Repository navigation
Expand file tree
/
Copy pathgame_functions.py
More file actions
166 lines (138 loc) · 5.88 KB
/
Copy pathgame_functions.py
File metadata and controls
166 lines (138 loc) · 5.88 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def check_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, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
def check_keydown_events(event, ai_settings, screen, ship, bullets):
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:
#创建一颗子弹加入到编组bullets中
fire_bullet(ai_settings, screen, ship, bullets)
#快捷键按q结束游戏
elif event.key == pygame.k_q:
sys.exit()
def fire_bullet(ai_settings, screen, ship, bullets):
"如果还没达到限制,就发射导弹"
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship. moving_left = False
#更新屏幕图像并切换新屏幕
def update_screen(ai_settings, screen, ship, aliens, bullets):
screen.fill(ai_settings.bg_color)
#飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#让最近绘制屏幕可见
pygame.display.flip()
def update_bullets(ai_settings, screen, ship, aliens, bullets):
#更新子弹位置
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):
#"响应子弹和外星人的碰撞时,删除发生碰撞子弹外星人“
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if len(aliens) == 0:
#删除现有子弹重建一群外星人
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
def get_number_aliens_x(ai_settings, alien_width):
"计算每一行可容纳外星人数量"
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 create_alien(ai_settings, screen, aliens, alien_number, row_number):
"创建一个外星人且将其放在当前"
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,并且计算一行可容纳外星人数
#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)
#创建外星人群
#创建第一行外星人
#创建第一个外星人并且加入当前
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 check_fleet_edges(ai_settings, aliens):
"有外星人接触到边缘时候采取的措施"
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
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ship——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,并且将飞船放到屏幕底段中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
#暂停
sleep(0.5)
#如果没有飞船,将game active 设置为false
else:
stats.game_active = False
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
"检测是否有外星人到达底部"
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边缘"
"更新外星人群中所有外星人位置"
check_fleet_edges(ai_settings, aliens)
aliens.update()
"检查是否有外星人到达屏幕底端"
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
"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)
print("ship hit!!")