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()