示例#1
0
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("Alien Invasion")

        # Create an instance to store game statistics.
        self.stats = GameStats(self)

        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")

        # Make difficulty level buttons.
        self._make_difficulty_buttons()

    def _make_difficulty_buttons(self):
        """Make buttons that allow player to select difficulty level."""
        self.easy_button = Button(self, "Easy")
        self.medium_button = Button(self, "Medium")
        self.difficult_button = Button(self, "Difficult")

        # Position buttons so they don't all overlap.
        self.easy_button.rect.top = (self.play_button.rect.top +
                                     1.5 * self.play_button.rect.height)
        self.easy_button._update_msg_position()

        self.medium_button.rect.top = (self.easy_button.rect.top +
                                       1.5 * self.easy_button.rect.height)
        self.medium_button._update_msg_position()

        self.difficult_button.rect.top = (self.medium_button.rect.top +
                                          1.5 * self.medium_button.rect.height)
        self.difficult_button._update_msg_position()

    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)
                self._check_difficulty_buttons(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 _check_difficulty_buttons(self, mouse_pos):
        """Set the appropriate difficulty level."""
        easy_button_clicked = self.easy_button.rect.collidepoint(mouse_pos)
        medium_button_clicked = self.medium_button.rect.collidepoint(mouse_pos)
        diff_button_clicked = self.difficult_button.rect.collidepoint(
            mouse_pos)
        if easy_button_clicked:
            self.settings.difficulty_level = 'easy'
        elif medium_button_clicked:
            self.settings.difficulty_level = 'medium'
        elif diff_button_clicked:
            self.settings.difficulty_level = 'difficult'

    def _start_game(self):
        """Start a new game."""
        # Reset the game settings.
        self.settings.initialize_dynamic_settings()

        # Reset the game statistics.
        self.stats.reset_stats()
        self.stats.game_active = True

        # 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()
        elif event.key == pygame.K_p and not self.stats.game_active:
            self._start_game()

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

    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_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 _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

            # 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 _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 _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 play button if the game is inactive.
        if not self.stats.game_active:
            self.play_button.draw_button()
            self.easy_button.draw_button()
            self.medium_button.draw_button()
            self.difficult_button.draw_button()

        pygame.display.flip()
示例#2
0
class AlienInvasion:
    """overall class for game and behavior"""
    def __init__(self):
        """initialize game and create game"""
        pygame.init()
        self.settings = Settings()

        #screen full
        self.screen = pygame.display.set_mode(
            (self.settings.screen_width, self.settings.screen_height))
        pygame.display.set_caption("ALIEN INVASION")

        #create instance to store game stats
        self.stats = GameStats(self)
        #create scoreboard
        self.sb = Scoreboard(self)
        #ship
        self.ship = Ship(self)
        #bullet
        self.bullets = pygame.sprite.Group()
        #alien
        self.aliens = pygame.sprite.Group()

        #aliens
        self._create_fleet()

        #make play button
        self.play_button = Button(self, "Play")

        #Make difficulty_level button
        self._make_difficulty_buttons()

        #end game

    def _make_difficulty_buttons(self):
        """Make buttons that allow player to select difficulty level."""
        self.easy_button = Button(self, "Easy")
        self.medium_button = Button(self, "Medium")
        self.hard_button = Button(self, "Hard")

        # Position buttons so they don't all overlap.
        self.easy_button.rect.top = (self.play_button.rect.top +
                                     1.5 * self.play_button.rect.height)
        self.easy_button._update_msg_position()

        self.medium_button.rect.top = (self.easy_button.rect.top +
                                       1.5 * self.easy_button.rect.height)
        self.medium_button._update_msg_position()

        self.hard_button.rect.top = (self.medium_button.rect.top +
                                     1.5 * self.medium_button.rect.height)
        self.hard_button._update_msg_position()

    def run_game(self):
        #Set fps for the game
        FPS = 80
        clock = pygame.time.Clock()
        """Start the main loop for the game"""
        while True:
            clock.tick(FPS)
            self.screen.fill((0, 0, 0))
            #chekc for inputs activities
            self._check_events()

            if self.stats.game_active:
                #update ship
                self.ship.update()
                #update bullets
                self._update_bullets()
                #upadte aliens
                self._update_aliens()

