Chapter 13: Aliens
Add enemies. Detect collisions. Implement game over conditions.
The Alien Class
# alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""Represents a single alien."""
def __init__(self, ai_game):
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# Start near top-left
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# Store exact horizontal position
self.x = float(self.rect.x)
def update(self):
"""Move alien horizontally."""
self.x += self.settings.alien_speed * self.settings.fleet_direction
self.rect.x = self.x
def check_edges(self):
"""Return True if alien at screen edge."""
screen_rect = self.screen.get_rect()
return (self.rect.right >= screen_rect.right or
self.rect.left <= 0)
Creating the Fleet
Calculating Fleet Size
# In settings.py
self.alien_speed = 1.0
self.fleet_drop_speed = 10
self.fleet_direction = 1 # 1 = right, -1 = left
# In AlienInvasion
from alien import Alien
def __init__(self):
# ... existing code ...
self.aliens = Group()
self._create_fleet()
def _create_fleet(self):
"""Create the fleet of aliens."""
alien = Alien(self)
alien_width, alien_height = alien.rect.size
# Calculate available space
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)
# Calculate rows
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 full fleet
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 alien and place in 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_height + 2 * alien_height * row_number
self.aliens.add(alien)
Fleet Movement
Moving Side to Side
def _check_fleet_edges(self):
"""Respond if any alien hits edge."""
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
"""Drop fleet and change direction."""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1 (1)
| 1 | Multiply by -1 reverses direction |
Update Game Loop
def run_game(self):
while True:
self._check_events()
self.ship.update()
self._update_bullets()
self._update_aliens() (1)
self._update_screen()
self.clock.tick(60)
def _update_aliens(self):
"""Check edges, then update positions."""
self._check_fleet_edges()
self.aliens.update()
def _update_screen(self):
self.screen.fill(self.settings.bg_color)
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.ship.blitme()
self.aliens.draw(self.screen) (2)
pygame.display.flip()
| 1 | Add alien update to loop |
| 2 | Group’s draw() draws all sprites |
Collision Detection
Shooting Aliens
def _update_bullets(self):
self.bullets.update()
# Remove off-screen bullets
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):
"""Handle bullet-alien collisions."""
# Check for collisions - returns dict of {bullet: [aliens]}
collisions = pygame.sprite.groupcollide(
self.bullets, self.aliens, True, True (1)
)
# Repopulate fleet if empty
if not self.aliens:
self.bullets.empty()
self._create_fleet()
| 1 | Both True = remove both bullet and alien on collision |
Ship Hit by Alien
# game_stats.py
class GameStats:
"""Track game statistics."""
def __init__(self, ai_game):
self.settings = ai_game.settings
self.reset_stats()
def reset_stats(self):
"""Initialize stats that change during game."""
self.ships_left = self.settings.ship_limit
# In settings.py
self.ship_limit = 3
# In AlienInvasion
from game_stats import GameStats
import time
def __init__(self):
# ... existing code ...
self.stats = GameStats(self)
self.game_active = True
def _update_aliens(self):
self._check_fleet_edges()
self.aliens.update()
# Check ship-alien collision
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
# Check aliens reaching bottom
self._check_aliens_bottom()
def _ship_hit(self):
"""Respond to ship being hit."""
if self.stats.ships_left > 0:
self.stats.ships_left -= 1
# Clear remaining aliens and bullets
self.aliens.empty()
self.bullets.empty()
# Create new fleet and center ship
self._create_fleet()
self.ship.center_ship()
# Pause for player
time.sleep(0.5)
else:
self.game_active = False
def _check_aliens_bottom(self):
"""Check if any aliens reached bottom."""
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
self._ship_hit()
break
Center Ship Method
# In Ship class
def center_ship(self):
"""Center ship on screen."""
self.rect.midbottom = self.screen_rect.midbottom
self.x = float(self.rect.x)
Game Active Flag
def run_game(self):
while True:
self._check_events()
if self.game_active: (1)
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
self.clock.tick(60)
| 1 | Only update game elements when active |
Collision Types
| Function | Use Case |
|---|---|
|
One sprite vs group |
|
Quick check, returns first hit |
|
Group vs group |
All use rect overlap detection by default.
Quick Reference
| Pattern | Code |
|---|---|
Create sprite group |
|
Add to group |
|
Draw all in group |
|
Update all in group |
|
Clear group |
|
Sprite vs group |
|
Group vs group |
|
Get sprite list |
|
Count sprites |
|
Exercises
13-1. Stars
Create a night sky with randomly positioned stars using a sprite group.
13-2. Better Stars
Use randint() to place stars at random positions across entire screen.
13-3. Raindrops
Create raindrops that fall. When one reaches bottom, remove and create new one at top.
13-4. Steady Rain
Create rows of raindrops that continuously fall and regenerate.
13-5. Sideways Shooter
Create a game where ship is on left, enemies come from right.
Summary
-
Sprites in groups enable batch operations (update, draw)
-
Calculate fleet layout based on sprite and screen dimensions
-
Fleet movement: horizontal until edge, then drop and reverse
-
Collision detection:
spritecollideany()andgroupcollide() -
Game state flags control what updates each frame
-
Stats class tracks game data (lives, score)
Next: Scoring and game state management.