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game_functions.py
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import sys
import pygame
from ship import Ship
from bullet import Bullet
from alien import Alien
from time import sleep
def check_events(ai_settings, screen, stats, scoreboard, play_button, ship, aliens, bullets) -> None:
"""Respond to key presses 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, scoreboard, play_button,
ship, aliens, bullets, mouse_x, mouse_y)
def check_play_button(ai_settings, screen, stats, scoreboard, play_button, ship, aliens, bullets, mouse_x, mouse_y) -> None:
"""Start a new game when user clicks Play button"""
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)
stats.reset_stats()
stats.game_active = True
# Reset the scoreboard images
scoreboard.prep_score()
scoreboard.prep_high_score()
scoreboard.prep_level()
scoreboard.prep_ships()
# Empty the lists 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()
def check_keydown_events(event, ai_settings, screen, ship, bullets) -> None:
"""Respond to key presses"""
if event.key == pygame.K_RIGHT:
# Move ship to the right
ship.moving_right = True
elif event.key == pygame.K_LEFT:
# Move ship to the left
ship.moving_left = True
elif event.key == pygame.K_SPACE:
# Create a new bullet and add it to the group
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ship) -> None:
"""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_screen(ai_settings, screen, stats, scoreboard, ship, aliens, bullets, play_button) -> None:
"""Update images on the screen and flip to new screen"""
# redraw the screen during each pass through 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 information
scoreboard.show_score()
if not stats.game_active:
play_button.draw_button()
# make the most recently drawn screen visible
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, scoreboard, ship, aliens, bullets) -> None:
"""Update the positions of bullets and remove old bullets"""
bullets.update()
remove_bullets(bullets)
check_bullet_alien_collisions(
ai_settings, screen, stats, scoreboard, ship, aliens, bullets)
def remove_bullets(bullets) -> None:
# Get rid of bullets that have disappeared
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
def check_bullet_alien_collisions(ai_settings, screen, stats, scoreboard, ship, aliens, bullets) -> None:
"""Respond to any bullet collisions"""
# Check for any bullets that have hit aliens
# If so, get rid of the bullet and the alien
# stored in a Dictionary
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
scoreboard.prep_score()
check_high_score(stats, scoreboard)
if len(aliens) == 0:
# If the entire fleet is destroyed, start a new level
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings, screen, ship, aliens)
# Increase level
stats.level += 1
scoreboard.prep_level()
def fire_bullet(ai_settings, screen, ship, bullets) -> None:
"""Fires bullet if limit not reached"""
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) -> None:
"""Create a shit ton of aliens"""
# Create an alien and find the number of aliens in a row
# Spacing between each alien is equal to one alien
alien = Alien(ai_settings, screen)
number_aliens_x = get_number_aliens_x(ai_settings, alien)
number_aliens_y = get_number_aliens_y(ai_settings, ship, alien)
# Create a fleet of aliens
for row_number in range(number_aliens_y):
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) -> int:
"""Determine the number of aliens that fit in a row"""
alien_width = alien.rect.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 get_number_aliens_y(ai_settings, ship, alien) -> int:
"""Determine the number of rows of aliens"""
alien_height = alien.rect.height
ship_height = ship.rect.height
available_space_y = (ai_settings.screen_height -
(3 * alien_height) - ship_height)
number_aliens_y = int(available_space_y / (2 * alien_height))
return number_aliens_y
def create_alien(ai_settings, screen, aliens, alien_number, row_number) -> None:
"""Create a fleet of aliens"""
# Create an alien and place it in the row
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien_height = alien.rect.height
alien.x = alien_width + 2 * alien_width * alien_number
alien.y = alien_height + 2 * alien_height * row_number
alien.rect.x = alien.x
alien.rect.y = alien.y
aliens.add(alien)
def update_aliens(ai_settings, stats, screen, scoreboard, ship, aliens, bullets) -> None:
"""Check if the fleet is at an edge, and then update the position of all aliens"""
check_aliens_bottom(ai_settings, stats, screen,
scoreboard, ship, aliens, bullets)
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, scoreboard, ship, aliens, bullets)
def check_aliens_bottom(ai_settings, stats, screen, scoreboard, ship, aliens, bullets) -> None:
"""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 a collision
ship_hit(ai_settings, stats, screen,
scoreboard, ship, aliens, bullets)
break
def check_fleet_edges(ai_settings, aliens) -> None:
"""Return true if ANY of the aliens is at the edge of screen"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens) -> None:
"""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 ship_hit(ai_settings, stats, screen, scoreboard, ship, aliens, bullets) -> None:
"""Respond to a ship being hit"""
if stats.ships_left > 0:
stats.ships_left -= 1
# Updated scoreboard
scoreboard.prep_ships()
# Empty the list of aliens and bullets
aliens.empty()
bullets.empty()
# Create a new ship and center the ship
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# Pause
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_high_score(stats, scoreboard) -> None:
"""Check to see if there's a new high score"""
if stats.score > stats.high_score:
stats.high_score = stats.score
scoreboard.prep_high_score()