267 lines
9.3 KiB
Python
267 lines
9.3 KiB
Python
# 《外星人入侵》运行的所有函数
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import sys
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import pygame
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from bullet import Bullet
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from alien import Alien
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from time import sleep
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import json
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import music
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def play_bg_music():
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"""背景音乐"""
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if not pygame.mixer.music.get_busy():
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pygame.mixer.music.play()
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def check_keydown_events(event, ai_settings, screen, ship, bullets, game_stats, scoreb, aliens):
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""""
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响应鼠标按下操作
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"""
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# 按右箭头飞船向右移动
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if event.key == pygame.K_RIGHT:
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ship.moving_right = True
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# 按左箭头飞船向左移动
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elif event.key == pygame.K_LEFT:
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ship.moving_left = True
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# 按空格键创建一颗子弹并将其加入到编组bullets中
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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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# 按p开始游戏
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elif event.key == pygame.K_p:
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start_game(ai_settings, screen, ship, bullets, game_stats, scoreb,
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aliens)
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# 按z暂停游戏3s
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elif event.key == pygame.K_z:
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sleep(2)
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# 按q退出游戏并把最高分写入文件
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elif event.key == pygame.K_q:
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with open('Max_score.json', 'w', encoding='UTF-8') as file:
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json.dump(game_stats.high_score, file)
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sys.exit()
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def fire_bullet(ai_settings, screen, ship, bullets):
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"""
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按照要求发射子弹数量
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"""
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if len(bullets) < ai_settings.bullet_allowed:
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music.bullet_biu() # 发射子弹的声音
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new_bullet = Bullet(ai_settings, screen, ship) # 如果还没有到达限制,就发射一颗子弹
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bullets.add(new_bullet) # 创建一颗子弹,并将其加入到编组bullets中
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def start_game(ai_settings, screen, ship, bullets, game_stats, scoreb,
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aliens):
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"""
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P264中动手试一试14-1的练习:让玩家按p开始游戏
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"""
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# 重置游戏统计信息
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game_stats.reset_stats()
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game_stats.game_active = True
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# 重置记分牌图像
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scoreb.prep_score()
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scoreb.prep_high_score()
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scoreb.prep_level()
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scoreb.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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# 暂停让用户反应一会
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sleep(0.5)
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def check_keyup_events(event, ship):
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""""
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响应鼠标松开---飞船停下
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"""
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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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def check_play_button(ai_settings, screen, game_stats, scoreb, play_button, ship,
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aliens, bullets, mouse_x, mouse_y):
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"""
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在玩家单击Play按钮时开始游戏
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"""
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button_clicked = play_button.button_rect.collidepoint(mouse_x, mouse_y)
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# 单击Play按钮且游戏处于非活跃状态时----避免了游戏处于活跃状态下单击到了Play按钮区域重启游戏
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if button_clicked and not game_stats.game_active:
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"""如果鼠标单击位置在msg_image_rect范围内则将游戏置于活跃状态"""
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# # 重置游戏设置
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ai_settings.initialize_dynamic_settings()
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# 游戏开始后Play按钮隐藏起来
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pygame.mouse.set_visible(False)
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start_game(ai_settings, screen, ship, bullets, game_stats, scoreb, aliens)
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def check_events(ai_settings, screen, game_stats, scoreb, play_button, ship, aliens, bullets):
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"""
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响应鼠标和键盘事件
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"""
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# 游戏退出并把最高分写入文件
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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with open('Max_score.json', 'w', encoding='UTF-8') as file:
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json.dump(game_stats.high_score, file)
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sys.exit()
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# 响应Play按钮操作
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_x, mouse_y = pygame.mouse.get_pos() # 该函数返回一个元组--获取鼠标单击Play按钮时的位置
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check_play_button(ai_settings, screen, game_stats, scoreb, play_button, ship,
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aliens, bullets, mouse_x, mouse_y)
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# 判读飞船向左还是向右移动
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elif event.type == pygame.KEYDOWN:
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check_keydown_events(event, ai_settings, screen, ship, bullets, game_stats, scoreb, aliens)
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# 飞船停下
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elif event.type == pygame.KEYUP:
