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game_functions.py
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208 lines (168 loc) · 7.27 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.KEYDOWN:
check_keydown_events(event,ai_settings,screen,ship,bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event,ship)
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):
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()
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active=True
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
aliens.empty()
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
"""Update images ont he screen and flip to the new screen."""
#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)
sb.show_score()
#Draw the play button if the game is inactive.
if not stats.game_active:
play_button.draw_button()
#Make the most recently drawn screen visible
pygame.display.flip()
def check_keydown_events(event,ai_settings,screen,ship,bullets):
"""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:
#Create a new bullet and add it to the bullets group.
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key== pygame.K_q:
sys.exit()
def check_keyup_events(event,ship):
"""Respond to key releases."""
if event.key==pygame.K_RIGHT:
ship.moving_right=False
elif event.key==pygame.K_LEFT:
ship.moving_left=False
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""Update position of bullets and get rid of old bullets."""
#update bullet positions.
bullets.update()
#Get rid of bulltes that have disappeared.
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 bullet 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_score(stats,sb)
if len(aliens)==0:
#Destory 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 fire_bullet(ai_settings,screen,ship,bullets):
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def create_fleet(ai_settings,screen,ship,aliens):
"""create a full fleet of aliens."""
#create an alien and find the numebr fo aliens in a row.
#Spacing between each alien is equal to one alien width.
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 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 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.x=alien.x
alien.rect.y=alien.rect.height+2*alien.rect.height*row_number
aliens.add(alien)
def get_number_rows(ai_settings,ship_height,alien_height):
"""Determient he number of rows of aliend that fit on the scren."""
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 update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()
#look for alien-ship collsions.
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,screen,stats,sb, ship,aliens,bullets)
#Look for aliens hitting the bottom of the screen.
check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
for alien in aliens.sprites():
alien.rect.y+=ai_settings.fleet_drop_speed
ai_settings.fleet_direction*=-1
def ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""Respond to ship being hit by alien."""
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()
#Pause.
sleep(0.5)
else:
stats.game_active=False
def check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""Check if any aliens have reched 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,screen,stats,sb,ship,aliens,bullets)
break
def check_high_score(stats,sb):
if stats.score > stats.high_score:
stats.high_score=stats.score
sb.prep_high_score()