python飞船游戏(二)

#game_functions.py

def check_keydown_events(event,ai_settings,screen,ship,bullets):
    
    """响应按键和鼠标事件"""
    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:
        sys.exit()

def fire_bullet(ai_settings,screen,ship,bullets):
    """没超就发射子弹"""
    #创建一颗子弹,并加到编组bullets中
    if len(bullets) < ai_settings.bullet_allowed:
            new_bullet = Bullet(ai_settings,screen,ship)
            bullets.add(new_bullet)   
       
    
def check_keyup_events(event,ship):
    """响应松开"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False
 
def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
    """响应按键和鼠标事件"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event,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,stats,sb,play_button,ship,
                              aliens,bullets,mouse_x,mouse_y)
            
            
def check_play_button(ai_settings,screen,stats,sb,play_button,ship,
                      aliens,bullets,mouse_x,mouse_y):
    """在玩家单机Play按钮开始新游戏"""
    button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
    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)
        
        #重置游戏统计信息
        stats.reset_stats()
        stats.game_active = True
        
        #重置计分图像
        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()
        
        #创建一群新得外星人并让飞船居中
        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()
        
            

        
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
    
    """更新屏幕上的图像换到新屏幕"""
    #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重绘所有子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    
    #显示得分
    sb.show_score()
    
    #如果游戏处于非活动状态就绘制Play按钮
    if not stats.game_active:
        play_button.draw_button()
    
    #让最近绘制的屏幕可见
    pygame.display.flip()


def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """更新子弹的位置 删除消失的子弹"""     
    bullets.update()
    #删除已消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
            
    check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,
                                  aliens,bullets)
    
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,
                                  aliens,bullets):
    """响应碰撞"""
    # 击中删除
    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:
        #全灭后提高一个等级
        bullets.empty()
        ai_settings.increase_speed()
        
        #提高等级
        stats.level += 1
        sb.prep_level()
        
        create_fleet(ai_settings,screen,ship,aliens)
        
        

def get_number_aliens_x(ai_settings,alien_width):
    """计算每行容纳多少个外星"""
    available_space_x = ai_settings.screen_width - 1.5 * alien_width
    number_aliens_x = int(available_space_x / (1.5 * alien_width))
    return number_aliens_x

def get_number_rows(ai_settings,ship_height,alien_height):
    """计算屏幕容纳几行外星"""
    available_space_y = (ai_settings.screen_height -
                         (3 * alien_height) - ship_height)
    number_rows = int(available_space_y / (1.5 * alien_height))
    return number_rows

def create_alien(ai_settings,screen,aliens,alien_number,row_number):
    """创建一个外星并将其放在当前行"""

    alien = Alien(ai_settings,screen)
    alien_width = alien.rect.width
    alien.x = alien_width + 1.5 * alien_width * alien_number
    alien.rect.x = alien.x
    alien.rect.y = alien.rect.height + 1.5 * alien.rect.height * row_number
    aliens.add(alien)

def create_fleet(ai_settings,screen,ship,aliens):
    
    #创建外星群
    #创建一个外星 计算每行容纳几个
    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)
    #创建一个外星并将加入当前行    
    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_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):
    """将整群外星人下移 并改变它们的方向"""
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1

def ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """响应被外星人撞到的飞船"""
    if stats.ships_left > 0:
        #将ships_left减1
        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端中央
        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 check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """检查是否有外星人到达屏幕底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            #像飞船一样进行处理
            ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
            break
    
        


def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """检查是否有外星人位于屏幕边缘 并更新整群外星人的位置"""
    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):
        ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
    #检查是否有外星人到达底端
    check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)
    
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()

       


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转载自blog.csdn.net/weixin_38682447/article/details/80669671
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