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game_functions.py
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game_functions.py
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import sys
import pygame
from time import sleep
from bullet import Bullet
from alien import Alien
from alien_bullet import AlienBullet
import json
high_score_file = 'high_score.json'
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens,
bullets, alien_bullets):
"""Respond to keypresses and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
with open(high_score_file, 'w') as f_obj:
json.dump(stats.high_score, f_obj)
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, stats, sb, ship, aliens, bullets, alien_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, alien_bullets, mouse_x, mouse_y)
def check_play_button(ai_settings, screen, stats, sb, play_button, ship,
aliens, bullets, alien_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 or start_game(ai_settings, screen, stats, sb, ship, aliens, bullets, alien_bullets) and not stats.game_active:
# Reset the game setting
ai_settings.initialize_dynamic_settings()
# Hide the mouse cursor.
pygame.mouse.set_visible(False)
# Reset the game statistics.
stats.reset_stats()
stats.game_active = True
# Reset 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 a new fleet and center the ship.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def check_keydown_events(event, ai_settings, screen, stats, sb, ship, aliens, bullets, alien_bullets):
"""Respond 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:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
with open(high_score_file, 'w') as f_obj:
json.dump(stats.high_score, f_obj)
sys.exit()
elif event.key == pygame.K_p and not stats.game_active:
start_game(ai_settings, screen, stats, sb, ship,
aliens, bullets, alien_bullets)
def check_keyup_events(event, ship):
"""Respond to key releases."""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
alien_bullets, play_button):
"""Update the images on the screen and flip to the new screen."""
# Redraw the screen during each pass through the loop.
screen.fill(ai_settings.bg_color)
# Redraw all bullets behind ship and aliens.
for bullet in bullets.sprites():
bullet.draw_bullet()
for alien_bullet in alien_bullets.sprites():
alien_bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# Draw the score information.
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 visible.
pygame.display.flip()
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:
ship.play_sound()
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def alien_fire(ai_settings, screen, alien, alien_bullets):
new_bullet = AlienBullet(ai_settings, screen, alien)
alien_bullets.add(new_bullet)
def update_alien_bullets(ai_settings, alien_bullets):
alien_bullets.update()
for alien_bullet in alien_bullets.copy():
if alien_bullet.rect.top > ai_settings.screen_height:
alien_bullets.remove(alien_bullet)
print(len(alien_bullets))
def update_bullets(ai_settings, screen, stats, sb, ship, alien, aliens, bullets, alien_bullets):
"""Update the position of bullets and get rid of od bullets."""
# Uodate bullet positions.
bullets.update()
# Get rid of the bullets that have disappeared.
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, alien, aliens, bullets, alien_bullets)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, alien, aliens, bullets, alien_bullets):
"""Respond to bullet-alien collisions"""
# Remove any bullets and aliens that have collided.
alien = Alien(ai_settings, screen)
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
alien.play_explosion()
for alien in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
# If the entire fleet is destroyed, start a new level.
bullets.empty()
alien_bullets.empty()
ai_settings.increase_speed()
# Increase level.
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
next_level = pygame.mixer.Sound('sounds/next_level.wav')
next_level.play()
sleep(1.0)
def get_number_aliens_x(ai_settings, alien_width):
"""Determine the number of aliens that fit in a row."""
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):
"""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 create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""Create an alien and place it in the 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):
"""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 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 update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets, alien, alien_bullets):
"""
Check if the fleet is at an edge,
and the update the positions of all aliens in the fleet.
"""
check_fleet_edges(ai_settings, aliens, screen, alien, alien_bullets)
aliens.update()
# Look for alien-ship collisions.
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets, alien_bullets)
if pygame.sprite.spritecollideany(ship, alien_bullets):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets, alien_bullets)
# Look for aliens hitting the bottom of the screen.
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets, alien_bullets)
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets, alien_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 if the hsip got hit.
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets, alien_bullets)
break
def check_fleet_edges(ai_settings, aliens, screen, alien, alien_bullets):
"""Respond appropriately if any aliens have reached an edge."""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens, screen, alien, alien_bullets)
break
def change_fleet_direction(ai_settings, aliens, screen, alien, alien_bullets):
"""Drop the entire fleet and change the fleet's direction."""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
if len(aliens) < 10:
alien_fire(ai_settings, screen, alien, alien_bullets)
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets, alien_bullets):
"""Respond to ship being hit by 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()
alien_bullets.empty()
# Create a new fleet and center the ship.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# Pause.
explosion = pygame.mixer.Sound('sounds/ship_explosion.wav')
pygame.mixer.music.stop()
explosion.play()
sleep(2.5)
pygame.mixer.music.play(-1)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def start_game(ai_settings, screen, stats, sb, ship,
aliens, bullets, alien_bullets):
# Reset the game setting
ai_settings.initialize_dynamic_settings()
# Hide the mouse cursor.
pygame.mouse.set_visible(False)
# Reset the game statistics.
stats.reset_stats()
stats.game_active = True
# Reset 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()
alien_bullets.empty()
# Create a new fleet and center the ship.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def check_high_score(stats, sb):
"""Check to see if there's a new high score."""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()