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game_functions.py
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game_functions.py
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import sys
from bullet import Bullet
import pygame
from alien import Alien
from time import sleep
def check_keydown_events(event, ai_settings, screen, ship, bullets): #响应按下
if event.key == pygame.K_RIGHT:
# 向右移动飞船
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
first_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_event(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
#相应按键和鼠标事件
for event in pygame.event.get(): # 监听鼠标键盘的动作
if event.type == pygame.QUIT: # 监测到单击窗口关闭按钮 将检测到pygam.QUIT
sys.exit() #调用sys.exit()来退出游戏
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(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()
#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 并让飞船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
#隐藏光标
pygame.mouse.set_visible(False)
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
#更新屏幕上面的图像 并切换到新屏幕
screen.fill(ai_settings.bg_color) # 每次循环时都要重绘屏幕
#在飞船和外星人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,不断更新屏幕,以显示元素的新位置
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
#更新子弹的位置,并删除已经消失的子弹,首先更新子弹的位置
bullets.update()
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 first_bullet(ai_settings, screen, ship, bullets):
#如果还没达到限制就发射一枚子弹
# 创建一颗子弹 并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings, alien_width):
#计算每一行可以容纳多少外星人
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):
#计算屏幕可以容纳多少外星人
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 creat_alien(ai_settings, screen, aliens, alien_number, row_number):
# 创建一个外星人并加入当前行
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,并计算可以容纳多少外星人(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)
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):
creat_alien(ai_settings, screen, aliens, alien_number, row_number)
def check_fleet_edges(ai_settings, aliens):
#当外星人到达边缘时采取措施
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
#将外星人下移,并改变他们的移动方向
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
#如果飞船被外星人撞到 ships_left-=1
if stats.ships_left > 0:
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,并将飞船放到屏幕低端
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 check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
#检查是否有外星人到达屏幕底端
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, screen, stats, sb, ship, aliens, bullets)
break
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
#检查外星人是否处于屏幕边缘,并更新他们的位置
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, screen, stats, sb, ship, aliens, bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(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 aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
#删除现有的子弹 加快游戏节奏
bullets.empty()
ai_settings.increase_speed()
#如果整个外星人群都被消灭 将提高一个等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def check_high_score(stats, sb):
#检查是否诞生了最高得分
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()