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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 settings import Settings
from ship import Ship
from bullet import Bullet
from alien import Alien
from star import Star
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from random import randint
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))
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 = GameStats(self)
self.sb = Scoreboard(self)
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self.stars = pygame.sprite.Group()
self.drops = pygame.sprite.Group()
self._create_fleet()
# Make the Play button.
self.play_button = Button(self, "Play")
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
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()
# Pause.
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _check_bottom(self):
"""Respond appropriaty if any aliens have reached an edge."""
for drop in self.drops.sprites():
drop.check_bottom()
def _create_star_grid(self):
"""Create the grid of stars."""
# Create an star and find the number of stars in a row.
# Spacing between each star is equal to one star width.
star = Star(self)
star_width, star_height = star.rect.size
available_space_x = self.settings.screen_width - (2 * star_width)
number_stars_x = available_space_x // (2 * star_width)
# Determine the number of rows of stars that fit on the screen.
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height - (3 * star_height))
number_rows = available_space_y // (2 * star_height)
print(available_space_y, number_rows, number_stars_x)
# Create the full fleet of aliens.
for row_number in range(number_rows):
for star_number in range(number_stars_x):
self._create_star(star_number, row_number)
def _create_star(self, star_number, row_number):
# Create an alien and place it in the row.
star = Star(self)
star_width, star_height = star.rect.size
star.x = star_width + 2 * star_width * star_number
star.rect.x = star.x + randint(-50, 50)
star.rect.y = star.rect.height + 2 * star.rect.height * row_number
self.stars.add(star)
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)
print(available_space_y, number_rows, number_aliens_x)
# 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 appropriaty 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 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 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 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_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 _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()
# Check for any bullets that have hit aliens.
# If so, get rid of the bullet and the 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()
def _check_bullet_alien_collisions(self):
"""Response to bullet-alien collisions."""
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,
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 _update_screen(self):
"""Update images on the screen, and flip to the new screen."""
# Redraw the screen during each pass through the loop.
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
self.drops.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()
# Make the most recently drawn screen visible.
pygame.display.flip()
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_UP:
# self.ship.moving_up = True
#elif event.key == pygame.K_DOWN:
# self.ship.moving_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):
"""Response 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
#elif 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)
if __name__ == '__main__':
# Make a game instance, and run the game.
ai = AlienInvasion()
ai.run_game()