存储项目的大部分函数
This commit is contained in:
parent
50aaffe003
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8988705699
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@ -1,353 +1,353 @@
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import sys
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import pygame
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from bullet import *
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from alien import *
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from time import sleep
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def check_keydown_events(event, ai_settings, screen, ship, bullets):
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"""响应按键"""
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if event.key == pygame.K_RIGHT:
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ship.moving_right = True
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elif event.key == pygame.K_LEFT:
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ship.moving_left = True
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elif event.key == pygame.K_UP:
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ship.moving_up = True
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elif event.key == pygame.K_DOWN:
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ship.moving_down = True
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elif event.key == pygame.K_SPACE:
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fire_bullet(ai_settings, screen, ship, bullets)
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elif event.key == pygame.K_q:
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sys.exit()
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def fire_bullet(ai_settings, screen, ship, bullets):
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"""如果还没有到达限制,就发射一颗子弹"""
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# 创建一颗子弹,并将其加入到编组bullets中
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if len(bullets) < ai_settings.bullets_allowed:
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new_bullet = Bullet(ai_settings, screen, ship)
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bullets.add(new_bullet)
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# 增加:添加发射音效
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pygame.mixer.init()
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sound = pygame.mixer.Sound('sounds/firebullets.wav')
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sound.play()
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def bossalien_fire_bullet(ai_settings, screen, bossalien, bossbullet, ship):
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"""增加:BOSS发射子弹"""
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# 创建一颗子弹
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bossbullet = BossBullet(ai_settings, screen, bossalien)
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def check_bossbullet_bottom(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets, bossbullet):
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"""当子弹飞出屏幕底部时,重置BOSS子弹位置"""
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screen_rect = screen.get_rect()
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if bossbullet.y >= screen_rect.bottom:
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bossbullet.reset_position(bossalien)
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def check_keyup_events(event, ship):
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"""响应松开"""
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if event.key == pygame.K_RIGHT:
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ship.moving_right = False
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elif event.key == pygame.K_LEFT:
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ship.moving_left = False
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elif event.key == pygame.K_UP:
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ship.moving_up = False
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elif event.key == pygame.K_DOWN:
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ship.moving_down = False
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def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
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"""响应按键和鼠标事件"""
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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check_keydown_events(event, ai_settings, screen, ship, bullets)
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elif event.type == pygame.KEYUP:
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check_keyup_events(event, ship)
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_x, mouse_y = pygame.mouse.get_pos()
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check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)
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def update_screen(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets, bossbullet, play_button):
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screen.fill(ai_settings.bg_color)
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ship.blitme()
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# 在飞船和外星人后面重绘所有子弹
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for bullet in bullets.sprites():
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bullet.draw_bullet()
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# 增加:如果进入BOSS关,则绘制BOSS外星人,其他关卡绘制普通外星人
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if stats.level == stats.bosslevel:
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bossalien.blitme()
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bossalien.draw_health_bar(screen)
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bossbullet.draw_bullet()
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bossalien_fire_bullet(ai_settings, screen, bossalien, bossbullet, ship)
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check_bossbullet_bottom(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets, bossbullet)
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else:
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aliens.draw(screen)
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# 显示得分
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sb.show_score()
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# 如果游戏处于非活动状态,就绘制Play按钮
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if not stats.game_active:
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play_button.draw_button()
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# 让最近绘制的屏幕可见
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pygame.display.flip()
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def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets, bossalien, bossbullet):
