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alien_invasion.py
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alien_invasion.py
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import imp
import sys
import pygame
from time import sleep
from ship import Ship
from setting import Settings
from bullet import Bullet
from alien import Alien
from game_stats import GameStats
class AlienInvasion:
def __init__(self):
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode(
(self.settings.screen_width,self.settings.screen_height))
pygame.display.set_caption("Alien Invasion")
self.stats = GameStats(self)
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
pygame.display.set_caption("Alien Invasion")
def _create_fleet(self):
alien = Alien(self)
alien_width,alien_height = alien.rect.size
available_space_x = self.settings.screen_width-(2*alien_width)
number_aliens_x = available_space_x//(2*alien_width)
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height-
(3*alien_height)-ship_height)
number_rows = available_space_y//(2*alien_height)
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self._create_alien(alien_number,row_number)
def _create_alien(self,alien_number,row_number):
alien = Alien(self)
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
self.aliens.add(alien)
def run_game(self):
while True:
self._check_events()
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
def _update_aliens(self):
self._check_fleet_edges()
self.aliens.update()
if pygame.sprite.spritecollideany(self.ship,self.aliens):
self._ship_hit()
self._check_aliens_bottom()
def _update_bullets(self):
self.bullets.update()
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
collisions = pygame.sprite.groupcollide(
self.bullets,self.aliens,True,True
)
if not self.aliens:
self.bullets.empty()
self._create_fleet()
def _check_events(self):
""" 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:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_event(event)
def _check_keydown_events(self,event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_event(self,event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _fire_bullet(self):
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_screen(self):
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
pygame.display.flip()
def _change_fleet_direction(self):
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _check_fleet_edges(self):
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _ship_hit(self):
if self.stats.ship_left > 0:
self.stats.ship_left -= 1
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
sleep(1)
else:
self.stats.game_active = False
def _check_aliens_bottom(self):
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
self._ship_hit()
break
if __name__ == '__main__':
ai = AlienInvasion()
ai.run_game()