import sys
from time import sleep
from alien import Alien
import pygame
from bullet import Bullet
def update_bullets(ai_settings,screen,ship,aliens,bullets,stats,sb):
"""更新子弹的位置"""
bullets.update()
#删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
#print(len(bullets))
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):
#检查是否有子弹击中外星人
#如果是这样,就删除相应的子弹和外星人
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions:
for aliens in collisions.values():
stats.score+=ai_settings.alien_points*len(aliens)
sb.prep_score()
check_high_score(stats,sb)
if len(aliens)==0:
#删除现有的子弹并新建一群外星人
bullets.empty()
ai_settings.increase_speed()
#提高等级
stats.level+=1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
if len(bullets)<ai_settings.bullets_allowed:
#创建一颗子弹,并将其加入到编组bullets中
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_high_score(stats,sb):
"""检查是否诞生了新的最高分"""
if stats.score>stats.high_score:
stats.high_score=stats.score
sb.prep_high_score()
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_bullet(ai_settings,screen,ship,bullets)
elif event.key==pygame.K_q:
pygame.quit(); sys.exit()
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_play_button(ai_settings,screen,stats,play_button,ship,
aliens,bullets,mouse_x,mouse_y,sb):
"""在玩家单击Play按钮是开始新的游戏"""
#print(stats.game_active)
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
#print("b")
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#print("c")
stats.game_active=True
if play_button.rect.collidepoint(mouse_x,mouse_y):
#重置游戏统计信息
stats.reset_stats()
stats.game_active=True
#重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
#清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人,并让飞船居中
create_fleet(ai_settings,screen ,ship,aliens)
ship.center_ship()
def check_events(ai_settings,screen,stats,play_button,ship,aliens,bullets,sb):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type==pygame.QUIT:
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)
#print("keyup")
elif event.type==pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y=pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,
aliens,bullets,mouse_x,mouse_y,sb)
#print("a")
def update_screen(ai_settings,stats,screen,ship,aliens,
bullets,play_button,sb):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
#在飞船和外星人后面绘制所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#显示得分
sb.show_score()
#如果游戏处于非活跃状态,就绘制Play按钮
if not stats.game_active:
play_button.draw_button()
#让最近重绘的屏幕可见
pygame.display.flip()
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可以容纳多少个外星人"""
available_space_x=ai_settings.screen_width-2*alien_width
number_aliens_x=int(available_space_x/(2*alien_width))
return number_aliens_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
available_space_y=ai_settings.screen_height-3*alien_height-ship_height
number_rows=int(available_space_y/(2*alien_height))
return number_rows
def create_alien(ai_settings,screen,aliens,alien_number,row_number):
"""创建一个外星人并将其放在当前行"""
alien=Alien(ai_settings,screen)
alien_width=alien.rect.width
alien.x=alien_width+2*alien_width*alien_number
alien.rect.x=alien.x
alien.rect.y=alien.rect.height+2*alien.rect.height*row_number
aliens.add(alien)
def create_fleet(ai_settings,screen,ship,aliens):
"""创建外星人群"""
#创建一个外星人,并计算一行可以容纳多少外星人
#外星人间距为外星人宽度
alien=Alien(ai_settings,screen)
number_aliens_x=get_number_aliens_x(ai_settings,alien.rect.width)
number_rows=get_number_rows(ai_settings,ship.rect.height,alien.rect.height)
#创建外星人群
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets,sb):
"""响应被外星人撞到的飞船"""
if stats.ships_left>0:
#将ships_left减一
stats.ships_left-=1
#更新记分牌
sb.prep_ships()
#清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人,并将飞船放到屏幕底部中央
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active=False
pygame.mouse.set_visible(True)
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets,sb):
"""检查是否有外星人到达屏幕边缘,并
更新外星人群中所有外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship,aliens):
#print ("Ship hit!")
ship_hit(ai_settings,stats,screen,ship,aliens,bullets,sb)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets,sb)
def check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
"""将整群外星人下一,并改变他