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alien_invasion.py
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alien_invasion.py
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import sys, pygame
########################################################################
from time import sleep
########################################################################
from settings import Settings
from ship import Ship
from alien import Alien
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
from button import ButtonQ
from button import Game_Over
from bullet import Bullet
########################################################################
class AlienInvasion:
"""Class dedicated to game managment"""
def __init__(self):
pygame.init()
self.settings = Settings()
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('Alien Invasion')
self.ship = Ship(self)
self.aliens = pygame.sprite.Group()
self.bullets = pygame.sprite.Group()
self._create_fleet()
self.stats = GameStats(self)
self.play_button = Button(self, "START")
self.quit_button = ButtonQ(self, "'Q' to quit")
self.end_button = Game_Over(self, "GAME OVER")
self.sb = Scoreboard(self)
def run_game(self):
while True:
self._check_event()
if self.stats.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
def _check_event(self):
"""Checking the player's reaction"""
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_button(mouse_pos)
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_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
elif event.key == pygame.K_UP:
self.ship.moving_top = True
elif event.key == pygame.K_DOWN:
self.ship.moving_down = True
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
elif event.key == pygame.K_DOWN:
self.ship.moving_down = False
elif event.key == pygame.K_UP:
self.ship.moving_top = False
def _check_fleet_edges(self):
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _check_play_button(self, mouse_pos):
"""Starting game"""
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
button_clicked1 = self.quit_button.rect.collidepoint(mouse_pos)
if button_clicked or button_clicked1 and not self.stats.game_active:
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
pygame.mouse.set_visible(False)
self.settings.initialize_dynammic_settings()
def _fire_bullet(self):
"""Create a bullet"""
if len(self.bullets) < self.settings.bullet_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _create_fleet(self):
"""Create alien fleet"""
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)
"""Determining the number of row"""
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height -
(12 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
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):
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 + 100 + 2 * alien.rect.height * row_number
self.aliens.add(alien)
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 _ship_hit(self):
if self.stats.ships_left > 0:
self.stats.ships_left -= 1
self.sb.prep_ships()
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
sleep(1)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _check_aliens_bottom(self):
"""Checking the ship's arrival to the end"""
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
self._ship_hit
break
def _update_bullets(self):
self.bullets.update()
"""Remove all bullets off-screen"""
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
# print(len(self.bullets))
self._check_bullet_alien_colison()
def _check_bullet_alien_colison(self):
"""Bullet hit check"""
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:
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
self.stats.level += 1
self.sb.prep_level()
def _update_aliens(self):
self._check_fleet_edges()
self.aliens.update()
"""Player collision with alien"""
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
self._check_aliens_bottom()
def _update_screen(self):
"""Refreshing the screen"""
self.ship.blitme()
image = pygame.image.load('images/space.bmp')
pygame.display.flip()
self.screen.blit(image, (0,0))
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
self.sb.show_score()
if not self.stats.game_active:
self.play_button.draw_button()
self.quit_button.draw_button()
self.end()
def end(self):
if self.stats.ships_left == 0:
self.end_button.draw_button()
if __name__ == "__main__":
ai = AlienInvasion()
ai.run_game()