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"""更新子弹的位置,并删除已消失的子弹"""
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# 更新子弹的位置
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bullets.update()
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if stats.level == stats.bosslevel:
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bossbullet.update()
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# 删除已消失的子弹
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for bullet in bullets.copy():
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if bullet.rect.bottom <= 0:
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bullets.remove(bullet)
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check_bullet_collisions(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets, bossbullet)
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def check_bullet_collisions(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets, bossbullet):
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"""响应子弹和外星人的碰撞,以及外星人子弹和船的碰撞"""
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# 增加:只有在非BOSS关才启用
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if stats.level != stats.bosslevel:
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# 删除发生碰撞的子弹和外星人
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collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
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if collisions:
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for aliens in collisions.values():
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stats.score += ai_settings.alien_points * len(aliens)
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sb.prep_score()
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check_high_score(stats, sb)
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if len(aliens) == 0:
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# 如果整群外星人都被消灭,就提高一个等级
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bullets.empty()
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ai_settings.increase_speed()
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# 增加:播放音效
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pygame.mixer.init()
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sound = pygame.mixer.Sound('sounds/levelup.wav')
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sound.play()
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# 提高等级
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stats.level += 1
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sb.prep_level()
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# 如果当前关卡下一关是BOSS关就不要再生成舰队
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if stats.level != stats.bosslevel - 1:
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create_fleet(ai_settings, screen, ship, aliens)
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else:
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pass
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# 增加:只有在BOSS关才启用
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elif stats.level == stats.bosslevel:
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# 子弹击中BOSS外星人,BOSS外星人失去一定血量
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for bullet in bullets:
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if pygame.Rect.colliderect(bullet.rect, bossalien.rect):
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bossalien.health -= 10
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bullets.remove(bullet)
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# 生命值为0时删除该BOSS
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if bossalien.health <= 0:
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# 提高等级,加分
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stats.level += 1
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sb.prep_level()
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stats.score += ai_settings.bossalien_points
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sb.prep_score()
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check_high_score(stats, sb)
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create_fleet(ai_settings, screen, ship, aliens)
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# BOSS发射子弹和船碰撞
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if pygame.Rect.colliderect(bossbullet.rect, ship.rect):
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ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets, bossalien, bossbullet)
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def create_fleet(ai_settings, screen, ship, aliens):
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"""创建外星人群"""
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# 创建一个外星人,并计算一行可容纳多少个外星人
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alien = Alien(ai_settings, screen)
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number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
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number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
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# 创建外星人群
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for row_number in range(number_rows):
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for alien_number in range(number_aliens_x):
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create_alien(ai_settings, screen, aliens, alien_number, row_number)
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def get_number_aliens_x(ai_settings, alien_width):
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"""计算每行可容纳多少个外星人"""
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available_space_x = ai_settings.screen_width - 4 * alien_width
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number_aliens_x = int(available_space_x / (2 * alien_width))
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return number_aliens_x
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def create_alien(ai_settings, screen, aliens, alien_number, row_number):
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"""创建一个外星人并将其放在当前行"""
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alien = Alien(ai_settings, screen)
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alien_width = alien.rect.width
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alien.x = alien_width + 2 * alien_width * alien_number
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alien.rect.x = alien.x
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alien.rect.y = alien.rect.height + 4 * alien.rect.height * row_number
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aliens.add(alien)
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def get_number_rows(ai_settings, ship_height, alien_height):
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"""计算屏幕可容纳多少行外星人"""
