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multiple hits ! #1

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Zanthiou5 opened this issue Jul 3, 2018 · 0 comments
Open

multiple hits ! #1

Zanthiou5 opened this issue Jul 3, 2018 · 0 comments

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@Zanthiou5
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im trying to make my aliens take multiple hits individualy not as a group and idk how to do this

`import sys

from time import sleep

import pygame

from bullet import Bullet

from alien import Alien

def get_number_aliens_x(ai_settings, alien_width):
"""determine the number of aliens that fit in a row"""
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):
""" determine the number of rows of aliens fit on the screen"""
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):
"""create an alien and place it in a 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 create_fleet(ai_settings, screen, ship, aliens):
"""creates a full fleet of aliens"""
#create an alien and find the number of aliens in a row
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)

#creates 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 check_keydown_events(event, ai_settings, screen, ship, bullets):
"""responds 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:
effect = pygame.mixer.Sound('sounds/shot.wav')
effect.play()
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()

def fire_bullet(ai_settings, screen, ship, bullets):
"""fire a bullet if limit not reached yet"""
# create a new bullet and add it to the bullets group
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)

def check_keyup_events(event, ship):
"""responds to key presses"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False

#watch for keyboard and mouse events
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens,
bullets):
""" responds to key 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):
"""start a new game when the player clicks play"""
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 mouse cursor
    pygame.mouse.set_visible(False)
    
    #reset the game stats
    stats.reset_stats()
    stats.game_active = True

    #reser the scoreboard images
    sb.prep_score()
    sb.prep_high_score()
    sb.prep_level()
    sb.prep_ships()

    #empty the list of aliens and bullets
    aliens.empty()
    bullets.empty()

    #create new fleet and center the ship
    create_fleet(ai_settings, screen, ship, aliens)
    ship.center_ship()

def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
play_button):
"""updates images on the screen and flip to the new screen"""
#redraw the screen during each pass through the loop.
screen.fill(ai_settings.bg_colour)

#redraw all bullets behind ship and aliens
for bullet in bullets.sprites():
    bullet.draw_bullets()
ship.blitme()
aliens.draw(screen)

#redraw all bullets behind ship and aliens
for bullet in bullets.sprites():
    bullet.draw_bullets()

#draw score infomation
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 visable.
pygame.display.flip()

def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""updates position of bullets and gets rid of old ones"""
# update bullet positions
bullets.update()

# gets rid of bullets that have dissapeared
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):
"""respond to bullet-alien collisions"""
#remove any bullets and aliens that have collided
if ai_settings.alien_hp >= 0:
collisions = pygame.sprite.groupcollide(bullets, aliens, True, False)
if collisions:
ai_settings.alien_hp -= ai_settings.bullet_dmg

elif ai_settings.alien_hp <= 0:
    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()
            ai_settings.alien_hp = 1
            
    check_high_score(stats, sb)

if len(aliens) == 0:
    #if fleet is destroyed start a new level.
    bullets.empty()
    ai_settings.increase_speed()

    #increase level
    stats.level += 1
    sb.prep_level()
    
    create_fleet(ai_settings, screen, ship, aliens)

def check_fleet_edges(ai_settings, aliens):
"""respond appropriately in any aliens have reached an edge """
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break

def change_fleet_direction(ai_settings, aliens):
"""drop the entire fleet and change the fleet's 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, sb, screen, ship, aliens, bullets):
"""respond to ship being hit by an alien"""
if stats.ships_left > 0:
#decrement ships_left
stats.ships_left -= 1

    #update scoreboard
    sb.prep_ships()

    #empty the list of aliens and bullets
    aliens.empty()
    bullets.empty()

    #create new fleet and centre 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_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets):
"""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 the ship getting hit
ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
break

def update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets):
"""
check if the fleet is at an edge,
and then update the positions of all the aliens in the fleet
"""
check_fleet_edges(ai_settings, aliens)
aliens.update()

#looks for alien-ship collisions
if pygame.sprite.spritecollideany(ship, aliens):
    ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)

#looks for aliens hitting the bottom of the screen
check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets)

def check_high_score(stats, sb):
"""check to see if there is a new highscore"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()

`

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