删除 'game_functions.py'
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import sys
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import pygame
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from bullet import Bullet
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def check_keydown_events(event, ai_settings, screen, ship, bullets):
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# 移动飞船
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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_SPACE:
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fire_bullet(ai_settings, screen, ship, bullets)
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def check_keyup_events(event, ship):
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# 停止移动飞船
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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_events(ai_settings, screen, ship, 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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def fire_bullet(ai_settings, screen, ship, bullets):
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"""如果还没有达到限制,就发射一颗子弹"""
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if len(bullets) < ai_settings.bullets_allowed:
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# 创建一个子弹,并将其加入编组bullets
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new_bullet = Bullet(ai_settings, screen, ship)
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bullets.add(new_bullet)
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def update_screen(ai_settings, screen, ship, bullets):
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"""更新屏幕上的图像,并切换到新屏幕"""
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# 用背景色填充屏幕
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screen.fill(ai_settings.bg_color)
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# 在飞船和外星人后面重新绘制所有的子弹
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for bullet in bullets.sprites():
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bullet.draw_bullet()
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# 绘制飞船图形
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ship.blitme()
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# 让最近绘制的屏幕可见(刷新屏幕)
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pygame.display.flip()
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def update_bullets(bullets):
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"""更新子弹位置,并删除已经消失的子弹"""
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bullets.update()
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# 删除子弹
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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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