alien_invasion.py
# -*- coding: utf-8 -*-
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
def run_game():
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
ship = Ship(ai_settings, screen)
bullets = Group()
while True:
gf.check_events(ai_settings, screen, ship, bullets)
ship.update()
bullets.update()
gf.update_bullets(bullets)
gf.update_screen(ai_settings, screen, ship, bullets)
run_game()
bullet.py
# -*- coding: utf-8 -*-
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self, ai_settings, screen, ship):
super().__init__()
self.screen = screen
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
self.y -= self.speed_factor
self.rect.y = self.y
def draw_bullet(self):
pygame.draw.rect(self.screen, self.color, self.rect)
game_functions.py
# -*- coding: utf-8 -*-
import sys
import pygame
from bullet import Bullet
def check_keydown_event(event, ai_settings, screen, ship, bullets):
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)
def fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullet_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_event(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, ship, bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_event(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_event(event, ship)
def update_screen(ai_settings, screen, ship, bullets):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
pygame.display.flip()
def update_bullets(bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
settings.py
# -*- coding: utf-8 -*-
class Settings():
def __init__(self):
self.screen_width = 900
self.screen_height = 600
self.bg_color = (230, 230, 230)
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color =(60, 60, 60)
self.bullet_allowed = 3
ship.py
# -*- coding: utf-8 -*-
import pygame
class Ship():
def __init__(self,ai_settings,screen):
self.screen = screen
self.ai_settings = ai_settings
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
self.center = float(self.rect.centerx)
self.moving_right = False
self.moving_left = False
def update(self):
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
self.rect.centerx = self.center
def blitme(self):
self.screen.blit(self.image,self.rect)
ship.bmp
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