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alien_invasion.py
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alien_invasion.py
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import sys
from time import sleep
import pygame
from settings import Settings
from ship import Ship
from bullet import Bullet
from alien import Alien
from game_stats import GameStats
class AlienInvasion:
"""Overall class to manage game assets and behaviour."""
def __init__(self):
"""Initialize game and create game resources."""
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
self.settings.screen_width = self.screen.get_rect().width
self.settings.screen_height = self.screen.get_rect().height
pygame.display.set_caption('Alien Invasion')
self.stats = GameStats(self)
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self.create_fleet()
def run_game(self):
while True:
self.check_events()
if self.stats.game_active:
self.ship.update()
self.update_bullets()
self.update_aliens()
self.update_screen()
def check_keydown_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_SPACE:
self.fire_bullet()
elif event.key == pygame.K_q:
pygame.quit()
sys.exit()
def check_keyup_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def check_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
self.check_keydown_events(event)
elif event.type == pygame.KEYUP:
self.check_keyup_events(event)
def fire_bullet(self):
"""Create a new bullet and add it to the bullets group."""
if len(self.bullets) >= self.settings.bullets_allowed or \
not self.stats.game_active:
return
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def update_bullets(self):
"""Update position of bullets and get rid of old bullets."""
# Update bullet positions.
self.bullets.update()
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
# Check for any bullets that have hit aliens.
collisions = pygame.sprite.groupcollide(
self.bullets, self.aliens, True, True
)
if not self.aliens:
# Destroy existing bullets and create a new fleet.
self.bullets.empty()
self.create_fleet()
def create_alien(self, alien_number, row_number):
"""Create an alien and place it in the row."""
alien = Alien(self)
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
self.aliens.add(alien)
def create_fleet(self):
"""Create the fleet of aliens."""
# Create an alien and find the number of aliens in a row.
# Spacing between each alien is equal to one alien width.
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)
# Determine the number of rows of aliens that fit on the screen.
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height -
(3 * alien_height) - ship_height)
number_rows = available_space_y // (3 * alien_height)
# Create the full fleet of aliens
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self.create_alien(alien_number, row_number)
def update_aliens(self):
"""Update the positions of all aliens in the fleet."""
self.check_fleet_edges()
self.aliens.update()
# Look for alien-ship collisions.
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self.ship_hit()
# Look for aliens hitting the bottom of the screen.
self.check_aliens_bottom()
def check_fleet_edges(self):
"""Respond appropriately if any aliens have reached an edge."""
for alien in self.aliens.sprites():
if alien.check_edges():
self.change_fleet_direction()
break
def change_fleet_direction(self):
"""Drop the entire fleet and change the fleet's direction."""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def update_screen(self):
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
# Make the most recently drawn screen visible.
pygame.display.flip()
def ship_hit(self):
"""Respond to the ship being hit by aliens"""
self.stats.ships_left -= 1
# Get rid of any aliens and bullets.
self.aliens.empty()
self.bullets.empty()
# Create a new fleet and center the ship.
self.create_fleet()
self.ship.center_ship()
if self.stats.ships_left > 0:
self.stats.ships_left -= 1
# Pause so that player notices collision
sleep(0.5)
else:
self.stats.game_active = False
def check_aliens_bottom(self):
"""Checks if any aliens have reached the bottom of the screen."""
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# Treat the same as if the ship got hit.
self.ship_hit()
break
if __name__ == '__main__':
ai = AlienInvasion()
ai.run_game()