import sys import pygame from bullet import * from alien import * from time import sleep def check_keydown_events(event, ai_settings, screen, ship, bullets): """响应按键""" 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_UP: ship.moving_up = True elif event.key == pygame.K_DOWN: ship.moving_down = True elif event.key == pygame.K_SPACE: fire_bullet(ai_settings, screen, ship, bullets) elif event.key == pygame.K_q: sys.exit() def fire_bullet(ai_settings, screen, ship, bullets): """如果还没有到达限制,就发射一颗子弹""" # 创建一颗子弹,并将其加入到编组bullets中 if len(bullets) < ai_settings.bullets_allowed: new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet) # 增加:添加发射音效 pygame.mixer.init() sound = pygame.mixer.Sound('sounds/firebullets.wav') sound.play() def bossalien_fire_bullet(ai_settings, screen, bossalien, bossbullet, ship): """增加:BOSS发射子弹""" # 创建一颗子弹 bossbullet = BossBullet(ai_settings, screen, bossalien) def check_bossbullet_bottom(ai_settings, screen, stats, sb, ship, aliens, bossalien, bullets, bossbullet): """当子弹飞出屏幕底部时,重置BOSS子弹位置""" screen_rect = screen.get_rect() if bossbullet.y >= screen_rect.bottom: bossbullet.reset_position(bossalien) def check_keyup_events(event, ship): """响应松开""" if event.key == pygame.K_RIGHT: ship.moving_right = False elif event.key == pygame.K_LEFT: ship.moving_left = False elif event.key == pygame.K_UP: ship.moving_up = False elif event.key == pygame.K_DOWN: ship.moving_down = False def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets): """响应按键和鼠标事件""" 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) 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()