-
Notifications
You must be signed in to change notification settings - Fork 0
/
game_functions.py
302 lines (240 loc) · 10.4 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
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
import json
import all_music as am
import os
import sys
def get_resource_path(relative_path):
if hasattr(sys, '_MEIPASS'):
return os.path.join(sys._MEIPASS, relative_path)
return os.path.join(os.path.abspath("."), relative_path)
def play_bg_music():
# 检查背景音乐流播放,有返回True,没有返回False 如果没有音乐流则选择播放
""" 此方法同Sound方法一样!都是以流的方式呈现。一直播放需要使用while循环!"""
if not pygame.mixer.music.get_busy():
pygame.mixer.music.play(loops=0,start=0)
def pause_bg_music():
# 暂停背景音乐
""" 此方法同Sound方法一样!都是以流的方式呈现。一直播放需要使用while循环!"""
if not pygame.mixer.music.get_busy():
pygame.mixer.music.pause()
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()
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
""" 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"""
am.explosion_large()
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
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:
am.explosion_large()
# 将ships_left减一
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部中央
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 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 check_fleet_edges(ai_settings, aliens):
""" 有外星人到达边缘时采取向右相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
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,并更新外星人群中所有外星人的位置"""
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屏幕底部"""
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def get_number_rows(ai_settings, ship_height, alien_height):
""" 计算屏幕可容纳多少行外星人"""
available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
number_rows = int(available_space_y / (2 * alien_height))
return number_rows
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_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
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 = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
aliens.add(alien)
def create_fleet(ai_settings, screen, ship, aliens):
""" 创建外星人群"""
# 创建一个外星人,并计算一行可容纳多少个外星人
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)
# 创建外星人群
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
"""创建一个外星人并将其加入当前行"""
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def fire_bullet(ai_settings, screen, ship, bullets):
""" 如果还没有到达限制,就发射一颗子弹"""
""" 创建一颗子弹,并将其加入到编组bullets中"""
if len(bullets) < ai_settings.bullets_allowed:
am.bullet_whiz()
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keydown_events(event, ai_settings, screen, ship, bullets, stats, sb, aliens):
""" 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_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_ESCAPE:
# 退出游戏
with open(get_resource_path('high_score.json'), 'w') as f_obj:
json.dump(stats.high_score, f_obj)
pygame.quit()
sys.exit()
elif event.key == pygame.K_r:
# 重新开始游戏
start_play_game(ai_settings, screen, stats, sb, ship, aliens, bullets)
stats.game_active = True
stats.continue_active = False
elif event.key == pygame.K_w:
# 暂停游戏
# 显示光标
pygame.mouse.set_visible(True)
stats.continue_active = True
stats.game_active = False
# pause_bg_music()
# sleep(3600)
elif event.key == pygame.K_c:
# 继续游戏
pygame.mouse.set_visible(False)
stats.continue_active = False
stats.game_active = True
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_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
""" 在玩家单击Play按钮时开始新游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked:
# start_play_game(ai_settings, screen, stats, sb, ship, aliens, bullets)
stats.game_active = True
stats.continue_active = False
def start_play_game(ai_settings, screen, stats, sb, ship, aliens, bullets):
if 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
# 重置记分牌图像
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()
# 创建一群新的外星人,并让飞船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
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:
with open(get_resource_path('high_score.json'), 'w') as f_obj:
json.dump(stats.high_score, f_obj)
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, ship, bullets, stats, sb, aliens)
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 update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button, continue_button):
""" 更新屏幕上的图像,并切换到新屏幕"""
# 每次循环时都会重绘屏幕
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.blit_me()
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 is False) & (stats.continue_active is False):
play_button.draw_button()
elif stats.continue_active is True:
continue_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, bullets, aliens):
""" 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)
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):
""" 响应子弹和外星人的碰撞"""
""" 检查是否有子弹击中了外星人,如果击中就删除相应的子弹和外星人"""
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
am.explosion_small()
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:
""" 删除现有的子弹,加快游戏节奏,并新建一群外星人"""
# 如果整群外星人都被消灭,就提高一个等级
bullets.empty()
ai_settings.increase_speed()
start_new_level(stats, sb)
create_fleet(ai_settings, screen, ship, aliens)
def start_new_level(stats, sb):
# 提高等级
stats.level += 1
sb.prep_level()