import sys from time import sleep import pygame from bullet import Bullet from bazi import Bazi def check_keydown_events(event, ai_settings, screen, man, bullets): """对按键做出反应""" if event.key == pygame.K_RIGHT: man.moving_right = True elif event.key == pygame.K_LEFT: man.moving_left = True elif event.key == pygame.K_SPACE: fire_bullet(ai_settings, screen, man, bullets) elif event.key == pygame.K_q: sys.exit() def check_keyup_events(event, man): """响应按键的发布""" if event.key == pygame.K_RIGHT: man.moving_right = False elif event.key == pygame.K_LEFT: man.moving_left = False def check_events(ai_settings, screen, stats, sb, play_button, man, bazis, 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, man, bullets) elif event.type == pygame.KEYUP: check_keyup_events(event, man) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x, mouse_y = pygame.mouse.get_pos() check_play_button(ai_settings, screen, stats, sb, play_button, man, bazis, bullets, mouse_x, mouse_y) def check_play_button(ai_settings, screen, stats, sb, play_button, man, bazis, bullets, mouse_x, mouse_y): """当玩家点击Play时开始一个新游戏""" 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() # 隐藏鼠标光标 pygame.mouse.set_visible(False) # 重置游戏统计信息 stats.reset_stats() stats.game_active = True # 重置记分板图像 sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_mans() # 清空靶子和子弹的名单 bazis.empty() bullets.empty() # 创建一个人并将其置于中心 create_fleet(ai_settings, screen, man, bazis) man.center_man() def fire_bullet(ai_settings, screen, man, bullets): """发射一颗子弹,如果还没有达到极限""" # 创建新项目符号,添加到项目符号组 if len(bullets) < ai_settings.bullets_allowed: new_bullet = Bullet(ai_settings, screen, man) bullets.add(new_bullet) def update_screen(ai_settings, screen, stats, sb, man, bazis, bullets, play_button): """更新屏幕上的图像,然后切换到新屏幕。""" # 重新绘制屏幕,每次通过循环 screen.fill(ai_settings.bg_color) # 重画所有子弹,在人和靶子后面 for bullet in bullets.sprites(): bullet.draw_bullet() man.blitme() bazis.draw(screen) # 绘制分数信息 sb.show_score() # 如果游戏处于非活动状态,则绘制播放按钮 if not stats.game_active: play_button.draw_button() # 使最近绘制的屏幕可见 pygame.display.flip() def update_bullets(ai_settings, screen, stats, sb, man, bazis, bullets): """更新子弹的位置,清除旧子弹""" # 更新子弹位置 bullets.update() # 扔掉已经消失的子弹 for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) check_bullet_bazi_collisions(ai_settings, screen, stats, sb, man, bazis, bullets) def check_high_score(stats, sb): """查看是否有新的高分""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score() def check_bullet_bazi_collisions(ai_settings, screen, stats, sb, man, bazis, bullets): """对子弹和靶子的碰撞做出反应(碰撞检测)""" # 移除所有碰撞的子弹和靶子 collisions = pygame.sprite.groupcollide(bullets, bazis, True, True) if collisions: for bazis in collisions.values(): stats.score += ai_settings.bazi_points * len(bazis) sb.prep_score() check_high_score(stats, sb) if len(bazis) == 0: # 如果靶子都被摧毁,开始一个新的关卡 bullets.empty() ai_settings.increase_speed() # 提高水平 stats.level += 1 sb.prep_level() create_fleet(ai_settings, screen, man, bazis) def check_fleet_edges(ai_settings, bazis): """如果有靶子到达边缘,请做出适当的反应""" for bazi in bazis.sprites(): if bazi.check_edges(): change_fleet_direction(ai_settings, bazis) break def change_fleet_direction(ai_settings, bazis): """放下整个队列,改变队列的方向""" for bazi in bazis.sprites(): bazi.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def man_hit(ai_settings, screen, stats, sb, man, bazis, bullets): """回应被靶子碰撞的人""" if stats.mans_left > 0: # 向左递减 stats.mans_left -= 1 # 更新分数面板 sb.prep_mans() else: stats.game_active = False pygame.mouse.set_visible(True) # 清空靶子和子弹的名单 bazis.empty() bullets.empty() # 创建一个新角色,并将人居中 create_fleet(ai_settings, screen, man, bazis) man.center_man() sleep(0.5) def check_bazis_bottom(ai_settings, screen, stats, sb, man, bazis, bullets): """检查是否有靶子到达屏幕底部""" screen_rect = screen.get_rect() for bazi in bazis.sprites(): if bazi.rect.bottom >= screen_rect.bottom: # 人被击中一样 man_hit(ai_settings, screen, stats, sb, man, bazis, bullets) break def update_bazis(ai_settings, screen, stats, sb, man, bazis, bullets): """ 检查靶子是否处于边缘,然后更新靶子中所有靶子的位置 """ check_fleet_edges(ai_settings, bazis) bazis.update() # 寻找人和靶子碰撞 if pygame.sprite.spritecollideany(man, bazis): man_hit(ai_settings, screen, stats, sb, man, bazis, bullets) # 在屏幕底部寻找靶子 check_bazis_bottom(ai_settings, screen, stats, sb, man, bazis, bullets) def get_number_bazis_x(ai_settings, bazi_width): """确定排成一行的外星人的数量""" available_space_x = ai_settings.screen_width - 1 * bazi_width number_bazi_x = int(available_space_x / (2 * bazi_width)) return number_bazi_x def get_number_rows(ai_settings, man_height, bazi_height): """确定适合屏幕的外星人行数""" available_space_y = (ai_settings.screen_height - (1 * bazi_height) - man_height) number_rows = int(available_space_y / (2 * bazi_height)) return number_rows def create_bazi(ai_settings, screen, bazis, bazi_number, row_number): """创建一个靶子,并将其放置在行中""" bazi = Bazi(ai_settings, screen) bazi_width = bazi.rect.width bazi.x = bazi_width + 2 * bazi_width * bazi_number bazi.rect.x = bazi.x bazi.rect.y = bazi.rect.height + 2 * bazi.rect.height * row_number bazis.add(bazi) def create_fleet(ai_settings, screen, man, bazis): """创造一个完整的靶子队列""" # 创建一个靶子,并查找一行中的靶子数量 bazi = Bazi(ai_settings, screen) number_bazis_x = get_number_bazis_x(ai_settings, bazi.rect.width) number_rows = get_number_rows(ai_settings, man.rect.height, bazi.rect.height) # 创造外星人舰队 for row_number in range(number_rows): for bazi_number in range(number_bazis_x): create_bazi(ai_settings, screen, bazis, bazi_number, row_number)