<gh_stars>1-10

#！/usr/bin/env python
#  -*- coding:utf-8 -*-
#  author:dabai time:2019/2/23

import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien


def fire_bullet(ai_settings,screen,ship,bullets):
    """如果还没有到达限制，就发射一颗子弹"""
    # 创建一颗子弹，并将其加入到编组bullets中
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)


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):

    """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,stats,sb,play_button,ship,aliens,bullets):
    """响应按键和鼠标事件"""
    # 监视键盘和鼠标时间
    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)
            check_keydown_events(event,ai_settings,screen,ship,bullets)

        elif event.type==pygame.KEYUP:
            check_keyup_events(event,ship)

        elif event.type==pygame.MOUSEBUTTONDOWN:
            mouse_x,mouse_y=pygame.mouse.get_pos()
            check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y)


def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
    """在玩家单击Play按钮时开始新游戏"""
    button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
    if button_clicked and not stats.game_active:
        # 重置游戏设置
        ai_settings.initialize_dynamic_settings()
        # 隐藏光标
        pygame.mouse.set_visible(False)
        # 重置游戏统计信息
        stats.reset_stats()
        stats.game_active=True

        # 重置记分牌图像
        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        sb.prep_ships()


        # 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，并让飞船居中
        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()



def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
    """更新屏幕上的图像，并切换到新屏幕"""
    # 调用screen.fill 方法：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的子弹
    for bullet in  bullets:
        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 not stats.game_active:
        play_button.draw_button()

    # 让最近绘制的屏幕可见
    pygame.display.flip()


def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """更新子弹的位置，并删除已消失的子弹"""
    # 更新子弹的位置
    bullets.update()

    # 删除已消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)

    check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)


def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """响应子弹和外星人的碰撞"""
    # 删除发生碰撞的子弹和外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if collisions:
        for aliens in collisions.values():
            stats.score+=ai_settings.alien_points*len(aliens)
            sb.prep_score()
        check_high_score(stats,sb)

    if len(aliens) == 0:
        # 如果整群外星人都被消灭，就提高一个等级
        bullets.empty()
        ai_settings.increase_speed()

        # 提高等级 
        stats.level+=1
        sb.prep_level()

        create_fleet(ai_settings, screen, ship, aliens)



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))  # 向下圆整
    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 create_fleet(ai_settings,screen,ship,aliens):
    """创建外星人群"""
    # 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 = 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):
            create_alien(ai_settings,screen,aliens,alien_number,row_number)

def get_number_rows(ai_settings,ship_height,alien_height):
    """计算屏幕可容纳多少行外星人"""
    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):
    """有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_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 ship_hit(ai_settings,stats,screen,sb,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

        # 更新记分牌
        sb.prep_ships()

        # 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
        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()

        # 暂停
        sleep(0.5)

    else:
        stats.game_active=False
        pygame.mouse.set_visible(True)


def check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets):
    """检查是否有外星人到达了屏幕底端"""
    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,sb,ship,aliens,bullets)
            break


def update_aliens(ai_settings,stats,screen,sb,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,screen,stats,sb,ship,aliens,bullets)

    # 检查是否有外星人抵达屏幕底端
    check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)


def check_high_score(stats,sb):
    """检查是否诞生了新的最高得分"""
    if stats.score>stats.high_score:
        stats.high_score=stats.score
        sb.prep_high_score()








#！/usr/bin/env python
#  -*- coding:utf-8 -*-
#  author:dabai time:2019/2/23

import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien


def fire_bullet(ai_settings,screen,ship,bullets):
    """如果还没有到达限制，就发射一颗子弹"""
    # 创建一颗子弹，并将其加入到编组bullets中
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)


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):

    """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,stats,sb,play_button,ship,aliens,bullets):
    """响应按键和鼠标事件"""
    # 监视键盘和鼠标时间
    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)
            check_keydown_events(event,ai_settings,screen,ship,bullets)

        elif event.type==pygame.KEYUP:
            check_keyup_events(event,ship)

        elif event.type==pygame.MOUSEBUTTONDOWN:
            mouse_x,mouse_y=pygame.mouse.get_pos()
            check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y)


def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
    """在玩家单击Play按钮时开始新游戏"""
    button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
    if button_clicked and not stats.game_active:
        # 重置游戏设置
        ai_settings.initialize_dynamic_settings()
        # 隐藏光标
        pygame.mouse.set_visible(False)
        # 重置游戏统计信息
        stats.reset_stats()
        stats.game_active=True

