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Copy pathgame_functions.py
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173 lines (142 loc) · 5.01 KB
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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,ship):
# 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:
#向左移动飞船
ship.moving_left = True
elif event.key==pygame.K_UP:
#向上移动飞船
ship.moving_up = True
elif event.key==pygame.K_DOWN:
#向下移动飞船
ship.moving_down = True
elif event.key == pygame.K_q:
# 按q退出游戏
sys.exit()
def check_keyup_events(event,ship):
# 松开按键
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key==pygame.K_UP:
ship.moving_up = False
elif event.key==pygame.K_DOWN:
ship.moving_down = False
def bullet_events(ai_settings,screen,ship,bullets):
# 子弹事件
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_events(ai_settings,screen,ship,bullets):
# 响应键鼠事件
# bullet_events(ai_settings,screen,ship,bullets)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event,ship)
bullet_events(ai_settings,screen,ship,bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event,ship)
bullet_events(ai_settings,screen,ship,bullets)
def update_screen(ai_settings,screen,ship,aliens,bullets):
# 更新屏幕,切换到新屏幕
# 每次都重新绘制屏幕
screen.fill(ai_settings.bg_color)
# 重绘子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,bullets):
# 更新子弹位置,并删除已消失子弹
# 删除已经消失的子弹释放内存
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# print(len(bullets))
# 检测是否击中
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
# 检查是否击中,若击中,则让对应的子弹和外星人消失
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
# if pygame.sprite.spritecollideany(ship,aliens):
# bullets.empty()
if len(aliens) == 0:
# 目前外星人消失完,重新创建外星人组
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
def create_fleet(ai_settings,screen,ship,aliens):
# 创建外星人群
# 创建一个外星人,并计算一行可以容纳多少个外星人
# 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):
# 创建一个外星人并且将其加入当前行
creat_alien(ai_settings,screen,aliens,alien_number,row_number)
def get_number_aliens_x(ai_settings,alien_width):
# 计算每行可以容纳多少个外星人
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 creat_alien(ai_settings,screen,aliens,alien_number,row_number):
# 创建一个外星人并且放在当前行
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 get_number_rows(ai_settings,ship_height,alien_height):
# 计算屏幕可以容纳多少行外星人
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 update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
# 更新外星人群中所有的外星人位置
check_fleet_edges(ai_settings,aliens)
aliens.update()
# 检测碰撞
if pygame.sprite.spritecollideany(ship,aliens):
# print("Ship hit!!!")
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
def check_fleet_edges(ai_settings,aliens):
# 有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):
# 相应撞击
# 将ship_left减1
if stats.ships_left > 0:
stats.ships_left -= 1
# 清空子弹和外星人列表
aliens.empty()
bullets.empty()
# 创建一群新的外星人,并且将飞船置于初始位置
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
stats.game_active = False