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code_invasion.py
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code_invasion.py
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import sys
from time import sleep
import pygame
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from bullet import Bullet
from alien import Alien
class FourthDimensionInvasion:
#* Tee overall class that manage the game assets and behaviours
def __init__(self):
pygame.init()
self.settings = Settings()
#! SCREEN SIZE in SETTINGS:
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
#! FULL SCREEN MODE:
#self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
#self.settings.screen_width = self.screen.get_rect().width
#self.settings.screen_height = self.screen.get_rect().height
pygame.display.set_caption("4thDimension_Invasion")
#! Game Instance for storing game statistics
self.stats = GameStats(self)
#! Score Board Instance
self.sb = Scoreboard(self)
#! Ship Instance for creating the ship
self.ship = Ship(self)
#! Bullet Instance for creating the bullets
self.bullets = pygame.sprite.Group()
#! Alien Instance for creating the alien and the fleet
self.aliens = pygame.sprite.Group()
self._create_fleet()
#! PLay Button Instance
self.play_button = Button(self, "Start your engine!")
def run_game(self):
#* The main loop for the game
while True:
#* Watch for mouse and keyboard events
self._check_events()
if self.stats.game_active:
#* Calling the ship's update() method in the loop
self.ship.update()
#* Calling the bullet's update
self._update_bullets()
#* Calling the alien's update
self._update_aliens()
#* Redraw the screen during each pass through the loop
self._update_screen()
#! KEYBOARD AND MOUSE EVENT CHECKER METHODS
def _check_events(self):
#* Respond to key and mouse events
for event in pygame.event.get():
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_btn(mouse_pos)
def _check_keydown_events(self, event):
if event.key == pygame.K_RIGHT:
#* Move the ship to the right
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
#* Move the ship to the left
self.ship.moving_left = True
elif event.key == pygame.K_UP:
#* Move the ship to the left
self.ship.moving_up = True
elif event.key == pygame.K_DOWN:
#* Move the ship to the left
self.ship.moving_down = True
elif event.key == pygame.K_SPACE:
#* Shoot out the bullets
self._fire_bullet()
elif event.key == pygame.K_q:
#* Quit game by pressing "q"
sys.exit()
def _check_keyup_events(self, event):
#* Respond to key releases
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
elif event.key == pygame.K_UP:
self.ship.moving_up = False
elif event.key == pygame.K_DOWN:
self.ship.moving_down = False
def _check_play_btn(self, mouse_pos):
#* Starting a new game when the player click the btn
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
#* Resetting the game dynamic settings
self.settings.init_dynamic_settings()
#* Resetting the game statistics
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
#* Hiding the mouse cursor
pygame.mouse.set_visible(False)
#* Remove the remaining aliens and bullets
self.aliens.empty()
self.bullets.empty()
#* Creting new fleet and center the ship
self._create_fleet()
self.ship.center_ship()
#! ALL ABOUT BULLET METHODS
def _fire_bullet(self):
#* Create a new bullet and add it to the bullets group
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
#* Update bullet's positions
self.bullets.update()
#* Get rid of all bullets that disappeared
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._bullet_alien_collisions()
def _bullet_alien_collisions(self):
#* Getting rid both alien and the bulet that collide
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if collisions:
for aliens in collisions.values():
self.stats.score += self.settings.alien_points * len(aliens)
self.sb.prep_score()
self.sb.check_high_score()
if not self.aliens:
#* Destroy the existing bullets and respawning new alien fleet
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
#! ALL ABOUT ALIEN METHODS
def _update_aliens(self):
#* Checking if the fleet at the edge
self._check_fleet_edges()
#* Updating all the alien's positions in the fleet
self.aliens.update()
#* Looking for collisions
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
#* Looking for any alien that hit the bottom edge
self._check_aliens_bottom()
def _create_fleet(self):
#* Creating alien fleets
#* Making alien
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 - (6 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
#* Creating the the full alien fleet
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):
#*Creating an alien and place it in the row
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 + 1.5 * alien.rect.height * row_number
self.aliens.add(alien)
def _check_fleet_edges(self):
#* Checking if any alien has reached the left or right edge
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _check_aliens_bottom(self):
#* Checking if any alien has reached the bottom edge
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#* Create the same effect as if the ship got hit
self._ship_hit()
break
def _change_fleet_direction(self):
#* Dropping the entire fleet and change its direction
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
#! SHIP METHOD
def _ship_hit(self):
#* Responding when the ship is hit
if self.stats.ships_left > 0:
#* Decrementing the ship left
self.stats.ships_left -= 1
#* Getting rid of the remaining aliens and bullets
self.aliens.empty()
self.bullets.empty()
#* Creating new fleet and centering ship
self._create_fleet()
self.ship.center_ship()
#* Pause
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
#! SCREEN METHOD
def _update_screen(self):
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
#* Drawing the score board
self.sb.show_score()
#* Drawing the btn if game is inactive
if not self.stats.game_active:
self.play_button.draw_button()
#* Make the most recently drawn screen visible
pygame.display.flip()
#! OUTSIDE THE CLASS
if __name__ == "__main__":
#* Creating a game instance and running it
ai = FourthDimensionInvasion()
ai.run_game()