        # 重置记分牌图像
        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        sb.prep_ships()


        # 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，并让飞船居中
        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()



def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
    """更新屏幕上的图像，并切换到新屏幕"""
    # 调用screen.fill 方法：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的子弹
    for bullet in  bullets:
        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 not stats.game_active:
        play_button.draw_button()

    # 让最近绘制的屏幕可见
    pygame.display.flip()


def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """更新子弹的位置，并删除已消失的子弹"""
    # 更新子弹的位置
    bullets.update()

    # 删除已消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)

    check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)


def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """响应子弹和外星人的碰撞"""
    # 删除发生碰撞的子弹和外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if collisions:
        for aliens in collisions.values():
            stats.score+=ai_settings.alien_points*len(aliens)
            sb.prep_score()
        check_high_score(stats,sb)

    if len(aliens) == 0:
        # 如果整群外星人都被消灭，就提高一个等级
        bullets.empty()
        ai_settings.increase_speed()

        # 提高等级 
        stats.level+=1
        sb.prep_level()

        create_fleet(ai_settings, screen, ship, aliens)



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))  # 向下圆整
    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 create_fleet(ai_settings,screen,ship,aliens):
    """创建外星人群"""
    # 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 = 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):
            create_alien(ai_settings,screen,aliens,alien_number,row_number)

def get_number_rows(ai_settings,ship_height,alien_height):
    """计算屏幕可容纳多少行外星人"""
    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):
    """有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_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 ship_hit(ai_settings,stats,screen,sb,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

        # 更新记分牌
        sb.prep_ships()

        # 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
        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()

        # 暂停
        sleep(0.5)

    else:
        stats.game_active=False
        pygame.mouse.set_visible(True)


def check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets):
    """检查是否有外星人到达了屏幕底端"""
    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,sb,ship,aliens,bullets)
            break


def update_aliens(ai_settings,stats,screen,sb,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,screen,stats,sb,ship,aliens,bullets)

    # 检查是否有外星人抵达屏幕底端
    check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)


def check_high_score(stats,sb):
    """检查是否诞生了新的最高得分"""
    if stats.score>stats.high_score:
        stats.high_score=stats.score
        sb.prep_high_score()
#！/usr/bin/env python #  -*- coding:utf-8 -*- #  author:dabai time:2019/2/23 如果还没有到达限制，就发射一颗子弹 # 创建一颗子弹，并将其加入到编组bullets中 响应按键 # 向右移动飞船  响应松开 响应按键和鼠标事件 # 监视键盘和鼠标时间 在玩家单击Play按钮时开始新游戏 # 重置游戏设置 # 隐藏光标 # 重置游戏统计信息 # 重置记分牌图像 # 清空外星人列表和子弹列表 # 创建一群新的外星人，并让飞船居中 更新屏幕上的图像，并切换到新屏幕 # 调用screen.fill 方法：每次循环时都重绘屏幕 # 在飞船和外星人后面重绘所有的子弹 # 如果游戏处于非活动状态，就绘制Play按钮 # 让最近绘制的屏幕可见 更新子弹的位置，并删除已消失的子弹 # 更新子弹的位置 # 删除已消失的子弹 响应子弹和外星人的碰撞 # 删除发生碰撞的子弹和外星人 # 如果整群外星人都被消灭，就提高一个等级 # 提高等级  计算每行可容纳多少个外星人 # 向下圆整 创建一个外星人并将其放在当前行 创建外星人群 # 创建一个外星人，并计算每行可容纳多少个外星人 # 创建外星人群 计算屏幕可容纳多少行外星人 有外星人到达边缘时采取相应的措施 将整群外星人下移，并改变它们的方向 响应被外星人撞到的飞船 # 将ships_left减1 # 更新记分牌 # 清空外星人列表和子弹列表 # 创建一群新的外星人，并将飞船放到屏幕底端中央 # 暂停 检查是否有外星人到达了屏幕底端 # 像飞船被撞到一样进行处理 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 # 检测外星人和飞船之间的碰撞 # 检查是否有外星人抵达屏幕底端 检查是否诞生了新的最高得分