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Basic Structure
# import sys # exit the game
import pygame
from setting import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group # manage bullets
def run_game():
# Initialize game and create a screen object #
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(screen, ai_settings)
bullets = Group()
# the main loop for the game #
while True:
# listen to keyboards and mouse events #
gf.check_events(ai_settings, screen, ship, bullets)
ship.update()
gf.update_bullets(bullets)
gf.update_screen(ai_settings, screen, ship, bullets)
run_game()
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Game Functions
import sys
import pygame
from bullet import Bullet
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_events_down(event, ai_settings, screen, ship, bullets):
""" respond to keyboard and mouse events """
if event.key == pygame.K_RIGHT:
# ship.rect.centerx += 1 # each press for one movement
ship.moving_flag_right = True
elif event.key == pygame.K_LEFT:
ship.moving_flag_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
def check_events_up(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_flag_right = False
elif event.key == pygame.K_LEFT:
ship.moving_flag_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: # DOWN: press
check_events_down(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP: # UP: release
check_events_up(event, ship)
def update_screen(ai_settings, screen, ship, bullets):
""" upload image and flip to the new screen """
screen.fill(ai_settings.bg_color)
ship.blitme()
for bullet in bullets:
bullet.draw_bullet()
# make the most recently drawn visible #
pygame.display.flip()
def update_bullets(bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# print(len(bullets))
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Settings
class Settings:
""" store all settings """
def __init__(self):
# screen settings #
self.screen_width = 1200
self.screen_height = 600
self.bg_color = (230, 230, 230) # background color: 0-255
self.ship_speed_factor = 1.5 # 1.5 pixels per time
self.bullet_speed_factor = 1
self.bullet_width = 3 # 3×15 pixels
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullet_allowed = 3
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Bullet
import pygame
from pygame.sprite import Sprite # act on all grouped elements at once
class Bullet(Sprite):
""" manage bullets fired from the ship """
def __init__(self, ai_settings, screen, ship):
super().__init__() # inherit
self.screen = screen
# position #
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height) # Rect(x,y,width,height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
self.y = float(self.rect.y) # decimal
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
""" update position """
self.y -= self.speed_factor
self.rect.y = self.y
def draw_bullet(self):
pygame.draw.rect(self.screen, self.color, self.rect)
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ship
import pygame
class Ship:
def __init__(self, screen, ai_settings):
""" initialize the ship and set the start position """
self.screen = screen
self.ai_settings = ai_settings
# load the ship image and get its rect #
self.image = pygame.image.load('ship.bmp')
self.rect = self.image.get_rect() # rect: integer position
self.screen_rect = screen.get_rect()
# start each ship at the center-bottom of screen #
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# store a decimal value for the ship's center #
self.center = float(self.rect.centerx)
# flags #
self.moving_flag_right = False
self.moving_flag_left = False
def update(self):
# update position based on movement_flag #
if self.moving_flag_right and self.rect.right < self.screen_rect.right: # limit the range
self.center += self.ai_settings.ship_speed_factor
if self.moving_flag_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor # rect.centerx: integer
# update rect object from self.center #
self.rect.centerx = self.center
def blitme(self):
""" draw the ship at its current position """
self.screen.blit(self.image, self.rect)