Beispiel #1
0
    def _update_scene(self):
        """
        更新屏幕中的场景
        :return: None
        """
        virus_image_path1 = '/Users/songyunlong/Desktop/c++程序设计实践课/picture1.png'
        virus_image_path2 = '/Users/songyunlong/Desktop/c++程序设计实践课/picture2.png'
        virus_image_path3 = '/Users/songyunlong/Desktop/c++程序设计实践课/picture3.png'
        bg_color = (100, 100, 100)
        self._screen.fill(bg_color)
        if self._start_playing and not self._pause_playing:
            # 如果游戏不停值或者未达到停止标志,比如赢得游戏和达到本等级病毒最大数量则病毒一直会有
            if self._virus_count <= self._NumOfViruses:  # 增加病毒数量计数,到达一定数量之后就投入新病毒
                # print(len(self._viruses))

                # 打印病毒个数,打死的不算在内
                print(len(self._viruses))
                try:
                    if self._virus_count <= int(self._NumOfViruses // 4):
                        new_virus = Virus(screen=self._screen,
                                          virus_image=virus_image_path1,
                                          pos_x=next(self._init_posxes))
                    elif self._virus_count <= int(self._NumOfViruses // 4 * 2):
                        new_virus = VirusStyle2(screen=self._screen,
                                                virus_image=virus_image_path2,
                                                pos_x=next(self._init_posxes))
                        new_virus.virus_speed = 2 * new_virus.virus_speed  #二号病毒的速度是普通病毒的两倍
                        new_virus.ImageOfVirus = virus_image_path2
                    else:
                        new_virus = VirusStyle3(screen=self._screen,
                                                virus_image=virus_image_path3,
                                                pos_x=next(self._init_posxes))

                    self._viruses.add(new_virus)
                    self._virus_count += 1
                except StopIteration:  #需要修改成病毒下放完后不自动退出!
                    #不加入病毒全部消失前提前出现庆祝标志
                    # print('消灭病毒数量为:', self._total_score)
                    # print('消灭v1病毒数为{0},v2病毒数为{1},v3病毒数为{2}'.format(self._virus1_num, self._virus2_num, self._virus3_num))
                    # #添加数据库写入操作,在游戏自己结束后也需要将数据存入数据库
                    # # sys.exit()
                    # self._need_congratulation = True
                    # self._start_playing = False
                    # if not self._is_finished_storing:
                    #     with Score(name=self._usrname) as score:
                    #         score.virus1 = self._virus1_num
                    #         score.virus2 = self._virus2_num
                    #         score.virus3 = self._virus3_num
                    #         score.scoring()
                    #         score.create_data()  # 如果用户第一次玩,需要先为此用户建立数据表
                    #         score.update_table()
                    #         score.update_usr_info()
                    #     #将存储数据标志置True
                    #     self._is_finished_storing = True
                    #病毒全部消失后出现
                    print('病毒已全部加载完成!')
            flag = True  # 病毒全部消失标记
            for virus in self._viruses.sprites():
                #病毒上边界全部低于飞行器下边界结束
                if virus.rect.top <= self._aircraft.rect.bottom:
                    flag = False
                    break
                #病毒全部从屏幕消失结束
                # if virus.rect.top <= self._screen.get_rect().bottom:
                #     flag = False
                #     break
            if flag:
                print('消灭病毒数量为:', self._total_score)
                print('消灭v1病毒数为{0},v2病毒数为{1},v3病毒数为{2}'.format(
                    self._virus1_num, self._virus2_num, self._virus3_num))
                # 添加数据库写入操作,在游戏自己结束后也需要将数据存入数据库
                # sys.exit()
                self._need_congratulation = True
                self._start_playing = False
                if not self._is_finished_storing:
                    with Score(name=self._usrname) as score:
                        score.virus1 = self._virus1_num
                        score.virus2 = self._virus2_num
                        score.virus3 = self._virus3_num
                        score.scoring()
                        score.create_data()  # 如果用户第一次玩,需要先为此用户建立数据表
                        score.update_table()
                        score.update_usr_info()
                    # 将存储数据标志置True
                    self._is_finished_storing = True

