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alien_invasion.py
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alien_invasion.py
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import sys
from time import sleep
import pygame
from studs import Settings
from game_stats import GameStats
from button import Button
from ship import Ship
from blet import Bullet
from alien import Alien
class AlienInvasion:
"""Clase general para gestionar los activos y el comportamiento del juego."""
def __init__(self):
"""Inicializar el juego, y crear los recursos"""
pygame.init()
self.clock = pygame.time.Clock()
self.settings=Settings()
#Establecer el tamaño de la pantalla
self.screen=pygame.display.set_mode(
(self.settings.screen_width,self.settings.screen_height)
)
pygame.display.set_caption("Alien Invasion")
# Create an instance to store game statistics.
self.stats = GameStats(self)
self.ship =Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
# Start Alien Invasion in an active state.
self.game_active = False
# Make the Play button.
self.play_button = Button(self, "Play")
def run_game(self):
"""Comenzar el bucle principal para el juego"""
while True:
self._check_events()#revisa los eventos
if self.game_active:
self.ship.update()#actualiza la posicion de la nave
self._update_bullets()#actualiza la posicion de las balas
self._update_aliens() #Mover aliens
self._update_screen()#dibujasmos una nueva pantalla con las posiciones actuales
self.clock.tick(60)#Velocidad de fotogramas por segundo
def _check_events(self):
"""Reponde a las teclas presionadas y eventos del mouse"""
#Ver eventos del teclado
for event in pygame.event.get():#recoge cada evento
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."""
if self.play_button.rect.collidepoint(mouse_pos):
self.game_active = True
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 statistics.
self.stats.reset_stats()
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):
"""Detecta las teclas PRESIONADAS"""
if event.key == pygame.K_RIGHT:
#mover la nave a la derecha
self.ship.moving_right=True
elif event.key == pygame.K_LEFT:
#mover la nave a la izquierda
self.ship.moving_left=True
elif event.key ==pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
"""Detecta las teclas SOLTADAS luego de ser presionadas"""
if event.key == pygame.K_RIGHT:
#mover la nave a la derecha
self.ship.moving_right=False
elif event.key == pygame.K_LEFT:
#mover la nave a la izquierda
self.ship.moving_left =False
def _fire_bullet(self):
"""Crear una nueva bala y añadirla al grupo de balas."""
if len(self.bullets) < self.settings.bullets_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()
#Obtener rid de las balas que han pasado el limite
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
# Check for any bullets that have hit aliens.
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 existing bullets and create new fleet.
self.bullets.empty()
self._create_fleet()
def _ship_hit(self):
"""Respond to the ship being hit by an alien."""
if self.stats.ships_left > 0:
# Decrement ships_left.
self.stats.ships_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
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
def _update_aliens(self):
"""Update the positions of all aliens in the fleet."""
self._check_fleet_edges()
self.aliens.update()
# Mirar la colision entre nave-alien.
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 _create_fleet(self):
"""Crear la flota de aliens"""
# Hacer un alien.
# Create an alien and keep adding aliens until there's no room left.
# Spacing between aliens is one alien width.
alien = Alien(self)
alien_width, alien_height = alien.rect.size #obtenemos el ancho y alto del 1er alien
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):
"""Crear un alien y place it in the row."""
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 _update_screen(self):
"""Actualizar imagenes en la pantalla, y voltear a la nueva."""
self.screen.fill(self.settings.bg_color)#color de fondo
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.ship.blitme()#dibujar nave
self.aliens.draw(self.screen) #dibujar alien
# Draw the play button if the game is inactive.
if not self.game_active:
self.play_button.draw_button()
pygame.display.flip()#hacer visible la pantalla mas actual
if __name__ =="__main__":
#Hacer una instancia, y correr el juego
ai=AlienInvasion()
ai.run_game()