We'll add a Play button to statt the game on demand and to restart the game once it ends.
We'll aslo change the game so it speed up when the player moves up a level, and we'll implement a scoring system.
By the end of the chapter, you'll know enough to start writing games that increase in difficulty as a player progresses and that feature complete scoring systems.
1.Adding the Play Button
# import modules
import sys
from time import sleep
import pygame
from settings import Settings
from game_stats import GameStats
from button import Button
from ship import Ship
from bullet import Bullet
from alien import Alien
class AlienInvasion:
"""Overall class to manage game assets and behavior."""
def __init__(self):
"""Initialize the game, and create game resources."""
# the pygame.init() function initializes the background settings that Pygame need to work properly.
pygame.init()
# define the clock in the __init() method.ensure the clock ticks once on each pass through the main loop.
self.clock = pygame.time.Clock()
# create a display window. the argument (1200, 800) is a tuple that defines the dimensions of the game window,which will be 1200 pixels wide by 800 pixels high.
#self.screen = pygame.display.set_mode((1200, 800))
self.settings = Settings()
#self.screen = pygame.display.set_mode((self.settings.screen_width,self.settings.screen_height))
# Running the Game in Fullscreen Mode
self.screen = pygame.display.set_mode((0,0), pygame.FULLSCREEN)
self.settings.screen_width = self.screen.get_rect().width
self.settings.screen_height = self.screen.get_rect().height
pygame.display.set_caption("Alien Invasion")
# Create an instance to store game statistics.
self.stats = GameStats(self)
# the call to Ship() requires one argument:an instance of AlienInvasion.
self.ship = Ship(self)
# create the group that holds the bullets in __init__()
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
# Start Alien Invasion in an inactive state.
self.game_active = False
# Make the Play button.
self.play_button = Button(self, "Play")
def run_game(self):
"""Start the main loop for the game."""
while True:
self._check_events()
if self.game_active:
self.ship.update()
# self.bullets.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
# the tick() method takes one argument: the frame rate for the game.
self.clock.tick(60)
def _check_events(self):
"""Respond to keypresses and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
def _check_keydown_events(self,event):
"""Respond to keypresses."""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
# Pressing Q to Quit
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self,event):
"""Respond to releases."""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _fire_bullet(self):
"""Create a new bullet and add it to the bullets group."""
# if len(self.bullets) < self.settings.bullet_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
"""Update position of bullets and get rid of old bullets."""
#Update bullet positions.
self.bullets.update()
# Ged rid of bullets that have disappeared.
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
"""Respond to bullet-alien collisions."""
# Remove any bullets and aliens that have collided.
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if not self.aliens:
# Destroy exsiting bullets and create new fleet.
self.bullets.empty()
self._create_fleet()
def _update_aliens(self):
"""Check if the fleet is at an edge, then update positions."""
self._check_fleet_edges()
self.aliens.update()
# Look for alien-ship collisions
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
# Look for aliens hitting the bottom of the screen.
self._check_aliens_bottom()
def _update_screen(self):
"""Update images on the screen, and flip to the new screen."""
# Redraw the screen during each pass through the loop.
self.screen.fill(self.settings.bg_color)
# draw the ship on the screen by calling ship.blitme(),so the ship appears on top of the background.
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.ship.blitme()
self.aliens.draw(self.screen)
# Draw the play button if the game is inactive.
if not self.game_active:
self.play_button.draw_button()
# Make the most recently drawn screen visible
pygame.display.flip()
def _create_fleet(self):
"""Create the fleet of aliens."""
# Create an alien and keep adding aliens until there's no room left.
#Spacing between aliens is one alien width and one alien height.
# Make an alien.
alien = Alien(self)
alien_width, alien_height = alien.rect.size
current_x, current_y = alien_width,alien_height
while current_y < (self.settings.screen_height - 3 * alien_height):
while current_x < (self.settings.screen_width - 2 * alien_width):
self._create_alien(current_x,current_y)
current_x += 2 * alien_width
# Finished a row; reset x value, and increment y value.
current_x = alien_width
current_y += 2 * alien_height
def _create_alien(self, x_position,y_position):
"""Create an alien and place it in the fleet."""
new_alien = Alien(self)
new_alien.x = x_position
new_alien.rect.x = x_position
new_alien.rect.y = y_position
self.aliens.add(new_alien)
def _check_fleet_edges(self):
"""Respond appropriately if any aliens have reached an edge."""
