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game_functions.py
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231 lines (188 loc) · 6.84 KB
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import pygame
import sys
from time import sleep
import random as rn
from bullet import Bullet
from alien import Alien
def check_event(settings,stats,sb,screen,ship,bullets,aliens,
play_button):
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game(stats)
elif event.type == pygame.KEYDOWN:
check_keydown_event(event,settings,stats,sb,screen,ship,
bullets,aliens)
elif event.type == pygame.KEYUP:
check_keyup_event(event,ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(settings,stats,sb,screen,ship,bullets,
aliens,play_button,mouse_x,mouse_y)
def check_play_button(settings,stats,sb,screen,ship,bullets,aliens,
play_button,mouse_x,mouse_y):
button_click = play_button.rect.collidepoint(mouse_x,mouse_y)
#加上在游戏没进行的前提,否则游戏开始后即使看不见play键,点击屏幕中间也会重置
if button_click and not stats.game_active:
start_game(settings,stats,sb,screen,ship,bullets,aliens)
def start_game(settings,stats,sb,screen,ship,bullets,aliens):
#隐藏鼠标
pygame.mouse.set_visible(False)
#Reset everything
settings.initialize_dynamic_settings()
stats.reset_stats()
aliens.empty()
bullets.empty()
#更新初始化后的数值
sb.prep_images()
ship.relocate_ship()
create_fleet(settings,stats,screen,ship,aliens)
stats.game_active = True
def check_keydown_event(event,settings,stats,sb,screen,ship,bullets,
aliens):
if event.key == pygame.K_q:
quit_game(stats)
elif event.key == pygame.K_p:
start_game(settings,stats,sb,screen,ship,bullets,aliens)
elif event.key == pygame.K_SPACE and stats.game_active:
fire_bullet(settings,screen,ship,bullets)
else:
check_ship_moving(event,ship)
def check_ship_moving(event,ship):
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_up = True
elif event.key == pygame.K_DOWN:
ship.moving_down = True
def fire_bullet(settings,screen,ship,bullets):
if len(bullets) < settings.bullets_allowed:
new_bullet = Bullet(settings,screen,ship)
bullets.add(new_bullet)
def check_keyup_event(event,ship):
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_up = False
elif event.key == pygame.K_DOWN:
ship.moving_down = False
def quit_game(stats):
if stats.break_record == True:
with open('highest_score.txt','w') as file_object:
file_object.write(str(round(stats.highest_score,-1)))
pygame.quit()
sys.exit()
def get_alien_number_x(settings,stats,alien_width):
number_alien_x = int(settings.screen_width/(4*alien_width)) + \
stats.level
return number_alien_x
def get_alien_number_row(settings,ship,alien_height):
available_space_y = (settings.screen_height - 3*alien_height -
ship.rect.height)
number_rows = int(available_space_y/(2*alien_height))
return number_rows
def create_alien(settings,screen,aliens,alien_number_x,row_number):
alien = Alien(settings,screen)
alien.x = alien.rect.width + (rn.random()*(settings.screen_width -
3*alien.rect.width))
alien.rect.x = alien.x
alien.y = alien.rect.height + 2*alien.rect.height*row_number
alien.rect.y = alien.y
aliens.add(alien)
def create_fleet(settings,stats,screen,ship,aliens):
alien = Alien(settings,screen)
alien_number_x = get_alien_number_x(settings,stats,alien.rect.width)
number_rows = get_alien_number_row(settings,ship,alien.rect.height)
for row_number in range(number_rows):
for No in range(alien_number_x):
create_alien(settings,screen,aliens,No,row_number)
def check_alien_edge(settings,aliens):
for alien in aliens.sprites():
if alien.check_edge():
alien.alien_direction *= -1
def update_screen(settings,stats,sb,screen,ship,bullets,aliens,
play_button,ship_explosion):
screen.fill(settings.bg_color)
sb.show_score()
ship.blitme()
aliens.draw(screen)
# alternative way:
# 用blitme画alien
# for alien in aliens.sprites():
# alien.blitme()
for bullet in bullets.sprites():
bullet.draw_bullet()
# 这里不用bullets.draw(screen)是因为draw只适用于image,而bullet是rect,
# 所以只能用pygame.draw.rect(screen,color,rect)?
if not stats.game_active:
#为防止爆炸在未开始游戏时被显示在屏幕最左上角:
if ship_explosion.rect.x != 0 and ship_explosion.rect.y != 0:
ship_explosion.blitme()
play_button.draw_button()
pygame.display.flip()
def update_bullets(settings,stats,sb,screen,ship,bullets,aliens):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_ailen_collisions(settings,stats,sb,screen,ship,bullets,
aliens)
def check_bullet_ailen_collisions(settings,stats,sb,screen,ship,bullets,
aliens):
# groupcollde返回一个dict,bullets和aliens对应key-value,
# 后面的True表示碰撞后消失,FALSE,True则代表子弹不会消失,有穿透能力
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions:
#len(collisions.values())一直=1,所以for loop只会循环一次
for aliens in collisions.values():
stats.score += settings.alien_points*len(aliens)
sb.prep_score()
check_highest_score(stats,sb)
if len(aliens) == 0:
start_new_level(settings,stats,sb,screen,ship,bullets,aliens)
def check_highest_score(stats,sb):
if stats.score > stats.highest_score:
stats.highest_score = stats.score
sb.prep_highest_score()
stats.break_record = True
def start_new_level(settings,stats,sb,screen,ship,bullets,aliens):
settings.increase_speed()
stats.level += 1
sb.prep_level()
bullets.empty()
ship.relocate_ship()
create_fleet(settings,stats,screen,ship,aliens)
def update_aliens(settings,stats,sb,screen,ship,bullets,aliens,
ship_explosion):
check_alien_edge(settings,aliens)
aliens.update()
#如果没有碰撞return None,如果有则return此alien
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(settings,stats,sb,screen,ship,bullets,aliens,
ship_explosion)
check_aliens_bottom(settings,stats,sb,screen,ship,bullets,aliens)
def check_aliens_bottom(settings,stats,sb,screen,ship,bullets,aliens):
for alien in aliens.sprites():
if alien.rect.top >= settings.screen_height:
#当alien碰到屏幕底端也记为失败:
# ship_hit(settings,stats,sb,screen,ship,bullets,aliens)
aliens.remove(alien)
def ship_hit(settings,stats,sb,screen,ship,bullets,aliens,
ship_explosion):
ship_explosion.get_position()
ship_explosion.blitme()
pygame.display.flip()
if stats.ship_left > 0:
stats.ship_left -= 1
aliens.empty()
bullets.empty()
sb.prep_ships()
create_fleet(settings,stats,screen,ship,aliens)
ship.relocate_ship()
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)