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203 lines (151 loc) · 5.71 KB
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import sys
import pygame
from alien import Alien
from bullet import Bullet
from time import sleep
from ship import Ship
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""Respond to key presses."""
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(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 check_play_button(stats, play_button, mouse_x, mouse_y,aliens,bullets,ship,ai_settings,screen):
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
stats.reset_stats()
stats.game_active = True
aliens.empty()
bullets.empty()
create_fleet(ai_settings, screen, aliens,ship)
ship.center_ship()
def check_events(ai_settings, screen, ship, bullets,stats,play_button,aliens):
"""Respond to keyboard and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(stats, play_button, mouse_x, mouse_y,aliens,bullets,ship,ai_settings,screen)
elif event.type == pygame.KEYDOWN:
check_keydown_events(
event, ai_settings, screen, ship, bullets
)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
def update_screen(ai_settings, screen, ship,bullets,aliens,play_button,stats,sb):
"""Update images on the screen and flip to the new screen."""
screen.fill(ai_settings.bg_color)
sb.show_score()
if not stats.game_active:
play_button.draw_button()
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
pygame.display.flip()
def update_bullets(aliens,bullets,ai_settings,stats,sb):
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
bullets.update()
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
# Get rid of bullets that have disappeared.
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
def fire_bullet(ai_settings, screen, ship, bullets):
# 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)
def create_fleet(ai_settings, screen, aliens, ship):
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
)
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(
ai_settings,
screen,
aliens,
alien_number,
row_number
)
def get_number_aliens_x(ai_settings, alien_width):
available_space_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = available_space_x // (2 * alien_width)
return number_aliens_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
alien = Alien(ai_settings, screen)
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 get_number_rows(ai_settings, ship_height, alien_height):
available_space_y = (
ai_settings.screen_height -
(3 * alien_height) -
ship_height
)
number_rows = available_space_y // (2 * alien_height)
return number_rows
def check_fleet_edges(ai_settings, aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def update_aliens(ai_settings, aliens,stats,screen,bullets,ship):
check_fleet_edges(ai_settings, aliens)
aliens.update()
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
# Look for alien-ship collisions.
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, aliens,stats,screen,bullets,ship)
def ship_hit(ai_settings, aliens,stats,screen,bullets,ship):
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, aliens,ship)
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):
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, aliens,stats,screen,bullets,ship)
break