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game_functions.py
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import sys
import json
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def fire_bullet(ai_settings, screen, ship, bullets):
""" 发射子弹 """
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keydown_events(event, ai_settings, screen, stats, ship, bullets):
''' 响应按键 '''
if event.key ==pygame.K_RIGHT:
ship.moving_right = True
if event.key == pygame.K_LEFT:
ship.moving_left = True
if event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
if event.key == pygame.K_q:
stats.store_high_score()
sys.exit()
def check_keyup_events(event, ship):
''' 响应松开 '''
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens,
bullets):
''' 响应键盘和鼠标事件 '''
for event in pygame.event.get():
if event.type == pygame.QUIT:
stats.store_high_score()
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, stats, 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):
""" 单击Button后开始游戏 """
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_dynameic_settings()
# 隐藏光标
pygame.mouse.set_visible(False)
# 重置游戏状态
stats.reset_stats()
stats.game_active = True
# 重置记分牌
sb.prep_high_score()
sb.prep_level()
sb.prep_score()
# 清空外星人和子弹
aliens.empty()
bullets.empty()
# 重新产生外星人群 飞船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
play_button):
''' 更新屏幕并切换到新屏幕上 '''
screen.fill(ai_settings.bg_color)
# 绘制子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
# 绘制飞机
ship.blitem()
# 绘制外星人
aliens.draw(screen) # python自动绘制编组的每个元素
# 显示得分
sb.show_score()
# 绘制Play按钮
if not stats.game_active:
play_button.draw_button()
# show
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
""" 更新子弹位置, 删除以消失的子弹 """
# 更新
bullets.update() # 会调用bullet.update()
# 删除出界子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# 检测碰撞
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
aliens, bullets):
# 删除相遇的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
# 一颗子弹可能射中多个外星人
for aliens_tmp in collisions.values():
stats.score += ai_settings.alien_points * len(aliens_tmp)
sb.prep_score()
check_high_score(stats, sb)
# 如果外星人全被击落,则重新生成外星人
if len(aliens) == 0:
bullets.empty() # 子弹全部清除
ai_settings.increase_speed() # 速度加快
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def get_number_alines_x(ai_settings, alien_width):
""" 计算每行可以容纳多少外星人 """
available_space_x = ai_settings.screen_width - 2 * 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):
""" 计算可容纳多少行外星人 """
available_space_y = (ai_settings.screen_height - (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):
""" 在当前行创建一个外星人 """
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 + 2 * alien.rect.height * row_number
aliens.add(alien)
def create_fleet(ai_settings, screen, ship, aliens):
""" 创建外星人群 """
alien = Alien(ai_settings, screen)
number_aliens_x = get_number_alines_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(多行外星人)
for row_number in range(number_rows):
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):
""" 外星人到达边缘时采取响应措施 """
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break;
def change_fleet_direction(ai_settings, aliens):
""" 外星人群下移, 改变左右移动方向 """
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
""" 响应飞船被碰到 """
if stats.ships_left >= 1 :
stats.ships_left -= 1
aliens.empty()
bullets.empty()
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True) # 显示光标
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
""" 检查外星人是否到达屏幕低端 """
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 和飞船被撞一样处理
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
break;
def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
""" 更新外星人位置 """
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检测外星人和飞船之间的碰撞
# spritecollideany 检测一个编组内所有成员和一个精灵是否有碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
# 检测外星人是否到达低端
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
def check_high_score(stats, sb):
""" 检测是否诞生最高分 """
if stats.high_score < stats.score:
stats.high_score = stats.score
stats.high_score_changed = True
sb.prep_high_score()
def get_stored_high_score():
filename = "highscore.json"
try:
with open(filename) as fp:
high_score = json.load(fp)
except FileNotFoundError:
return None
else:
return int(high_score)
def store_high_score(high_score):
filename = "highscore.json"
try:
with open(filename, 'w') as fp:
json.dump(str(high_score), fp)
except:
print("stored Error")
return ""
else:
return int(high_score)