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game_functions.py
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import sys
from time import sleep
import pygame
from alien import Alien
from bullet import Bullet
def check_events(sf_settings, screen, ship, bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_kdown_events(event, sf_settings,screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_kup_events(event, ship)
def check_kdown_events(event, sf_settings, screen, ship, bullets):
if event.key == pygame.K_RIGHT:
ship.moving_right = True
if event.key == pygame.K_LEFT:
ship.moving_left = True
if event.key == pygame.K_SPACE:
fire_bullets(sf_settings, screen, ship, bullets)
if event.key == pygame.K_q:
sys.exit()
def check_kup_events(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def fire_bullets(sf_settings, screen, ship, bullets):
if len(bullets) < sf_settings.bullet_allowed:
new_bullet = Bullet(sf_settings, screen, ship)
bullets.add(new_bullet)
def update_screen(sf_settings, screen, stats, ship, aliens, bullets, play_button):
screen.fill(sf_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
def update_bullets(sf_settings, screen, ship, aliens, bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullets_aliens_collisions(sf_settings, screen, ship, aliens, bullets)
def check_bullets_aliens_collisions(sf_settings,screen, ship, aliens, bullets):
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if len(aliens) == 0:
bullets.empty()
create_fleet(sf_settings, screen, ship, aliens)
def get_number_aliens_x(sf_settings, alien_width):
available_space_x = sf_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def get_number_rows(sf_settings, ship_height, alien_height):
available_space_y = (sf_settings.screen_height - (3 * alien_height) - ship_height)
number_rows = int(available_space_y / (2 * alien_height))
return number_rows
def create_alien(sf_settings, screen, aliens, alien_number, row_number):
alien = Alien(sf_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(sf_settings, screen, ship, aliens):
alien = Alien(sf_settings, screen)
number_aliens_x = get_number_aliens_x(sf_settings, alien.rect.width)
number_rows = get_number_rows(sf_settings, ship.rect.height, alien.rect.height)
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(sf_settings, screen, aliens, alien_number, row_number)
def ship_hit(sf_settings, stats, screen, ship, aliens, bullets):
stats.ships_left -= 1
if stats.ships_left > 0:
aliens.empty()
bullets.empty()
create_fleet(sf_settings, screen, ship, aliens)
ship.center_ship()
sleep(1)
else:
stats.game_active = False
def update_aliens(sf_settings, stats, screen, ship, aliens, bullets):
check_fleet_edges(sf_settings, aliens)
aliens.update()
check_aliens_bottom(sf_settings, stats, screen, ship, aliens, bullets)
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(sf_settings, stats, screen, ship, aliens, bullets)
def check_fleet_edges(sf_settings, aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(sf_settings, aliens)
break
def change_fleet_direction(sf_settings, aliens):
for alien in aliens.sprites():
alien.rect.y += sf_settings.fleet_drop_speed
sf_settings.alien_direction *= -1
def check_aliens_bottom(sf_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(sf_settings, stats, screen, ship, aliens, bullets)
break