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available_space_y = (ai_settings.screen_height - (4 * alien_height) - ship_height)
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number_rows = int(available_space_y / (3 * alien_height))
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return number_rows
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def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets, bossalien, bossbullet):
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"""
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检查是否有外星人位于屏幕边缘,并更新整群外星人的位置
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"""
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# 增加:在非BOSS关卡时检查
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if stats.level != stats.bosslevel:
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check_fleet_edges(ai_settings, aliens)
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aliens.update()
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# 检查是否有外星人到达屏幕底端
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check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
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# 检测外星人和飞船之间的碰撞
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if pygame.sprite.spritecollideany(ship, aliens):
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ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets, bossalien, bossbullet)
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else:
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check_bossalien_edges(ai_settings, bossalien)
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bossalien.update()
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def check_fleet_edges(ai_settings, aliens):
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"""有外星人到达边缘时采取相应的措施"""
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for alien in aliens.sprites():
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if alien.check_edges():
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change_fleet_direction(ai_settings, aliens)
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break
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def check_bossalien_edges(ai_settings, bossalien):
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"""检查BOSS外星人是否碰到边缘"""
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if bossalien.check_edges():
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change_bossalien_direction(ai_settings, bossalien)
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def change_fleet_direction(ai_settings, aliens):
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"""将整群外星人下移,并改变它们的方向"""
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for alien in aliens.sprites():
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alien.rect.y += ai_settings.fleet_drop_speed
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ai_settings.fleet_direction *= -1
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def change_bossalien_direction(ai_settings, bossalien):
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"""改变BOSS外星人的方向"""
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ai_settings.bossalien_direction *= -1
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def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets, bossalien, bossbullet):
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"""响应被外星人撞到的飞船"""
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if stats.ships_left > 0:
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# 增加:播放失去生命值音效
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pygame.mixer.init()
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sound = pygame.mixer.Sound('sounds/loselifes.wav')
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sound.play()
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# 将ships_left减1
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stats.ships_left -= 1
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# 更新记分牌
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sb.prep_ships()
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# 清空外星人列表和子弹列表
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aliens.empty()
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bullets.empty()
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# 增加:如果不是BOSS关,就创建一群新的外星人,并将飞船放到屏幕底端中央
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if stats.level != stats.bosslevel:
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create_fleet(ai_settings, screen, ship, aliens)
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ship.center_ship()
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# 增加:如果是BOSS关,直接创建一个飞船继续,并且重置撞击到飞船的子弹的位置
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else:
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ship.center_ship()
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bossbullet.reset_position(bossalien)
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# 暂停
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sleep(0.5)
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else:
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stats.game_active = False
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pygame.mouse.set_visible(True)
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# 增加:播放游戏结束音效
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pygame.mixer.music.stop()
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pygame.mixer.init()
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sound = pygame.mixer.Sound('sounds/gameover.wav')
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sound.play()
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def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
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"""检查是否有外星人到达了屏幕底端"""
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screen_rect = screen.get_rect()
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for alien in aliens.sprites():
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if alien.rect.bottom >= screen_rect.bottom:
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# 像飞船被撞到一样进行处理
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ship_hit(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets)
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break
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def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
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"""在玩家单击Play按钮时开始新游戏"""
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button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
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if button_clicked and not stats.game_active:
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# 增加:播放音效
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pygame.mixer.init()
