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game_functions.py
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import sys
from time import sleep
import pygame
from alien import Alien
from bullet import Bullet
from settings import Settings
def check_keydown_events(event, ai_settings, screen, ship, bullets):
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 and len(bullets) < ai_settings.bullet_allowed:
pygame.mixer.music.load("sounds/laser1.wav")
pygame.mixer.music.play()
fire_bullet(ai_settings, screen, ship, bullets)
def check_keyup_events(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings, sb, screen, stats, play_button, ship, aliens,
bullets):
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, sb, screen, stats, play_button, ship, aliens,
bullets, mouse_x, mouse_y)
def check_play_button(ai_settings, sb, screen, stats, play_button, ship, aliens,
bullets, mouse_x, mouse_y):
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
pygame.mouse.set_visible(False)
ai_settings.initialize_dynamic_settings()
stats.reset_stats()
stats.game_active = True
sb.prep_score()
sb.prep_level()
sb.prep_high_score()
sb.prep_ships()
aliens.empty()
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
sb.prep_score()
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
play_button):
screen.fill(ai_settings.bg_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()
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship,
aliens, bullets):
bullets.update()
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 fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullet_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings, alien_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_rows(ai_settings, ship_height, alien_height):
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 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):
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)
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_fleet_edges(ai_settings, aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
stats.ships_left -= 1
if stats.ships_left > 0:
stats.ships_left -= 1
sb.prep_ships()
sleep(0.5)
else:
stats.score = 0
stats.game_active = False
pygame.mouse.set_visible(True)
aliens.empty()
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
sleep(0.5)
def update_aliens(ai_settings, screen,stats,sb, ship, aliens, bullets):
check_fleet_edges(ai_settings, aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
pygame.mixer.music.load("sounds/Explosion_02.wav")
pygame.mixer.music.play()
for aliens in collisions.values():
stats.score += ai_settings.alien_points
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
bullets.empty()
ai_settings.increase_speed()
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
def check_high_score(stats, sb):
if stats.score > stats.high_score:
stats.high_score = stats.score
file_name='high_score/high_score.txt'
with open(file_name,'w') as file_object:
file_object.write(str(stats.high_score))
sb.prep_high_score()