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game_functions.py
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game_functions.py
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import sys
import pygame
from alien import Alien
from bullet import Bullet
def check_events(ai_settings,screen,ship,bullets):
#keypresses and mouse presses
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
keydown_events(event,ai_settings,screen,ship,bullets)
elif event.type == pygame.KEYUP:
keyup_events(event,ship)
#update the screen
def update_screen(ai_settings,screen,ship,aliens,bullets):
#update the screen through each pass through
screen.fill(ai_settings.bg_color)
ship.blitme()
aliens.draw(screen)
for bullet in bullets.sprites():
bullet.draw_bullet()
#Draw the most recent window to the screen
pygame.display.flip()
def keydown_events(event,ai_settings,screen,ship,bullets):
if event.key == pygame.K_RIGHT:
#move the ship to the right and left
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 event.key == pygame.K_q:
sys.exit()
def keyup_events(event,ship):
if event.key == pygame.K_RIGHT:
#stop the ship from moving to the right and left
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def update_bullets(ai_settings,screen,ship,aliens,bullets):
bullets.update()
#get rid of the bullets that have disappeared
for bullet in bullets.copy():
if bullet.rect.bottom <=0:
bullets.remove(bullet)
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens) == 0 and ai_settings.number_fleets > ai_settings.number_created:
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
ai_settings.number_created += 1
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 get_na(ai_settings,alien_width):
a_s = ai_settings.screen_width - (2*alien_width)
n_o_a = int(a_s/(2*alien_width))
return n_o_a
def create_alien(ai_settings,screen,aliens,a_n,row_number):
alien = Alien(ai_settings,screen)
alien_width = alien.rect.width
alien.x = alien_width+(2*alien_width*a_n)
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
aliens.add(alien)
def get_number_rows(ai_settings,ship_height,alien_height):
a_s_y = (ai_settings.screen_height-(3*alien_height)-ship_height)
n_r = int(a_s_y/(2*alien_height))
return n_r
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 create_fleet(ai_settings,screen,ship,aliens):
alien = Alien(ai_settings,screen)
number_aliens_x = get_na(ai_settings,alien.rect.width)
number_row = get_number_rows(ai_settings,ship.rect.height,alien.rect.height)
for row_number in range(number_row):
for a_n in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,a_n,row_number)
def update_aliens(ai_settings,ship,aliens):
check_fleet_edges(ai_settings,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
print("Ship Hit!!")
sys.exit()