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game_functions.py
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221 lines (167 loc) · 7.32 KB
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import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_events(ai_settings, screen, ship, bullets, play_button, stats, aliens):
"""获取鼠标键盘事件"""
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(ship, event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(play_button, mouse_x, mouse_y, stats, aliens, bullets, ai_settings, screen, ship)
def update_screen(ai_setting, screen, ship, aliens, bullets, play_button, stats, sb):
"""更新屏幕上的图形,并切换到新屏幕上"""
# 每次循环都重新绘制图像
screen.fill(ai_setting.bg_color)
# 在飞船和外星人后面绘制所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 显示得分
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()
# 让最近绘制的屏幕可见
pygame.display.flip()
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按下"""
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_SPACE:
# 发射子弹
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(ship, event):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def update_bullets(bullets, aliens, ai_settings, screen, ship, stats, sb):
bullets.update()
# 删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collide(ai_settings, screen, ship, aliens, bullets, stats, sb)
def check_bullet_alien_collide(ai_settings, screen, ship, aliens, bullets, stats, sb):
# 检查是否有子弹击中了外星人,击中了则将子弹和外星人都删除
collisions = pygame.sprite.groupcollide(bullets, aliens, False, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
# 删除所有子弹,并创建一个新的外星人群
if len(aliens) == 0:
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings, screen, ship, aliens)
def fire_bullet(ai_settings, screen, ship, bullets):
# 创建一颗子弹,并将其添加的编组bullets中去
if len(bullets) < ai_settings.bullet_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def get_alien_count_y(ai_settings, ship_height, alien_height):
available_space_y = ai_settings.screen_height - 3 * alien_height - ship_height
return int(available_space_y / (2 * alien_height))
def create_fleet(ai_settings, screen, ship, aliens):
"""创建外星人群"""
# 创建一个外星人,并计算一行可容纳多少个外星人
# 确定外星人间距
alien = Alien(ai_settings, screen)
alien_count_x = get_alien_count_x(alien.rect.width, ai_settings)
alien_count_y = get_alien_count_y(ai_settings, ship.rect.height, alien.rect.height)
# 创建一行外星人
for row_number in range(alien_count_y):
for alien_number in range(alien_count_x):
# 创建一个外星人,并加入当前行
create_alien(ai_settings, screen, alien_number, aliens, row_number)
def get_alien_count_x(alien_width, ai_settings):
"""计算每行可容纳多少个外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
return int(available_space_x / (2 * alien_width))
def create_alien(ai_settings, screen, alien_number, aliens, row_number):
"""创建一个外星人并放置到当前行"""
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
alien.rect.x = alien.x
aliens.add(alien)
def ship_hit(ai_settings, stats, screen, aliens, ship, 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
# 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,并将飞船放到屏幕低端中央
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 update_aliens(ai_settings, stats, screen, aliens, ship, bullets):
"""检查是否有外星人到达边缘,并更新每一个外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检测飞船和外星人之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, aliens, ship, bullets)
# 检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
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):
"""外星人群向下移,并改变的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def check_aliens_bottom(ai_settings, stats, screen, 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:
# 像飞船被撞到一样进行处理
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
break
def check_play_button(play_button, mouse_x, mouse_y, stats, aliens, bullets, ai_settings, screen, ship):
"""在单击play按钮时开始游戏"""
if play_button.rect.collidepoint(mouse_x, mouse_y) and not stats.game_active:
# 隐藏光标
pygame.mouse.set_visible(False)
# 初始化数据
ai_settings.initialize_dynamic_settings()
# 重置游戏统计信息
stats.reset_stats()
stats.game_active = True
# 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,并让飞船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
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()