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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)