            #monitor screen
            self._update_screen()

    def _check_events(self):
        #watch for keyboard and mouse event
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self._close_game()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)
                self._check_difficulty_buttons(mouse_pos)
            #key up and left + right
            elif event.type == pygame.KEYDOWN:
                self._check_keydown_events(event)
            #key down and left + right
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)

    def _check_play_button(self, mouse_pos):
        """Start a new game when player click play"""
        button_clicked = self.play_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            self._start_game()

    def _check_difficulty_buttons(self, mouse_pos):
        """Set the appropriate difficulty level."""
        easy_button_clicked = self.easy_button.rect.collidepoint(mouse_pos)
        medium_button_clicked = self.medium_button.rect.collidepoint(mouse_pos)
        hard_button_clicked = self.hard_button.rect.collidepoint(mouse_pos)
        if easy_button_clicked:
            self.settings.difficulty_level = 'easy'
        elif medium_button_clicked:
            self.settings.difficulty_level = 'medium'
        elif hard_button_clicked:
            self.settings.difficulty_level = 'hard'

    def _start_game(self):
        #Reset the game statistics
        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()

        #get rid of remain aliens + bullets
        self.aliens.empty()
        self.bullets.empty()

        #create a new fleet and center the ship
        self._create_fleet()
        self.ship.center_ship()

        #Hide the mosue cursor
        pygame.mouse.set_visible(False)

    #check down key
    def _check_keydown_events(self, event):
        #respont to keypresses
        if event.key == pygame.K_RIGHT:
            #move ship to right
            self.ship.moving_right = True
        elif event.key == pygame.K_LEFT:
            #move ship to left
            self.ship.moving_left = True
            #exit key with q
        elif event.key == pygame.K_q:
            self._close_game()
            #fire bullet
        elif event.key == pygame.K_SPACE:
            self._fire_bullet()
        elif event.key == pygame.K_p and not self.stats.game_active:
            self._start_game()

    def _check_keyup_events(self, event):
        #respont to key realeases
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = False
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = False

    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 _check_aliens_bottom(self):
        """Check if any aliens have reached a bottom"""
        screen_rect = self.screen.get_rect()
        for alien in self.aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                #treat this same as ship got hit
                self._ship_hit()
                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

    #control bullet
    def _fire_bullet(self):
        """Create new bullet and add it to bullets group"""
        #limit bullets to 5
        if len(self.bullets) < self.settings.bullets_allowed:
            new_bullet = Bullet(self)
            self.bullets.add(new_bullet)
            se.bullet_sound.play()

    def _update_bullets(self):
        """Update pos of bullets and get rid of old"""
        #update bullet
        self.bullets.update()
        #delete bullet
        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):
        #check any bullets hit alien_speedif so, get rid of 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()
            se.alien_sound.play()

        if not self.aliens:
            #destory existing bullets and create new fleet
            self.bullets.empty()
            self._create_fleet()
            self.settings.increse_speed()

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

    def _update_aliens(self):
        """Check if fleet is at egde 
        If so -> update pos of all aliens
        """
        self._check_fleet_edges()
        """"Update pos of all aliens in fleet"""
        self.aliens.update()

        #look for alien-ship collisions
        if pygame.sprite.spritecollideany(self.ship, self.aliens):
            self._ship_hit()

        #look for aliens hitting the bot of screen
        self._check_aliens_bottom()

    #alien making
    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 alien and place in row"""
        #create + place
        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_height * row_number
        self.aliens.add(alien)

    def _ship_hit(self):
        """Respond to ship being hit by alien"""
        if self.stats.ships_left > 0:
            se.ship_sound.play()
            #decrement ship_left
            self.stats.ships_left -= 1
            self.sb.prep_ships()

            #get rid of remain aliens and bullets
            self.aliens.empty()
            self.bullets.empty()

            #create new fleet and center 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_screen(self):
        """update image on screen and flip to new screen"""
        #fill color
        #self.screen.fill(self.settings.bg_color)
        self.screen.blit(self.settings.bg, (0, 0))

        #check for ship
        self.ship.blitme()
        #update bullets
        for bullet in self.bullets.sprites():
            bullet.draw_bullet()
        #make aliens
        self.aliens.draw(self.screen)
        #draw scoreboard
        self.sb.show_score()

        #draw play button if game is inactive
        if not self.stats.game_active:
            self.play_button.draw_button()
            self.easy_button.draw_button()
            self.medium_button.draw_button()
            self.hard_button.draw_button()

        #make most recently draw screen possible
        pygame.display.flip()

    def _close_game(self):
        """Save high score and exit"""
        saved_high_score = self.stats.get_saved_high_score()
        if self.stats.high_score > saved_high_score:
            with open('high_score.json', 'w') as f:
                json.dump(self.stats.high_score, f)

        sys.exit()