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alien_invasion.py
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alien_invasion.py
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# -*- coding: utf-8 -*-
"""
Created on Wed Sep 18 16:46:27 2019
@author: Yoeri
"""
import sys
import pygame
from settings import Settings
from ship import Ship
from bullet import Bullet
from alien import Alien
class AlienInvasion:
"""Overall class to manage game assets and behavior"""
def __init__(self):
"""initializes the game and game resources"""
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
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 = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
#set background color
self.bg_color = (230, 230, 230)
def run_game(self):
#Start the main loop for the game
while True:
self._check_events()
self.ship.update()
self._update_bullets()
self._update_screen()
self._update_aliens()
#watch for keyboard and mouse events.
#delete old bullets
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
print(len(self.bullets))
def _check_events(self):
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)
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()
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
def _fire_bullet(self):
#Create a new bullet and add it to the bullets group.
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
#Update position of bullets and get rid of old bullets.
# Update bullet positions.
# Get rid of bullets that have disappeared.
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
self.bullets.update()
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if not self.aliens:
self.bullets.empty()
self._create_fleet()
def _update_aliens(self):
self._check_fleet_edges()
self.aliens.update()
if pygame.sprite.spritecollideany(self.ship, self.aliens):
print("Ship hit!!!")
def _create_fleet(self):
#create the alien fleet
#make a alien
alien = Alien(self)
alien_width, alien_height = alien.rect.size
alien_width = alien.rect.width
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)
#determine the number of row of aliens on the screen.
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height -
(3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
#create the full fleet of aliens
for row_number in range(number_rows):
#create the first row of aliens
for alien_number in range(number_aliens_x):
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
#Create a alien and place it in a 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 + 2 * alien.rect.height * row_number
self.aliens.add(alien)
#redraw the screen during each pass through the loop
def _update_screen(self):
#update images that are on the screen, and flip to new screen
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
#Make the most recently drawn screen visible.
pygame.display.flip()
def _check_fleet_edges(self):
#respond appropritately when the aliens hit the edge of the screen
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
#drop the fleet and change the direction
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
if __name__ == '__main__':
#Make a game instance, and run the game.
ai = AlienInvasion()
ai.run_game()