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game_functions.py
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import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
import pickle
def start_game(ai_settings, screen, ship, bullets, stats, aliens):
pygame.mouse.set_visible(False)
# Reset the game statistics.
stats.reset_stats()
stats.game_active = True
# 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_events(ai_settings, screen, ship, bullets, stats, play_buttton, aliens,sb):
"""Respond to keypresses and mouse events."""
# Watch for keyboard and mouse events.
for event in pygame.event.get():
if event.type == pygame.QUIT:
stats.game_active = False
check_high_score(stats, sb)
save_high_score(stats.high_score) # Save high score before exiting
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_event(event, ai_settings, screen, ship, bullets, stats, aliens, sb)
elif event.type == pygame.KEYUP:
check_keyup_event(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_botton(ai_settings, screen, ship, bullets, stats, play_buttton, aliens, mouse_x, mouse_y, sb)
def check_play_botton(ai_settings, screen, ship, bullets, stats, play_buttton, aliens, mouse_x, mouse_y, sb):
"""Start new game when the player clicks play."""
button_clicked = play_buttton.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# Reset the game settings.
ai_settings.init_dynamic_settings()
# Reset the scoreboard image
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
start_game(ai_settings, screen, ship, bullets, stats, aliens)
def check_keydown_event(event, ai_settings, screen, ship, bullets, stats, aliens, sb):
"""Respond to keypresses."""
# Move ship right
if event.key == pygame.K_RIGHT:
ship.moving_right = True
# Move ship left
elif event.key == pygame.K_LEFT:
ship.moving_left = True
# Fire bullet
elif event.key == pygame.K_SPACE:
if stats.game_active == True:
# Create new bullet and add it to the bullets group.
fire_bullet(ai_settings, screen, ship, bullets)
# Start new game
elif event.key == pygame.K_p:
start_game(ai_settings, screen, ship, bullets, stats, aliens)
# Pause game, check high score, and quit
elif (event.key == pygame.K_w and event.mod & pygame.KMOD_CTRL) or event.key == pygame.K_q:
stats.game_active = False
check_high_score(stats, sb)
save_high_score(stats.high_score) # Save high score before exiting
sys.exit()
def fire_bullet(ai_settings, screen, ship, bullets):
"""Fire bullets if limit not reached yet."""
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_event(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, ship, aliens, bullets, play_buttton, scoreboard):
"""Redraw the screen during each pass through the loop."""
# Fills the entire screen with the color.
screen.fill(ai_settings.bg_color)
# draw the ship on the screen.
ship.blitme()
aliens.draw(screen)
# Draw the score information.
scoreboard.show_score()
# Redraw all bullets behind ship and aliens.
for bullet in bullets.sprites():
bullet.draw_bullet()
# Draw the play button if the game is inactive.
if not stats.game_active:
play_buttton.draw_button()
# Make the most recently drawn screen visible.
pygame.display.flip()
def remove_bullets(bullets, ai_settings):
"""Remove the bullets that have disappeared from the screen."""
# Loop through a copy of the group
for bullet in [b for b in bullets]:
# Check if the bullet has disappeared
if bullet.rect.bottom <= ai_settings.SCREEN_TOP:
# Remove the bullet from the group
bullet.kill()
def get_number_aliens_x(ai_settings, alien_width):
"""Determine the number of alines 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, aline_height):
"""Determine the number of rows of aliens that fit on the screen."""
available_space_y = (ai_settings.screen_height -
(3 * aline_height) - 3 * ship_height)
number_rows = int(available_space_y / (2 * aline_height))
return number_rows
def create_alien(ai_settings, screen, aliens, alien_number, row_number, offset):
"""Creates an alien and places it in the row."""
# Create an alien object
alien = Alien(ai_settings, screen)
# Set its x and y coordinates using its rect attribute
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 + offset
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 first row of aliens.
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
# Create an alien and place it in the row.
create_alien(ai_settings, screen, aliens, alien_number, row_number, ai_settings.fleet_drop_offset)
def check_fleet_edges(ai_settings, aliens):
"""Respond appropriately if any aliens have reached an edge."""
edge_alien = next((alien for alien in aliens.sprites() if alien.check_edges()), None)
if edge_alien:
change_fleet_direction(ai_settings, aliens)
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
def change_fleet_direction(ai_settings, aliens):
"""Drop the entire fleet and change the fleet's direction."""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb):
"""Respond to ship being hit by an alien."""
if stats.left_ships > 0:
# Decrement the number of ship's left.
stats.left_ships -= 1
# Update scoreboard.
sb.prep_ships()
# Empty the aliens and bullets groups.
aliens.empty()
bullets.empty()
# Create a new fleet and center the ship.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# Pause.
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, sb):
"""Check if any alien have reached the bottom of the screen."""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb)
break
def update_aliens(ai_settings, stats, screen, ship, aliens, bullets, sb):
"""
Check if the fleet is at an edge,
and then update the positions of all aliens in the fleet.
"""
# Change direction and drop down fleet if any alien reaches an edge
check_fleet_edges(ai_settings, aliens)
# Move all aliens horizontally according to their speed and direction
aliens.update()
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb)
# Look for aliens hitting the bottom of the screen.
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, sb)
def update_bullets(ai_settings, screen, ship, aliens, bullets, sb, stats):
# Check for any bullets that have hit the aliens.
check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets, sb, stats)
# Check if the aliens is destroyed or not.
if len(aliens) == 0:
# If the entire fleet is destroyed, start a new level.
# Destroy existing bullets, speed up game, and create new fleets.
bullets.empty()
ai_settings.increase_speed()
# Increase the level.
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
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()
# save the current high score to a file only when the game is over
if not stats.game_active:
save_high_score(stats.high_score)
def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets, sb, stats):
"""Respond to bullet-alien collisions."""
# Remove any bullets and aliens that have collided.
# If so, get rid of the bullet and the alien.
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for alien in collisions.values():
# update the score only when it changes
if stats.score != stats.score + ai_settings.alien_points * len(alien):
stats.score += ai_settings.alien_points * len(alien)
sb.prep_score()
# check the high score only when the score is updated
check_high_score(stats, sb)
def save_high_score(high_score):
with open('h_score.txt', 'wb') as f:
pickle.dump(high_score, f)
# OLD CODE TO REVIEW.
# def get_alien_count_per_row(ai_settings, alien):
# """Determines the number of aliens that fit in a row."""
# # Get the width of an alien from its rect attribute
# alien_width = alien.rect.width
# # Calculate the available space for aliens by subtracting some margin from one side
# available_space_x = (ai_settings.screen_width -
# (2 * alien_width))
# # Calculate the number of aliens that can fit in one row by dividing the available space by the spacing
# alien_count_x = int(available_space_x / (2 * alien_width))
# return alien_count_x
# def get_row_count(ai_settings, ship, alien):
# """Determine the number of rows of aliens that fit on the screen."""
# # Get the height of an alien and a ship from their rect attributes
# alien_height = alien.rect.height
# ship_height = ship.rect.height
# # Calculate the available space for aliens by subtracting some margin from the top and bottom
# available_space_y = (ai_settings.screen_height -
# (ALIEN_MARGIN_Y + ALIEN_SPACING_Y) * alien_height - ship_height)
# # Calculate the number of rows that can fit on the screen by dividing the available space by the spacing
# row_count = int(available_space_y / (ALIEN_SPACING_Y * alien_height))
# return row_count