            # 更新所有病毒
            self._viruses.update()
            # 更新所有子弹
            self._bullets.update()
            # 飞船位置更新和边界限制
            if self._can_up and self._aircraft.rect.top >= self._aircraft.RectBorderOfScreen.top:
                if self._aircraft.rect.top - self._aircraft.RectBorderOfScreen.top <= self._aircraft.v:
                    self._aircraft.rect.top = self._aircraft.RectBorderOfScreen.top
                else:
                    pre_pos = float(self._aircraft.rect.centery)
                    self._aircraft.rect.centery = pre_pos - self._aircraft.v
            elif self._aircraft.rect.top < self._aircraft.RectBorderOfScreen.top:  # 控制飞行器大小切换后机身不出边界
                self._aircraft.rect.top = self._aircraft.RectBorderOfScreen.top

            if self._can_down and self._aircraft.rect.bottom <= self._aircraft.RectBorderOfScreen.bottom:
                if self._aircraft.RectBorderOfScreen.bottom - self._aircraft.rect.bottom <= self._aircraft.v:
                    self._aircraft.rect.bottom = self._aircraft.RectBorderOfScreen.bottom
                else:
                    pre_pos = float(self._aircraft.rect.centery)
                    self._aircraft.rect.centery = pre_pos + self._aircraft.v
            elif self._aircraft.rect.bottom > self._aircraft.RectBorderOfScreen.bottom:  # 同上
                self._aircraft.rect.bottom = self._aircraft.RectBorderOfScreen.bottom

            if self._can_left and self._aircraft.rect.left >= self._aircraft.RectBorderOfScreen.left:
                if self._aircraft.rect.left - self._aircraft.RectBorderOfScreen.left <= self._aircraft.v:
                    self._aircraft.rect.left = self._aircraft.RectBorderOfScreen.left
                else:
                    pre_pos = float(self._aircraft.rect.centerx)
                    self._aircraft.rect.centerx = pre_pos - self._aircraft.v
            elif self._aircraft.rect.left < self._aircraft.RectBorderOfScreen.left:  # 同上
                self._aircraft.rect.left = self._aircraft.RectBorderOfScreen.left

            if self._can_right and self._aircraft.rect.right <= self._aircraft.RectBorderOfScreen.right \
                    - Settings().boundary_pos:
                if self._aircraft.RectBorderOfScreen.right - Settings().boundary_pos \
                        - self._aircraft.rect.right <= self._aircraft.v:
                    self._aircraft.rect.right = self._aircraft.RectBorderOfScreen.right - Settings(
                    ).boundary_pos
                else:
                    pre_pos = float(self._aircraft.rect.centerx)
                    self._aircraft.rect.centerx = pre_pos + self._aircraft.v
            elif self._aircraft.rect.right > self._aircraft.RectBorderOfScreen.right - Settings(
            ).boundary_pos:
                self._aircraft.rect.right = self._aircraft.RectBorderOfScreen.right - Settings(
                ).boundary_pos

            # 击中病毒的子弹以及被击中的病毒
            collisions = pygame.sprite.groupcollide(  #collisions返回当前时刻的子弹和病毒碰撞字典
                groupa=self._bullets,
                groupb=self._viruses,
                dokilla=True,
                dokillb=True)  # dokill是碰撞后是否立即删除
            #如果有子弹和病毒的碰撞存在
            if len(collisions.values()) > 0:
                for group_virus in list(collisions.values()):
                    for per_virus in group_virus:
                        per_virus.dead = True
                        self._total_score += per_virus.score
                        self._score_boarder.msg = self._total_score
                        # 记分牌
                        self._score_boarder.msg_set()
                        self._score_boarder.draw_button()
                        #
                        if type(per_virus) == Virus:
                            self._virus1_num += 1
                        elif type(per_virus) == VirusStyle2:
                            self._virus2_num += 1
                        else:  #加入病毒分裂的操作,在原位置向斜下方随机炸开
                            virus_sub1, virus_sub2 = VirusStyle3.spliting(
                                self._screen, virus_image_path3,
                                per_virus.virus_rect_right)
                            # print(type(virus_sub1), type(virus_sub2))
                            virus_sub1.rect.bottom = virus_sub2.rect.bottom = per_virus.virus_rect_bottom + 20
                            virus_sub1.blit_virus()
                            virus_sub2.blit_virus()
                            self._viruses.add(virus_sub1, virus_sub2)
                            self._virus3_num += 1
                # print(list(collisions.values())[0][0].dead)
            # 删除消失的子弹
            for bullet in self._bullets.sprites():
                if bullet.rect_.bottom < 0:
                    self._bullets.remove(bullet)

