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game_functions.py
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game_functions.py
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import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event, ai_settings, screen, ship, bullets):
'''响应按键'''
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_UP:
ship.moving_up = True
elif event.key == pygame.K_DOWN:
ship.moving_down = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ship):
'''响应按键松开'''
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key == pygame.K_UP:
ship.moving_up = False
elif event.key == pygame.K_DOWN:
ship.moving_down = False
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
'''响应按键和鼠标事件'''
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):
'''在玩家单击play按钮时开始新游戏'''
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
#只在点击play按钮且游戏是非活动状态时才重新开始
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#重置记分牌图像,等级,剩余飞船
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
#清除外星人和子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人,并让飞船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
'''更新屏幕上的图像,并切换到新屏幕'''
#每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
#在飞船和外星人后面重绘所有的子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
#绘制飞船
ship.blitme()
#绘制外星人
aliens.draw(screen)
#绘制得分
sb.show_score()
#如果游戏处于非活动状态,就绘制Play按钮
if not stats.game_active:
play_button.draw_button()
#让最近绘制的主屏幕可见
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
bullets.update()
#删除子弹,在for循环中,不能从列表或编组中删除条目,因此必须遍历编组的副本
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):
'''响应子弹和外星人的碰撞'''
#检查是否有子弹击中外星人,如果有,就删除相应的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
#击中时增加得分
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
#删除现有的子弹,加快游戏节奏,创建一群外星人,提高等级
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings, screen, ship, aliens)
stats.level += 1
sb.prep_level()
def fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings, alien_width):
'''计算每行多少个外星人'''
avail_space_x = ai_settings.screen_width - 2*alien_width
number_aliens_x = int(avail_space_x/(2*alien_width))
return number_aliens_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
'''创建一个外星人并将其放在当前行'''
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 get_number_rows(ai_settings, ship_height, alien_height):
'''计算屏幕可容纳多少行外星人'''
avail_space_y = (ai_settings.screen_height - (3*alien_height) - ship_height)
number_rows = int(avail_space_y/(2*alien_height))
return number_rows
def create_fleet(ai_settings, screen, ship, aliens):
'''创建一组外星人'''
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)
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_fleet_edges(ai_settings, aliens):
'''有外星人到达边缘时采取相应措施'''
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
'''将整群外星人下移,并改变他们的方向'''
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
'''检查是否有外星人位于屏幕边缘,并更新外星人的位置'''
check_fleet_edges(ai_settings, aliens)
aliens.update()
#检查外星人与飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
'''响应被外星人撞到的飞船'''
if stats.ships_left > 0:
#将ships_left减1
stats.ships_left -= 1
#更新剩余飞船牌
sb.prep_ships()
#清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人,将飞船放到屏幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
'''检查是否有外星人到达屏幕底端'''
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
def check_high_score(stats, sb):
'''检测是否产生最高分'''
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()