importsysfrom time importsleepimportpygamefrom bullet importBulletfrom alien importAlien#响应键盘按下事件
defcheck_keydown_events(event,ai_settings,screen,ship,bullets):if event.key==pygame.K_RIGHT:
ship.moving_right=Trueif event.key==pygame.K_LEFT:
ship.moving_left=Trueif event.key==pygame.K_UP:
ship.moving_up=Trueif event.key==pygame.K_DOWN:
ship.moving_down=Trueif event.key==pygame.K_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)if event.key==pygame.K_q:
sys.exit()deffire_bullet(ai_settings,screen,ship,bullets):#监测到按下空格键:创建一颗子弹
if len(bullets)
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)#响应键盘回弹事件
defcheck_keyup_events(event,ship):if event.key==pygame.K_RIGHT:
ship.moving_right=Falseif event.key==pygame.K_LEFT:
ship.moving_left=Falseif event.key==pygame.K_UP:
ship.moving_up=Falseif event.key==pygame.K_LEFT:
ship.moving_down=False#监测并响应键盘鼠标事件
defcheck_events(ai_settings, screen, stats,sb, play_button, ship,aliens,bullets):for event inpygame.event.get():if event.type==pygame.QUIT:
sys.exit()elif event.type==pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y=pygame.mouse.get_pos()
check_play_buttons(ai_settings,screen,stats,sb,play_button,mouse_x,mouse_y,ship,aliens,bullets)elif event.type==pygame.KEYDOWN:
check_keydown_events(event,ai_settings,screen,ship,bullets)elif event.type==pygame.KEYUP:
check_keyup_events(event,ship)defcheck_play_buttons(ai_settings,screen,stats,sb,play_button,mouse_x,mouse_y,ship,aliens,bullets):if not stats.game_active andplay_button.rect.collidepoint(mouse_x, mouse_y):
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active=True
aliens.empty()
bullets.empty()
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sb.prep_score()#功能:更新屏幕图像,绘制新的图像
defupdate_screen(ai_settings, screen,stats,ship,aliens, bullets,play_button):#每次循环都重绘屏幕
screen.fill(ai_setting.bg_color)#更新子弹group内子弹位置
for bullet inbullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)#如果游戏处于非活动状态,就绘制 Play 按钮
if notstats.game_active:
play_button.draw_button()#让最近绘制的屏幕可见
pygame.display.flip()#更新子弹
defupdate_bullets(ai_settings,stats,sb,screen,ship,aliens,bullets):
bullets.update()for bullet inbullets.copy():if bullet.rect.bottom<=0:
bullets.remove(bullet)#print(len(bullets))
#内置函数:一行就双重遍历子弹和敌人,矩形重叠就消失
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)#更新分数
ifcollisions:for aliens incollisions.values():
stats.score+=ai_settings.alien_points*len(aliens)
sb.prep_score()#检测现有敌人是否为0了
if len(aliens)==0:
bullets.empty()
creat_fleet(ai_settings,screen,ship,aliens)#创建外星人舰队:
defcreat_fleet(ai_settings,screen,ship,aliens):#创建一个外星人,并计算每行可容纳多少个外星人
alien=Alien(ai_settings,screen)
number_aliens_x=calc_aliens_number(ai_settings,alien.rect.width)
row_numbers=calc_row_number(ai_settings, ship.rect.height, alien.rect.height)for row_number in range(row_numbers-1):for alien_number in range(number_aliens_x-1):
creat_an_alien(ai_settings,screen,aliens,alien_number,row_number)defcreat_an_alien(ai_settings,screen,aliens,alien_number,row_number):
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
alien.x=float(alien.rect.x)
alien.y=float(alien.rect.y)
aliens.add(alien)defcalc_aliens_number(ai_settings,alien_width):#公式计算
available_space_x = ai_settings.screen_width - 2 *alien_width
number_aliens_x= int(available_space_x / (2 *alien_width))returnnumber_aliens_xdefcalc_row_number(ai_settings, ship_height, alien_height):
available_space_y= (ai_settings.screen_height -(3 * alien_height) -ship_height)
number_rows= int(available_space_y / (2 *alien_height))returnnumber_rows#更新外星人
defupdate_aliens(ai_settings,stats,screen,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()# ifpygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)#print("Xiba!!!")
defcheck_fleet_edges(ai_settings,aliens):for alien inaliens.sprites():ifalien.check_edges():
change_direction(ai_settings,aliens)break
defchange_direction(ai_settings,aliens):for alien inaliens.sprites():
alien.y+=ai_settings.fleet_drop_speed
alien.rect.y=int(alien.y)
ai_settings.fleet_direction*=-1
defship_hit(ai_settings,stats,screen,ship,aliens,bullets):if stats.ship_lives>0:
stats.ship_lives-=1aliens.empty()
bullets.empty()
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sleep(0.5)else:
stats.game_active=False
pygame.mouse.set_visible(True)"""更新屏幕上的图像,并切换到新屏幕"""
defupdate_screen(ai_settings, screen, sb,stats, ship, aliens, bullets,play_button):#每次循环都重绘屏幕
screen.fill(ai_settings.bg_color)#更新子弹group内子弹位置
for bullet inbullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score()#如果游戏处于非活动状态,就绘制 Play 按钮
if notstats.game_active:
sb.prep_score()
play_button.draw_button()#让最近绘制的屏幕可见
pygame.display.flip()