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game_functions.py
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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
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""Respond to key presses."""
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
ship.moving_right = True
elif event.key == pygame.K_LEFT or event.key == pygame.K_a:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
if len(bullets) < ai_settings.bullets_allowed:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q or event.key == pygame.K_ESCAPE:
sys.exit()
def check_keyup_events(event, ship):
"""Respond to key releases."""
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
ship.moving_right = False
elif event.key == pygame.K_LEFT or event.key == pygame.K_a:
ship.moving_left = False
def mouse_button_down(ai_settings, screen, ship, bullets):
mouse_presses = pygame.mouse.get_pressed()
if mouse_presses[0]:
fire_bullet(ai_settings, screen, ship, bullets)
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)
def check_events(ai_settings, screen, ship, bullets):
"""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.MOUSEBUTTONDOWN:
mouse_button_down(ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
def update_screen(screen, ship, alien, bullets):
# Redraw all bullets behind ship and aliens.
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
alien.draw(screen)
pygame.display.flip()
def update_bullets(ai_settings, screen, ship, aliens, bullets):
"""Update position of bullets and get rid of old bullets."""
# Update bullet positions.
bullets.update()
# Get rid of bullets that have disappeared.
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# print(len(bullets))
check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets):
# Check for any bullets that have hit aliens.
# If so, get rid of the bullet and the alien.
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
# Repopulating the Alien Fleet
if len(aliens) == 0:
# Increasing the Alien Movement Speed
ai_settings.alien_speed_factor += 0.5
# Destroying the other bullets
bullets.empty()
create_fleet(ai_settings, screen, aliens, ship)
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
if stats.ships_left > 0:
"""Respond to ship being hit by alien."""
# 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.
# A new fleet automatically gets created because as the aliens become because of "aliens.empty()"
# repopulating the alien fleet gets triggerred in "check_bullet_alien_collisions()".
ship.center_ship()
# Pause.
sleep(0.5)
else:
stats.game_active = False
''' ALIEN FUNCTIONS 👇'''
def get_number_aliens_x(ai_settings, alien_width):
"""Determine the number of aliens that fit in a row."""
''' We leave margins on both side of screens.
To 🔍Find The available space for aliens we subtract the Screen width by 2 times alien_width '''
available_space_x = ai_settings.screen_width - (2 * alien_width)
''' We divide the available space with alien_width to find the number of aliens '''
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def get_number_rows(ai_settings, ship_height, alien_height):
# Calculating how many rows of aliens can fit in the window
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 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)
alien_width = alien.rect.width
alien_height = alien.rect.height
# We keep shifting the alien towards the right with leaving some space between
alien.x = alien_width + (2 * alien_width * alien_number)
alien.rect.y = alien_height + 2 * alien_height * row_number
aliens.add(alien)
def create_fleet(ai_settings, screen, aliens, ship):
# Create the first row of aliens.
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 check_fleet_edges(ai_settings, aliens):
""" Respond Appropriately if any aliens reach the edge """
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
""" Drop the entire fleet and Change its Direction"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
screen_rect = screen.get_rect()
""" Check if any aliens have reached the bottom """
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# Treat this the same as if the ship got hit.
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, 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(ai_settings, aliens)
aliens.update()
# Look For alien-ship Collisions
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)