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check_keyup_events(event, ship)
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def update_screen(ai_settings, screen, game_stats, scoreb, ship, aliens, bullets, play_button):
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"""
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更新屏幕上的图像并切换到新屏幕
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"""
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# 每次循环时都重绘屏幕
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screen.fill(ai_settings.bg_color) # 先填充背景后绘制飞船
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ship.blitem()
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aliens.draw(screen)
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# 在飞船后重绘所有子弹
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for bullet in bullets.sprites():
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bullet.draw_bullet()
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# 显示得分
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scoreb.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 game_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 start_new_level(ai_settings, screen, game_stats, scoreb, ship, aliens, bullets):
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"""
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当消灭干净外星人提高一个等级
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"""
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if len(aliens) == 0:
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# 删除现有子弹
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bullets.empty()
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# 逐渐提高速度加快游戏节奏
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ai_settings.increase_speed()
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# 当前屏幕外星人全部被消灭就提高一个等级
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game_stats.level += 1
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scoreb.prep_level()
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# 创建一群新的外星人
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create_fleet(ai_settings, screen, ship, aliens) # 调用创建外星人群的函数
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def check_bullet_alien_collisions(ai_settings, screen, game_stats, scoreb, ship, aliens, bullets):
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"""子弹与外星人相撞后的操作"""
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# 检查是否有子弹击中外星人
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# 如果击中了就删除相应的子弹与外星人
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collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
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"""方法sprite.groupcollide()检查两个编组的成员之间的碰撞(碰撞是指游戏元素重叠在一起):
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将每颗子弹同每个外星人的rect作比较 并返回一个字典 字典中的键为子弹 值为被击中的外星人"""
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# 每消灭一个外星人都将加一个points且显示最新得分的图像
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if collisions:
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music.voice_small() # 子弹与外星人相撞的声音
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for aliens in collisions.values(): # aliens指被同一颗子弹击中的外星人---是一个列表
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game_stats.score += ai_settings.alien_points * len(aliens)
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scoreb.prep_score()
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check_high_score(game_stats, scoreb)
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start_new_level(ai_settings, screen, game_stats, scoreb, ship, aliens, bullets)
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def update_bullets(ai_settings, screen, game_stats, scoreb, ship, aliens, bullets):
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"""
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更新子弹位置并删除已消失的子弹
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"""
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# 更新子弹位置
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bullets.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: # 当子弹底部越过屏幕顶部(0)时删除子弹
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bullets.remove(bullet)
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check_bullet_alien_collisions(ai_settings, screen, game_stats, scoreb, ship, aliens, bullets)
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def get_number_aliens_X(ai_settings, alien_width):
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"""
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计算每行可容纳多少个外星人
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"""
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availabble_space_x = ai_settings.screen_width - 2 * alien_width # 一行可可容纳的水平长度
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number_aliens_x = int(availabble_space_x / (2 * alien_width)) # 一行可容纳多少个外星人
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return number_aliens_x
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def get_number_rows(ai_settings, alien_height, ship_height):
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"""
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计算屏幕可容纳多少行外星人
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"""
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availables_space_y = (ai_settings.screen_height-ship_height-
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(3*alien_height))
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number_rows = int(availables_space_y / (2 * alien_height))
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return number_rows
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def create_alien(ai_settings, screen, aliens, alien_number, row_number):
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"""
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创建一个外星人并将其放在当前行
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"""
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alien = Alien(ai_settings, screen)
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alien_width = alien.rect.width
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alien_height = alien.rect.height + 3 # 让外星人之间间隔大些
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alien.x = alien_width + 2 * alien_width * alien_number # 获取新建外星人所移动的位置
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alien.rect.x = alien.x # 新建外星人的位置
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alien.rect.y = alien_height + 2 * alien_height * row_number # 新行的位置
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aliens.add(alien)
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def create_fleet(ai_settings, screen, ship, aliens):
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"""
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创建外星人群
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"""
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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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# 外星人间距为外星人的宽度
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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) # 一行可容纳外星人的个数
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number_rows = get_number_rows(ai_settings, alien.rect.height,
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ship.rect.height) # 屏幕上可容纳外星人的行数
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# 内外双循环创建外星人群
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for row_number in range(number_rows): # 外循环创建外星人行数
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for alien_number in range(number_aliens_x): # 内循环创建外星人
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create_alien(ai_settings, screen, aliens, alien_number, row_number) # 调用创建外星人的函数
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