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alien_invasion.py
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240 lines (196 loc) · 8.27 KB
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import sys
import pygame
from pygame.sprite import Group
from settings import Settings
from ship import Ship
from bullet import Bullet
from alien import Alien
class AlineInvasion:
"""Overall class to manage game assets and behavior."""
def __init__(self):
"""Initialize the game, and create game resources."""
pygame.init()
self.clock = pygame.time.Clock()
self.settings = Settings()
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
pygame.display.set_caption("Alien Invasion")
self.ship = Ship(self)
self.bullets = Group()
self.aliens = Group()
self._create_fleet()
# Game statistics
self.game_active = True
self.score = 0
self.lives = 3
def run_game(self):
"""Start the main loop for the game."""
while True:
self._check_events()
if self.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()
self._check_collisions()
self._update_screen()
self.clock.tick(60)
def _check_events(self):
"""Respond to key presses and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._handle_keydown(event)
elif event.type == pygame.KEYUP:
self._handle_keyup(event)
def _handle_keydown(self, event):
"""Handle key presses."""
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:
sys.exit()
elif event.key == pygame.K_p:
if not self.game_active:
self._restart_game()
def _handle_keyup(self, event):
"""Handle key releases."""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _fire_bullet(self):
"""Create a new bullet and add it to the bullets group."""
if len(self.bullets) < self.settings.bullets_allowed and self.game_active:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_screen(self):
"""Update images on the screen and flip to the new screen."""
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
# Draw all bullets
for bullet in self.bullets.sprites():
bullet.draw_bullet()
# Draw all aliens
self.aliens.draw(self.screen)
# Display score and lives
self._draw_stats()
# Display game over message if game is inactive
if not self.game_active:
self._draw_game_over()
# Make the most recently drawn screen visible
pygame.display.flip()
def _draw_stats(self):
"""Draw current score and lives on the screen."""
font = pygame.font.SysFont(None, 36)
score_text = font.render(f"Score: {self.score}", True, (0, 0, 0))
lives_text = font.render(f"Lives: {self.lives}", True, (0, 0, 0))
self.screen.blit(score_text, (10, 10))
self.screen.blit(lives_text, (self.settings.screen_width - 200, 10))
def _draw_game_over(self):
"""Draw game over message."""
font = pygame.font.SysFont(None, 72)
game_over_text = font.render("GAME OVER", True, (255, 0, 0))
restart_text = pygame.font.SysFont(None, 36).render("Press P to Play Again or Q to Quit", True, (255, 0, 0))
game_over_rect = game_over_text.get_rect(center=(self.settings.screen_width // 2, self.settings.screen_height // 2 - 50))
restart_rect = restart_text.get_rect(center=(self.settings.screen_width // 2, self.settings.screen_height // 2 + 50))
self.screen.blit(game_over_text, game_over_rect)
self.screen.blit(restart_text, restart_rect)
def _update_bullets(self):
"""Update position of bullets and remove off-screen bullets."""
# Update bullet positions
self.bullets.update()
# Remove bullets that have gone off the top of the screen
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
def _create_fleet(self):
"""Create the fleet of aliens."""
# Create an alien and find the number of aliens that fit on a row
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)
# Determine the number of rows of aliens that fit on the screen
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height - (3 * ship_height) - alien_height)
number_rows = available_space_y // (2 * alien_height)
# Create the full fleet of aliens
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
"""Create an alien and place it in the fleet."""
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_height + 2 * alien_height * row_number
self.aliens.add(alien)
def _update_aliens(self):
"""Update the positions of all aliens in the fleet."""
self._check_fleet_edges()
self.aliens.update()
def _check_fleet_edges(self):
"""Respond if any aliens have hit an edge."""
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
"""Drop the entire fleet and change direction."""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _check_collisions(self):
"""Check for collisions between bullets and aliens, and between aliens and the ship."""
# Check if any bullets have hit aliens
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if collisions:
for aliens_hit in collisions.values():
self.score += len(aliens_hit) * 10
# Check if aliens have hit the ship
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
# Check if aliens have reached the bottom of the screen
for alien in self.aliens.sprites():
if alien.rect.bottom >= self.settings.screen_height:
self._ship_hit()
break
# Check if all aliens have been destroyed
if not self.aliens:
self._start_new_level()
def _ship_hit(self):
"""Respond to the ship being hit by an alien."""
if self.lives > 1:
self.lives -= 1
self._reset_positions()
else:
self.game_active = False
def _reset_positions(self):
"""Reset the positions of the ship and aliens."""
# Clear all bullets and aliens
self.bullets.empty()
self.aliens.empty()
# Create a new fleet and center the ship
self._create_fleet()
self.ship.center_ship()
def _start_new_level(self):
"""Start a new level by increasing difficulty and resetting positions."""
self.settings.increase_difficulty()
self._reset_positions()
def _restart_game(self):
"""Restart the game."""
self.game_active = True
self.score = 0
self.lives = 3
self.settings.speedup_scale = 1.1
self.settings.alien_speed = 1.0
self.settings.fleet_direction = 1
self._reset_positions()
if __name__ == '__main__':
# Make a game instance and run the game.
ai = AlineInvasion()
ai.run_game()