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alien_invasion.py
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import sys
import pygame
from time import sleep
from settings import Settings
from ship import Ship
from bullet import Bullet
from alien import Alien
from star import Star
from game_status import GameStatus
from button import Button
from scoreboard import ScoreBoard
class AlienInvasion:
def __init__(self):
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
self.game_status = GameStatus(self)
pygame.display.set_caption("Alien Invasion")
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self.stars = pygame.sprite.Group()
self.create_fleet()
self.create_stars()
self.play_button = Button(self, "Let's Go")
self.score_board = ScoreBoard(self)
def run_game(self):
while True:
self._check_events()
if self.game_status.game_active:
self.ship.update()
self.bullets.update()
self.update_bullets()
self._update_aliens()
self._update_screen()
def update_bullets(self):
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if collisions:
for aliens in collisions.values():
self.game_status.score += self.settings.alien_score * len(aliens)
self.score_board.prep_score()
self.score_board.check_high_score()
if not self.aliens:
self.create_fleet()
self.bullets.empty()
self.settings.increase_speed()
self.game_status.level += 1
self.score_board.prep_level()
def _check_aliens_bottom(self):
screen_rect = self.screen.get_rect()
ship_rect = self.ship.rect
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom - ship_rect.height:
self._ship_hit()
break
def create_stars(self):
for starCount in range(50):
star = Star(self)
self.stars.add(star)
def _update_aliens(self):
self._check_fleet_edges()
self.aliens.update()
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
self._check_aliens_bottom()
def _check_fleet_edges(self):
for alien in self.aliens.sprites():
if alien.check_edges():
self.change_fleet_direction()
break
def change_fleet_direction(self):
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def create_fleet(self):
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)
ship_height = self.ship.rect.height
available_space_y = self.settings.screen_height - (3 * alien_height) - ship_height
number_aliens_y = available_space_y // (2 * alien_height)
for row_number in range(number_aliens_y):
for alien_number in range(number_aliens_x):
self.create_alien(alien_number, row_number)
def create_alien(self, alien_number, row_number):
alien = Alien(self)
alien_width, alien_height = alien.rect.size
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
self.aliens.add(alien)
def _check_events(self):
for event in pygame.event.get():
# What for keyboard and mouse events
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
def _check_play_button(self, mouse_pos):
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.game_status.game_active:
self.start_game()
def start_game(self):
self.game_status.reset_status()
self.game_status.game_active = True
# Get rid of the remaining aliens and bullets
self.aliens.empty()
self.bullets.empty()
# Create a new fleet and center the ship
self.create_fleet()
self.ship.center_ship()
# Hide the mouse cursor
pygame.mouse.set_visible(False)
# Reset the game settings
self.settings.initialize_dynamic_settings()
# Reset the game score
self.game_status.score = 0
self.score_board.prep_score()
self.score_board.prep_ships()
def fire_bullet(self):
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _ship_hit(self):
if self.game_status.ships_left > 0:
self.game_status.ships_left -= 1
# Get rid of any remaining aliens and bullets
self.aliens.empty()
self.bullets.empty()
# Create a new fleet and center the ship
self.create_fleet()
self.ship.center_ship()
self.score_board.prep_ships()
# Pause
sleep(0.5)
else:
self.game_status.game_active = False
pygame.mouse.set_visible(True)
def _update_screen(self):
# Redraw the screen
self.screen.fill(self.settings.bg_color)
self.ship.blit()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
self.stars.draw(self.screen)
# Draw the play button if game is inactive
if not self.game_status.game_active:
self.play_button.draw_button()
# Draw the scoreboard
self.score_board.draw_score()
# Make the most recently drawn screen visible
pygame.display.flip()
def _check_keydown_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_SPACE:
self.fire_bullet()
elif event.key == pygame.K_q or event.key == pygame.K_ESCAPE:
sys.exit()
elif event.key == pygame.K_p:
self.start_game()
def _check_keyup_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
if __name__ == '__main__':
alien_invasion = AlienInvasion()
alien_invasion.run_game()