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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
from random import randint
pygame.mixer.init()
sound_fire = pygame.mixer.Sound('sounds/fire.ogg')
sound_explosion = pygame.mixer.Sound('sounds/explosion.ogg')
def load_sounds():
global sound_fire, sound_explosion
sound_fire = pygame.mixer.Sound('sounds/fire.ogg')
sound_explosion = pygame.mixer.Sound('sounds/explosion.ogg')
def check_keydown_events(event, ai_settings, screen, ship, bullets):
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
ship.moving_right = True
if event.key == pygame.K_q:
sys.exit()
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
ship.moving_left = True
if event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
if event.key == pygame.K_UP or event.key == pygame.K_w:
ship.moving_up = True
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
ship.moving_down = True
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.
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
sound_fire.play()
def check_keyup_events(event, ship):
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
ship.moving_right = False
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
ship.moving_left = False
if event.key == pygame.K_UP or event.key == pygame.K_w:
ship.moving_up = False
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
ship.moving_down = False
def check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets, cargoes):
"""Respond to key presses and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
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()
check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, cargoes, mouse_x, mouse_y)
def check_play_button(ai_settings, screen, stats, play_button, ship, aliens, cargoes, bullets, mouse_x, mouse_y):
"""start a new game when the player clicks play."""
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.
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()
cargoes.empty()
# Create a new fleet and center the ship.
create_fleet(ai_settings, screen, ship, aliens, cargoes)
ship.center_ship()
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button, screen_bg, screen_bg_2, cargoes):
"""Update image on the screen and flip to the new screen."""
# Redraw the screen during each pass through the loop
screen.fill(ai_settings.bg_color)
screen.blit(screen_bg, (ai_settings.bg_screen_x, ai_settings.bg_screen_y))
screen.blit(screen_bg_2, (ai_settings.bg_screen_2_x, ai_settings.bg_screen_2_y))
# Redraw all bullets behind ship and aliens.
for bullet in bullets.sprites():
# TODO: There is an interesting bug in here!
try:
bullet.draw_bullet()
except:
pass
ship.bltime()
aliens.draw(screen)
cargoes.draw(screen)
# 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()
else:
# Resetting the background when it leaves screen
if ai_settings.bg_screen_y >= ai_settings.screen_height:
ai_settings.bg_screen_y = -ai_settings.screen_height * 2
if ai_settings.bg_screen_2_y >= ai_settings.screen_height:
ai_settings.bg_screen_2_y = -ai_settings.screen_height * 2
# Updating the background when it leaves screen
ai_settings.bg_screen_y += ai_settings.bg_screen_scroll_speed
ai_settings.bg_screen_2_y += ai_settings.bg_screen_scroll_speed
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets, cargoes):
"""Update position of bullets and get rid of old bullets."""
bullets.update()
# Get rid of bullets that have disappeared
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets, cargoes)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets, cargoes):
"""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_1 = pygame.sprite.groupcollide(bullets, aliens, True, True)
collisions_2 = pygame.sprite.groupcollide(bullets, cargoes, True, True)
collisions_3 = pygame.sprite.groupcollide(aliens, cargoes, False, True)
# if we hit alien
if collisions_1:
for aliens in collisions_1.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
sound_explosion.play()
# if we hit cargo:
if collisions_2:
for _ in collisions_2.values():
stats.score -= ai_settings.cargo_points
sb.prep_score()
sound_explosion.play()
# if cargo hit alien:
if collisions_3:
for _ in collisions_3.values():
stats.score -= ai_settings.cargo_points
sb.prep_score()
sound_explosion.play()
if len(aliens) == 0:
# Destroy existing bullets, speed up game, and create new fleet.
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings, screen, ship, aliens, cargoes)
def get_number_aliens_x(ai_settings, alien_width):
"""Determine the number of aliens that fit in row."""
available_space_x = ai_settings.screen_width - 2 * alien_width
# Escape 2 aliens_width from each side of display
number_aliens_x = int(available_space_x / (2 * alien_width))
# available_space_x / ([Two aliens in each side SO ONE IN MIDDLE])
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 - (3 * 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, alien_type=0)
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
aliens.add(alien)
def create_cargo(ai_settings, screen, cargoes):
"""Create a cargo and place it in the aliens."""
cargo = Alien(ai_settings, screen, alien_type=1)
cargoes.add(cargo)
def create_fleet(ai_settings, screen, ship, aliens, cargoes):
"""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)
if randint(1, 100) <= ai_settings.cargo_drop_chance:
create_cargo(ai_settings, screen, cargoes)
def check_fleet_edges(ai_settings, aliens):
"""Respond appropriately if any aliens have reached an edge."""
for alien in aliens.sprites():
if alien.type == 0:
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""Drop the entire fleet and change the fleet's direction."""
for aliens in aliens.sprites():
aliens.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets, cargoes):
"""Respond to ship being hit by alien."""
if stats.ships_left > 0:
# Decrement ships_left.
stats.ships_left -= 1
# 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, cargoes)
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, cargoes):
"""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:
# Treat this same as if the ship got hit.
if alien.type == 0:
ship_hit(ai_settings, stats, screen, ship, aliens, bullets, cargoes)
break
def update_aliens(ai_settings, stats, screen, ship, aliens, bullets, cargoes, sb):
"""Check if the fleet is at the edge, and then update the position of all aliens in the fleet."""
check_fleet_edges(ai_settings, aliens)
aliens.update()
cargoes.update()
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets, cargoes)
if pygame.sprite.spritecollideany(ship, cargoes):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets, cargoes)
# look for aliens hitting the bottom of the screen.
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, cargoes)