上传文件至 ''

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203310105 2021-06-23 21:38:20 +08:00
parent bde73e9547
commit d73024ec55
1 changed files with 62 additions and 47 deletions

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@ -1,155 +1,168 @@
def check_keydown_events(event,ai_settings,screen,ship,bullets):
def check_keydown_events(event, ai_settings, screen, ship, bullets):
if event.key == pygame.K_RIGHT: if event.key == pygame.K_RIGHT:
ship.moving_right = True ship.moving_right = True
elif event.key == pygame.K_LEFT: elif event.key == pygame.K_LEFT:
ship.moving_left = True ship.moving_left = True
elif event.key == pygame.K_SPACE: elif event.key == pygame.K_SPACE:
fire_bullets(ai_settings, screen, ship, bullets) fire_bullets(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q: elif event.key == pygame.K_q:
sys.exit() sys.exit()
def check_keyup_events(event,ship):
def check_keyup_events(event, ship):
if event.key == pygame.K_RIGHT: if event.key == pygame.K_RIGHT:
ship.moving_right = False ship.moving_right = False
elif event.key == pygame.K_LEFT: elif event.key == pygame.K_LEFT:
ship.moving_left = False ship.moving_left = False
def check_events(ai_settings, screen, stats,sb, play_button, ship,aliens,bullets):
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
for event in pygame.event.get(): 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)
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)
def 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):
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active: if button_clicked and not stats.game_active:
ai_settings.initialize_dynamic_settings() ai_settings.initialize_dynamic_settings()
pygame.mouse.set_visible(False) pygame.mouse.set_visible(False)
stats.reset_stats() stats.reset_stats()
stats.game_active = True stats.game_active = True
sb.prep_score() sb.prep_score()
sb.prep_high_score() sb.prep_high_score()
sb.prep_level() sb.prep_level()
sb.prep_ships() sb.prep_ships()
aliens.empty() aliens.empty()
bullets.empty() bullets.empty()
create_fleet(ai_settings, screen, ship, aliens) create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship() ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
screen.fill(ai_settings.bg_color) screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites(): for bullet in bullets.sprites():
bullet.draw_bullet() bullet.draw_bullet()
ship.blitme() ship.blitme()
aliens.draw(screen) aliens.draw(screen)
sb.show_score() sb.show_score()
if not stats.game_active: if not stats.game_active:
play_button.draw_button() play_button.draw_button()
pygame.display.flip() pygame.display.flip()
def update_bullets(ai_settings, screen,stats,sb, ship, aliens,bullets):
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
bullets.update() bullets.update()
for bullet in bullets.copy(): for bullet in bullets.copy():
if bullet.rect.bottom <= 0: if bullet.rect.bottom <= 0:
bullets.remove(bullet) bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
check_bullet_alien_collisions(ai_settings, screen,stats,sb, ship, aliens, bullets)
def fire_bullets(ai_settings, screen, ship, bullets): def fire_bullets(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullets_allowed: if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship) new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet) bullets.add(new_bullet)
def check_bullet_alien_collisions(ai_settings, screen,stats,sb, ship, aliens, bullets):
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions: if collisions:
for aliens in collisions.values(): for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens) stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score() sb.prep_score()
check_high_score(stats, sb) check_high_score(stats,sb)
if len(aliens) == 0: if len(aliens) == 0:
bullets.empty() bullets.empty()
ai_settings.increase_speed() ai_settings.increase_speed()
stats.level += 1 stats.level += 1
sb.prep_level() sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens) create_fleet(ai_settings, screen, ship, aliens)
def create_fleet(ai_settings, screen, ship, aliens): def create_fleet(ai_settings, screen, ship, aliens):
alien = Alien(ai_settings, screen) alien = Alien(ai_settings, screen)
number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width) number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height) number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
for row_number in range(number_rows): for row_number in range(number_rows):
for alien_number in range(number_aliens_x): for alien_number in range(number_aliens_x):
create_alien(ai_settings, screen, aliens, alien_number, row_number) create_alien(ai_settings, screen, aliens, alien_number, row_number)
def get_number_aliens_x(ai_settings, alien_width): def get_number_aliens_x(ai_settings, alien_width):
available_space_x = ai_settings.screen_width - 2 * alien_width available_space_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width)) number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x return number_aliens_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number): def create_alien(ai_settings, screen, aliens, alien_number, row_number):
alien = Alien(ai_settings, screen) alien = Alien(ai_settings, screen)
alien_width = alien.rect.width alien_width = alien.rect.width
alien.x = alien_width + 2 * alien_width * alien_number alien.x = alien_width + 2*alien_width*alien_number
alien.rect.x = alien.x alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number alien.rect.y = alien.rect.height + 2*alien.rect.height * row_number
aliens.add(alien) aliens.add(alien)
def get_number_rows(ai_settings, ship_height, alien_height): def get_number_rows(ai_settings, ship_height, alien_height):
available_space_y = ai_settings.screen_height - (3 * alien_height) - ship_height available_space_y = ai_settings.screen_height - (3*alien_height) - ship_height
number_rows = int(available_space_y / (2 * alien_height)) number_rows = int(available_space_y / (2 * alien_height))
return number_rows return number_rows
def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets): check_fleet_edges(ai_settings,aliens)
check_fleet_edges(ai_settings, aliens)
aliens.update() aliens.update()
if pygame.sprite.spritecollideany(ship, aliens): if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets) check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_fleet_edges(ai_settings, aliens): def check_fleet_edges(ai_settings, aliens):
for alien in aliens.sprites(): for alien in aliens.sprites():
if alien.check_edges(): if alien.check_edges():
change_fleet_direction(ai_settings, aliens) change_fleet_direction(ai_settings,aliens)
break break
def change_fleet_direction(ai_settings, aliens): def change_fleet_direction(ai_settings, aliens):
for alien in aliens.sprites(): for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1 ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets): def ship_hit(ai_settings,screen, stats, sb, ship, aliens, bullets):
if stats.ship_left > 0: if stats.ship_left > 0:
stats.ship_left -= 1 stats.ship_left -= 1
sb.prep_ships() sb.prep_ships()
aliens.empty() aliens.empty()
bullets.empty() bullets.empty()
@ -157,20 +170,22 @@ def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
create_fleet(ai_settings, screen, ship, aliens) create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship() ship.center_ship()
sleep(0.5) sleep(0.5)
else: else:
stats.game_active = False stats.game_active = False
pygame.mouse.set_visible(True) pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
def check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets):
screen_rect = screen.get_rect() screen_rect = screen.get_rect()
for alien in aliens.sprites(): for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom: if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
break break
def check_high_score(stats, sb): def check_high_score(stats, sb):
if stats.score > stats.high_score: if stats.score > stats.high_score:
stats.high_score = stats.score stats.high_score = stats.score