240 lines
12 KiB
Plaintext
240 lines
12 KiB
Plaintext
import sys
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from time import sleep
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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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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: #监测按下右方向键事件
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ship.moving_right = True
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elif event.key == pygame.K_LEFT: #监测按下左方向键事件
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ship.moving_left = True
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elif event.key == pygame.K_SPACE: #监测按下空格键事件
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fire_bullet(ai_settings, screen, ship, bullets) #调用fire_bullet()函数发射子弹
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elif event.key == pygame.K_q: #监测按下Q键事件
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sys.exit()
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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: #监测松开右方向键事件
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ship.moving_right = False
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elif event.key == pygame.K_LEFT: #监测松开左方向键事件
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ship.moving_left = 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: #监测单击窗口关闭按钮事件
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sys.exit()
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elif event.type == pygame.KEYDOWN: #监测键盘按下事件
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check_keydown_events(event, ai_settings, screen, ship, bullets) #调用check_keydown_events()函数处理键盘按下事件
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elif event.type == pygame.KEYUP: #监测键盘松开事件
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check_keyup_events(event, ship) #调用check_keyup_events()处理键盘松开事件
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elif event.type == pygame.MOUSEBUTTONDOWN: #监测鼠标按下事件
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mouse_x, mouse_y = pygame.mouse.get_pos() #调用get_pos()方法获取鼠标光标的位置,返回元组(x, y)
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check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y) #调用check_play_button()函数处理按下play按钮事件
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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) #调用collidepoint()方法检查鼠标单击位置是否在Play按钮的rect内
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if button_clicked and not stats.game_active:
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# 重置游戏设置
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ai_settings.initialize_dynamic_settings() #调用Settings类的initialize_dynamic_settings()方法初始化游戏设置
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# 隐藏光标
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pygame.mouse.set_visible(False) #调用set_visible()方法隐藏鼠标光标
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# 重置游戏统计信息
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stats.reset_stats() #调用GameStats类的reset_stats()方法初始化统计信息
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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() #调用Scoreboard类的prep_score()方法显示游戏得分
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sb.prep_high_score() #调用Scoreboard类的prep_high_score()方法显示游戏最高得分得分
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sb.prep_level() #调用Scoreboard类的prep_level()方法显示游戏等级
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sb.prep_ships() #调用Scoreboard类的prep_ships()方法显示飞船剩余“命数”
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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) #调用create_fleet()函数创建新的外星人群
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ship.center_ship() #调用Ship类的center_ship()方法让飞船居中
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def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
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"""更新屏幕上的图像,并切换到新屏幕"""
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# 每次循环时都重绘屏幕
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screen.fill(ai_settings.bg_color) #屏幕对象填充颜色
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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() #绘制每颗子弹到屏幕上
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ship.blitme() #调用Ship类的blitme()方法绘制飞船
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aliens.draw(screen) #aliens是编组,对编组调用draw()时,Pygame自动绘制编组的每个元素,绘制位置由元素的属性rect决定
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# 显示得分
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sb.show_score() #调用Scoreboard类的show_score()方法显示得分
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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() #调用Button类的draw_button()方法绘制Play按钮
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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):
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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() #为编组bullets中的每个精灵调用bullet.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_alien_collisitions(ai_settings, screen, stats, sb, ship, aliens, bullets) #调用check_bullet_alien_collisitions()函数删除碰撞的子弹和外星人
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def check_bullet_alien_collisitions(ai_settings, screen, stats, sb, ship, aliens, bullets):
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"""响应子弹和外星人的碰撞"""
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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) #检测两个精灵编组是否碰撞,后面的两个True即让发生碰撞的子弹和外星人都消失
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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) #杀死外星人增加分数
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sb.prep_score() #调用Scoreboard类的prep_score()方法显示得分
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check_high_score(stats, sb) #调用check_high_score()函数检查最高得分并显示
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if len(aliens) == 0:
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# 删除现有的子弹并新建一群外星人
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bullets.empty()
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ai_settings.increase_speed() #调用Settings类的increase_speed()方法提高速度设置
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# 提高等级
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stats.level += 1
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sb.prep_level() #调用Scoreboard类的prep_level()方法显示等级
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create_fleet(ai_settings, screen, ship, aliens) #调用create_fleet()函数新建一个外星人群
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def fire_bullet(ai_settings, screen, ship, bullets): #检测当前子弹编组中精灵数量,小于限制则发射子弹
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"""如果还没有到达限制,就发射一颗子弹"""
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# 创建新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) #实例化Bullet类
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bullets.add(new_bullet)
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def get_numbwe_aliens_x(ai_settings, alien_width): #外星人之间的留白宽度就是外星人矩形的宽度
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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 - 2 * alien_width
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number_alien_x = int(available_space_x / (2 * alien_width))
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return number_alien_x
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def get_number_rows(ai_settings, ship_height, alien_height): ##外星人之间的留白高度就是外星人矩形的高度
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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 - (3 * alien_height) - ship_height)
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number_rows = int(available_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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"""创建一个外星人并将其放在当前行"""
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alien = Alien(ai_settings, screen) #实例化Alien类
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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 + 2 * alien.rect.height * row_number
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aliens.add(alien)
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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) #实例化Alien类
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number_aliens_x = get_numbwe_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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# 创建第一行外星人
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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 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(): #调用Alien类的check_edges()方法检测外星人是否位于屏幕边缘
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change_fleet_direction(ai_settings, aliens) #调用change_fleet_direction()函数下移外星人群
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break
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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 ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
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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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# 将ship_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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# 创建一群新的外星人,并将飞船放到屏幕底部中央
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create_fleet(ai_settings, screen, ship, aliens) #调用create_fleet()函数创建外星人群
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ship.center_ship() #调用Ship类的center_ship()方法让飞船在屏幕底部居中
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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 #当飞船没有“命数”的时候,停止运行游戏
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pygame.mouse.set_visible(True)
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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部"""
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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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# 像飞船被撞到一样继续处理
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ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
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break
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def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
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"""检查是否有外星人位于屏幕边缘,并更新外星人群中所有外星人的位置"""
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check_fleet_edges(ai_settings, aliens) #调用check_fleet_edges()函数检查外星人是否位于屏幕边缘并向下移动
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aliens.update() ##为编组aliens中的每个精灵调用alien.update(),做左右移动
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# 检测外星人和飞船直接的碰撞
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if pygame.sprite.spritecollideany(ship, aliens):
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ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
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# 检查是否有外星人到达屏幕底部
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check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
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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() #调用Scoreboard类的prep_high_score()方法显示最高得分
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