-
Notifications
You must be signed in to change notification settings - Fork 0
/
game_functions.py
178 lines (142 loc) · 5.82 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
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event,ai_settings,screen,ship,bullets):
if event.key==pygame.K_RIGHT:
ship.moving_right=True
if 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()
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 check_keyup_events(event,ship):
if event.key==pygame.K_RIGHT:
ship.moving_right=False
if event.key==pygame.K_LEFT:
ship.moving_left=False
def check_events(ai_settings,screen,stats,sb,aliens,play_button,ship,bullets):
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,aliens,ship,bullets,play_button,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,sb,aliens,ship,bullets,play_button,mouse_x,mouse_y):
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
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()
if play_button.rect.collidepoint(mouse_x,mouse_y):
stats.reset_stats()
stats.game_active=True
aliens.empty()
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,aliens,ship,bullets,play_button):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullets_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_bullets_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
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_score(stats,sb)
if len(aliens)==0:
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,sb,screen,ship,aliens,bullets):
stats.ships_left-=1
if stats.ships_left>0:
sb.prep_ships()
aliens.empty()
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sleep(0.5)
else:
stats.game_active=False
pygame.mouse.set_visible(True)
def update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
check_aliens_bottom(ai_settings, stats,sb, screen, ship, aliens, bullets)
def get_number_aliens_x(ai_settings,alien_width):
avaliable_space_x=ai_settings.screen_width-2*alien_width
number_aliens_x=int(avaliable_space_x/(2*alien_width))
return number_aliens_x
def get_number_rows(ai_settings,ship_height,alien_height):
avaliable_space_y=ai_settings.screen_height-3*alien_height-ship_height
number_rows=int(avaliable_space_y/(2*alien_height))
return number_rows
def create_alien(ai_settings,screen,aliens,alien_number,row_number):
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 create_fleet(ai_settings,screen,ship,aliens):
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)
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 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 check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets):
screen_rect=screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom>=screen_rect.bottom:
ship_hit(ai_settings, stats,sb, screen, 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()