i have updated my script and i now have managed to make it take 3 hits before it dissapears but its treating the aliens HP as a group. please help me change this so they have individual HP, thanks
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 if ai_settings.alien_hp >= 0: collisions = pygame.sprite.groupcollide(bullets, aliens, True, False) if collisions: ai_settings.alien_hp -= ai_settings.bullet_dmg elif ai_settings.alien_hp <= 0: collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) if collisions: for aliens in collisions.values(): stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() ai_settings.alien_hp = 1 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()