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game_functions.py
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game_functions.py
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import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event, ai_settings, screen, ship, bullets):
'''响应按键'''
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
ship.moving_left = True
elif event.key == pygame.K_UP:
# 向前移动
ship.moving_up = True
elif event.key == pygame.K_DOWN:
# 向后移动
ship.moving_down = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ship):
'''响应松开'''
if event.key == pygame.K_RIGHT:
# 停止向右移动飞船
ship.moving_right = False
elif event.key == pygame.K_LEFT:
# 停止向左移动
ship.moving_left = False
elif event.key == pygame.K_UP:
# 停止向左移动
ship.moving_up = False
elif event.key == pygame.K_DOWN:
# 停止向左移动
ship.moving_down = False
def check_events(ai_settings, screen, stats, play_button, ship, 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_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(stats, play_button, mouse_x, mouse_y)
def check_play_button(stats, play_button, mouse_x, mouse_y):
'''在玩家单机play按钮时开始游戏'''
if play_button.rect.collidepoint(mouse_x, mouse_y):
stats.game_active = True
def update_screen(ai_settings, screen, stats, ship, aliens, bullets, play_button):
'''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)
# 在飞船和外星人后面重新绘制所有子弹
for bullets in bullets.sprites():
# 先创建出对象,在这里为对象赋颜色,尺寸等信息
bullets.draw_bullet()
ship.blitme()
# 绘制外星人
aliens.draw(screen)
# 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 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()
# 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, ship, aliens, bullets)
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
'''
sprite.groupcollide() 将每颗子弹的rect同每个外星人的rect进行比较,
并返回一个字典,其中包含发生了碰撞的子弹和外星人。键是子弹,值是外星人
'''
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if len(aliens) == 0:
# 删除现有的所有子弹,并创建一个新的外星人群
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
def fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullet_allowed:
# 空格键 创建一颗子弹,并将其加入到编组bullets中
now_bullet = Bullet(ai_settings, screen, ship)
bullets.add(now_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 - 2 * 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'''
# 创建一个外星人,并计算一行和容纳多少外星人
# 外星人间距为外星人宽度
alien = Alien(ai_settings, screen)
number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
row_numbers = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
# 创建外星人群
for row_number in range(row_numbers):
# 创建第一排外星人
for alien_number in range(number_aliens_x):
# 创建一个外星人并将其加入当前行
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想应的措施'''
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
'''将整个外星人下移,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, 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,并将飞船放到屏幕低端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
ship.blitme()
# 暂停
sleep(0.5)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
'''检查是否有外星人到达屏幕低端'''
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, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, screen, 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()
# 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低端
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)