import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event,ai_settings,screen,ship,bullets):
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_SPACE:
fire_bullets(bullets, ai_settings, screen , ship)
elif event.key == pygame.K_q:
sys.exit()
def fire_bullets(bullets, ai_settings, screen , ship):
if len(bullets) < ai_settings.bullet_allowed:
new_bullet = Bullet(ai_settings, screen , ship)
bullets.add(new_bullet)
def check_keyup_events(event,ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen,stats,play_button,ship,bullets,aliens,sb):
"""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(stats, play_button, mouse_x, mouse_y,ai_settings,screen,ship,aliens,bullets,sb)
def check_play_button(stats, play_button, mouse_x, mouse_y,ai_settings,screen,ship,aliens,bullets,sb):
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计数据
stats.reset_stats()
stats.game_active = True
#重置记分牌数据
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ship()
#清空子弹和外星人
aliens.empty()
bullets.empty()
#创建新的外星人
create_fleet(aliens, ai_settings, screen , ship)
ship.center_ship()
def update_screen(ai_settings, screen, stats, ship,bullets,aliens, play_button, sb):
"""更新屏幕上的图像 切换到新屏幕"""
screen.fill(ai_settings.screen_color)
for bullet in bullets:
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
def update_bulltes(ai_settings, screen, ship, aliens, bullets, stats, sb):
#更新子弹的位置
bullets.update()
#删除不在屏幕内的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets, stats, sb)
def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets, stats, sb):
collisons = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisons:
for aliens in collisons.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats,sb)
if len(aliens) == 0:
#删除现有子弹 加快游戏节奏 创建新的外星人
bullets.empty()
ai_settings.increase_speed()
#提高等级
stats.level += 1
sb.prep_level()
create_fleet(aliens, ai_settings, screen , ship)
def update_aliens(ai_settings, stats, screen, ship, aliens, bullets, sb):
#更新飞船的位置
check_fleet_edges(ai_settings, aliens)
aliens.update()
#监测飞船和外星人之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb)
print("ship hit!!!")
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, sb)
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb):
#剩余飞船数减1
if stats.ships_left > 0:
stats.ships_left -=1
#更新飞船数
sb.prep_ship()
#清空外星人和子弹列表
aliens.empty()
bullets.empty()
create_fleet(aliens, ai_settings, screen , ship)
ship.center_ship()
#暂停以让玩家发现发生了碰撞
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def create_fleet(aliens, ai_settings, screen , ship):
new_alien = Alien(screen, ai_settings)
number_alien_x = get_number_aliens_x(ai_settings, new_alien.rect.width)
number_alien_y = get_number_aliens_y(ai_settings, new_alien.rect.height, ship.rect.height)
for alien_number in range(1,number_alien_x):
for row_number in range(1,number_alien_y):
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def get_number_aliens_x(ai_settings, alien_width):
available_space_x = ai_settings.screen_width - alien_width
number_alien_x = int(available_space_x / 1.5 / alien_width)
return number_alien_x
def get_number_aliens_y(ai_settings, alien_height, ship_height):
available_space_y = ai_settings.screen_height - 3 * alien_height - ship_height
number_alien_y = int(available_space_y / alien_height)
return number_alien_y
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
new_alien = Alien(screen, ai_settings)
new_alien.x = new_alien.rect.width * 1.5 * alien_number
new_alien.rect.x = new_alien.x
new_alien.rect.y = new_alien.rect.height * 1.5 * row_number
aliens.add(new_alien)
def change_fleet_direction(ai_settings, aliens):
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def check_fleet_edges(ai_settings, aliens):
for alien in aliens.sprites():
if alien.check_edge():
change_fleet_direction(ai_settings, aliens)
break
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, sb):
"""检查是否有外星人到达屏幕底部"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb)
break
def check_high_score(stats, sb):
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()