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alien_invasion.py
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alien_invasion.py
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import sys
from time import sleep
import pygame
from pygame import mixer
import json
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from bullet import Bullet
from alien import Alien
class AlienInvasion:
'''Overall Class to manage game'''
def __init__(self):
pygame.init() #initialize the game and create game resources
self.settings = Settings()
# to create display window of 1200W X 800H
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
#For Fullscreen :
# 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") #set title of the game
#Create an instance to store game statistics, and create a scoreboard
self.stats = GameStats(self)
self.sb = Scoreboard(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')
def run_game(self):
while 1:
self._check_events() # hleper Method (doesn't require instance to call)
if self.stats.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
def _check_events(self):
for event in pygame.event.get(): #Event Loop(wtach for keyboard, mouse)
if event.type == pygame.QUIT: #to Exit
with open('high_score.json', 'w') as f: #to Store the high score
json.dump(self.stats.high_score, f)
sys.exit()
elif event.type == pygame.KEYDOWN: # each key press is registered as KEYDOWN event
self._check_keydown_events(event)
elif event.type == pygame.KEYUP: # each key release is registered as KEYUP event
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):
if event.key == pygame.K_RIGHT: #to move the ship right
self.ship.moving_right = True
elif event.key == pygame.K_LEFT: #to move the ship left
self.ship.moving_left = True
elif event.key == pygame.K_d:
self.ship.moving_right = True
elif event.key == pygame.K_a:
self.ship.moving_left = True
elif event.key == pygame.K_q: #to Quit the game
with open('high_score.json', 'w') as f: #to Store the high score
json.dump(self.stats.high_score, f)
sys.exit()
elif event.key == pygame.K_SPACE or event.key == pygame.K_KP_ENTER:
self._fire_bullet()
mixer.music.load("sounds/gun_shot.mp3")
mixer.music.play()
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_d:
self.ship.moving_right = False
elif event.key == pygame.K_a:
self.ship.moving_left = False
elif event.key == pygame.K_SPACE or event.key == pygame.K_KP_ENTER:
mixer.music.stop()
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.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 the remaining alien 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 _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 the bullet position and get rid of old bullets'''
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_collisoins()
def _check_bullet_alien_collisoins(self):
#check for any bullets that have hit aliens
# If so, get rid of 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:
# Destroy existing bullets and create new fleet
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
#Increase Level
self.stats.level += 1
self.sb.prep_level()
def _update_aliens(self):
'''Check if the fleet is at an edge
Update position 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 _create_fleet(self):
#Create fleet of Aliens
#Create a 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 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_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.ship_left > 0 :
# Decrement ships_left and update scoreboard
self.stats.ship_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()
sleep(1.5) #pause
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
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:
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) #Redraw the screen during each pass through the loop
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() #make most recently drawn screen visible
if __name__ == '__main__':
ai = AlienInvasion()
ai.run_game()