我们需要在碰撞发生后让外星人立即消失,故在更新子弹的位置后检测碰撞。我们创建一个字典,这个字典的每一个键都是一颗子弹,而相应的键值则包含击中的外星人。sprite.groupcollide()将每颗子弹的rect与每个rect比较。每当有子弹和外星人的rect重叠时,判断其被子弹击中,groupcollide()就在返回字典中添加一个键-值对。
game_functions.py
def update_bullets(aliens, bullets):
"""更新子弹的位置,并删除已消失的子弹"""
--snip--
# 检查是否有子弹击中了外星人
# 如果是这样,就删除相应的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
紧接着在alien_invasion.py的while循环中加入该方法
# 开始游戏主循环
while True:
gf.check_events(ai_settings, screen, ship, bullets)
ship.update()
gf.update_bullets(aliens, bullets)
gf.update_aliens(ai_settings, aliens)
gf.update_screen(ai_settings, screen, ship, aliens, bullets)
要在所有外星人被消灭之后再产生新的一群外星人,我们需要检查aliens编组是否为空,如果为空,就调用empty()删除所有元素,从而删除现有的子弹,再调用creat_fleet(),产生一群新的外星人
def update_bullets(ai_settings, screen, ship, aliens, bullets):
--snip--
# 检查是否有子弹击中了外星人
# 如果是,就删除相应的子弹和外星人
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()
create_fleet(ai_settings, screen, ship, aliens)
把处理子弹和外星人碰撞的代码已到一个独立的函数中,避免该函数过长。
def update_bullets(ai_settings, screen, ship, aliens, bullets):
"""更新子弹的位置,删除已消失的子弹"""
#更新子弹位置
bullets.update()
# 删除已经消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen,ship, aliens, bullets)
在外星人与飞船碰撞时或者外星人到达屏幕底端就结束游戏。首先我们要检测外星人与飞船是否碰撞,调用方法spritecollideany(),它检查编组中的外星人是否发生碰撞,找到与飞船碰撞的外星人后就停止遍历编组。
# 检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
print("Ship hit!!!")
新建一个GameStats.py,通过跟踪游戏的统计信息来记录飞船被撞了多少次,reset_stats()中初始化大部分统计信息,然后在__init__中调用,有外星人撞到飞船时,我们将余下的飞船数减1,创建一群新的外星人,并将飞船重新放置到屏幕底端中央,并暂停0.5秒。
game_stats.py
class GameStates():
"""跟踪游戏的统计信息"""
def __init__(self, ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
#游戏刚启动时处于活动状态
self.game_active = True
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ships_left = self.ai_settings.ship_limit
game_functions.py
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
#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()
#创建新的外星人
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
check_aliens_bottom()在外星人到达屏幕底端时像外星人碰撞飞船一样做出响应
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
"""检查是否有外星人到达"""
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
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
break
在game_stats.py的init方法里加入游戏活动状态game_active = True,可以在玩家生命次数用完时game_active = False 结束游戏。
alien_invasion.py
import sys #退出游戏
import pygame #包含开发所需功能
from settings import Settings
from ship import Ship
from alien import Alien
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStates
def run_game():
# 初始化背景设置
pygame.init()
ai_settings = Settings()
# 创建游戏窗口
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
"""创建一艘飞船"""
ship = Ship(ai_settings, screen)
"""创建一个外星人"""
alien = Alien(ai_settings, screen)
"""创建一个用于存储子弹的编组"""
bullets = Group()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen, ship, aliens)
"""设置背景色"""
bg_color = (230,230,230)
"""存储游戏统计信息"""
stats = GameStates(ai_settings)
"""游戏主循环"""
while True:
"""监视键鼠事件"""
gf.check_events(ai_settings, screen, ship, bullets)
if stats.game_active:
ship.update()
#print(len(bullets))
gf.update_bullets(ai_settings, screen, ship, aliens, bullets)
gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
gf.update_screen(ai_settings, screen, ship, aliens, bullets)
run_game()
game_stats.py
class GameStates():
"""跟踪游戏的统计信息"""
def __init__(self, ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
#游戏刚启动时处于活动状态
self.game_active = True
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ships_left = self.ai_settings.ship_limit
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_events(ai_settings, screen, ship, bullets):
#键鼠响应
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 check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
# 向右移动飞船
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_q:
sys.exit()
def check_keyup_events(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def update_screen(ai_settings, screen, ship, aliens, bullets):
#更新屏幕图像
# 每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
#在飞船和外星人后面重绘所有子弹
for bullets in bullets.sprites():
bullets.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 让最近绘制的屏幕可见
pygame.display.flip() # 不断更新屏幕
def check_bullet_alien_collisions(ai_settings, screen,ship, aliens, bullets):
#检查是否有子弹击中了外星人
#若击中,删除相应的子弹和外星人
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()
create_fleet(ai_settings, screen, ship, aliens)
def update_bullets(ai_settings, screen, ship, aliens, bullets):
"""更新子弹的位置,删除已消失的子弹"""
#更新子弹位置
bullets.update()
# 删除已经消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen,ship, aliens, bullets)
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有达到限制,就发射一颗子弹"""
# 创建一颗子弹,并将其加入到编组bullets
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def create_fleet(ai_settings, screen,ship , aliens):
"""创建外星人群"""
#创建一个外星人,并计算一行可以容纳多少个外星人
#外星人间距为外星人宽度
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):
#创建第一个外星人并加入当前行
create_alien(ai_settings, screen, aliens,
alien_number, row_number)
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 get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可以容纳多少行外星人"""
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 check_fleet_edges(ai_settings, aliens):
"""外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_setting, aliens):
"""将整群外星人下移,并改变他们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_setting.fleet_drop_speed
ai_setting.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):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
""""检查是否到达地端"""
check_aliens_bottom(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"""
if stats.ships_left > 0:
#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()
#创建新的外星人
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
"""检查是否有外星人到达"""
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
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
break