-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathgame_functions.py
218 lines (182 loc) · 7.76 KB
/
game_functions.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
import sys
import pygame
from bullets import Bullet
from alien import Alien
import pygame.sprite
from time import sleep
from button import Button
def check_keydown_events(event,ai_settings,screen,ship,bullets,stats,aliens):
#Respond to keypresses
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key==pygame.K_q:
sys.exit()
elif event.key==pygame.K_p:
stats.start=True
check_play_button(ai_settings,screen,stats,ship,aliens,bullets,False)
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_keyup_events(event,ship):
#Respond to keypresses
if event.key == pygame.K_RIGHT:
ship.moving_right=False
elif event.key == pygame.K_LEFT:
ship.moving_left=False
def number_aliens_x(ai_settings,screen):
#Create an alien and find the number of aliens in a raw
#Spacing between each alien is equal to one alien width
alien=Alien(ai_settings,screen)
alien_width=alien.rect.width
available_space_x=ai_settings.screen_width-2*alien_width
number_x=int(available_space_x/(2*alien_width))
return number_x
def check_events(ai_settings,screen,ship,aliens,bullets,play_button,stats,sb):
#Respond to keypresses and mouse events.
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()
elif event.type==pygame.KEYDOWN:
check_keydown_events(event,ai_settings,screen,ship,bullets,stats,aliens)
elif event.type==pygame.KEYUP:
check_keyup_events(event,ship)
elif event.type==pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y=pygame.mouse.get_pos()
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
check_play_button(ai_settings,screen,stats,ship,aliens,bullets,button_clicked,sb)
def check_play_button(ai_settings,screen,stats,ship,aliens,bullets,button_clicked,sb):
#Start a new game when player clicks play.
if (stats.start and not stats.game_active) or (button_clicked and not stats.game_active):
stats.reset_stats()
stats.game_active=True
sb.prep_score()
sb.prep_highscore()
sb.prep_level()
ai_settings.initialize_dynamic_settings()
#Empty the list of aliens and bulllets.
aliens.empty()
bullets.empty()
#Create a new fleet and center the ship.
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#Hide the mouse cursor
pygame.mouse.set_visible(False)
def create_fleet(ai_settings,screen,ship,aliens):
#Create a full fleet of aliens
#Create the first row of aliens.
alien=Alien(ai_settings,screen)
for row_number in range(get_number_rows(ai_settings,ship.rect.height,alien.rect.height)):
for alien_number in range(number_aliens_x(ai_settings,screen)):
#Create an alien and place in it group.
alien=Alien(ai_settings,screen)
alien_width=alien.rect.width
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
aliens.add(alien)
def update_bullets(ai_settings,screen,ship,aliens,bullets,sb,stats):
#Update position of bullets and get rid of old bullets
#Update Bullet position
#Get rid of bullets that have disappeared.
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
# print(len(bullets))
check_bullet_collision(ai_settings,screen,ship,aliens,bullets,sb,stats)
def check_bullet_collision(ai_settings,screen,ship,aliens,bullets,sb,stats):
#Check for any bullets that have hit aliens.
#If so,get rid of the bullet and the alien.
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions:
for aliens in collisions.values():
stats.score+=ai_settings.alien_points
sb.prep_score()
check_high_scores(stats,sb)
if len(aliens)==0:
#Destroy existing bullets and create new fleet
bullets.empty()
ai_settings.increase_speed()
stats.level+=1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
#Respond to ship being hit by alien.
#Decrement ships_left
if stats.ships_left>0:
stats.ships_left-=1
#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)
#Pause
sleep(0.5)
else:
stats.game_active=False
pygame.mouse.set_visible(True)
stats.start=False
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
#Update the position 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,screen,ship,aliens,bullets)
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
def check_aliens_bottom(ai_settings,stats,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():
#print (alien.rect.y)
#print (alien.rect.bottom)
if alien.rect.bottom>=screen_rect.bottom:
#Treat this the same as if the ship got hit.
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
#print (alien.rect.bottom)
#return True
#else:
# return False
def fire_bullet(ai_settings,screen,ship,bullets):
#Fire a bullet if limit not reached yet.
#Create a new bullet and add it to the bullets group
if len(bullets)<ai_settings.bullet_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
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 direction.
for alien in aliens.sprites():
alien.rect.y+=ai_settings.fleet_drop_speed
ai_settings.fleet_direction*=-1
def update_screen(ai_settings,screen,ship,aliens,bullets,play_button,stats,sb):
#update images on the screen and flip the screen.
screen.fill(ai_settings.bg_color)
ship.blitme()
# alien.blitme()
aliens.draw(screen)
sb.show_score()
#aliens.draw(screen)
#Redraw all bullets behind ship and aliens.
for bullet in bullets.sprites():
bullet.draw_bullets()
# sb.show_score()
if not stats.game_active:
play_button.draw_button()
#Make the most recently drawn visible.
pygame.display.flip()
def check_high_scores(stats,sb):
if stats.score>stats.high_score:
stats.high_score=stats.score
sb.prep_highscore()