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game_functions.py
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game_functions.py
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import sys
import pygame
from pygame import mixer
from time import sleep
from bullet import Bullet
from alien import Alien
def check_events(ai_settings, screen, stats, sb, menu, ship, aliens, bullets):
""" Respond to key presses and mouse events. """
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_menu(ai_settings, screen, stats, sb, menu, ship,
aliens, bullets, mouse_x, mouse_y)
elif event.type == pygame.QUIT:
save_and_quit(stats)
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen,
stats, sb, menu, ship, bullets, aliens)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
def check_keydown_events(event, ai_settings, screen, stats, sb, menu, ship, bullets, aliens):
""" Responds to keypresses. """
if event.key == pygame.K_p:
if not stats.game_active:
start_new_game(ai_settings, screen, stats,
sb, ship, bullets, aliens)
elif stats.game_active and not stats.game_paused:
pause_game(stats, menu)
elif stats.game_active and stats.game_paused:
unpause_game(stats, menu)
elif event.key == pygame.K_ESCAPE:
if stats.game_paused:
unpause_game(stats, menu)
elif not stats.game_paused:
pause_game(stats, menu)
elif event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE and stats.game_active:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
save_and_quit(stats)
def check_keyup_events(event, ship):
""" Reponds to key releases. """
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_menu(ai_settings, screen, stats, sb, menu, ship, aliens,
bullets, mouse_x, mouse_y):
"""Start a new game when the player clicks Play."""
button_clicked = menu.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
start_new_game(ai_settings, screen, stats, sb, ship, bullets, aliens)
def start_new_game(ai_settings, screen, stats, sb, ship, bullets, aliens):
""" Reset game and start new game. """
play_bg_music(ai_settings)
# Reset game speed metrics
ai_settings.initialize_dynamic_settings()
# Hide the mouse cursor
pygame.mouse.set_visible(False)
# Reset the game stats, scoreboard and ship images.
stats.reset_stats()
sb.prep_images()
stats.game_active = True
stats.game_ended = False
aliens.empty()
bullets.empty()
# Create a new fleet and center the ship
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def play_bg_music(ai_settings):
""" Play background music when game is running. """
pygame.mixer.music.set_volume(ai_settings.med_volume)
bg_music = pygame.mixer.music.load('./resources/sound/bg_music.mp3')
pygame.mixer.music.play(-1)
def pause_game(stats, menu):
""" Pauses the game. """
stats.game_paused = True
pygame.mixer.music.pause()
def unpause_game(stats, menu):
""" Pauses the game. """
stats.game_paused = False
pygame.mixer.music.unpause()
def stop_bg_music():
""" Stop background music when game ends. """
pygame.mixer.music.stop()
def save_and_quit(stats):
""" Save high score and the quit game. """
game_data = './resources/data/high_score.txt'
with open(game_data, 'w') as f_object:
hs = int(stats.high_score)
f_object.write(str(hs))
sys.exit()
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, menu):
""" Uptades images on a the screen and flips to the new screen. """
screen.fill(ai_settings.bg_color)
ship.blitme()
aliens.draw(screen)
sb.show_score()
# Redraw all bullets behind ship and aliens
for bullet in bullets.sprites(): # returns a list of all sprites in group
bullet.draw_bullet()
# Draw the play button if the game is inactive
if not stats.game_active and not stats.game_paused and not stats.game_ended:
menu.draw_menu(stats)
if stats.game_paused and stats.game_active:
menu.draw_menu(stats)
if stats.game_ended:
menu.draw_menu(stats)
# Make the most recently drawn screen visible
pygame.display.flip()
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""Create an alien and place it in the row."""
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
alien.rect.x = alien.x
aliens.add(alien)
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
alien = Alien(ai_settings, screen)
number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height,
alien.rect.height)
# Create the fleet of aliens
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings, screen, aliens, alien_number,
row_number)
def update_aliens(ai_settings, stats, sb, menu, screen, ship, aliens, bullets):
""" Check if the fleet is at an edge,
and then update the postions of all aliens in the fleet. """
check_fleet_edges(ai_settings, aliens)
aliens.update()
# Look for alien-ship collisions
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, sb, menu,
screen, ship, aliens, bullets)
def get_number_aliens_x(ai_settings, alien_width):
"""Determine the number of aliens that fit in a row."""
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 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 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 check_aliens_bottom(ai_settings, stats, sb, menu, screen, 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, sb, menu,
screen, ship, aliens, bullets)
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.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def update_bullets(ai_settings, screen, stats, sb, menu, ship, aliens, bullets):
""" Update position of bullets and get rid of old bullets. """
# Update bullet positon
bullets.update()
# Get rid of bullets that have dissapeared
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)
# Look for aliens hitting the bottom of the screen
check_aliens_bottom(ai_settings, stats, sb, menu,
screen, ship, aliens, bullets)
def fire_bullet(ai_settings, screen, ship, bullets):
""" Fire a bullet if limit not reached yet. """
fire_sfx = pygame.mixer.Sound('./resources/sound/shoot.wav')
fire_sfx.set_volume(ai_settings.low_volume)
# Create a new bullet and add it to the bullets group
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
pygame.mixer.Sound.play(fire_sfx)
bullets.add(new_bullet)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""Respond to bullet-alien collisions."""
# Remove any bullets and aliens that have collided
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for bullet in collisions:
for alien in collisions[bullet]:
stats.score += (alien.points *
ai_settings.alien_score_multiplier)
sb.prep_score()
check_high_scores(ai_settings, stats, sb)
if len(aliens) == 0:
# If the entire fleet is destroyed, start a new level.
start_new_level(ai_settings, screen, stats, sb, ship, aliens, bullets)
def start_new_level(ai_settings, screen, stats, sb, ship, aliens, bullets):
""" Starts a new level. """
next_level_sfx = pygame.mixer.Sound('./resources/sound/next_level.wav')
next_level_sfx.set_volume(ai_settings.med_volume)
bullets.empty()
ai_settings.increase_speed()
stats.level += 1
sb.prep_level()
pygame.mixer.Sound.play(next_level_sfx)
create_fleet(ai_settings, screen, ship, aliens)
def check_high_scores(ai_settings, stats, sb):
""" Check to see if there's anew high score. """
new_hs_sfx = pygame.mixer.Sound('./resources/sound/high_score.wav')
new_hs_sfx.set_volume(ai_settings.med_volume)
if stats.score > stats.high_score:
stats.high_score = stats.score
if stats.high_score_achieved:
pass
else:
pygame.mixer.Sound.play(new_hs_sfx)
stats.high_score_achieved = True
sb.prep_high_score()
def ship_hit(ai_settings, stats, sb, menu, screen, ship, aliens, bullets):
"""Respond to ship being hit by alien."""
ship_hit_sfx = pygame.mixer.Sound('./resources/sound/ship_hit.wav')
game_over_sfx = pygame.mixer.Sound('./resources/sound/game_over.wav')
game_over_sfx.set_volume(ai_settings.med_volume)
ship_hit_sfx.set_volume(ai_settings.low_volume)
# Play ship hit sfx
pygame.mixer.Sound.play(ship_hit_sfx)
if stats.ships_left > 0:
# Decrement ships_left
stats.ships_left -= 1
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()
sleep(0.5)
else:
stats.game_active = False
stats.game_ended = True
pygame.mouse.set_visible(True)
stop_bg_music()
pygame.mixer.Sound.play(game_over_sfx)