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| """ Filename:game_function.py """
import sys from time import sleep import pygame
from alien import Alien from bullet import Bullet
def check_keydown_events(event, ai_settings, screen, ship, bullets): """响应键盘按键""" 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)
def check_keyup_events(event, ship): """响应键盘松开""" 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: print(event.key) if event.key == pygame.K_ESCAPE or event.key == pygame.K_q: print(event.key) sys.exit() else: 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) if button_clicked and not stats.game_active: ai_settings.initialize_dynamic_settings()
pygame.mouse.set_visible(False)
stats.reset_stats() stats.game_active = True
sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships()
aliens.empty() bullets.empty()
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""" screen.fill(ai_settings.bg_color) for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() aliens.draw(screen)
sb.show_score()
if not stats.game_active: play_button.draw_button()
pygame.display.flip()
def fire_bullet(ai_settings, screen, ship, bullets): """ 创建一颗子弹,并将其加入到编组bullets中 如果还没有到达限制,就发射一颗子弹 """ 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): """计算每行可容纳多少个外星人""" available_space_x = ai_settings.screen_width - 2 * alien_width number_aliens_x = int(available_space_x / (2 * alien_width)) return number_aliens_x
def get_number_rows(ai_settings, ship_height, alien_height): """计算屏幕可容纳多少行外星人""" available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height) number_rows = int(available_space_y / (2 * alien_height)) return number_rows
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 create_fleet(ai_settings, screen, ship, aliens): """创建外星人群""" 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的措施""" 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,并改变它们的方向""" 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,并更新整群外星人的位置 """ check_fleet_edges(ai_settings, aliens) aliens.update()
if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) print("Ship hit!!!")
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): """更新子弹的位置,并删除已消失的子弹""" check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets) bullets.update() 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""" 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() check_high_score(stats, sb)
if len(aliens) == 0: bullets.empty() ai_settings.increase_speed()
stats.level += 1 sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
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: stats.ships_left -= 1
sb.prep_ships()
aliens.empty() bullets.empty()
create_fleet(ai_settings, screen, ship, aliens) ship.center_ship()
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了屏幕底端""" 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): """检查是否诞生了新的最高得分""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score()
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