Jul-02-2018, 01:01 PM
im trying to get my aliens to get hit multiple times before dissapearing, i have given the aliens 2 hp and my bullet dmg is 1 so it should take two hits so far ive just made the enemies imortal, lol, can somone please help !!!!!
import sys from time import sleep import pygame from bullet import Bullet from alien import Alien def get_number_aliens_x(ai_settings, alien_width): """determine the number of aliens that fit in a row""" avaliable_space_x = ai_settings.screen_width - 2 * alien_width number_aliens_x = int(avaliable_space_x / (2 * alien_width)) return number_aliens_x def get_number_rows(ai_settings, ship_height, alien_height): """ determine the number of rows of aliens fit on the screen""" avaliable_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height) number_rows = int(avaliable_space_y / (2 * alien_height)) return number_rows def create_alien(ai_settings, screen, aliens, alien_number, row_number): """create an alien and place it in a row""" alien = Alien(ai_settings, screen) alien_width = alien.rect.width 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 aliens.add(alien) def create_fleet(ai_settings, screen, ship, aliens): """creates a full fleet of aliens""" #create an alien and find the number of aliens in a row alien = Alien(ai_settings, screen) number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width) number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height) #creates the fleet of aliens for row_number in range(number_rows): for alien_number in range(number_aliens_x): create_alien(ai_settings, screen, aliens, alien_number, row_number) def check_keydown_events(event, ai_settings, screen, ship, bullets): """responds to keypresses""" 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: effect = pygame.mixer.Sound('sounds/shot.wav') effect.play() fire_bullet(ai_settings, screen, ship, bullets) elif event.key == pygame.K_q: sys.exit() def fire_bullet(ai_settings, screen, ship, bullets): """fire a bullet if limit not reached yet""" # create a new bullet and add it to the 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): """responds to key presses""" if event.key == pygame.K_RIGHT: ship.moving_right = False elif event.key == pygame.K_LEFT: ship.moving_left = False #watch for keyboard and mouse events def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets): """ responds to key 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) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x, mouse_y = pygame.mouse.get_pos() check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y) def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens , bullets, mouse_x, mouse_y): """start a new game when the player clicks play""" button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) if button_clicked and not stats.game_active: #reset the game settings ai_settings.initialize_dynamic_settings() #hide mouse cursor pygame.mouse.set_visible(False) #reset the game stats stats.reset_stats() stats.game_active = True #reser the scoreboard images sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships() #empty the list of aliens and bullets aliens.empty() bullets.empty() #create new fleet and center the ship create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button): """updates images on the screen and flip to the new screen""" #redraw the screen during each pass through the loop. screen.fill(ai_settings.bg_colour) #redraw all bullets behind ship and aliens for bullet in bullets.sprites(): bullet.draw_bullets() ship.blitme() aliens.draw(screen) #redraw all bullets behind ship and aliens for bullet in bullets.sprites(): bullet.draw_bullets() #draw score infomation sb.show_score() #draw the play button if the game is inactive if not stats.game_active: play_button.draw_button() #make the most recently drawn screen visable. pygame.display.flip() def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): """updates position of bullets and gets rid of old ones""" # update bullet positions bullets.update() # gets rid of bullets that have dissapeared for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets) def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets): """respond to bullet-alien collisions""" #remove any bullets and aliens that have collided collisions = pygame.sprite.groupcollide(bullets, aliens, True, False) if collisions: for aliens in collisions.values(): ai_settings.alien_hp -= ai_settings.bullet_dmg if ai_settings.alien_hp <=0: stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() check_high_score(stats, sb) else: sb.prep_score() check_high_score(stats, sb) if len(aliens) == 0: #if fleet is destroyed start a new level. bullets.empty() ai_settings.increase_speed() #increase level stats.level += 1 sb.prep_level() create_fleet(ai_settings, screen, ship, aliens) def check_fleet_edges(ai_settings, aliens): """respond appropriately in any aliens have reached an edge """ for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings, aliens) break def change_fleet_direction(ai_settings, aliens): """drop the entire fleet and change the fleet's direction""" for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets): """respond to ship being hit by an alien""" if stats.ships_left > 0: #decrement ships_left stats.ships_left -= 1 #update scoreboard sb.prep_ships() #empty the list of aliens and bullets aliens.empty() bullets.empty() #create new fleet and centre the ship create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() #pause sleep(0.5) else: stats.game_active = False pygame.mouse.set_visible(True) def check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets): """check if any aliens have reached the bottom of the screen """ screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: #treat this the same as the ship getting hit ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets) break def update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets): """ check if the fleet is at an edge, and then update the positions of all the aliens in the fleet """ check_fleet_edges(ai_settings, aliens) aliens.update() #looks for alien-ship collisions if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets) #looks for aliens hitting the bottom of the screen check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets) def check_high_score(stats, sb): """check to see if there is a new highscore""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score()