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zhuo木鸟/AlienInvasionGame

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game_functions.py 9.66 KB
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1259975740 提交于 2021-03-11 19:56 +08:00 . First version complete
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:
# Move the ship to the right.
ship.moving_right = True
if event.key == pygame.K_LEFT:
# Move the ship to the left.
ship.moving_left = True
if event.key == pygame.K_UP:
# Move the ship up.
ship.moving_up = True
if event.key == pygame.K_DOWN:
# Move the ship down.
ship.moving_down = True
elif event.key == pygame.K_SPACE:
fire_bullets(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ship):
if event.key == pygame.K_RIGHT:
# Stop Move the ship to the right.
ship.moving_right = False
if event.key == pygame.K_LEFT:
# Stop Move the ship to the left.
ship.moving_left = False
if event.key == pygame.K_UP:
# Stop Move the ship up.
ship.moving_up = False
if event.key == pygame.K_DOWN:
# Stop Move the ship down.
ship.moving_down = False
def check_events(ai_settings, screen, ship, aliens,
bullets, stats, play_button,
score_board):
"""Respond to keypresses and mouse events. """
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(ai_settings, screen, ship, aliens, bullets,
stats, play_button, mouse_x, mouse_y,
score_board)
def check_play_button(ai_settings, screen, ship, aliens, bullets,
stats, play_button, mouse_x, mouse_y,
score_board):
""" Start a new game when the player clicks Play. """
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
ai_settings.initialize_dynamic_settings()
stats.reset_stats()
stats.game_active = True
# Hide the mouse cursor
pygame.mouse.set_visible(False)
# Reset the score image
score_board.prep_high_score()
score_board.prep_level()
score_board.prep_score()
score_board.prep_ships()
# Empty the list of aliens and bullets.
aliens.empty()
bullets.empty()
# Create a new fleet
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def check_high_score(stats, score_board):
""" Check to see if there's a new high score. """
if stats.score > stats.high_score:
stats.high_score = stats.score
score_board.prep_high_score()
def update_screen(ai_settings, screen, ship, base,
aliens, bullets, stats, play_button, score_board):
"""Update images on the screen and flip to the new screen. """
# Redraw the screen during each pass through the loop.
screen.fill(ai_settings.bg_color)
# Redraw all bullets behind ship and aliens
for bullet in bullets.sprites():
bullet.draw_bullet()
# Display a ship according to its rect.
base.blitme()
ship.blitme()
# Display the alien
aliens.draw(screen)
# Draw the score_board
score_board.show_score()
# Draw the play button if the game is inactive.
if not stats.game_active:
play_button.draw_button()
# Make the most recently drawn screen visable.
pygame.display.flip()
def update_bullets(ai_settings, aliens, bullets, stats, score_board):
""" Update position of bullets and get rid of old bullets. """
# Update the bullets group. Once call, all the element will call
bullets.update()
# Get rid of bullets that have disappear
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullets_collisions(ai_settings, aliens,
bullets, stats, score_board)
def check_bullets_collisions(ai_settings, aliens,
bullets, stats, score_board):
"""
# Check for any bullets that have hit aliens.
# If so, get rid of the bullet and the aliens.
# Return a dictionarys whose key is collided
# bullet and value is alien.
"""
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
# Prevent only one score increment when kill multiple alien
# at the same time.
stats.score += ai_settings.alien_scores
score_board.prep_score()
check_high_score(stats,score_board)
def update_aliens(ai_settings, screen, ship, aliens, bullets, stats,
score_board):
""" Update the positions of all aliens in the fleet. """
""" To check the fleet at the edge first in order to change moving
direction. """
check_fleet_edges(ai_settings, aliens)
check_fleet_bottom(ai_settings, stats, screen,
ship, aliens, bullets, score_board)
aliens.update()
if len(aliens) == 0:
ai_settings.increase_speed()
create_fleet(ai_settings, screen, ship, aliens)
stats.level += 1
score_board.prep_level()
# Check for alien-ship collisions. Ship is a sprite.
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings, stats, screen, ship,
aliens, bullets, score_board)
def fire_bullets(ai_settings, screen, ship, bullets):
""" fire the bullets if limits not reached yet. """
# Create a new bullet and add it to the bullets group.
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings, alien_width):
""" Determine the number of aliens that fit in a row. """
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 create_alien(ai_settings, screen, aliens, alien_number, row_number):
# Create an alien and place it in the row.
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width + 2*alien_width*alien_number
# Set the location of the new aliens.
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2*alien.rect.height*row_number
aliens.add(alien)
def get_number_rows(ai_settings, ship_height, alien_height):
"""
Determine the number of rows of aliens that fit on the screen.
"""
available_space_y = (ai_settings.screen_height \
- (4*alien_height) - ship_height)
number_rows = int(available_space_y/(2*alien_height))
return number_rows
def create_fleet(ai_settings, screen, ship, aliens):
""" Create a full fleet of aliens. """
# Create an alien and find the number of aliens in a row.
# Spacing between each alien is equal to one alien width
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)
# Create the first row of aliens.
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 check_fleet_bottom(ai_settings, stats, screen,
ship, aliens, bullets, score_board):
""" To check whether the aliens have reach the bottom. """
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# Treat this the same as if a ship got hit
ship_hit(ai_settings, stats, screen,
ship, aliens, bullets, score_board)
break
def check_fleet_edges(ai_settings, aliens):
""" Respond appropriately if any aliens have reached an edge. """
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings, aliens):
""" Drop the entire fleet and change the fleet's direction. """
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, stats, screen,
ship, aliens, bullets, score_board):
""" Respond to ship being hit by alien. """
if stats.ships_left > 0:
# Decrement ships_left.
stats.ships_left -= 1
# Empty the list of aliens and bullets.
aliens.empty()
bullets.empty()
# Create a new fleet and center the ship.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# Pause.
sleep(0.5)
# Update the ship number in the left-top.
score_board.prep_ships()
else:
stats.game_active = False
# Display the mouse cursor again.
pygame.mouse.set_visible(True)
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