I'm trying to update my game so that my Aliens will start to fire back 'bombs' at the player once they reach a certain level. I'm currently running into issues calling to my Aliens in the group.
The current error I'm receiving is: TypeError: object of type 'Alien' has no len()
This is happening when attempting to call to my aliens with random.choice:
def _drop_bombs(self):
"""drop bombs from alien ships"""
new_bomb = Bomb(self)
for alien in self.aliens.copy():
random.choice(alien)
self.bombs.add(new_bomb)
I knew I couldn't call to the group itself, so I assumed making a copy (like I did to determine which aliens had been shot) would allow me to call to my group, that seems to not be the case.
alien_invasion.py
class AlienInvasion:
"""Overall class to manage game assets and behavior."""
def __init__(self):
"""Initlize the game, and create game resources."""
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
self.settings.screen_width = self.screen.get_rect().width
self.settings.screen_height = self.screen.get_rect().height
pygame.display.set_caption("Alien Invasion")
self.stats = GameStats(self)
self.sb = Scoreboard(self)
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.bombs = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
#Set our background color
self.bg_color = (230, 230, 230)
self.play_button = Button(self, "Play")
def run_game(self):
"""Start main loop for our game."""
while True:
self._check_events()
if self.stats.game_active:
self._level_check()
self.ship.update()
self._update_bullets()
self._update_bombs()
self._update_aliens()
self._update_screen()
def _check_events(self):
"""Respond to kepresses and mouse events."""
#for each event in game capture that event
for event in pygame.event.get():
#if player preses close, quit game
if event.type == pygame.QUIT:
high_score = 'high_score.json'
with open(high_score, 'w') as hs:
json.dump(self.stats.high_score, hs)
sys.exit()
# if event is a key press
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 new game if player clicks play"""
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
self.settings.initialize_dynamic_settings()
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
pygame.mouse.set_visible(False)
def _check_keydown_events(self, event):
"""respond to keydown events"""
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_ESCAPE:
high_score = 'high_score.json'
with open(high_score, 'w') as hs:
json.dump(self.stats.high_score, hs)
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _drop_bombs(self):
"""drop bombs from alien ships"""
new_bomb = Bomb(self)
for alien in self.aliens.copy():
random.choice(alien)
self.bombs.add(new_bomb)
def _update_bombs(self):
"""update bombs positions and gets rid of old bombs"""
self.screen_rect = self.screen.get_rect()
self.bombs.update()
for bomb in self.bombs.copy():
if bomb.rect.bottom >= self.screen_rect.bottom:
self.bombs.remove(bomb)
def _level_check(self):
if self.stats.level >= 1:
self._drop_bombs()
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)
# add is simpler than append, but is only avaliable in pygame
self.bullets.add(new_bullet)
def _update_bullets(self):
"""update bullets position and get rid of old bullets"""
#update bullets position
self.bullets.update()
# get rid of bullets that leave the window
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"""
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.bullets.empty()
self._create_fleet()
self.settings.increse_speed()
self.stats.level += 1
self.sb.prep_level()
def _update_aliens(self):
"""update the position of the aliens"""
self._check_fleet_edges()
self.aliens.update()
# look for alien ship collisions
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
self._check_aliens_bottom()
def _ship_hit(self):
"""respond to the ship being hit by alien"""
if self.stats.ships_left > 0:
# decrese ships left
self.stats.ships_left -= 1
self.sb.prep_ships()
# get rid of any remaining aliens and bullets
self.aliens.empty()
self.bullets.empty()
# create new fleet and recenter ship
self._create_fleet()
self.ship.center_ship()
# small pause for reset
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _create_fleet(self):
"""create our fleet of aliens"""
# creat an alien and fine the number that fits in a row
# spacing between each alien is equal to one alien
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 that fit on the screen
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height -
(5 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
# create a 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):
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 = 2 * alien_height + 2 * alien.rect.height * row_number
self.aliens.add(alien)
def _check_fleet_edges(self):
"""respond if any aliens reach the edge"""
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
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:
self._ship_hit()
break
def _change_fleet_direction(self):
"""drop entire fleet and change 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 screen and flip to the new screen."""
#fill our background with our bg_color
self.screen.fill(self.settings.bg_color)
# draw scoreboard to screen
self.sb.show_score()
#draw ship to screen
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
# draw play button if game is inactive
if not self.stats.game_active:
self.play_button.draw_button()
#Make the most recently drawn screen visible.
#this clears our previous screen and updates it to a new one
#this gives our programe smooth movemnt
pygame.display.flip()
if __name__ == '__main__':
#Make a game instance, and run the game
ai = AlienInvasion()
ai.run_game()
alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""A class to represent a sinlge alien in the fleet"""
def __init__(self, ai_game):
"""initlize alien and set its starting position"""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.screen_rect = ai_game.screen.get_rect()
# load alien image at set its rect
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# start each new alien at the top left of the screen
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# store aliens exact position (decimal)
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 to the right or left"""
self.x += (self.settings.alien_speed *
self.settings.fleet_direction)
self.rect.x = self.x
bombs.py
import pygame, random
from pygame.sprite import Sprite
class Bomb(Sprite):
"""create a bullet that is dropped by aliens"""
def __init__(self, ai_game):
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color = self.settings.bullet_color
self.rect = pygame.Rect(0, 0, self.settings.bullet_width,
self.settings.bullet_height)
self.rect.midbottom = self.rect.midbottom
self.y = float(self.rect.y)
def update(self):
"""move bullet down screen"""
self.y += self.settings.bullet_speed
self.rect.y = self.y
def draw_bomb(self):
"""draw bullet to screen"""
pygame.draw.rect(self.screen, self.color, self.rect)
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