            # 删除被击中且被达到击毙条件或到达屏幕底端的病毒
            for virus in self._viruses.sprites():
                if virus.rect.bottom == self._screen.get_rect().bottom:
                    self._viruses.remove(virus)
            #
            # 判断飞行器是否触碰到病毒,即飞行器变大
            for virus in self._viruses.sprites():
                # 病毒上边界与飞行器下边界y值相等且横边有交集
                if virus.rect.top == self._aircraft.rect.bottom:
                    if not Main.have_intersection(
                        (virus.rect.left, virus.rect.right),
                        (self._aircraft.rect.left, self._aircraft.rect.right)):
                        self._judge_state_of_aircraft()
                        # sys.exit()#改成飞行器变大,如果在变大状态下再次与病毒相撞,则退出
                # 病毒下边界与飞行器上边界y值相等且横边有交集
                if virus.rect.bottom == self._aircraft.rect.top:
                    if not Main.have_intersection(
                        (virus.rect.left, virus.rect.right),
                        (self._aircraft.rect.left, self._aircraft.rect.right)):
                        self._judge_state_of_aircraft()
                        # sys.exit()#改成飞行器变大
                # 病毒左边界与飞行器右边界x值相等且纵边有交集
                if virus.rect.left == self._aircraft.rect.right:
                    if not Main.have_intersection(
                        (virus.rect.top, virus.rect.bottom),
                        (self._aircraft.rect.top, self._aircraft.rect.bottom)):
                        self._judge_state_of_aircraft()
                        # sys.exit()#改成飞行器变大
                # 病毒有边界与飞行器左边界x值相等且纵边有交集
                if virus.rect.right == self._aircraft.rect.left:
                    if not Main.have_intersection(
                        (virus.rect.top, virus.rect.bottom),
                        (self._aircraft.rect.top, self._aircraft.rect.bottom)):
                        self._judge_state_of_aircraft()
                        # sys.exit()  # 改成飞行器变大

        # 飞行器,子弹和病毒应该时刻在屏幕上绘制
        if self._start_playing:
            self._aircraft.blitAircraft()
            # 绘制所有病毒
            for virus in self._viruses.sprites():
                virus.blit_virus()
            # 在飞行器和病毒后面重绘所有子弹
            for bullet in self._bullets.sprites():  # 返回编组中的所有精灵的列表
                bullet.draw_Bullet()

        if self._is_game_over:
            self._game_over_button.draw_button()
            #将玩家本次游戏数据导入数据库,输出数据库信息到历史记录按键后出现的面板上
            if not self._is_finished_storing:
                with Score(name=self._usrname) as score:
                    score.virus1 = self._virus1_num
                    score.virus2 = self._virus2_num
                    score.virus3 = self._virus3_num
                    score.scoring()
                    score.create_data()  # 如果用户第一次玩,需要先为此用户建立数据表
                    score.update_table()
                    score.update_usr_info()
                # 将存储数据标志置True
                self._is_finished_storing = True

        # 将用户的历史信息更新到历史记录按键后出现的面板上,需要呈现的是
        if self._look_over_history:
            with Score(name=self._usrname) as score:
                #将历史记录打印到面板上
                content = score.outprint(self._usrname)
                # print(content)
                self._score_screen.msg_set(*content)
                self._score_screen.draw_button()

        # 将用户的历史信息更新到历史记录按键后出现的面板上,需要呈现的是
        if self._look_over_history2:
            with Score(name=self._usrname) as score:
                # 将历史记录打印到面板上
                content = score.outprint_usr_info()
                # print(content)
                self._score_screen2.msg_set(*content)
                self._score_screen2.draw_button()

        if self._need_congratulation:
            self._congratulations.draw_button()
Beispiel #2
0
    def _event_checking(self):
        """
        事件队列检查
        :return: None
        """

        #判断光标是否在按钮区域中
        def mouse_in_button_region(mouse_x, mouse_y, button):
            station1 = mouse_x >= button.rect.left
            station2 = mouse_x <= button.rect.right
            station3 = mouse_y >= button.rect.top
            station4 = mouse_y <= button.rect.bottom
            return station1 and station2 and station3 and station4

        #鼠标位置定位
        mouse_pressed = pygame.mouse.get_pressed()
        #先选游戏等级再开始游戏
        if mouse_pressed[0] == 1:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            if mouse_in_button_region(mouse_x=mouse_x,
                                      mouse_y=mouse_y,
                                      button=self._level_button1):
                self._NumOfViruses = Main.level_virus['easy']
                self._level_button1.pressed = True
                # 病毒初始位置生成器
                self._init_posxes = PositionInit(
                    low=self._screen.get_rect().left,
                    high=self._screen.get_rect().right -
                    Settings().boundary_pos,
                    count=self._NumOfViruses)  #
            elif mouse_in_button_region(mouse_x=mouse_x,
                                        mouse_y=mouse_y,
                                        button=self._level_button2):
                self._NumOfViruses = Main.level_virus['middle']
                self._level_button2.pressed = True
                # 病毒初始位置生成器
                self._init_posxes = PositionInit(
                    low=self._screen.get_rect().left,
                    high=self._screen.get_rect().right -
                    Settings().boundary_pos,
                    count=self._NumOfViruses)  #

            elif mouse_in_button_region(mouse_x=mouse_x,
                                        mouse_y=mouse_y,
                                        button=self._level_button3):
                self._NumOfViruses = Main.level_virus['defficult']
                self._level_button3.pressed = True
                # 病毒初始位置生成器
                self._init_posxes = PositionInit(
                    low=self._screen.get_rect().left,
                    high=self._screen.get_rect().right -
                    Settings().boundary_pos,
                    count=self._NumOfViruses)  #

