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game_functions.py
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game_functions.py
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import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
from star import Star
from random import randint
from explosion import Explosion
# events
def check_keydown_event(event, ai_settings, screen, ship, bullets, sounds):
"""Respond to keypresses."""
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, sounds)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_event(event, ship):
"""Respond to key releases."""
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, scoreboard_, play_button, ship, aliens, bullets, sounds):
"""Respond to keypresses and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, scoreboard_, play_button, ship, aliens, bullets, mouse_x,
mouse_y)
elif event.type == pygame.KEYDOWN:
check_keydown_event(event, ai_settings, screen, ship, bullets, sounds)
elif event.type == pygame.KEYUP:
check_keyup_event(event, ship)
def check_aliens_bottom(ai_settings, screen, stats, scoreboard_, ship, aliens, bullets):
"""Проверяет, добрались ли пришельцы до нижнего края экрана."""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# Происходит то же, что при столкновении с кораблем.
ship_hit(ai_settings, screen, stats, scoreboard_, ship, aliens, bullets)
def check_play_button(ai_settings, screen, stats, scoreboard_, play_button, ship, aliens, bullets, mouse_x, mouse_y):
"""Запускает новую игру при нажатии кнопки Play."""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# Сброс игровых настроек.
ai_settings.initialize_dynamic_settings()
# Указатель мыши скрывается.
pygame.mouse.set_visible(False)
# Сброс игровой статистики.
stats.reset_stats()
stats.game_active = True
# Сброс изображений счетов и уровня.
scoreboard_.prep_score()
scoreboard_.prep_high_score()
scoreboard_.prep_level()
scoreboard_.prep_ships()
# Очистка списков пришельцев и пуль.
aliens.empty()
bullets.empty()
# Создание нового флота и размещение корабля в центре.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def check_high_score(stats, scoreboard_):
"""Проверяет, появился ли новый рекорд."""
if stats.score > stats.high_score:
stats.high_score = stats.score
scoreboard_.prep_high_score()
def update_screen(ai_settings, screen, stats, scoreboard_, ship, bullets, aliens, play_button, stars, explosion):
"""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)
stars.draw(screen)
ship.blitme()
aliens.draw(screen)
explosion.draw(screen)
# Redraw all bullets behind ship and aliens.
for bullet in bullets.sprites():
bullet.draw_bullet()
scoreboard_.show_score()
# Кнопка Play отображается в том случае, если игра неактивна.
if not stats.game_active:
play_button.draw_button()
# Отображение последнего прорисованного экрана.
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, scoreboard_, ship, aliens, bullets, sounds, explosion):
"""Update position of bullets, and get rid of old bullets."""
bullets.update()
# Удаление пуль, вышедших за край экрана.
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collicions(ai_settings, screen, stats, scoreboard_, ship, bullets, aliens, sounds, explosion)
def check_bullet_alien_collicions(ai_settings, screen, stats, scoreboard_, ship, bullets, aliens, sounds, explosion):
"""Respond to bullet-alien collisions."""
# Remove any bullets and aliens that have collided.
# Проверка попаданий в пришельцев.
# При обнаружении колизии удалим пулю и пришельца.
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
create_explosions(explosion, aliens, bullets)
sounds.explosion_sound.play()
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
scoreboard_.prep_score()
check_high_score(stats, scoreboard_)
if len(aliens) == 0:
# Если весь флот уничтожен, начинается следующий уровень.
bullets.empty()
ai_settings.increase_speed()
# Увеличение уровня
ai_settings.increase_speed()
stats.level += 1
scoreboard_.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def fire_bullet(ai_settings, screen, ship, bullets, sounds):
"""Выпускает пулю, если максимум еще не достигнут."""
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
sounds.shot_sound.play()
# shot_sound.play()
def get_number_aliens_x(ai_settings, alien_width):
"""Вычисляет количество пришельцев в ряду."""
available_space_x = ai_settings.screen_width - 2 * alien_width
numeber_aliens_x = int(available_space_x / (2 * alien_width))
return numeber_aliens_x
def get_number_rows(ai_settings, ship_height, alien_height):
"""Определяет количество рядов, помещающихся на экране."""
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 create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""Создает пришельца и размещает его в ряду."""
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width + 2 * alien_number * alien_width
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):
"""Создает флот пришельцев."""
# Создание пришельца и вычисление количества пришельцев в ряду.
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)
# Создание первого ряда пришельцев.
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):
"""Реагирует на достижение пришельцем края экрана."""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""Опускает весь флот и меняет направление флота."""
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, scoreboard_, ship, aliens, bullets):
"""Обрабатывает столкновение корабля с пришельцем."""
if stats.ships_left > 0:
# Уменьшение ships_left.
stats.ships_left -= 1
# Обновление игровой информации.
scoreboard_.prep_ships()
# Очистка списков пришельцев и пуль.
aliens.empty()
bullets.empty()
# Создание нового флота и размещение корабля в центре.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# pause
sleep(1)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def update_aliens(ai_settings, screen, stats, scoreboard_, ship, aliens, bullets):
"""
Проверяет, достиг ли флот края экрана,
после чего обновляет позиции всех пришельцев во флоте.
"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
check_aliens_bottom(ai_settings, screen, stats, scoreboard_, ship, aliens, bullets)
# Проверка коллизий "пришелец-корабль".
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, scoreboard_, ship, aliens, bullets)
# About stars
def get_number_stars_x(ai_settings, star_width):
"""Вычисляет количество звезд в ряду."""
available_space_x = ai_settings.screen_width # - 2 * star_width
number_stars_x = int((available_space_x / (4 * star_width)))
return number_stars_x
def get_number_rows_for_star(ai_settings, star_height):
"""Определяет количество рядов, помещающихся на экране."""
available_space_y = (ai_settings.screen_height - 2 * star_height)
number_rows = int(available_space_y / (2 * star_height))
return number_rows
def create_star(ai_settings, screen, stars, star_number): # , row_number):
"""Создает пришельца и размещает его в ряду."""
star = Star(ai_settings, screen)
star_width = star.rect.width
star.x = star_width + 5 * star_number * star_width
star.y = randint(-500, 500)
star.rect.x = star.x
star.rect.y = star.rect.height + 5 * star.rect.height # * row_number
# Randomize the positions of the stars.
# This effect looks much better with a tiny star. If you're curious,
# you might want to play around with the spacing a little.
star.rect.x += randint(-50, 50)
star.rect.y += randint(-20, 20)
stars.add(star)
def create_stars(ai_settings, screen, stars):
"""Create a full fleet of aliens."""
star = Star(ai_settings, screen)
number_stars_x = get_number_stars_x(ai_settings, star.rect.width)
for star_number in range(number_stars_x):
# Создание star и размещение его в ряду.
create_star(ai_settings, screen, stars, star_number) # ,row_number)
def update_stars(stars, ai_settings, screen):
"""Del old stars"""
stars.update()
if len(stars) <= 20:
create_stars(ai_settings, screen, stars)
# Удаление star, вышедших за край экрана.
for star in stars.copy():
if star.rect.bottom >= ai_settings.screen_width:
stars.remove(star)
def create_sound_track(sounds):
"""create main sound track"""
sounds.initialize_settings()
def create_explosions(explosion, aliens, bullets):
explosion.update()
hits = pygame.sprite.groupcollide(aliens, bullets, True, True)
for hit in hits:
expl = Explosion(hit.rect.center, 'lg')
explosion.add(expl)