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alien_invasion.py
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import sys
import pygame
from settings import Settings
from player import PlayerShip
from bullet import Bullet
from alien import Alien
class AlienInvasionGame:
"""Overall class to manage game assets and behavior."""
def __init__(self):
"""Initialize the game, and create game resources."""
pygame.init()
self.settings = Settings()
# self._set_full_screen_mode()
self._set_windowed_mode()
# window label text
pygame.display.set_caption('Alien Invasion Game')
self.player = PlayerShip(self)
# group to manage bullets
self.bullets = pygame.sprite.Group()
# Set the background color.
self.bg_color = self.settings.bg_color
# Spawn aliens
self.aliens = pygame.sprite.Group()
self._create_fleet()
def run_game(self):
"""Start the main loop for the game."""
while True:
self._check_events()
self.player.update()
self._update_screen()
self._update_aliens()
self._update_bullets()
def _check_events(self):
"""Check for keypresses and mouse events."""
# Watch for keyboard 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)
def _check_keydown_events(self, event):
"""Respond to keypresses."""
if event.key == pygame.K_d:
self.player.moving_right = True
elif event.key == pygame.K_a:
self.player.moving_left = True
# press q to quit
elif event.key == pygame.K_ESCAPE:
sys.exit()
# space to fire bullets
if event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
"""Respond to key releases."""
if event.key == pygame.K_d:
self.player.moving_right = False
elif event.key == pygame.K_a:
self.player.moving_left = False
def _fire_bullet(self):
"""Create a new bullet and add it tot 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)
# print(len(self.bullets))
def _update_aliens(self):
""" Check if the fleet is at an edge,
then update the positions of all lines in the fleet."""
self._check_fleet_edges()
self.aliens.update()
def _update_screen(self):
"""Update images on the screen, and flip to the new screen."""
# Redraw the screen during each pass throug the loop.
self.screen.fill(self.settings.bg_color)
self.player.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
# Draw aliens
self.aliens.draw(self.screen)
# Make the most recently drawn screen visible.
pygame.display.flip()
def _set_full_screen_mode(self):
"""Run the game in a fullscreen mode"""
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
def _set_windowed_mode(self):
"""Run the game in a window"""
self.screen = pygame.display.set_mode(
(self.settings.screen_width,
self.settings.screen_height))
def _create_fleet(self):
"""Create the fleet of aliens."""
# Make an alien.
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = int(available_space_x // (1.5 * alien_width))
# Determine the number of rows of aliens that fit on the screen.
player_height = self.player.rect.height
available_space_y = (self.settings.screen_height -
(3 * alien_height) - player_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)
# Create the first row of aliens.
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
if __name__ == "__main__":
# Make a game instance, and run the game.
ai = AlienInvasionGame()
ai.run_game()