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game_funtions.py
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game_funtions.py
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import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event, app_settings, screen, stats, scores, sb,
ship, aliens, bullets):
"""Respond to keypresses"""
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(app_settings, stats, screen, ship, bullets)
elif event.key == pygame.K_p:
if not stats.menu_open:
if not stats.pause:
stats.pause = True
else:
stats.pause = False
elif event.key == pygame.K_RETURN:
if stats.menu_open:
start_game(app_settings, screen, stats, scores,
sb, ship, aliens, bullets)
elif event.key == pygame.K_ESCAPE:
stats.menu_open = True
stats.game_active = False
stats.pause = False
pygame.mouse.set_visible(True)
def fire_bullet(app_settings, stats, 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) < app_settings.bullets_allowed and not stats.pause:
new_bullet = Bullet(app_settings, screen, ship)
if stats.sounds_on:
pygame.mixer.Sound.play(app_settings.shot_sound)
bullets.add(new_bullet)
def check_keyup_evenets(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_events(app_settings, screen, stats, scores, sb, play_button,
scores_button, exit_button, sound_on_button, ship, aliens,
bullets):
"""Respond to key 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, app_settings, screen, stats, scores,
sb, ship, aliens, bullets)
elif event.type == pygame.KEYUP:
check_keyup_evenets(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(app_settings, screen, stats, scores, sb,
play_button, ship, aliens, bullets,
mouse_x, mouse_y)
check_exit_button(stats, exit_button, mouse_x, mouse_y)
check_scores_button(stats, scores_button, mouse_x, mouse_y)
check_sound_button(stats, sound_on_button, mouse_x, mouse_y)
elif event.type == pygame.MOUSEMOTION:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_mouse_coord(app_settings, stats, mouse_x, mouse_y,
play_button, scores_button, exit_button)
def check_sound_button(stats, sound_on_button, mouse_x, mouse_y):
"""If sound button was clicked, change value of flag variable on opposite"""
button_clicked = sound_on_button.image_rect.collidepoint(mouse_x, mouse_y)
if button_clicked and stats.menu_open:
if stats.sounds_on:
stats.sounds_on = False
else:
stats.sounds_on = True
def check_mouse_coord(app_settings, stats, mouse_x, mouse_y, *buttons):
for button in buttons:
button_directed = button.msg_rect.collidepoint(mouse_x, mouse_y)
if button_directed and stats.menu_open:
button.text_color = button.text_color_hover
if button.cursor_directed != 2:
button.cursor_directed = 1
elif not button_directed and stats.menu_open:
button.text_color = button.text_color_inactive
button.cursor_directed = 3
if button.cursor_directed == 1:
button.cursor_directed = 2
if stats.sounds_on:
pygame.mixer.Sound.play(app_settings.button_direct_sound)
def check_play_button(app_settings, screen, stats, scores, sb, play_button, ship,
aliens, bullets, mouse_x, mouse_y):
"""Start a new game when the player clicks Play."""
button_clicked = play_button.msg_rect.collidepoint(mouse_x, mouse_y)
if button_clicked and stats.menu_open:
start_game(app_settings, screen, stats, scores, sb, ship,
aliens, bullets)
def check_scores_button(stats, scores_button, mouse_x, mouse_y):
"""Show the best scores"""
button_clicked = scores_button.msg_rect.collidepoint(mouse_x, mouse_y)
if button_clicked and stats.menu_open:
stats.menu_open = False
def check_exit_button(stats, exit_button, mouse_x, mouse_y):
"""Close the app when the player clicks Exit."""
button_clicked = exit_button.msg_rect.collidepoint(mouse_x, mouse_y)
if button_clicked and stats.menu_open:
sys.exit()
def start_game(app_settings, screen, stats, scores, sb, ship, aliens, bullets):
"""Reset all statistic to start a new game"""
if stats.sounds_on:
pygame.mixer.Sound.play(app_settings.game_start_sound)
# Update high score
scores.update_high_score()
# Mark that menu is not open
stats.menu_open = False
# Reset the game settings.
app_settings.initialize_dynamic_settings()
# Hide the mouse cursor.
pygame.mouse.set_visible(False)
# Reset the game statistic.
stats.reset_stats()
