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game_functions.py
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game_functions.py
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import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
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_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_edge(): # 如果到达边缘
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 ship_hit(ai_settings, stats, screen, 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
# 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,并将飞船放到屏幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
stats.game_active = False
def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
"""
检查是否有外星人位于屏幕边缘,
然后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, ship, aliens, 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 get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可容纳多少行外星人"""
avaliable_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
number_rows = int(avaliable_space_y / (2 * alien_height))
return number_rows
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)) # 一共要创建多少个外星人
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) # 创建一个外星人,用于测定尺寸,此外星人不显示在屏幕上
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,并计算每行可容纳多少外星人
alien = Alien(ai_settings, screen)
number_alien_x = get_number_aliens_x(ai_settings, alien.rect.width) # 计算一行一共要创建多少个外星人
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height) # 计算创建多少行外星人
# 创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_alien_x):
create_alien(ai_settings, screen, aliens, alien_number, row_number) # 传入的是外星人的行号和列号
def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets):
"""相应子弹和外星人的碰撞"""
# 删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, False, True)
if len(aliens) == 0:
# 删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
def update_bullets(ai_settings, screen, ship, aliens, bullets):
"""更新子弹的位置,并删除已消失的子弹"""
# 更新子弹的位置
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# 检查是否有子弹击中了外星人,如果击中外星人,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets)
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有达到限制,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) # 加入编组
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT: # 右键按压事件监测
ship.moving_right = True # 开启右移开关
elif event.key == pygame.K_LEFT: # 左键按压事件监测
ship.moving_left = True # 开启左移开关
elif event.key == pygame.K_SPACE: # 空格按压事件监测
fire_bullet(ai_settings, screen, ship, bullets) # 监测是否允许发射子弹,如果允许,就发射一颗子弹
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ai_settings, screen, ship, bullets):
"""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 check_events(ai_settings, screen, ship, bullets):
"""相应案件和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT: # 关闭游戏的事件
sys.exit()
elif event.type == pygame.KEYDOWN: # 按键按下事件
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP: # 按键松开事件
check_keyup_events(event, ai_settings, screen, ship, bullets)
def update_screen(ai_settings, screen, ship, aliens, bullets):
"""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) # 显示屏幕
ship.blitme() # 显示飞船
aliens.draw(screen) # 显示外星人群
# 在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
# 让最近绘制的屏幕可见
pygame.display.flip()