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
"""Drop the entire fleet and change the fleet's direction."""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _ship_hit(self):
"""Respond to the ship being hit by an alien."""
if self.stats.ship_left > 0:
# Decrement ships_left.
self.stats.ship_left -= 1
# Get rid of any remaining bullets and aliens.
self.bullets.empty()
self.aliens.empty()
# Create a new fleet and center the ship.
self._create_fleet()
self.ship.center_ship()
# Pause.
sleep(0.5)
else:
self.game_active = False
def _check_aliens_bottom(self):
"""Check if any aliens have reached the bottom of the screen."""
for alien in self.aliens.sprites():
if alien.rect.bottom >= self.settings.screen_height:
# Treat this the same as if the ship got hit.
self._ship_hit()
break
if __name__ == '__main__':
# Make a game instance, and run the game.
ai = AlienInvasion()
ai.run_game()
2. Create a Button Class
import pygame.font
class Button:
"""A class to build buttons for the game."""
def __init__(self, ai_game, msg):
"""Initialize button attributes."""
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()
# Set the dimension and properties of the button.
self.width, self.height = 200, 50
self.button_color = (0, 135, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48)
# Build the button's rect object and center it.
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# The button message needs to be prepped only once.
self._prep_msg(msg)
def _prep_msg(self, msg):
"""Turn msg into a rendered image and center text on the button."""
self.msg_image = self.font.render(msg, True, self.text_color,self.button_color)
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
def draw_button(self):
"""Draw blank button and then draw message."""
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
3.Starting a Game
3.1 alien_invasion.py
# import modules
import sys
from time import sleep
import pygame
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from bullet import Bullet
from alien import Alien
class AlienInvasion:
"""Overall class to manage game assets and behavior."""
def __init__(self):
"""Initialize the game, and create game resources."""
# the pygame.init() function initializes the background settings that Pygame need to work properly.
pygame.init()
# define the clock in the __init() method.ensure the clock ticks once on each pass through the main loop.
self.clock = pygame.time.Clock()
# create a display window. the argument (1200, 800) is a tuple that defines the dimensions of the game window,which will be 1200 pixels wide by 800 pixels high.
#self.screen = pygame.display.set_mode((1200, 800))
self.settings = Settings()
#self.screen = pygame.display.set_mode((self.settings.screen_width,self.settings.screen_height))
# Running the Game in Fullscreen Mode
self.screen = pygame.display.set_mode((0,0), pygame.FULLSCREEN)
self.settings.screen_width = self.screen.get_rect().width
self.settings.screen_height = self.screen.get_rect().height
pygame.display.set_caption("Alien Invasion")
# Create an instance to store game statistics,
# and create a scoreboard.
self.stats = GameStats(self)
self.sb = Scoreboard(self)
# the call to Ship() requires one argument:an instance of AlienInvasion.
self.ship = Ship(self)
# create the group that holds the bullets in __init__()
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
# Start Alien Invasion in an inactive state.
self.game_active = False
# Make the Play button.
self.play_button = Button(self, "Play")
def run_game(self):
"""Start the main loop for the game."""
while True:
self._check_events()
if self.game_active:
self.ship.update()
# self.bullets.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
# the tick() method takes one argument: the frame rate for the game.
self.clock.tick(60)
def _check_events(self):
"""Respond to keypresses and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
def _check_play_button(self, mouse_pos):
"""Start a new game when the player clicks Play."""
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.game_active:
# Reset the game settings.
self.settings.initialize_dynamic_setttings()
# Reset the game statistics.
self.stats.reset_stats()
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
self.game_active = True
# Get rid of any remaining bullets and aliens.
self.bullets.empty()
self.aliens.empty()
# Create a new fleet and center the ship
self._create_fleet()
self.ship.center_ship()
# Hide the mouse cursor.
pygame.mouse.set_visible(False)
def _check_keydown_events(self,event):
"""Respond to keypresses."""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
# Pressing Q to Quit
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self,event):
"""Respond to releases."""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _fire_bullet(self):
"""Create a new bullet and add it to the bullets group."""
# if len(self.bullets) < self.settings.bullet_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
"""Update position of bullets and get rid of old bullets."""
#Update bullet positions.
self.bullets.update()
# Ged rid of bullets that have disappeared.
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
"""Respond to bullet-alien collisions."""
