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game_functions.py
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game_functions.py
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# game_function.py
# coding:utf-8
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
pygame.mixer.init()
pop_bullet = pygame.mixer.Sound("pop1.wav")
pop_expo = pygame.mixer.Sound("pop2.wav")
def check_keydown_event(event, ai_settings, screen, ship, bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
# 摁下右键,向右移动标志为真
ship.move_right = True
elif event.key == pygame.K_LEFT:
ship.move_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果子弹还没有到达限制,就发射一颗子弹"""
# 创建一颗子弹,并将其加入编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
pop_bullet.play()
bullets.add(new_bullet)
def check_keyup_event(event, ship):
if event.key == pygame.K_RIGHT:
ship.move_right = False
elif event.key == pygame.K_LEFT:
ship.move_left = 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_event(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_event(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:
# 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
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
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并将飞船放在屏幕底端中央
create_fleet(ai_settings, screen, ship, bullets)
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"""
# 每次循环都会重绘屏幕
screen.fill(ai_settings.bg_color)
# 在飞船和外星人的后面重绘所有的子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 显示得分
sb.show_score()
# 如果屏幕处于非活动状态,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 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"""
# 更新子弹位置
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_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
# 检查是否有子弹击中了外星人
# 如果是这样,就删除相应的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for alien in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
pop_expo.play()
check_high_score(stats, sb)
if len(aliens) == 0:
# 如果整群外星人被消灭则提高一个等级
# 删除现有的子弹并创建新的外星人
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
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)
numbers_rows = int(available_space_y / ( 2* alien_height))
return numbers_rows
def get_number_aliens_x(ai_settings, alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
numbers_aliens_x = int(available_space_x / ( 2* alien_width))
return numbers_aliens_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
# 创建一个外星人并将其加入当前行
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"""
# 创建一个外星人,并计算一行可以容纳多少个外星人
# 外星人间距为外星人宽度
alien = Alien(ai_settings, screen)
numbers_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
numbers_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
# 创建外星人群
for row_number in range(numbers_rows):
for alien_number in range(numbers_aliens_x):
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets):
"""检查是否所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()
# 检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets)
# 检查是否有外星人到达屏幕底端
chekc_aliens_buttom(ai_settings, stats, screen, sb, ship, aliens, bullets)
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,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0 :
# 将ship_left 减1
stats.ships_left -= 1
# 更新记分牌
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并将飞船放在屏幕底端中央
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 chekc_aliens_buttom(ai_settings, stats, screen, 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:
# 像飞船被撞到一样处理
ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets)
break
def check_high_score(stats, sb):
"""检查是否诞生新的最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()