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Game_Functions.py
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267 lines (191 loc) · 8.35 KB
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import sys
import pygame
from Bullet import Bullet
from Alien import Alien
from time import sleep
def check_Events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
# Respond to keypresses and mouse events:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYUP:
check_key_up_events(event, ship)
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)
def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
# Start a new game when the player when the player clicks play
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# Reset the game settings
ai_settings.initialize_dynamic_settings()
# Hide the mouse cursor
pygame.mouse.set_visible(False)
# Reset the game statistics
stats.reset_stats()
stats.game_active = True
# Reset the scoreboard images
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# Empty the list of aliens and bullets
aliens.empty()
bullets.empty()
# Create a new fleet and center the ship
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_keydown_events(event, ai_settings, screen, ship, bullets):
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_UP:
ship.moving_up = True
elif event.key == pygame.K_DOWN:
ship.moving_down = True
elif event.key == pygame.K_SPACE:
# Create a new bullet and add it to a the bullets group
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_key_up_events(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key == pygame.K_UP:
ship.moving_up = False
elif event.key == pygame.K_DOWN:
ship.moving_down = False
def update_Screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
# Redraw the screen during each pass through the loop
screen.fill(ai_settings.bg_color)
# Redraw all bullets behind ship and aliens
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# Draw the score
sb.show_score()
# Draw the play button if the game is inactive
if not stats.game_active:
play_button.draw_button()
# Make the most recent screen visible
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
bullets.update()
# Get rid of old bullets out of the screen
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
# Check for any bullets that have hit aliens
# If so, get rid of the bullet and the alien
# The sprite.groupcollide function returns a dictionary where keys are bullets and values are aliens
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_scores(stats, sb)
# Repopulate the fleet of aliens
if len(aliens) == 0:
# Destroy existing bullets, speedup the game and create new fleet
bullets.empty()
ai_settings.increase_speed()
# If the entire fleet is destroyed, start a new level
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.number_bullets_allowed:
# Create a new bullet and add it to a the bullets group
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings, alien_width):
available_space_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
# Create an alien and place it in a row
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.left = alien.x
alien.rect.top = alien.rect.height + 2 * alien.rect.height * row_number
aliens.add(alien)
def get_number_rows(ai_settings, ship_height, alien_height):
# Determine the number of rows of aliens that fit on the screen
available_space_y = (ai_settings.screen_height - 3 * alien_height - ship_height)
number_rows = int(available_space_y / (2 * alien_height))
return number_rows
def create_fleet(ai_settings, screen, ship, aliens):
# Create a full fleet of aliens
# Create an alien and find the number of aliens in a row
# Spacing between the aliens is one alien width
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
number_aliens_x = get_number_aliens_x(ai_settings, alien_width)
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
# Create the first row of aliens
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
# Create an alien and place it in the row
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets):
# Respond to ship being hit by an alien
if stats.ships_left > 0:
# Decrement ships left
stats.ships_left -= 1
# Update the scoreboard
sb.prep_ships()
# Empty the list of aliens and bullets
aliens.empty()
bullets.empty()
# Create a new fleet and center the ship
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# Pause
sleep(0.5)
else:
stats.game_active = False
def update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets):
# Check if the fleet is at an edge and then update the positions of all aliens in the fleet
check_fleet_edges(ai_settings, aliens)
aliens.update()
# Look for any ship-alien collisions:
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets)
# Look for aliens hitting the bottom of the screen:
check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets)
def check_fleet_edges(ai_settings, aliens):
# Respond appropriately if any aliens have reached an edge
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
# Drop the entire fleet and change the fleet's direction
for alien in aliens.sprites():
alien.rect.top += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets):
# Check if any aliens have reached the bottom of the screen
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# Treat this the same as if the ship got hit
ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets)
break
def check_high_scores(stats, sb):
# Check to see if there is a new high score
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()