# Remove any bullets and aliens that have collided.
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if collisions:
for aliens in collisions.values():
self.stats.score += self.settings.alien_points * len(aliens)
self.sb.prep_score()
self.sb.check_high_score()
if not self.aliens:
# Destroy exsiting bullets and create new fleet.
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
# Increase level.
self.stats.level += 1
self.sb.prep_level()
def _update_aliens(self):
"""Check if the fleet is at an edge, then update positions."""
self._check_fleet_edges()
self.aliens.update()
# Look for alien-ship collisions
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
# Look for aliens hitting the bottom of the screen.
self._check_aliens_bottom()
def _update_screen(self):
"""Update images on the screen, and flip to the new screen."""
# Redraw the screen during each pass through the loop.
self.screen.fill(self.settings.bg_color)
# draw the ship on the screen by calling ship.blitme(),so the ship appears on top of the background.
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.ship.blitme()
self.aliens.draw(self.screen)
# Draw the score information.
self.sb.show_score()
# Draw the play button if the game is inactive.
if not self.game_active:
self.play_button.draw_button()
# Make the most recently drawn screen visible
pygame.display.flip()
def _create_fleet(self):
"""Create the fleet of aliens."""
# Create an alien and keep adding aliens until there's no room left.
#Spacing between aliens is one alien width and one alien height.
# Make an alien.
alien = Alien(self)
alien_width, alien_height = alien.rect.size
current_x, current_y = alien_width,alien_height
while current_y < (self.settings.screen_height - 3 * alien_height):
while current_x < (self.settings.screen_width - 2 * alien_width):
self._create_alien(current_x,current_y)
current_x += 2 * alien_width
# Finished a row; reset x value, and increment y value.
current_x = alien_width
current_y += 2 * alien_height
def _create_alien(self, x_position,y_position):
"""Create an alien and place it in the fleet."""
new_alien = Alien(self)
new_alien.x = x_position
new_alien.rect.x = x_position
new_alien.rect.y = y_position
self.aliens.add(new_alien)
def _check_fleet_edges(self):
"""Respond appropriately if any aliens have reached an edge."""
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
"""Drop the entire fleet and change the fleet's direction."""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _ship_hit(self):
"""Respond to the ship being hit by an alien."""
if self.stats.ships_left > 0:
# Decrement ships_left,and update scoreboard.
self.stats.ships_left -= 1
self.sb.prep_ships()
# Get rid of any remaining bullets and aliens.
self.bullets.empty()
self.aliens.empty()
# Create a new fleet and center the ship.
self._create_fleet()
self.ship.center_ship()
# Pause.
sleep(0.5)
else:
self.game_active = False
pygame.mouse.set_visible(True)
def _check_aliens_bottom(self):
"""Check if any aliens have reached the bottom of the screen."""
for alien in self.aliens.sprites():
if alien.rect.bottom >= self.settings.screen_height:
# Treat this the same as if the ship got hit.
self._ship_hit()
break
if __name__ == '__main__':
# Make a game instance, and run the game.
ai = AlienInvasion()
ai.run_game()
3.2 game_stats.py
class GameStats:
"""Track statistics for Alien Invasion."""
def __init__(self, ai_game):
"""Initialize statistics."""
self.settings = ai_game.settings
self.reset_stats()
# High score should never be reset.
self.high_score = 0
def reset_stats(self):
"""Initialize statistics that can change during the game."""
self.ships_left = self.settings.ship_limit
self.score = 0
self.level = 1
3.3 settings.py
class Settings:
"""A class to store all settings for Alien Invasion"""
def __init__(self):
"""Initialize the game's settings."""
# Screen settings
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# Ship settings
self.ship_speed = 1.5
self.ship_limit = 3
# Bullet settings
self.bullet_speed = 2.5
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60, 60, 60)
# limiting the number of Bullets.
# self.bullet_allowed = 3
# Alien settings
# self.alien_speed = 1.0
# creating settings for fleet direction.
self.fleet_drop_speed = 10
# How quickly the game speeds up
self.speedup_scale = 1.1
# How quickly the alien point values increase
self.score_scale = 1.5
self.initialize_dynamic_setttings()
def initialize_dynamic_setttings(self):
"""Initialize settings that change throught the game."""