            if mouse_in_button_region(mouse_x=mouse_x,
                                      mouse_y=mouse_y,
                                      button=self._history_record):
                if not self._look_over_history:
                    self._look_over_history = True
                else:
                    self._look_over_history = False

            if mouse_in_button_region(mouse_x=mouse_x,
                                      mouse_y=mouse_y,
                                      button=self._history_record2):
                if not self._look_over_history2:
                    self._look_over_history2 = True
                else:
                    self._look_over_history2 = False

            if mouse_in_button_region(mouse_x=mouse_x,
                                      mouse_y=mouse_y,
                                      button=self._button):
                self._start_playing = True
                self._bullets = Group()  # 创建存储子弹的编组
                self._viruses = Group()  # 创建存储病毒的编组

            #重置
            if mouse_in_button_region(mouse_x=mouse_x,
                                      mouse_y=mouse_y,
                                      button=self._reset_button):
                self._reset = True
                #游戏不暂停了
                self._pause_playing = False
                #游戏表示为未开始
                self._start_playing = False
                #庆祝标语不显示
                self._need_congratulation = False
                #game over标语不显示
                self._is_game_over = False
                #游戏等级重置
                self._level_button1.pressed = False
                self._level_button2.pressed = False
                self._level_button3.pressed = False
                #分数清零
                self._total_score = 0
                self._virus1_num = 0
                self._virus2_num = 0
                self._virus3_num = 0
                #记分牌清零
                self._score_boarder.msg = 0
                #飞船置于底端中心,大小为原始大小
                self._aircraft.reset()
                #子弹清零
                del self._bullets
                #病毒清零
                del self._viruses
                self._virus_count = 0
                #游戏等级按键复原
                for button in [
                        self._level_button1, self._level_button2,
                        self._level_button3
                ]:
                    if button.pressed:
                        button.pressed = False

            #用户输入名处,需要修改
            if mouse_in_button_region(mouse_x=mouse_x,
                                      mouse_y=mouse_y,
                                      button=self._usr):
                self._can_input_usrname = True

            #
        keys_pressed = pygame.key.get_pressed()
        if self._can_input_usrname:
            content = self._usr.input_event_checking(keys_pressed)
            # print(content)
            if content == 'finish':
                self._usrname = self._usr.username
                # self._usr.draw_button()
                self._can_input_usrname = False
            elif content != 'delete':
                self._usr.text_change(added_word=content)
                # self._usr.draw_button()
            else:
                self._usr.text_change(is_delete=True)
                # self._usr.draw_button()
        else:
            # 游戏是否暂停
            if keys_pressed[pygame.K_p]:
                if not self._pause_playing:
                    self._pause_playing = True
                else:
                    self._pause_playing = False

            # 退出键
            if keys_pressed[pygame.K_q]:
                print('消灭病毒数量为:', self._total_score)
                print('消灭v1病毒数为{0},v2病毒数为{1},v3病毒数为{2}'.format(
                    self._virus1_num, self._virus2_num, self._virus3_num))
                sys.exit()  #用户直接按q键时成绩不计入,直接退出
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    print('消灭病毒数量为:', self._total_score)
                    print('消灭v1病毒数为{0},v2病毒数为{1},v3病毒数为{2}'.format(
                        self._virus1_num, self._virus2_num, self._virus3_num))
                    sys.exit()  #用户按退出键时成绩不计入,直接退出

            if self._start_playing and not self._pause_playing:
                # 对飞行器
                if keys_pressed[pygame.K_RIGHT]:
                    self._can_right = True
                else:
                    self._can_right = False
                if keys_pressed[pygame.K_LEFT]:
                    self._can_left = True
                else:
                    self._can_left = False
                if keys_pressed[pygame.K_UP]:
                    self._can_up = True
                else:
                    self._can_up = False
                if keys_pressed[pygame.K_DOWN]:
                    self._can_down = True
                else:
                    self._can_down = False

                if keys_pressed[pygame.K_1]:
                    if not self._is_original:
                        self._aircraft.change_size(
                            pos=(self._aircraft.rect.centerx,
                                 self._aircraft.rect.centery),
                            size=self._size_small)
                        self._is_original = True
                    else:
                        self._aircraft.change_size(
                            pos=(self._aircraft.rect.centerx,
                                 self._aircraft.rect.centery),
                            size=self._size_original)
                        self._is_original = False

                # 对子弹
                if keys_pressed[pygame.K_SPACE]:
                    new_bullet = Bullet(screen=self._screen,
                                        aircraft=self._aircraft)
                    self._bullets.add(new_bullet)  # 将新子弹加入编组进行管理