`pygame` 外星人小游戏
# 飞船动作的函数
import sys
import pygame
from time import sleep
from bullet import Bullet
from alien import Alien
def check_events(ai_settings, screen, ship, bullets, stats, play_button, aliens):
'''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: # # 按键
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP: # 按键松开
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, play_button, mouse_x, mouse_y, aliens, bullets, ship)
def check_play_button(ai_settings, screen, stats, play_button, mouse_x, mouse_y, aliens, bullets, ship):
'''检测是否点击了plya开始按钮'''
if play_button.rect.collidepoint(mouse_x, mouse_y) and not stats.game_active:
start_game(ai_settings, screen, aliens, bullets, ship, stats)
def start_game(ai_settings, screen, aliens, bullets, ship, stats):
'''开始游戏'''
stats.reset_stats()
stats.game_active = True
# 清空外星人 和子弹
aliens.empty()
bullets.empty()
ai_settings.initialize_dynamic_settings()
# 创建新的
create_fleet(ai_settings, screen, aliens, ship)
ship.center_ship()
# 引隐藏光标
pygame.mouse.set_visible(False)
'''键盘按下事件处理'''
def check_keydown_events(event, ai_settings, screen, ship, bullets, stats):
if event.key == pygame.K_RIGHT:
# ship.rect.centerx += ship.move_step # 飞船向右移动
ship.moving_right = True
elif event.key == pygame.K_LEFT:
# ship.rect.centerx -= ship.move_step # 飞船向左移动
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q: # q键退出
sys.exit()
elif event.type == pygame.K_p:
if not stats.game_active:
start_game(ai_settings, screen, aliens, bullets, ship, stats)
'''键盘抬起事件处理'''
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 update_screen(ai_settings, screen, ship, bullets, aliens, stats, play_button):
'''更新屏幕上的图像,并切换到新屏幕'''
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitem()
aliens.draw(screen)
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
def update_bullets(bullets, aliens, ai_settings, screen, ship):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# print(len(bullets))
# 检查是否击中外星人
check_bullet_alien_collisions(ai_settings, screen, aliens, bullets, ship)
def check_bullet_alien_collisions(ai_settings, screen, aliens, bullets, ship):
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
# 判断是否还存在外星人,不存在就重新创建
if len(aliens) == 0:
bullets.empty()
ai_settings.increase_speedO()
create_fleet(ai_settings, screen, aliens, ship)
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组 bullets 中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings, alien_width):
'''计算每行可容纳多少个外星人'''
print('alien_width', alien_width)
print('ai_settings.screen_width', ai_settings.screen_width)
# 屏幕可用的宽度
available_space_x = ai_settings.screen_width - 2 * alien_width
# 外星人的最大数据
number_aliens_x = int(available_space_x / (2 * alien_width))
print('number_aliens_x', number_aliens_x)
return number_aliens_x
def get_number_rows(ai_settings, alien_height, ship_height):
'''计算屏幕可容纳多少行外星人'''
available_space_y = ai_settings.screen_heght - 3 * 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放在当前行'''
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width + alien_number * 2 * alien_width
alien.y = alien.rect.height + row_number * 2 * alien.rect.height
alien.rect.x = alien.x
alien.rect.y = alien.y
aliens.add(alien)
def create_fleet(ai_settings, screen, aliens, ship):
'''创建外星人人群'''
# 创建一个外星人,并计算一行可以容纳几个,外星人的间距为外行星的宽度
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
number_aliens_x = get_number_aliens_x(ai_settings, alien_width)
number_rows = get_number_rows(ai_settings, alien_width, ship.rect.height)
for row_number in range(number_rows):
# 创建一行外星人,并放到行指定的位置
for alien_number in range(number_aliens_x):
create_alien(ai_settings, screen, aliens, alien_number, row_number)
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 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.y += ai_settings.fleet_drop_speed
alien.rect.y = alien.y
ai_settings.fleet_direction *= -1
def update_aliens(ai_settings, screen, aliens, bullets, ship, stats):
'''更新外星人群中所有外星人的位置'''
# 外星人检查
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检查是否碰撞了
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, aliens, bullets, ship)
check_aliens_bottom(ai_settings, screen, aliens, bullets, stats, ship)
def check_aliens_bottom(ai_settings, screen, aliens, bullets, stats, ship):
'''检查是否有外星人到达了屏幕底端'''
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, screen, stats, aliens, bullets, ship)
def ship_hit(ai_settings, screen, stats, aliens, bullets, ship):
if stats.ships_left > 0:
stats.ships_left -=1
aliens.empty()
bullets.empty()
create_fleet(ai_settings, screen, aliens, ship)
ship.center_ship()
sleep(2)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
print('game over')