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Eric Matthes authored and Eric Matthes committed Feb 12, 2023
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8 changes: 8 additions & 0 deletions online_resources_site/docs/solutions/chapter_14.md
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Expand Up @@ -48,3 +48,11 @@ Make a set of buttons for *Alien Invasion* that allows the player to select an a
The high score is reset every time a player closes and restarts *Alien Invasion*. Fix this by writing the high score to a file before calling `sys.exit()` and reading in the high score when initializing its value in `GameStats`.

[Solution](https://github.com/ehmatthes/pcc_3e/tree/main/solution_files/chapter_14/ex_14_5_high_score)

## 14-6: Refactoring

Look for methods that are doing more than one task, and refactor them to organize your code and make it efficient. For example, move some of the code in `_check_bullet_alien_collisions()`, which starts a new level when the fleet of aliens has been destroyed, to a function called `start_new_level()`. Also, move the four separate method calls in the `__init__()` method in `Scoreboard` to a method called `prep_images()` to shorten `__init__()`. The `prep_images()` method could also help simplify `_check_play_button()` or `start_game()` if you’ve already refactored `_check_play_button()`.

Note: Before attempting to refactor the project, see Appendix D to learn how to restore the project to a working state if you introduce bugs while refactoring.

[Solution](https://github.com/ehmatthes/pcc_3e/tree/main/solution_files/chapter_14/ex_14_6_refactoring)
34 changes: 34 additions & 0 deletions solution_files/chapter_14/ex_14_6_refactoring/alien.py
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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()
if self.rect.right >= screen_rect.right or self.rect.left <= 0:
return True

def update(self):
"""Move the alien right or left."""
self.x += (self.settings.alien_speed *
self.settings.fleet_direction)
self.rect.x = self.x
284 changes: 284 additions & 0 deletions solution_files/chapter_14/ex_14_6_refactoring/alien_invasion.py
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import sys
from time import sleep
import json
from pathlib import Path

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."""
pygame.init()
self.clock = pygame.time.Clock()
self.settings = Settings()

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,
# and create a scoreboard.
self.stats = GameStats(self)
self.sb = Scoreboard(self)

self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()

self._create_fleet()

# Make the Play button.
self.play_button = Button(self, "Play")

# Start game in an inactive state.
self.game_active = False

def run_game(self):
"""Start the main loop for the game."""
while True:
self._check_events()

if self.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()

self._update_screen()
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:
self._close_game()
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:
self._start_game()

def _start_game(self):
"""Start a new game."""
# Reset the game settings.
self.settings.initialize_dynamic_settings()

# Reset the game statistics.
self.stats.reset_stats()
self.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()

# Get rid of any remaining aliens and bullets.
self.aliens.empty()
self.bullets.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
elif event.key == pygame.K_q:
self._close_game()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
elif event.key == pygame.K_p and not self.game_active:
self._start_game()

def _check_keyup_events(self, event):
"""Respond to key 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.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()

# Get 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:
self._start_new_level()

def _start_new_level(self):
"""Start a new level, after the fleet has been cleared."""
# Destroy existing 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 the positions of all aliens in the fleet.
"""
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 _check_aliens_bottom(self):
"""Check if any aliens have reached the bottom of the screen."""
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# Treat this the same as if the ship got hit.
self._ship_hit()
break

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 aliens and bullets.
self.aliens.empty()
self.bullets.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 _create_fleet(self):
"""Create the fleet of aliens."""
# Create an alien and find the number of aliens in a row.
# Spacing between each alien is equal to one alien width.
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)

# Determine the number of rows of aliens that fit on the screen.
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height -
(3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)

# Create the full fleet of aliens.
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self._create_alien(alien_number, row_number)

def _create_alien(self, alien_number, row_number):
"""Create an alien and place it in the row."""
alien = Alien(self)
alien_width, alien_height = alien.rect.size
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
self.aliens.add(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):
"""Update images on the screen, and flip to the new screen."""
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
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()

pygame.display.flip()

def _close_game(self):
"""Save high score and exit."""
saved_high_score = self.stats.get_saved_high_score()
if self.stats.high_score > saved_high_score:
path = Path('high_score.json')
contents = json.dumps(self.stats.high_score)
path.write_text(contents)

sys.exit()


if __name__ == '__main__':
# Make a game instance, and run the game.
ai = AlienInvasion()
ai.run_game()
31 changes: 31 additions & 0 deletions solution_files/chapter_14/ex_14_6_refactoring/bullet.py
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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 decimal value.
self.y = float(self.rect.y)

def update(self):
"""Move the bullet up the screen."""
# Update the decimal 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)
33 changes: 33 additions & 0 deletions solution_files/chapter_14/ex_14_6_refactoring/button.py
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import pygame.font

class Button:

def __init__(self, ai_game, msg):
"""Initialize button attributes."""
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()

# Set the dimensions 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)
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