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sound = pygame.mixer.Sound('sounds/clickbuttons.wav')
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sound.play()
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# 重置游戏设置
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ai_settings.initialize_dynamic_settings()
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# 隐藏光标
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pygame.mouse.set_visible(False)
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# 重置游戏统计信息
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stats.reset_stats()
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stats.game_active = True
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# 重置记分牌图像
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sb.prep_score()
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sb.prep_high_score()
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sb.prep_level()
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sb.prep_ships()
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# 清空外星人列表和子弹列表
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aliens.empty()
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bullets.empty()
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# 创建一群新的外星人,并让飞船居中
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create_fleet(ai_settings, screen, ship, aliens)
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ship.center_ship()
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def check_high_score(stats, sb):
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"""检查是否诞生了新的最高得分"""
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if stats.score > stats.high_score:
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stats.high_score = stats.score
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sb.prep_high_score()
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import sys
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import pygame
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from bullet import *
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from alien import *
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from time import sleep
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def check_keydown_events(event, ai_settings, screen, ship, bullets):
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"""响应按键"""
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if event.key == pygame.K_RIGHT:
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ship.moving_right = True
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elif event.key == pygame.K_LEFT:
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ship.moving_left = True
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elif event.key == pygame.K_UP:
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ship.moving_up = True
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elif event.key == pygame.K_DOWN:
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ship.moving_down = True
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elif event.key == pygame.K_SPACE:
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fire_bullet(ai_settings, screen, ship, bullets)
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elif event.key == pygame.K_q:
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sys.exit()
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def fire_bullet(ai_settings, screen, ship, bullets):
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"""如果还没有到达限制,就发射一颗子弹"""
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# 创建一颗子弹,并将其加入到编组bullets中
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if len(bullets) < ai_settings.bullets_allowed:
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new_bullet = Bullet(ai_settings, screen, ship)
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bullets.add(new_bullet)
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# 增加:添加发射音效
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pygame.mixer.init()
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sound = pygame.mixer.Sound('sounds/firebullets.wav')
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sound.play()
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def bossalien_fire_bullet(ai_settings, screen, bossalien, bossbullet, ship):
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"""增加:BOSS发射子弹"""
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# 创建一颗子弹
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bossbullet = BossBullet(ai_settings, screen, bossalien)
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def check_bossbullet_bottom(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets, bossbullet):
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"""当子弹飞出屏幕底部时,重置BOSS子弹位置"""
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screen_rect = screen.get_rect()
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if bossbullet.y >= screen_rect.bottom:
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bossbullet.reset_position(bossalien)
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def check_keyup_events(event, ship):
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"""响应松开"""
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if event.key == pygame.K_RIGHT:
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ship.moving_right = False
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elif event.key == pygame.K_LEFT:
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ship.moving_left = False
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elif event.key == pygame.K_UP:
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ship.moving_up = False
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elif event.key == pygame.K_DOWN:
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ship.moving_down = False
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def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
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"""响应按键和鼠标事件"""
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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check_keydown_events(event, ai_settings, screen, ship, bullets)
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elif event.type == pygame.KEYUP:
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check_keyup_events(event, ship)
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_x, mouse_y = pygame.mouse.get_pos()
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check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)
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def update_screen(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets, bossbullet, play_button):
|
||||
screen.fill(ai_settings.bg_color)
|
||||
ship.blitme()
|
||||
|
||||
# 在飞船和外星人后面重绘所有子弹
|
||||
for bullet in bullets.sprites():
|
||||
bullet.draw_bullet()
|
||||
|
||||
# 增加:如果进入BOSS关,则绘制BOSS外星人,其他关卡绘制普通外星人
|
