137 lines
5.3 KiB
Python
137 lines
5.3 KiB
Python
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 |