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game_functions.py
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# encoding: utf-8
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event, ai_settings, screen, ship, bullets):
# 响应按键和鼠标事件
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):
"""Respond to key releases."""
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, sb, play_button,ship, aliens, bullets, mouse_x, mouse_y):
"""Respond to keypresses and mouse events."""
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(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):
# 玩家单机Play按钮时开始新游戏
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()
# 隐藏光标
pygame.mouse.set_visible(False)
# Reset the game statistics.
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()
# Empty the list of aliens and bullets.
aliens.empty()
bullets.empty()
# Create a new fleet and center the ship.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def fire_bullet(ai_settings, screen, ship, bullets):
"""Fire a bullet, if limit not reached yet."""
# Create a new bullet, add to bullets group.
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,sb,ship, aliens, bullets,play_button):
# 更新屏幕上的图像,并切换到新屏幕
screen.fill(ai_settings.bg_color)
# Redraw all bullets, behind ship and aliens.
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 显示得分
sb.show_score()
if not stats.game_active:
play_button.draw_button()
# Make the most recently drawn screen visible.
pygame.display.flip()
def update_bullets(ai_settings, screen, ship, aliens, bullets):
# 更新子弹的位置,并删除已经消失的子弹
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, stats,sb,ship, aliens, bullets)
def check_high_score(stats, sb):
"""Check to see if there's a new high score."""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
def check_bullet_alien_collisions(ai_settings, screen, stats,sb,ship, aliens, bullets):
# 响应子弹和外星人发生碰撞
# 删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points
sb.prep_score()
check_high_score(stats,sb)
if len(aliens) == 0:
# 如果整群外星人都被消灭,就提高一个等级
bullets.empty()
ai_settings.increase_speed()
# create_fleet(ai_settings, screen, ship, aliens)
stats.level += 1
sb.prep_level()
def check_fleet_edges(ai_settings, aliens):
"""Respond appropriately if any aliens have reached an edge."""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""Drop the entire fleet, and change the fleet's direction."""
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):
# 响应飞船被外星人撞到
if stats.ships_left > 0:
# Decrement ships_left.
stats.ships_left -= 1
else:
stats.game_active = False
pygame.mouse.set_visible(False)
# Empty the list of aliens and bullets.
aliens.empty()
bullets.empty()
# Create a new fleet, and center the ship.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# Pause.
sleep(0.5)
def check_aliens_bottom(ai_settings, screen, stats,sb,ship, aliens, bullets):
"""Check if any aliens have reached the bottom of the screen."""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# Treat this the same as if the ship got hit.
ship_hit(ai_settings, screen, stats,sb,ship, aliens, bullets)
break
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""
Check if the fleet is at an edge,
then update the postions of all aliens in the fleet.
"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# Look for alien-ship collisions.
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# Look for aliens hitting the bottom of the screen.
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""Respond to ship being hit by alien."""
if stats.ships_left > 0:
# Decrement ships_left.
stats.ships_left -= 1
# Update scoreboard.
sb.prep_ships()
else:
stats.game_active = False
pygame.mouse.set_visible(True)
# Empty the list of aliens and bullets.
aliens.empty()
bullets.empty()
# Create a new fleet, and center the ship.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# Pause.
sleep(0.5)
# 计算每行可以容纳多少个外星人
def get_number_aliens_x(ai_settings, alien_width):
"""Determine the number of aliens that fit in a row."""
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):
"""Determine the number of rows of aliens that fit on the screen."""
available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
number_rows = int(available_space_y / (2 * alien_height))
return number_rows
# 创建一个外星人并将其放在当前行
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
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)
# 创建外星人群
def create_fleet(ai_settings, screen, ship, aliens):
# 创建一个外星人,并计算一行可容纳多少个外星人;外星人间距为外星人宽度
# 先创建一个外星人
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)