stats.game_active = True
# Reset the scoreboard images.
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# Empty the list of aliens and bullets
aliens.empty()
bullets.empty()
# Create a new fleet and center the ship.
create_fleet(app_settings, screen, ship, aliens)
ship.center_ship()
def create_menu(screen, app_settings, stats, play_button, scores_button,
exit_button, sound_on_button, sound_off_button):
"""Create buttons and fill background"""
# Fill background
screen.fill(app_settings.bg_color)
# Draw buttons
buttons = [play_button, scores_button, exit_button]
first_button_position = screen.get_rect().centery - 2 * play_button.height
for i, button in enumerate(buttons):
button.set_y(first_button_position + 2 * i * button.height)
button.draw_button()
if stats.sounds_on:
sound_on_button.draw_button()
else:
sound_off_button.draw_button()
def update_screen(app_settings, screen, stats, scores, sb, ship, aliens, bullets,
play_button, scores_button, exit_button, sound_on_button,
sound_off_button):
"""Update images on the screen and flip to the new screen"""
if not stats.game_active and stats.menu_open:
create_menu(screen, app_settings, stats, play_button, scores_button,
exit_button, sound_on_button, sound_off_button)
elif not stats.game_active and stats.game_lost:
scores.ask_name()
stats.menu_open = True
stats.game_lost = False
elif not stats.game_active and not stats.menu_open:
scores.draw_background(screen)
scores.print_score(screen)
elif stats.game_active:
# Redraw the screen during each pass through the loop
screen.fill(app_settings.bg_color)
# Redraw all bullets behind ship and aliens.
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# Draw the score information
sb.show_score()
# Make the most recently drawn screen visible
pygame.display.flip()
def update_bullets(app_settings, screen, stats, sb,
ship, aliens, bullets):
"""Update position of bullets and get rid of old bullets."""
# Update bullets position
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(app_settings, screen, stats, sb,
ship, aliens, bullets)
def check_bullet_alien_collisions(app_settings, screen, stats, sb, ship,
aliens, bullets):
"""Respond to bullet-alien collisions."""
# Remove any bullets and aliens that have collided
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += app_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
# If the entire fleet is destroyed, start a new level.
bullets.empty()
app_settings.increase_speed()
# Increase level.
stats.level += 1
sb.prep_level()
create_fleet(app_settings, screen, ship, aliens)
if stats.sounds_on:
pygame.mixer.Sound.play(app_settings.level_up_sound)
def get_number_aliens_x(app_settings, alien_width):
"""Determine the number of aliens that fit in a row"""
available_space_x = app_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def get_number_rows(app_setting, ship_height, alien_height):
"""Determine the number of rows of aliens that fit on the screen."""
available_space_y = (app_setting.screen_height - (3 * alien_height) -
ship_height)
number_rows = int(available_space_y / (2 * alien_height))
return number_rows
def create_alien(app_settings, screen, aliens, alien_number, row_number):
# Create an alien and place it in the row.
alien = Alien(app_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 create_fleet(app_settings, screen, ship, aliens):
"""Create a full fleet of aliens."""
# Create an alien and find the number of aliens in a row.
alien = Alien(app_settings, screen)
number_aliens_x = get_number_aliens_x(app_settings, alien.rect.width)
number_rows = get_number_rows(app_settings, ship.rect.height,
alien.rect.height)
# Create the fleet of aliens.
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(app_settings, screen, aliens, alien_number, row_number)
def check_fleet_edges(app_settings, aliens):
"""Respond appropriately if any aliens have reached an edge."""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(app_settings, aliens)
break
def change_fleet_direction(app_settings, aliens):
"""Drop the entire fleet and change the fleet's direction"""
for alien in aliens.sprites():
alien.rect.y += app_settings.fleet_drop_speed
app_settings.fleet_direction *= -1
def ship_hit(app_settings, stats, sb, screen, ship, aliens, bullets):
"""Respond to ship being hit by alien"""
if stats.sounds_on:
pygame.mixer.Sound.play(app_settings.ship_hit_sound)
if stats.ships_left > 0:
# Decrement ship_left
stats.ships_left -= 1
# Update scoreboard
sb.prep_ships()
# Empty the list of aliens and bullets
aliens.empty()
bullets.empty()
# Create a new fleet and center the ship
create_fleet(app_settings, screen, ship, aliens)
ship.center_ship()
# Pause
sleep(0.5)
else:
stats.game_lost = True
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(app_settings, stats, sb, screen, ship, aliens, bullets):
"""Check if any aliens 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 ship got hit.
ship_hit(app_settings, stats, sb, screen, ship, aliens, bullets)
break
def check_high_score(stats, sb):
"""Check to see if there's a new high score."""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
def update_aliens(app_settings, stats, sb, screen, ship, aliens, bullets):
"""
Check if the fleet is at an edge,
and then update the positions of all aliens in the fleet.
"""
check_fleet_edges(app_settings, aliens)
aliens.update()
# Look for alien-ship collisions.
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(app_settings, stats, sb, screen, ship, aliens, bullets)
# Look for aliens hitting the bottom of the screen
check_aliens_bottom(app_settings, stats, sb, screen, ship, aliens, bullets)