game_functions.py

import sys
from time import sleep
import pygame

from bullet import Bullet
from alien import Alien
from game_stats import GameStats as GS

def check_keydown_events(event,ai_settings,screen,ship,bullets):
    """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:
        # 创建一颗子弹,并将其加入到编组bullets 中
        fire_bullet(ai_settings,screen,ship,bullets)

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,ship,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)

def update_screen(ai_settings, screen, ship,aliens,bullets):
    """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()
    ship.blitme()
    aliens.draw(screen)
    # 让最近绘制的屏幕可见
    pygame.display.flip()

def update_bullets(ai_settings,screen,ship,aliens,bullets):
    # 更新子弹的位置,删除已消失的子弹
    check_bullet_alien_collisions(ai_settings, screen, ship, aliens,bullets)

    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    # print(len(bullets))

def check_bullet_alien_collisions(ai_settings, screen, ship, aliens,bullets):
    #检查是否有子弹击中了外星人,如果是这样,就删除对应的子弹和外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    if len(aliens) == 0:
        # 删除现有的子弹并新建一群外星人
        bullets.empty()
        creet_fleet(ai_settings, screen, ship, aliens)

def fire_bullet(ai_settings,screen,ship,bullets):
    if len(bullets) < ai_settings.bullet_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def get_number_aliens_x(ai_settings,alien_width):
    # 计算一行可容纳多少个外星人
    avaliable_space_x = ai_settings.screen_width - (2 * alien_width)
    number_aliens_x = int(avaliable_space_x /(2 * alien_width))
    return number_aliens_x

def get_number_rows(ai_settings,ship_height,alien_height):
    """计算屏幕可容纳多少行外星人"""
    avaliable_space_y = ai_settings.screen_height - 3 * alien_height - ship_height
    number_rows = int(avaliable_space_y / (2 * alien_height))
    return number_rows

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.y = alien.rect.height + 2 * alien.rect.height * row_number
    alien.rect.y = alien.y
    aliens.add(alien)

def creet_fleet(ai_settings,screen,ship,aliens):
    """创建外星人群"""
    # 创建一个外星人
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width
    number_aliens_x = get_number_aliens_x(ai_settings,alien_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):
            create_alien(ai_settings, screen, aliens, alien_number,row_number)

def check_fleet_edges(ai_settings,aliens):
    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 update_aliens(ai_settings,stats,screen,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):
        #print("Ship hit!!!")
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)

def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
    """响应被外星人撞到的飞船"""
    # 创建一个用于存储游戏统计信息的实例
    stats = GS(ai_settings)
    # 将 ships_left 减1
    stats.ships_left -= 1
    # 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
    creet_fleet(ai_settings, screen, ship, aliens)
    ship.center_ship()
    #暂停
    sleep(1)

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