/
game_functions.py
352 lines (306 loc) · 12.8 KB
/
game_functions.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
from boom import Boom
from boss import Boss
import random
from blood import Blood
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, bloods):
"""响应键盘和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ship, screen, ai_settings, bullets, stats, play_button)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship, screen, ai_settings, bullets)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y,
bloods)
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button, booms, bloods):
"""更新屏幕上的图像,并切换到新屏幕"""
screen.fill(ai_settings.bg_color)
# 在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
for blood in bloods.sprites():
blood.draw_bullet()
ship.blitme()
for boom in booms:
boom.blitme()
aliens.draw(screen)
# 显示得分
sb.show_score()
# 如果游戏处于非活动状态,就绘制Play按钮
if stats.game_active==False:
play_button.draw_button()
# 让最近绘制的屏幕可见
pygame.display.flip()
def check_keydown_events(event, ship, screen, ai_settings, bullets, stats, play_button):
"""响应按键"""
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_UP:
ship.moving_top = True
elif event.key == pygame.K_DOWN:
ship.moving_bottom = True
elif event.key == pygame.K_SPACE:
if stats.game_active == True:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_p:
# 在游戏开始后才允许进行暂停
if stats.game_active == True:
stats.game_active = False
play_button.resSetMsg("Continue")
else:
stats.game_active=True
play_button.resSetMsg("Play")
elif event.key == pygame.K_s:
#只有游戏未开始或暂停才允许触发
if stats.game_active == False:
stats.game_active=True
if stats.ships_left==0:
# print("-------")
ship.rect.x=1000
ship.rect.y=1000
# create_fleet(ai_settings, screen, ship, aliens, bloods)
# play_button.resSetMsg("Play")
def check_keyup_events(event, ship, screen, ai_settings, bullets):
"""响应按键松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key == pygame.K_UP:
ship.moving_top = False
elif event.key == pygame.K_DOWN:
ship.moving_bottom = False
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets, booms, bloods):
"""更新子弹的位置,并删除已消失的子弹"""
# 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)
# 检查是否有子弹击中了外星人
# 如果是这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets, booms, bloods)
def update_booms(ai_settings, screen, stats, sb, booms):
"""更新爆炸效果"""
booms.update()
for boom in booms.copy():
if boom.curI == boom.targetI:
booms.remove(boom)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets, booms, bloods):
"""响应子弹和外星人的碰撞"""
# 删除发生碰撞的子弹和外星人
num=random.randint(0,5)
if len(aliens) <= 6 and not ai_settings.hasBoss and num==2:
create_boss(ai_settings, screen, aliens, bloods)
ai_settings.hasBoss = True
collisions = pygame.sprite.groupcollide(bullets, aliens, True, False)
# 添加子弹和外星人相撞时的声音
eat_sound = pygame.mixer.Sound('music/boo.wav')
if collisions:
eat_sound.play()
for alienss in collisions.values():
for alien1 in alienss:
alien1.blood -= 1
if alien1.blood == 0:
"""外星人被消灭进行加分"""
if alien1.rect.width==40:
stats.score += ai_settings.alien_points * len(alienss)
else:
stats.score += ai_settings.alien_points * 5
for blood in bloods.sprites():
if blood.alien.blood == 0:
bloods.remove_internal(blood)
aliens.remove(alien1)
boom1 = Boom(alien1, screen, ai_settings)
booms.add(boom1)
else:
for blood in bloods.sprites():
if blood.alien.blood != 0:
blood.resetBloodLength(ai_settings)
sb.prep_score()
# check_high_score(stats, sb)
# 如果整群外星人都被消灭了,就提高一个等级
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
ai_settings.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens, bloods)
ai_settings.hasBoss = False
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有到达限制,就发射一颗子弹"""
# 创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
# 添加发射子弹时的声音
eat_sound = pygame.mixer.Sound('music/射击声.wav')
eat_sound.play()
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings, alien_width):
"""计算每行可容纳多少个外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x - 2
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 = 3 * alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number + 20
