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function.py
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function.py
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#function:
import pygame
import sys
from bullet import Bullet
from alien import Alien
from time import sleep
level=0
key=False
key2=True
# even
def checkevent(ship,bullets,screen,button,button2,left):
for event in pygame.event.get():
# quit
if event.type==pygame.QUIT:
sys.exit()
elif event.type==pygame.KEYDOWN:
if event.key==pygame.K_RIGHT:
ship.rightmove=True
elif event.key==pygame.K_LEFT:
ship.leftmove=True
elif event.key==pygame.K_SPACE:
if len(bullets)<3:
newbullet=Bullet(screen,ship)
bullets.add(newbullet)
elif event.key==pygame.K_UP:
ship.upmove=True
elif event.key==pygame.K_DOWN:
ship.downmove=True
elif event.type==pygame.KEYUP:
if event.key==pygame.K_RIGHT:
ship.rightmove=False
elif event.key==pygame.K_LEFT:
ship.leftmove=False
elif event.key==pygame.K_UP:
ship.upmove=False
elif event.key==pygame.K_DOWN:
ship.downmove=False
elif event.type==pygame.MOUSEBUTTONDOWN:
mousex,mousey=pygame.mouse.get_pos()
if button.rect.collidepoint(mousex,mousey):
global key
key=True
if button2.rect.collidepoint(mousex,mousey):
global key2
key2=True
left.life=3
def display(button):
if key==False:
button.draw()
def display2(button2):
if not key2:
button2.draw()
def scorecheck(score,ms):
if ms.score<score.primary:
ms.score=score.primary
ms.newimage()
def keycontrol(aliens,bullets,screen,button2,score,ms,level1,left):
if left.life==0:
global key2
key2=False
scorecheck(score,ms)
score.primary=0
score.newimage()
display2(button2)
global level
level=0
level1.msg=str(level)
level1.newimage()
# bullets
def screenupdate(bullets):
for bullet1 in bullets.sprites():
bullet1.show()
def delbullet(bullets):
for bullet in bullets.copy():
if bullet.rect.y<0:
bullets.remove(bullet)
# aliens
def showaliens(screen,aliens,ship,bullets):
alien=Alien(screen,ship,bullets)
screen_rect=screen.get_rect()
numx=int((screen_rect.width-(2*alien.rect.width))/(2*alien.rect.width))
numy=int((screen_rect.height-(3*alien.rect.height))/(2*alien.rect.height))
for y in range(numy):
for x in range(numx):
alien=Alien(screen,ship,bullets)
if level:
alien.vx=6*level
alien.rect.x=alien.rect.width+2*alien.rect.width*x
alien.rect.y=alien.rect.height+2*alien.rect.height*y
aliens.add(alien)
def movealien(aliens):
for alien in aliens.sprites():
alien.turn()
# debug
def reagain(screen,aliens,ship,bullets,level1):
if len(aliens)==0:
global level
level+=1
level1.msg=str(level)
level1.newimage()
bullets.empty()
showaliens(screen,aliens,ship,bullets)
# collide:
def kill(aliens,bullets,score):
t=pygame.sprite.groupcollide(bullets,aliens,True,True)
if t:
score.primary+=10
score.newimage()
def die(ship,aliens,bullets,screen,score,left):
if pygame.sprite.spritecollideany(ship,aliens):
restartgame(aliens,bullets,ship,screen)
left.life-=1
left.show()
score.primary-=50
score.newimage()
def die2(aliens,screen,bullets,ship,score):
screenrect=screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom>=screenrect.bottom:
score.primary-=10
score.newimage()
restartgame(aliens,bullets,ship,screen)
def restartgame(aliens,bullets,ship,screen):
aliens.empty()
bullets.empty()
ship.restart()
showaliens(screen,aliens,ship,bullets)
sleep(1)