self.ship_speed = 1.5
self.bullet_speed = 2.5
self.alien_speed = 1.0
# fleet_direction of 1 represents right; -1 represents left.
self.fleet_direction = 1
# Scoring settings
self.alien_points = 50
def increase_speed(self):
"""Increase speed settings and alien point values."""
self.ship_speed *= self.speedup_scale
self.bullet_speed *= self.speedup_scale
self.alien_speed *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale)
print(self.alien_points)
3.4 scoreboard.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard:
"""A class to report scoring information."""
def __init__(self, ai_game):
"""Initialize scorekeeping attributes."""
self.ai_game = ai_game
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()
self.settings = ai_game.settings
self.stats = ai_game.stats
# Font settings for scoring information.
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
# Prepare the intial score images.
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""Turn the score into a rendered image."""
rounded_score = round(self.stats.score, -1)
score_str = f"{rounded_score:,}"
self.score_image = self.font.render(score_str, True, self.text_color, self.settings.bg_color)
# Display the score at the top right of the screen.
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20
def prep_high_score(self):
"""Turn the high score into a rendered image."""
high_score = round(self.stats.high_score, -1)
high_score_str = f"{high_score:,}"
self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.settings.bg_color)
# Center the high score at the top of the screen.
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = self.score_rect.top
def show_score(self):
"""Draw scores, level, and ships to the screen."""
self.screen.blit(self.score_image, self.score_rect)
self.screen.blit(self.high_score_image, self.high_score_rect)
self.screen.blit(self.level_image, self.level_rect)
self.ships.draw(self.screen)
def check_high_score(self):
"""Check to see if there's a new high score."""
if self.stats.score > self.stats.high_score:
self.stats.high_score = self.stats.score
self.prep_high_score()
def prep_level(self):
"""Turn the level into a rendered image."""
level_str = str(self.stats.level)
self.level_image = self.font.render(level_str, True, self.text_color, self.settings.bg_color)
# Position the level below the score.
self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.score_rect.right
self.level_rect.top = self.score_rect.bottom + 10
def prep_ships(self):
"""Show how many ships are left."""
self.ships = Group()
for ship_number in range(self.stats.ships_left):
ship = Ship(self.ai_game)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
3.5 alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""A class to represent a single alien in the fleet."""
def __init__(self, ai_game):
"""Initialize the alien and set its starting position."""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
# Load the alien image and set its rect attribute.
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# Start each new alien near the top left of the screen.
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# Store the alien's exact horizontal position.
self.x = float(self.rect.x)
def check_edges(self):
"""Return True if alien is at edge of screen."""
screen_rect = self.screen.get_rect()
return (self.rect.right >= screen_rect.right) or (self.rect.left <= 0)
def update(self):
"""Move the alien to the right."""
self.x += self.settings.alien_speed * self.settings.fleet_direction
self.rect.x = self.x
3.6 bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""A class to manage bullets fired from the ship."""
def __init__(self, ai_game):
"""Create a bullet object at the ship's current position."""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color = self.settings.bullet_color
# Create a bullet rect at (0, 0) and then set correct position.
self.rect = pygame.Rect(0, 0, self.settings.bullet_width,self.settings.bullet_height)
self.rect.midtop = ai_game.ship.rect.midtop
# Store the bullet's position as a float.
self.y = float(self.rect.y)
def update(self):
"""Move the bullet up the screen"""
# Update the exact position of the bullet.
self.y -= self.settings.bullet_speed
# Update the rect position.
self.rect.y = self.y
def draw_bullet(self):
"""Draw the bullet to the screen."""
pygame.draw.rect(self.screen, self.color, self.rect)
3.7 button.py
import pygame.font
class Button:
"""A class to build buttons for the game."""
def __init__(self, ai_game, msg):
"""Initialize button attributes."""
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()
# Set the dimension and properties of the button.
self.width, self.height = 200, 50
self.button_color = (0, 135, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48)
# Build the button's rect object and center it.
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# The button message needs to be prepped only once.
self._prep_msg(msg)
def _prep_msg(self, msg):
"""Turn msg into a rendered image and center text on the button."""
self.msg_image = self.font.render(msg, True, self.text_color,self.button_color)
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
def draw_button(self):
"""Draw blank button and then draw message."""
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
3.8 project show
3.9 Summary
We learned how to implement a Play button to start a new game. We also learned how to detect mouse events and hide the cursor in active games.We also learned how to modify the speed of a game as it progresses, implement a progressive scoring system, and display information in textual and nontextual ways.