aliens.add(alien)
def create_boss(ai_settings, screen, aliens, bloods):
"""创建一个外星boss"""
boss = Boss(ai_settings, screen)
boss.x = random.randint(100, 500)
boss.rect.x = boss.x
boss.rect.y = 0
blood = Blood(ai_settings, screen, boss)
bloods.add(blood)
aliens.add(boss)
def create_fleet(ai_settings, screen, ship, aliens, bloods):
"""清除所有的血条"""
for blood in bloods.sprites():
bloods.remove_internal(blood)
for alien in aliens.sprites():
aliens.remove_internal(alien)
for i in range(4):
"""创建一个外星人并将其放在当前行"""
alien = Alien(ai_settings, screen)
alien.position = "top"
alien.rect.x = 100 * i + 320
alien.rect.y = 40
aliens.add(alien)
blood1 = Blood(ai_settings, screen, alien)
bloods.add(blood1)
for i in range(3):
"""创建一个外星人并将其放在当前行"""
alien1 = Alien(ai_settings, screen)
alien1.position = 'left'
alien1.rect.x = 0
alien1.y = alien1.rect.y = 50 * i + 90
aliens.add(alien1)
alien2 = Alien(ai_settings, screen)
alien2.position = "right"
alien2.rect.x = ai_settings.screen_width - alien1.rect.width
alien2.y = alien2.rect.y = 50 * i + 90
aliens.add(alien2)
aliens.add(alien1)
blood1 = Blood(ai_settings, screen, alien1)
bloods.add(blood1)
blood2 = Blood(ai_settings, screen, alien2)
bloods.add(blood2)
def get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可容纳多少外星人"""
available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
number_rows = int(available_space_y / (2 * alien_height))
return number_rows - 1
def check_fleet_edges(ai_settings, aliens):
"""有外星人到达边缘采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens, alien)
def change_fleet_direction(ai_settings, aliens, alien):
"""当个外星人碰撞到屏幕边缘进行方向的更改"""
alien.direction = -alien.direction
# ai_settings.fleet_direction *= -1
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets, booms, play_button ):
"""检查是否有外星人位于屏幕边缘,并更新外星人位置"""
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):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets, booms, play_button)
# 检查是否有外星人抵达屏幕底部
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button,booms)
def update_bloods(ai_settings, screen, stats, bloods):
if stats.game_active == True:
bloods.update()
def ship_hit(ai_setting, screen, stats, sb, ship, aliens, bullets, booms, play_button):
"""响应被外星人撞到的飞船"""
# 添加飞船和外星人相撞时的声音
eat_sound = pygame.mixer.Sound('music/boo.wav')
if booms != None:
boom1 = Boom(ship, screen, ai_setting)
eat_sound.play()
booms.add(boom1)
if stats.ships_left > 0:
# 将ships_left减1
stats.ships_left -= 1
# 更新计分牌
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端中央
# create_fleet(ai_setting, screen, ship, aliens)
ship.curC = 1
ship.isBoom = True
ship.center_ship()
# 暂停
# sleep(0.5)
else:
play_button.resSetMsg("Play")
stats.game_active = False
# pygame.mouse.set_visible(True)
# 游戏结束将最高分存储到文本中(只有玩家在消耗所有的生命之后才会更新)
check_high_score(stats,sb)
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button,booms):
"""检查是否有外星人到达了屏幕底部"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飞船被撞到一样进行处理
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets, booms, play_button)
break
def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, buttes, mouse_x, mouse_y, bloods):
"""在玩家单击Play按钮时开始新游戏"""
if play_button.rect.collidepoint(mouse_x, mouse_y) and play_button.msg == "Play":
# 重置游戏设置
ai_settings.initialize_dynamic_settings()
# 隐藏光标
# pygame.mouse.set_visible(False)
# 重置游戏统计信息
stats.reset_stats()
stats.game_active = True
# 重置计分牌图像
sb.prep_score()
ai_settings.level=1
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 清空外星人列表和子弹列表
aliens.empty()
buttes.empty()
ai_settings.hasBoss = False
# 创建一群新的外星人,并让飞船居中
create_fleet(ai_settings, screen, ship, aliens, bloods)
ship.center_ship()
# 读取文本中的内容,设置最高得分
with open('maxScore.txt', 'r') as readScore:
stats.high_score = int(readScore.readline())
else:
stats.game_active = True
def check_high_score(stats, sb):
"""检查是否诞生了新的最高得分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
# 游戏结束将最高分存储到文本中
with open('maxScore.txt', 'w') as setText:
setText.write(str(stats.high_score))