisions:
			for i in collisions.values():
				self.stats.score += self.settings.meteor_point * len(i)
			self.sb.prep_score()
			self.sb.check_high_score()

	def _check_bullet_meteor_collision(self):
		collisions = pygame.sprite.groupcollide(self.bullets , self.meteors , True , True)
		if collisions:
			for i in collisions.values():
				self.stats.score += self.settings.meteor_point * len(i)
			self.sb.prep_score()
			self.sb.check_high_score()
		if not self.meteors:
			self.super_bullets.empty()
			self.bullets.empty()
			self._create_rain()
			self.settings.increase()
			self.stats.level += 1
			self.sb.prep_level()

	def _meteor_update(self):
		self.meteors.update()
		if pygame.sprite.spritecollideany(self.ship , self.meteors):
			self.ship_hit()
		self._check_meteor_bottom()

	def ship_hit(self):
		if self.stats.ship_left >0:
			self.stats.ship_left -= 1
			self.sb.prep_ships()
			self.bullets.empty()
			self.meteors.empty()
			self.super_bullets.empty()
			self._create_rain()
			self.ship.center_ship()
			sleep(0.5)
		else:
			self.stats.game_active = False
			pygame.mouse.set_visible(True)

	def _check_meteor_bottom(self):
		screen_rect = self.screen.get_rect()
		for meteor in self.meteors.sprites():
			if meteor.rect.bottom >= screen_rect.bottom:
				self.ship_hit()
				break
	
	def run_game(self):
		while True:
			self._check_event()
			if self.stats.game_active:
				self.ship.update()
				self._bullet_update()
				self._super_bullet_update()
				self._meteor_update()
			self._screen_update()