🧠 Core Concepts¶
Game Architecture¶
Alien Invasion follows a component-based architecture with the following key concepts:
Entity Component System (ECS)¶
-
Entities
- Game objects (ship, aliens, bullets)
- Unique identifiers
- Component containers
-
Components
- Position
- Velocity
- Sprite
- Collision
- Health
-
Systems
- Movement
- Rendering
- Collision detection
- Input handling
State Management¶
The game uses a state machine to manage different game screens:
class GameState(Enum):
MENU = 1
PLAYING = 2
PAUSED = 3
GAME_OVER = 4
Key Systems¶
1. Input System¶
Handles player input and controls:
class InputSystem:
def handle_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
# Handle other events
return True
2. Physics System¶
Manages movement and collisions:
class PhysicsSystem:
def update(self, entities):
for entity in entities:
position = entity.get_component(Position)
velocity = entity.get_component(Velocity)
position.x += velocity.x
position.y += velocity.y
3. Rendering System¶
Handles drawing game objects:
class RenderSystem:
def render(self, screen, entities):
for entity in entities:
sprite = entity.get_component(Sprite)
position = entity.get_component(Position)
screen.blit(sprite.image, (position.x, position.y))
Design Patterns¶
1. Observer Pattern¶
Used for event handling:
class EventManager:
def __init__(self):
self.listeners = {}
def subscribe(self, event_type, listener):
if event_type not in self.listeners:
self.listeners[event_type] = []
self.listeners[event_type].append(listener)
2. Factory Pattern¶
Used for entity creation:
class EntityFactory:
def create_ship(self, x, y):
ship = Entity()
ship.add_component(Position(x, y))
ship.add_component(Sprite("ship.png"))
return ship
3. Strategy Pattern¶
Used for different behaviors:
class AlienBehavior:
def update(self, alien):
pass
class BasicAlienBehavior(AlienBehavior):
def update(self, alien):
# Basic movement pattern
pass
Code Organization¶
Directory Structure¶
src/
├── config/ # Configuration files
├── core/ # Core systems
├── entities/ # Game entities
├── systems/ # Game systems
└── utils/ # Utility functions
File Naming¶
- Use snake_case for file names
- Prefix system files with system name
- Suffix component files with _component
Best Practices¶
1. Code Style¶
- Follow PEP 8 guidelines
- Use type hints
- Document all public APIs
2. Performance¶
- Use sprite groups efficiently
- Minimize surface creation
- Optimize collision detection
3. Testing¶
- Write unit tests
- Use test fixtures
- Mock external dependencies
Development Tools¶
1. Code Quality¶
- Black for formatting
- Flake8 for linting
- MyPy for type checking
2. Testing¶
- pytest for testing
- Coverage for test coverage
- Hypothesis for property testing
3. Documentation¶
- MkDocs for documentation
- Docstrings for code documentation
- Type hints for better IDE support
Next Steps¶
- Read about Game Architecture
- Learn about the Entity System
- Explore the Audio System