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game_functions.py
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/
game_functions.py
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import sys
import pygame
from pygame import display, image, event
from bullet import Bullet
from alien import Alien
from time import sleep
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb):
'''Ship being hit by UFO and former gets crashed'''
if stats.ships_remaining > 0:
stats.ships_remaining -= 1
sb.prep_ships()
aliens.empty()
bullets.empty()
#Create a new fleet and position new virtual ship at center
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
sleep(1)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullet_limit:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keydown_events(e, ai_settings, screen, ship, bullets):
if e.key == pygame.K_RIGHT:
ship.moving_right = True
elif e.key == pygame.K_LEFT:
ship.moving_left = True
elif e.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
def check_keyup_events(e, ship):
if e.key == pygame.K_RIGHT:
ship.moving_right = False
elif e.key == pygame.K_LEFT:
ship.moving_left = False
def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
'''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:
ai_settings.initialize_dynamic_settings()
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active = True
#Reset ScoreBoard
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
aliens.empty()
bullets.empty()
#Create new fleet
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
'''Sensitive to mouse-clicks and key-presses'''
current_events = event.get()
for e in current_events:
if (e.type == pygame.QUIT) or (e.type == pygame.K_q):
sys.exit()
elif e.type == pygame.KEYDOWN:
check_keydown_events(e, ai_settings, screen, ship, bullets)
elif e.type == pygame.KEYUP:
check_keyup_events(e, ship)
elif e.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 update_screen(ai_settings, screen, ship, aliens, bullets, play_button, stats, sb):
'''Update imageson screen and flip to new screen'''
#Set a background color
screen.fill(ai_settings.background_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()
#display most recent screen
display.flip()
def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets, stats, sb):
#If alien-UFO and bullets collide remove them from screen
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:
#Destroy all bullets and call a new fleet of UFO
bullets.empty()
ai_settings.increase_speed()
#Increase level
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def update_bullets(ai_settings, screen, ship, aliens, bullets, stats, sb):
"""Update position of bullets and get rid of old bullets."""
# Update bullet positions.
bullets.update()
# Get rid of bullets that have disappeared.
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets, stats, sb)
def get_number_rows(ai_settings, ship_height, alien_height):
"""Determine the number of rows of aliens that fit on the screen."""
available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
number_rows = int(available_space_y / (2 * alien_height))
return number_rows
def get_number_aliens_x(ai_settings, alien_width):
#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 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):
"""Create a full 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(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)
# Create the first row of aliens.
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
# Create an alien and place it in the row.
create_alien(ai_settings, screen, aliens, alien_number, row_number)
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 check_fleet_edges(ai_settings, aliens):
"""Respond appropriately if any aliens have reached an edge."""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, sb):
"""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 if the ship got hit.
ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb)
break
def update_aliens(ai_settings, stats, screen, ship, aliens, bullets, sb):
"""Update the postions of all aliens in the fleet."""
check_fleet_edges(ai_settings, aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb)
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, sb)
def check_high_score(stats, sb):
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()