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game_functions.py
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275 lines (220 loc) · 9.19 KB
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import pygame
import sys
from time import sleep
import json
from bullet import Bullet
from alien import Alien
import preprocessing
def update_high_score_history_data(stats):
with open("users_data.json", "r+") as users_data_file:
users_data_list = json.load(users_data_file)
for user_data in users_data_list:
if user_data[0] == stats.user:
user_data[1]['high score'] = stats.high_score
users_data_file.seek(0, 0)
json.dump(users_data_list, users_data_file)
break
with open("high_score_data.json", "w") as high_score_data_file:
json.dump({"user": stats.user, "high score": stats.high_score_history}, high_score_data_file)
def check_keydown_events(event, ai_settings, screen, stats, username_input_text, ship, bullets):
if event.key == pygame.K_q:
update_high_score_history_data(stats)
sys.exit()
elif stats.input_username:
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 stats.username_start_input:
username_input_text.writing = True
if event.key == pygame.K_RETURN:
username_input_text.text += "\n"
elif event.key == pygame.K_BACKSPACE:
username_input_text.text = username_input_text.text[:-1]
else:
username_input_text.text += event.unicode
username_input_text.text = username_input_text.text.strip()
def fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings, screen, stats, introduction_of_game, next_button, back_button, username_input_text, username_confirm, score_board, play_button, ship,
aliens, bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
update_high_score_history_data(stats)
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, stats, username_input_text, 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_button(ai_settings, screen, stats, introduction_of_game, next_button, back_button, username_input_text, username_confirm, score_board, play_button,
ship, aliens, bullets, mouse_x, mouse_y)
def check_button(ai_settings, screen, stats, introduction_of_game, next_button, back_button, user_input_text, username_confirm, score_board, play_button, ship, aliens,
bullets, mouse_x, mouse_y):
stats.username_start_input = False
user_input_text.writing = False
if stats.view_introduction is True:
if next_button.rect.collidepoint(mouse_x, mouse_y):
if stats.introduction_page == stats.introduction_total_pages - 1:
stats.view_introduction = False
stats.introduction_page = 0
else:
stats.introduction_page += 1
preprocessing.next_button_prep(next_button, stats, introduction_of_game)
preprocessing.back_button_prep(back_button, next_button)
elif back_button.rect.collidepoint(mouse_x, mouse_y):
if stats.introduction_page > 0:
stats.introduction_page -= 1
preprocessing.next_button_prep(next_button, stats, introduction_of_game)
preprocessing.back_button_prep(back_button, next_button)
elif play_button.rect.collidepoint(mouse_x, mouse_y) and not stats.game_active and stats.input_username:
ai_settings.initialize_dynamic_settings()
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active = True
score_board.prep_high_score_history()
score_board.prep_high_score_history_user()
score_board.prep_high_score()
score_board.prep_score()
score_board.prep_level()
score_board.prep_user()
score_board.prep_ships()
aliens.empty()
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
elif user_input_text.rect.collidepoint(mouse_x, mouse_y) and not stats.input_username:
stats.username_start_input = not stats.username_start_input
elif username_confirm.rect.collidepoint(mouse_x, mouse_y) and not stats.input_username:
if len(user_input_text.text):
stats.input_username = True
stats.user = user_input_text.text
score_board.prep_user()
already_registered = False
with open("users_data.json", "r+") as users_data_file:
users_data_list = json.load(users_data_file)
if users_data_list != []:
for user_data in users_data_list:
if user_data[0] == stats.user:
stats.high_score = user_data[1]['high score']
already_registered = True
break
if not already_registered:
users_data_file.seek(0, 0)
users_data_list.append([stats.user, {"high score": 0}])
json.dump(users_data_list, users_data_file)
else:
user_input_text.hint = "Username could not be empty!"
def update_screen(ai_settings, screen, stats, introduction_of_game, next_button, back_button, username_input_text, username_confirm, score_board, ship, aliens, bullets,
play_button):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
score_board.show_score()
if stats.view_introduction is False:
if stats.input_username:
if not stats.game_active:
play_button.draw_button()
else:
username_input_text.draw_input_text()
username_confirm.draw_button()
else:
introduction_of_game[stats.introduction_page].show_label()
next_button.draw_button()
back_button.draw_button()
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, score_board, ship, aliens, bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collision(ai_settings, screen, stats, score_board, ship, aliens, bullets)
def check_bullet_alien_collision(ai_settings, screen, stats, score_board, ship, aliens, bullets):
collision = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collision:
for alien in collision.values():
stats.score += ai_settings.alien_points * len(alien)
score_board.prep_score()
check_high_score(stats, score_board)
if len(aliens) == 0:
bullets.empty()
ai_settings.increase_speed()
stats.level += 1
score_board.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def get_number_alien_x(ai_settings, alien_width):
available_space_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def get_number_rows(ai_settings, ship_height, alien_height):
available_space_y = ai_settings.screen_height - 3 * alien_height - ship_height
numbers_rows = int(available_space_y / (2 * alien_height))
return numbers_rows
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 create_fleet(ai_settings, screen, ship, aliens):
alien = Alien(ai_settings, screen)
number_aliens_x = get_number_alien_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):
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 ship_hit(ai_settings, stats, screen, score_board, ship, aliens, bullets):
if stats.ships_left > 0:
stats.ships_left -= 1
score_board.prep_ships()
aliens.empty()
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, stats, screen, score_board, ship, aliens, bullets):
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, stats, screen, score_board, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, screen, score_board, ship, aliens, bullets):
check_fleet_edges(ai_settings, aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, score_board, ship, aliens, bullets)
check_aliens_bottom(ai_settings, stats, screen, score_board, ship, aliens, bullets)
def check_high_score(stats, score_board):
if stats.score > stats.high_score:
stats.high_score = stats.score
score_board.prep_high_score()
if stats.high_score > stats.high_score_history:
stats.high_score_history = stats.high_score
stats.high_score_history_user = stats.user
score_board.prep_high_score_history()
score_board.prep_high_score_history_user()