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game_functions.py
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import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
from game_stats import GameStats
def check_keydown_events(event,ai_settings,screen,ship,bullets):
#键盘按下
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_bullte(ai_settings, screen, ship, bullets)
elif event.key==pygame.K_q:
fp = open("high_score.txt",'w')
fp.write(GameStats.high_score)
fp.close
sys.exit()
def check_keyup_events(event, ship):
#键盘放开
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):
#检测操作反应
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):
#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
stats.reset_stats()
stats.game_active = True
ai_settings.initialize_dynamic_settings()
#清空记录
aliens.empty()
bullets.empty()
#创建新外星人
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#影藏光标
pygame.mouse.set_visible(False)
sb.prep_ships()
'''子弹'''
def fire_bullte(ai_settings,screen,ship,bullets):
"""发射子弹函数"""
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""子弹位置,删除"""
bullets.update()
# 删除子弹
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):
#子弹是否击中
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:
#新外星人
bullets.empty()
ai_settings.increse_speed()
create_fleet(ai_settings,screen,ship,aliens)
stats.level +=1
sb.prep_level()
'''外星人'''
def get_number_rows(ai_settings,ship_height,alien_height):
'''行'''
available_spac_y = (ai_settings.screen_height-(3*alien_height)-ship_height)
number_rows=int(available_spac_y/(2*alien_height))
return number_rows
def get_number_aliens_x(ai_settings,alien_width):
"""每行外星人人数"""
available_spac_x = ai_settings.screen_width - alien_width * 2
number_alien_x = int(available_spac_x / (2 * alien_width))
return number_alien_x
def create_alien(ai_settings,screen,aliens,alien_number,row_number):
"""创建一个外星人"""
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"""
alien = Alien(ai_settings,screen)
number_alien_x=get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(ai_settings,ship.rect.height,alien.rect.height)
"""外形人群"""
for row_number in range(number_rows):
for alien_number in range(number_alien_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def check_fleet_edges(ai_settings,aliens):
#当外星人在边缘时
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
#下移外星人,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,sb,ship,aliens,bullets):
#飞船撞到外星人
if stats.ships_left > 0:
stats.ships_left -=1
#删除子弹外星人
aliens.empty()
bullets.empty()
#新外星人,飞机归位
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sb.prep_ships()
#暂停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets):
#外乡人飞到下面
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#好像撞飞船一样
ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()
check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)
#外星人飞船碰转
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
def check_high_score(stats,sb):
#检查最高分
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
'''画面更新'''
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
screen.fill(ai_settings.bg_color)
#显示分数
sb.show_score()
for bullet in bullets.sprites():
bullet.draw_bullet()
if not stats.game_active:
play_button.draw_button()
ship.blitme()
aliens.draw(screen)
pygame.display.flip()