-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathgame_functions.py
235 lines (192 loc) · 8.41 KB
/
game_functions.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
import sys
# 用于游戏暂停
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def check_events(ai_settings, screen, stats, sb, ship, bullets, aliens, play_button):
"""响应鼠标和按键"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
check_key_down_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_key_up_events(ship, event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, sb, ship, bullets, aliens, play_button, mouse_x, mouse_y)
def check_play_button(ai_settings, screen, stats, sb, ship, bullets, aliens, play_button, mouse_x, mouse_y):
"""当玩家单击Play的时候开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# 重置游戏进度
ai_settings.initialize_danamic_settings()
# 隐藏鼠标
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
sb.prep_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,并让飞船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def check_key_down_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
# 注意一下,这里可以用if elif,可以不用if if,即使你同时按的话,在按下键盘的话也会读出两个键
if event.key == pygame.K_RIGHT:
# 向右移动飞船
ship.moving_right = True
elif event.key == pygame.K_LEFT:
# 向左移动飞船
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullets(ai_settings, screen, ship, bullets)
def check_key_up_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_screen(ai_settings, screen, stats, ship, bullets, aliens, play_button, sb):
"""更新屏幕上的图像,并切换到新屏幕"""
# 填充颜色
screen.fill(ai_settings.bg_color)
# 绘制子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
# 确定飞船的位置
ship.blitme()
# 确定外星人的位置
aliens.draw(screen)
# 显示分数
sb.show_score()
# 如果游戏处于非活动状态,就制作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 fire_bullets(ai_settings, screen, ship, bullets):
# 创—建一个子弹,并把他加入到编组bullet中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def update_bullets(ai_settings, screen, stats, sb, ship, bullets, aliens):
"""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()
# 删除已消失的子弹,在for 循环中,不应从列表或编组中删除条目,因此必须遍历编组的副本。我们使用了方法copy() 来设置for 循环,这让我们能够在循环中修改bullets 。
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# print(len(bullets)) 测试代码
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, bullets, aliens)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, bullets, aliens):
# 检测碰撞
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
# 遍历aliens这个数组,防止一个子弹击中多个外星人
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
# 如果没有外星人了,再创建一个新的外星人
if len(aliens) == 0:
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_aliens_x(ai_settings, alien_width):
"""获得每行能容纳的个数"""
available_space_x = ai_settings.screen_width - (2 * alien_width)
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""创建一个外星人并放在当前行"""
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
# y不需要取整
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
aliens.add(alien)
def create_fleet(ai_settings, screen, ship, aliens):
"""创建一个外星人群"""
# 实例化一个外星人
alien = Alien(ai_settings, screen)
# 注意形参
number_alien_x = get_number_aliens_x(ai_settings, alien.rect.width)
# 注意形参
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
# 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)
def get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可以容纳行"""
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 check_fleet_edges(ai_settings, aliens):
"""有外星人到达边缘时采取相应的措施"""
# 为啥要加aliens.sprites()
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"""
# Group只能用方法,不能用属性
# aliens.rect.y += ai_settings.fleet_drop_speed
for alien in aliens:
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def update_aliens(ai_settings, stats, sb, screen, ship, bullets, aliens):
"""检查是否有外星人位于屏幕边缘,并更新整个外星人群"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检测外星人和飞船的碰撞 方法spritecollideany() 接受两个实参:一个精灵和一个编组。它检查编组是否有成员与精灵发生了碰撞,并在找到与精灵发生了碰撞的成员后就停止遍历编组。
# ,并返回它找到的第一个与飞船发生了碰撞的外星人。
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, sb, screen, ship, bullets, aliens)
print("重启")
check_alien_bottom(ai_settings, stats, screen, ship, bullets, aliens)
def ship_hit(ai_settings, stats, sb, screen, ship, bullets, aliens):
"""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,子弹列表
aliens.empty()
bullets.empty()
# 创建一群新的外星人,并把它放在屏幕底部中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(2)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_alien_bottom(ai_settings, stats, screen, ship, bullets, aliens):
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
print("触底")
ship_hit(ai_settings, stats, screen, ship, bullets, aliens)
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()