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game_functions.py
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# -*- coding: utf-8 -*-
import sys
import pygame
from time import sleep
from bullet import Bullet
from alien import Alien
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
# Respond to keypresses and mouse events.
# Watch for keyboard and mouse events.
for event in pygame.event.get():
if event.type == pygame.QUIT:
#to exit the game when the player quits
sys.exit()
# keydown->right->centre shift
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()
# to check mouse click on buttoon only from 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, stats, sb, ship, aliens, bullets, play_button):
# Update images on the screen and flip to the new screen.
# Redraw the screen during each pass through the loop.
# screen.fill(bg_color)
screen.fill(ai_settings.bg_color)
ship.blitme()
aliens.draw(screen)
# aliens.blitme()s
# Redraw all bullets behind ship and aliens.
for bullet in bullets.sprites():
# draw all fired bullets to the screen
bullet.draw_bullet()
# 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 check_keydown_events(event, ai_settings, screen, ship, bullets):
#Respond to keypresses.
if event.key == pygame.K_RIGHT:
# true when key pressed false when released
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
# Move the ship to the right.
ship.rect.centerx += 1
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_ESCAPE:
sys.exit()
def check_keyup_events(event, ship):
# Respond to key releases.
if event.key == pygame.K_RIGHT:
# set to false when keyup
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
# Update position of bullets and get rid of old bullets
# Update bullet positions.
bullets.update()
# # Get rid of bullets that have disappeared as they consume memory.
# for bullet in bullets.copy():
# if bullet.rect.bottom <= 0:
# bullets.remove(bullet)
# print(len(bullets))
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
# Whenever the rects of a bullet and alien overlap,
# groupcollide() adds a key-value pair to the dictionary it returns.
# The two True arguments tell Pygame whether to delete the bullets and aliens that have collided
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
# Respond to bullet-alien collisions.
# Remove any bullets and aliens that have collided
# Check for any bullets that have hit aliens.
# If so, get rid of the bullet and the alien.
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
# stats.score += ai_settings.alien_points
# to ensure if 2 bullets collide at same time then score for two or more precise game
for aliens in collisions.values(): #collisions dictionary
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
# call prep_score() to create a new image for the updated score
check_high_score(stats, sb)
if len(aliens) == 0: # check group aliens empty
# Destroy existing bullets, speed up game and create new fleet.
bullets.empty()
ai_settings.increase_speed()
# If the entire fleet is destroyed, start a new level.
# Increase level.
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
print("Collision!!!")
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.
# before firing check the no
# if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings, alien_width):
# Determine the number of aliens that fit in a row.
# calculating horizontal space to fit
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 - (2 * 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)
# Create an alien and find the number of aliens in a row.
# Spacing between each alien is equal to one alien width.
alien_width = alien.rect.width
# Create an alien and place it in the row.
alien = Alien(ai_settings, screen)
# set it's x-coordinate value to place it in the row
alien.x = alien_width + 2 * alien_width * alien_number
# pushed to the right one alien width from the left margin
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
# add to alien group
aliens.add(alien)
def create_fleet(ai_settings, screen, ship, aliens):
# Create a full fleet of 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)
# Create the fleet of aliens.
for row_number in range(number_rows):
# Create the first row of aliens.
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):
# Respond appropriately if any aliens have reached an edge."""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
# print("Fleet direction changed!!!")
break
def change_fleet_direction(ai_settings, aliens):
# Drop the entire fleet and change the fleet's direction."""
for alien in aliens.sprites():
# loop through all the aliens and drop each one using the setting fleet_drop_speed
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
# Respond to ship being hit by alien.
# to check atleast 1 ship remaining
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()
# Create a new fleet and center the ship.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
print("New fleet after hit!!!")
# Pause.
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, 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 ship got hit.
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
print("Aliens bottom!!!")
break
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
# Check if the fleet is at an edge,
# and then update the postions of all aliens in the fleet.
check_fleet_edges(ai_settings, aliens)
# Update the postions of all aliens in the fleet.
aliens.update()
# Look for alien-ship collisions.
# spritecollideany() looks for any member of the group that’s collided with
# the sprite and stops looping through the group as soon as it finds one member
# has collided with the sprite.
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
print("Ship hit!!!")
# Look for aliens hitting the bottom of the screen.
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
# Start a new game when the player clicks Play.
def check_play_button(ai_settings, screen, stats, sb, 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:
# Reset the game settings.
ai_settings.initialize_dynamic_settings()
# Hide the mouse cursor after button click
pygame.mouse.set_visible(False)
# Reset the game statistics.
stats.reset_stats() # gives player 3 new ships
stats.game_active = True
# Reset the scoreboard images.
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
# To show the player how many ships they have to start with
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_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()