import sys
from bullet import Bullet
import pygame
from cxk import Cxk
from time import sleep
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:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ship):
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, cxks, bullets):
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, cxks, bullets, mouse_x, mouse_y)
def check_play_button(ai_settings, screen, stats, sb, play_button, ship, cxks, bullets, mouse_x, mouse_y):
'''在玩家单价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
cxks.empty()
bullets.empty()
#创建一群新的外星人, 并让飞船居中
create_fleet(ai_settings, screen, ship , cxks)
ship.center_ship()
def update_screen(ai_settings, screen, stats, sb, ship, cxks, 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 bullets in bullets.sprites():
bullets.draw_bullet()
ship.blitme()
cxks.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()
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, cxks, bullets):
'''更新子弹的位置, 并删除已消失的子弹'''
#删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_cxk_collisions(ai_settings, screen, stats, sb, ship, cxks, bullets)
def check_bullet_cxk_collisions(ai_settings, screen, stats, sb, ship, cxks, bullets):
#更新子弹的位置
bullets.update()
collisions = pygame.sprite.groupcollide(bullets, cxks, True, True)
if collisions:
for cxks in collisions.values():
stats.score += ai_settings.cxk_points * len(cxks)
sb.prep_score()
check_high_score(stats, sb)
if len(cxks) == 0:
bullets.empty()
ai_settings.increase_speed()
#提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, cxks)
def fire_bullet(ai_settings, screen, ship, bullets):
'''如果没有到达限制, 就发射一颗子弹'''
#创建一个子弹, 并将其加入到编组bullet中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def create_fleet(ai_settings, screen, ship, cxks):
'''创建坤群'''
cxk = Cxk(ai_settings, screen)
number_cxks_x = get_number_cxks_x(ai_settings, cxk.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height,cxk.rect.height)
for row_number in range(number_rows):
for cxk_number in range(number_cxks_x):
create_cxk(ai_settings, screen, cxks, cxk_number, row_number)
def create_cxk(ai_settings, screen, cxks, cxk_number, row_number):
'''创建一个cxk并放在首行'''
cxk = Cxk(ai_settings, screen)
cxk_width = cxk.rect.width
cxk.x = cxk_width + 2 * cxk_width * cxk_number
cxk.rect.x = cxk.x
cxk.rect.y = cxk.rect.height + 2 * cxk.rect.height * row_number
cxks.add(cxk)
def get_number_cxks_x(ai_settings, cxk_width):
'''计算每行可以容纳多少个cxk'''
available_space_x = ai_settings.screen_width - 2 * cxk_width
number_cxks_x = int(available_space_x / (2 * cxk_width))
return number_cxks_x
def get_number_rows(ai_settings, ship_height, cxk_height):
'''计算可以容纳多少个cxk'''
available_space_y = (ai_settings.screen_height - (3 * cxk_height) - ship_height)
number_rows = int(available_space_y / (2 * cxk_height))
return number_rows
def update_cxks(ai_settings, screen,stats, sb, ship, cxks, bullets):
check_fleet_edges(ai_settings, cxks)
check_cxks_bottom(ai_settings, screen, stats, sb, ship, cxks, bullets)
cxks.update()
#检测碰撞
if pygame.sprite.spritecollideany(ship, cxks):
ship_hit(ai_settings, screen, stats, sb, ship, cxks, bullets)
check_cxks_bottom(ai_settings, screen, stats, sb, ship, cxks, bullets)
def check_fleet_edges(ai_settings, cxks):
for cxk in cxks.sprites():
if cxk.check_edges():
change_fleet_direction(ai_settings, cxks)
break
def change_fleet_direction(ai_settings, cxks):
for cxk in cxks.sprites():
cxk.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen,stats, sb, ship, cxks, bullets):
'''响应被cxk撞到的吴亦凡'''
if stats.ships_left > 0:
#将ships_left减1
stats.ships_left -= 1
#更新记分牌
sb.prep_ships()
#清空cxk列表和子弹列表
cxks.empty()
bullets.empty()
#创建一群新的cxk,并将吴亦凡放到屏幕地段中央
create_fleet(ai_settings, screen, ship, cxks)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_cxks_bottom(ai_settings, screen, stats, sb, ship, cxks, bullets):
'''检查是否有cxk到达了屏幕低端'''
screen_rect = screen.get_rect()
for cxk in cxks.sprites():
if cxk.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, screen, stats, sb, ship, cxks, bullets)
break
def check_high_score(stats, sb):
'''检查是否诞生了新的最高分'''
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
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