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game_functions.py
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game_functions.py
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import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
from random import randint
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
'''响应外星人撞飞船'''
if stats.ships_left>0:
# 将ships_left减去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,并将飞船放到屏幕底部中央
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_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_UP:
ship.moving_up=True
elif event.key==pygame.K_DOWN:
ship.moving_down=True
elif event.key==pygame.K_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key ==pygame.K_q:
sys.exit()
def fire_bullet(ai_settings,screen,ship,bullets):
'''子弹不超过限制,可以发射子弹'''
# 创建一个子弹,放入编组
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
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
elif event.key==pygame.K_UP:
ship.moving_up=False
elif event.key==pygame.K_DOWN:
ship.moving_down=False
def check_events(ai_settings,screen,stats,play_button,ship,aliens,bullets):
'''响应按键和鼠标事件'''
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(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,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()
# 隐藏光标
pygame.mouse.set_visible(False)
if play_button.rect.collidepoint(mouse_x,mouse_y):
# 重置游戏信息
stats.reset_stats()
stats.game_active = True
# 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,飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,
play_button):
# 每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
# 在飞船和外星人之后重绘所有子弹
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
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
'''更新子弹位置,删除消失的子弹'''
# 更新子弹的位置
bullets.update()
#删除消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
# 检查是否击中外星人
# 是 则删除子弹和外星人
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:
# 删除子弹并新建新的外星人
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings,screen,ship,aliens)
def create_fleet(ai_settings,screen,ship,aliens):
'''创建一个外行星人,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)-6
# 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 get_number_aliens_x(ai_settings,alien_width):
'''计算每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 create_alien(ai_settings,screen,aliens,alien_number,row_number):
# 外星人位置随机偏移
random_x_number =randint(-10,10)
random_y_number =randint(-10,10)
# 创建一个外星人并把他加入当前行
alien=Alien(ai_settings,screen)
alien_width=alien.rect.width
alien.x=alien_width+2*alien_width*alien_number
alien.rect.x=alien.x+random_x_number
alien.rect.y=alien.rect.height + 2 *alien.rect.height * row_number+random_y_number
aliens.add(alien)
def get_number_rows(ai_settings,ship_height,alien_height):
'''计算容纳外星人的行数'''
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):
'''
检查是否有外星人到达屏幕下面
更新外星人群中所有外星人的位置'''
check_fleet_edges(ai_settings,aliens)
aliens.update()
# 检测外星人和飞船的碰撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
# 检查外星人是否到底端
check_aliens_bottom(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相应的措施'''
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,并改变他们的方向'''
for alien in aliens.sprites():
alien.rect.y+=ai_settings.fleet_drop_speed
ai_settings.fleet_direction*=-1
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
'''检查外星人是否飞到底端'''
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,stats,screen,ship,aliens,bullets)
break
def check_high_score(stats,sb):
'''检查是否产生新的最高分'''
if stats.score> stats.high_score:
stats.high_score=stats.score
sb.prep_high_score()