|
|
|
|
# 开发日期: 2024/4/26
|
|
|
|
|
import sys
|
|
|
|
|
|
|
|
|
|
import start_ui
|
|
|
|
|
from bullet import Bullet
|
|
|
|
|
from alien import Alien
|
|
|
|
|
from time import sleep, time
|
|
|
|
|
import pygame
|
|
|
|
|
import settings
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def check_keydown_events(event, ai_settings, screen, ship, bullets):
|
|
|
|
|
"""响应按键"""
|
|
|
|
|
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:
|
|
|
|
|
pygame.mixer.Sound('bgm/bullet.wav').play()
|
|
|
|
|
fire_bullet(ai_settings, screen, ship, bullets)
|
|
|
|
|
|
|
|
|
|
def check_keyup_events(event,ship):
|
|
|
|
|
"""松开响应"""
|
|
|
|
|
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):
|
|
|
|
|
"""捕捉所有操作"""
|
|
|
|
|
for event in pygame.event.get():
|
|
|
|
|
if event.type == pygame.QUIT:
|
|
|
|
|
# 添加代码
|
|
|
|
|
start_ui.GameWelcomeScreen()
|
|
|
|
|
stats.save_high_score()
|
|
|
|
|
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):
|
|
|
|
|
"""在玩家单击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)
|
|
|
|
|
# 重置游戏统计信息
|
|
|
|
|
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()
|
|
|
|
|
|
|
|
|
|
# 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,并让飞船居中
|
|
|
|
|
create_fleet(ai_settings, screen, ship, aliens)
|
|
|
|
|
ship.center_ship()
|
|
|
|
|
|
|
|
|
|
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
|
|
|
|
|
"""响应子弹和外星人的碰撞"""
|
|
|
|
|
# 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 * len(aliens)
|
|
|
|
|
sb.prep_score()
|
|
|
|
|
check_high_score(stats, sb)
|
|
|
|
|
if len(aliens) == 0:
|
|
|
|
|
# 删除现有子弹, 加快游戏节奏,并新建一群外星人
|
|
|
|
|
bullets.empty()
|
|
|
|
|
ai_settings.increase_speed()
|
|
|
|
|
|
|
|
|
|
# 提高等级
|
|
|
|
|
stats.level += 1
|
|
|
|
|
sb.prep_level()
|
|
|
|
|
|
|
|
|
|
create_fleet(ai_settings, screen, ship, aliens)
|
|
|
|
|
|
|
|
|
|
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 check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
|
|
|
|
|
"""检查是否有外星人到达了屏幕底部"""
|
|
|
|
|
screen_rect = screen.get_rect()
|
|
|
|
|
for alien in aliens.sprites():
|
|
|
|
|
if alien.rect.bottom >= screen_rect.bottom:
|
|
|
|
|
# 像飞船被撞到一样进行处理
|
|
|
|
|
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
|
|
|
|
|
break
|
|
|
|
|
|
|
|
|
|
def check_high_score(stats, sb):
|
|
|
|
|
"""检查是否诞生了新的最高得分"""
|
|
|
|
|
if stats.score > stats.high_score:
|
|
|
|
|
stats.high_score = stats.score
|
|
|
|
|
sb.prep_high_score()
|
|
|
|
|
|
|
|
|
|
def fire_bullet(ai_settings, screen, ship, bullets):
|
|
|
|
|
"""如果还没有达到限制,就发射一颗子弹"""
|
|
|
|
|
# 创建一颗子弹,并将其加入到编组bullets中
|
|
|
|
|
if len(bullets) < ai_settings.bullets_allowed:
|
|
|
|
|
new_bullet = Bullet(ai_settings, screen, ship)
|
|
|
|
|
new_bullet.sound.play()
|
|
|
|
|
bullets.add(new_bullet)
|
|
|
|
|
|
|
|
|
|
def get_number_aliens_x(ai_settings, alien_width):
|
|
|
|
|
"""计算每行可容纳多少外星人"""
|
|
|
|
|
available_space_x = ai_settings.screen_width - 1 * 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):
|
|
|
|
|
"""计算屏幕可容纳多少行外星人"""
|
|
|
|
|
available_space_y = (ai_settings.screen_height - (1 * 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):
|
|
|
|
|
# 创建一个外星人并将其加入当前行
|
|
|
|
|
alien = Alien(ai_settings, screen)
|
|
|
|
|
alien_width = alien.rect.width
|
|
|
|
|
alien.x = alien_width + 2 * alien_width * alien_number
|
|
|
|
|
alien.rect.x = alien.x
|
|
|
|
|
alien.rect.y += 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,并计算一行可容纳多少个外星人
|
|
|
|
|
# 外星人间距为外星人宽度
|
|
|
|
|
alien = Alien(ai_settings, screen)
|
|
|
|
|
number_alien_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
|
|
|
|
|
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 change_fleet_direction(ai_settings, aliens):
|
|
|
|
|
"""将整群外星人下移,并改变它们的方向"""
|
|
|
|
|
for alien in aliens.sprites():
|
|
|
|
|
alien.rect.y += ai_settings.fleet_drop_speed
|
|
|
|
|
ai_settings.fleet_direction *= -1
|
|
|
|
|
|
|
|
|
|
def ship_hit(ai_settings, screen, stats, sb, 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
|
|
|
|
|
# 更新记分牌
|
|
|
|
|
sb.prep_ships()
|
|
|
|
|
# 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端中央
|
|
|
|
|
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 update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
|
|
|
|
|
"""
|
|
|
|
|
检查是否有外星人位于屏幕边缘,并更新整群外星人的位置
|
|
|
|
|
"""
|
|
|
|
|
check_fleet_edges(ai_settings, aliens)
|
|
|
|
|
aliens.update()
|
|
|
|
|
|
|
|
|
|
# 检查外星人和飞船之间的碰撞
|
|
|
|
|
if pygame.sprite.spritecollideany(ship, aliens):
|
|
|
|
|
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
|
|
|
|
|
|
|
|
|
|
# 检查是否有外星人到达屏幕底端
|
|
|
|
|
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
|
|
|
|
|
|
|
|
|
|
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"""
|
|
|
|
|
# 每次循环时都重绘屏幕
|
|
|
|
|
screen.fill(ai_settings.bg_color)
|
|
|
|
|
# 在飞船和外星人后面重绘所有子弹
|
|
|
|
|
for bullet in bullets.sprites():
|
|
|
|
|
bullet.draw_bullet()
|
|
|
|
|
ship.blit()
|
|
|
|
|
aliens.draw(screen)
|
|
|
|
|
# 显示得分
|
|
|
|
|
sb.show_score()
|
|
|
|
|
# 如果游戏处于非活动状态,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):
|
|
|
|
|
"""根据子弹的位置,并删除已消失的子弹"""
|
|
|
|
|
# 更新子弹的位置
|
|
|
|
|
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, stats, sb, ship, aliens, bullets)
|