||||
if stats.level == stats.bosslevel:
|
||||
bossalien.blitme()
|
||||
bossalien.draw_health_bar(screen)
|
||||
|
||||
bossbullet.draw_bullet()
|
||||
bossalien_fire_bullet(ai_settings, screen, bossalien, bossbullet, ship)
|
||||
|
||||
check_bossbullet_bottom(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets, bossbullet)
|
||||
else:
|
||||
aliens.draw(screen)
|
||||
|
||||
# 显示得分
|
||||
sb.show_score()
|
||||
|
||||
# 如果游戏处于非活动状态,就绘制Play按钮
|
||||
if not stats.game_active:
|
||||
play_button.draw_button()
|
||||
|
||||
# 让最近绘制的屏幕可见
|
||||
pygame.display.flip()
|
||||
|
||||
|
||||
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets, bossalien, bossbullet):
|
||||
"""更新子弹的位置,并删除已消失的子弹"""
|
||||
# 更新子弹的位置
|
||||
bullets.update()
|
||||
|
||||
if stats.level == stats.bosslevel:
|
||||
bossbullet.update()
|
||||
|
||||
# 删除已消失的子弹
|
||||
for bullet in bullets.copy():
|
||||
if bullet.rect.bottom <= 0:
|
||||
bullets.remove(bullet)
|
||||
|
||||
check_bullet_collisions(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets, bossbullet)
|
||||
|
||||
|
||||
def check_bullet_collisions(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets, bossbullet):
|
||||
"""响应子弹和外星人的碰撞,以及外星人子弹和船的碰撞"""
|
||||
# 增加:只有在非BOSS关才启用
|
||||
if stats.level != stats.bosslevel:
|
||||
|
||||
# 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:
|
||||
# 如果整群外星人都被消灭,就提高一个等级
|
||||
bullets.empty()
|
||||
ai_settings.increase_speed()
|
||||
|
||||
# 增加:播放音效
|
||||
pygame.mixer.init()
|
||||
sound = pygame.mixer.Sound('sounds/levelup.wav')
|
||||
sound.play()
|
||||
|
||||
# 提高等级
|
||||
stats.level += 1
|
||||
sb.prep_level()
|
||||
|
||||
# 如果当前关卡下一关是BOSS关就不要再生成舰队
|
||||
if stats.level != stats.bosslevel - 1:
|
||||
create_fleet(ai_settings, screen, ship, aliens)
|
||||
else:
|
||||
pass
|
||||
# 增加:只有在BOSS关才启用
|
||||
elif stats.level == stats.bosslevel:
|
||||
|
||||
# 子弹击中BOSS外星人,BOSS外星人失去一定血量
|
||||
for bullet in bullets:
|
||||
if pygame.Rect.colliderect(bullet.rect, bossalien.rect):
|
||||
bossalien.health -= 100
|
||||
bullets.remove(bullet)
|
||||
|
||||
# 生命值为0时删除该BOSS
|
||||
if bossalien.health <= 0:
|
||||
# 提高等级,加分
|
||||
stats.level += 1
|
||||
sb.prep_level()
|
||||
stats.score += ai_settings.bossalien_points
|
||||
sb.prep_score()
|
||||
check_high_score(stats, sb)
|
||||
|
||||
create_fleet(ai_settings, screen, ship, aliens)
|
||||
|
||||
# BOSS发射子弹和船碰撞
|
||||
|
||||
if pygame.Rect.colliderect(bossbullet.rect, ship.rect):
|
||||
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets, bossalien, bossbullet)
|
||||
|
||||
|
||||
def create_fleet(ai_settings, screen, ship, aliens):
|
||||
"""创建外星人群"""
|
||||
# 创建一个外星人,并计算一行可容纳多少个外星人
|
||||
alien = Alien(ai_settings, screen)
|
||||
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)
|
||||
|
||||
# 创建外星人群
|
||||
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 get_number_aliens_x(ai_settings, alien_width):
|
||||
"""计算每行可容纳多少个外星人"""
|
||||
available_space_x = ai_settings.screen_width - 3 * alien_width
|
||||
number_aliens_x = int(available_space_x / (3 * alien_width))
|
||||
return number_aliens_x
|
||||
|
||||
|
||||
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 + 4 * 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 get_number_rows(ai_settings, ship_height, alien_height):
|
||||
"""计算屏幕可容纳多少行外星人"""
|
||||
available_space_y = (ai_settings.screen_height - (5 * alien_height) - ship_height)
|
||||
number_rows = int(available_space_y / (2 * alien_height))
|
||||
return number_rows
|
||||
|
||||
|
||||
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets, bossalien, bossbullet):
|
||||
"""
|
||||
检查是否有外星人位于屏幕边缘,并更新整群外星人的位置
|
||||
"""
|
||||
# 增加:在非BOSS关卡时检查
|
||||
if stats.level != stats.bosslevel:
|
||||
check_fleet_edges(ai_settings, aliens)
|
||||
aliens.update()
|
||||
|
||||
# 检查是否有外星人到达屏幕底端
|
||||
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
|
||||
|
||||
# 检测外星人和飞船之间的碰撞
|
||||
if pygame.sprite.spritecollideany(ship, aliens):
|
||||
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets, bossalien, bossbullet)
|
||||
|
||||
else:
|
||||
check_bossalien_edges(ai_settings, bossalien)
|
||||
bossalien.update()
|
||||
|
||||
|
||||
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 check_bossalien_edges(ai_settings, bossalien):
|
||||
"""检查BOSS外星人是否碰到边缘"""
|
||||
if bossalien.check_edges():
|
||||
change_bossalien_direction(ai_settings, bossalien)
|
||||
|
||||
|
||||
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.rect.y += ai_settings.fleet_drop_speed
|
||||
ai_settings.fleet_direction *= -1
|
||||
|
||||
|
||||
def change_bossalien_direction(ai_settings, bossalien):
|
||||
"""改变BOSS外星人的方向"""
|
||||
ai_settings.bossalien_direction *= -1
|
||||
|
||||
|
||||
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets, bossalien, bossbullet):
|
||||
"""响应被外星人撞到的飞船"""
|
||||
if stats.ships_left > 0:
|
||||
# 增加:播放失去生命值音效
|
||||
pygame.mixer.init()
|
||||
sound = pygame.mixer.Sound('sounds/loselifes.wav')
|
||||
sound.play()
|
||||
|
||||
# 将ships_left减1
|
||||
stats.ships_left -= 1
|
||||
|
||||
# 更新记分牌
|
||||
sb.prep_ships()
|
||||
|
||||
# 清空外星人列表和子弹列表
|
||||
aliens.empty()
|
||||
bullets.empty()
|
||||
|
||||
# 增加:如果不是BOSS关,就创建一群新的外星人,并将飞船放到屏幕底端中央
|
||||
if stats.level != stats.bosslevel:
|
||||
create_fleet(ai_settings, screen, ship, aliens)
|
||||
ship.center_ship()
|
||||
# 增加:如果是BOSS关,直接创建一个飞船继续,并且重置撞击到飞船的子弹的位置
|
||||
else:
|
||||
ship.center_ship()
|
||||
bossbullet.reset_position(bossalien)
|
||||
|
||||
# 暂停
|
||||
sleep(0.5)
|
||||
|
||||
else:
|
||||
stats.game_active = False
|
||||
pygame.mouse.set_visible(True)
|
||||
|
||||
# 增加:播放游戏结束音效
|
||||
pygame.mixer.music.stop()
|
||||
pygame.mixer.init()
|
||||
sound = pygame.mixer.Sound('sounds/gameover.wav')
|
||||
sound.play()
|
||||
|
||||
|
||||
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
|
||||
"""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:
|
||||
# 像飞船被撞到一样进行处理
|
||||
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets)
|
||||
break
|
||||
|
||||
|
||||
def 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"""
|
||||
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
|
||||
if button_clicked and not stats.game_active:
|
||||
# 增加:播放音效
|
||||
pygame.mixer.init()
|
||||
sound = pygame.mixer.Sound('sounds/clickbuttons.wav')
|
||||
sound.play()
|
||||
|
||||
# 重置游戏设置
|
||||
ai_settings.initialize_dynamic_settings()
|
||||
# 隐藏光标
|
||||
pygame.mouse.set_visible(False)
|
||||
# 重置游戏统计信息
|
||||
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()
|
||||
|
||||
# 清空外星人列表和子弹列表
|
||||
aliens.empty()
|
||||
bullets.empty()
|
||||
|
||||
# 创建一群新的外星人,并让飞船居中
|
||||
create_fleet(ai_settings, screen, ship, aliens)
|
||||
ship.center_ship()
|
||||
|
||||
|
||||
def check_high_score(stats, sb):
|
||||
"""检查是否诞生了新的最高得分"""
|
||||
if stats.score > stats.high_score:
|
||||
stats.high_score = stats.score
|
||||
sb.prep_high_score()
|
||||
|
|
Loading…
Reference in New Issue