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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:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = 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:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen,stats, play_button, ship, bullets):
# 响应事件
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):
""""单击Play开始新游戏"""
if play_button.rect.collidepoint(mouse_x,mouse_y):
stats.game_active = True
def fire_bullet(ai_settings,screen,ship,bullets):
# 创建一颗子弹
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def update_screen(ai_settings, screen, stats, ship, aliens, bullets, play_button):
# 更新屏幕
# 重绘背景色
screen.fill(ai_settings.bg_color)
# 重绘子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
if not stats.game_active:
play_button.draw_button()
# 显示
pygame.display.flip()
def update_bullets(ai_settings, screen, ship, aliens, bullets):
"""Update position of bullets, and get rid of old bullets."""
# Update bullet positions.
bullets.update()
# Get rid of bullets that have disappeared.
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):
# 检查是否有子弹击中外星人,并删除相应的子弹和外星人
collisios = pygame.sprite.groupcollide(bullets, aliens, True, 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 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)
number_rows = int(available_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))
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,并计算一行可容纳多少外星人
alien = Alien(ai_settings, screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
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_aliens_x):
create_alien(ai_settings, screen, aliens, alien_number, row_number)
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减一
stats.ships_left -= 1
# 清空外星人和子弹
aliens.empty()
bullets.empty()
# 创建一群新外星人和飞船
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
""""检查外星人是否到达底部"""
# screen_rect = screen.get_rect() 我修改为到飞船顶部就算到达底部
for alien in aliens.sprites():
if alien.rect.bottom >= ship.rect.top:
# 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):
""""更新所有外星人位置"""
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)
# 检测外星人是否到达底部
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
def check_fleet_edges(ai_settings, aliens):
""""到达边缘时才去相应措施"""
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,并改变方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1