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game_functions.py
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56 lines (49 loc) · 1.88 KB
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import sys
import pygame
from pygame.sprite import Group
from bullet import Bullet
def check_keydown_events(event,ai_settings,screen,ship,bullets):
if event.key==pygame.K_RIGHT:
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)
def fire_bullet(ai_settings,screen,ship,bullets):
"""Fire a bullet if limit not reached yet."""
#create a new bullet and add it to bullets group.
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_keyup_events(event,ship):
if event.key==pygame.K_RIGHT:
ship.moving_right=False
elif event.key==pygame.K_LEFT:
ship.moving_left=False
def check_events(ai_settings,screen,ship,bullets):
"""Respond to keypresses and mouse events."""
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()
elif event.type==pygame.KEYDOWN:
check_keydown_events(event,ai_settings,screen,ship,bullets)
elif event.type==pygame.KEYUP:
check_keyup_events(event,ship)
def update_screen(ai_settings,screen,ship,bullets):
"""update images on the screen and flip to the new screen."""
#redraw the screen during each pass through the loop.
screen.fill(ai_settings.bg_color)
#redraw all bullets behind ship and aliens.
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
#Make the most recently drawn screen visible.
pygame.display.flip()
def update_bullets(bullets):
"""update position of bullets and get rid of old bullets."""
#update bullet positions.
bullets.update()
#get rid of bullets that have disappeared
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)