上传文件至 '重构'

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206530120 2021-06-23 18:02:04 +08:00
parent 051b8d069e
commit ed3baf737c
1 changed files with 226 additions and 0 deletions

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重构/main.py Normal file
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# This is a sample Python script.
# Press Shift+F10 to execute it or replace it with your code.
# Press Double Shift to search everywhere for classes, files, tool windows, actions, and settings.
def print_hi(name):
# Use a breakpoint in the code line below to debug your script.
print(f'Hi, {name}') # Press Ctrl+F8 to toggle the breakpoint.
# Press the green button in the gutter to run the script.
if __name__ == '__main__':
print_hi('PyCharm')
# See PyCharm help at https://www.jetbrains.com/help/pycharm/
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
# 响应按键
def check_keydown_events(event, ai_settings, screen, ship, bullets):
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()
# 如果还没有到达限制,就发射一颗子弹
def fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
# 响应松开
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
# 响应按键和鼠标事件
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, 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, aliens, bullets, mouse_x, mouse_y)
# 在玩家单击play按钮时开始新游戏
def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
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)
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()
aliens.empty()
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 更新屏幕上的图像,并切换到新屏幕
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
screen.fill(ai_settings.bg_color)
ship.blitme()
# 在飞船和外星人之间绘制所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score()
"""注意这里使用的pygame.display.flip()要放在这里的位置!!!"""
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
# 更新子弹的位置,并消除已经小时的子弹
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 响应子弹和外星人的碰撞
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
# 删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
# 计算每行可以容纳多少外星人
def get_number_aliens_x(ai_settings, alien_width):
available_space_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
# 计算屏幕可以容纳多少行外星人
def get_number_row(ai_settings, ship_height, alien_height):
avaliable_space_y = (ai_settings.screen_height - (3*alien_height) - ship_height)
number_rows = int(avaliable_space_y / (2*alien_height))
return number_rows
# 创建一个外星人并将其放在当前行
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
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)
# 创建外星人群
def create_fleet(ai_settings, screen, ship, aliens):
alien = Alien(ai_settings, screen)
number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
number_rows = get_number_row(ai_settings, ship.rect.height, alien.rect.height)
# 创建第一行外星人
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)
# 有外星人到达边缘时采取响应的措施
def check_fleet_edges(ai_settings, aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
# 将一群外星人下移动,并更新整群外星人的位置
def change_fleet_direction(ai_settings, aliens):
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
# 响应被外星人撞到的飞船
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
if stats.ships_left > 0:
stats.ships_left -= 1
sb.prep_ships()
aliens.empty()
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
sleep(0.5)
else:
print("Game Over")
stats.game_active = False
pygame.mouse.set_visible(True)
# 检查是否有外星人到达屏幕底端
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
# 更新外星人群所有外星人的位置
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
check_fleet_edges(ai_settings, aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def check_high_score(stats, sb):
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()