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game_function.py
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import pygame,sys
from bullet import Bullet
from alien import Alien
from time import sleep
# Pega os eventos do teclado
def check_events(ai_settings,screen, stats, sb, play_button, ship, aliens, bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# Se uma tacla key foi precionada
elif event.type == pygame.KEYDOWN:
check_keydown_events(event,ai_settings, screen, ship, bullets)
# Se uma tacla key foi solta
elif event.type == pygame.KEYUP:
check_keyup_events(event,ship)
# se o botão play foi iniciado
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)
# Faz o update da tela, para aparecer as coisas
def update_screen(ai_settings, screen, stats, sb, ship,aliens, bullets, play_button):
screen.fill(ai_settings.bg_color)
# Desenhar os tiros da lista que foi pasado pro argumento.
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
# DEsenhas todo os sprites de aliens ,pontuação e botão de play
aliens.draw(screen)
sb.show_score()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip() #Deixa a tela mais recente visível
def check_keydown_events(event, ai_settings, screen, ship, bullets):
# Se foi a direita, Incrementa a variavel rect.centerx, e seta como True a varia moving_right no arquivo ship.py
if event.key == pygame.K_RIGHT:
ship.rect.centerx += 1
ship.moving_right = True
# Se foi a esquerda, decrementa a variravel rect.centerx, e seta como True a varia moving_left no arquivo ship.py
elif event.key == pygame.K_LEFT:
ship.rect.centerx -= 1
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen,ship, bullets)
def check_keyup_events(event, ship):
# Se foi a direita, e seta como False a varia moving_right no arquivo ship.py, quando for solta
if event.key == pygame.K_RIGHT:
ship.moving_right = False
# Se foi a esquerda, e seta como False a varia moving_left no arquivo ship.py, quando for solta
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
# Apaga os tiros
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)
# Função que atira os bullet.py
def fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
#Função para criar as naves em linhas
def create_fleet(ai_settings, screen, ship,aliens):
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)
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)
#Determina o número de alienígenas que cabem em uma linha X
def get_number_aliens_x(ai_settings,alien_width):
available_space_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
#Determina o número de alienígenas que cabem em uma linha Y
def get_number_rows(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))
return number_rows
#cria uma frota completa de alienígenas
def create_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
aliens.add(alien)
# Para chamar as funções, checa borda muda direção e update a coordenada
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens,bullets)
check_fleet_edges(ai_settings, aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings,screen, stats, sb, ship, aliens, bullets)
# Pega a cordenada de cada spritesm verifica se atingiu a bordar, e chama função
def check_fleet_edges(ai_settings, aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
# Função para mudar de direção para baixo e pro lados
def change_fleet_direction(ai_settings, aliens):
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
# Checar a colisões dos aliens com as balas, e carregar mais
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens,bullets):
# guada a bullet(key) e quantos alien(value) pegou
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
#corre o dict
for aliens in collisions.values():
#multiplica o numero de aliens atingidos pelos pontos que cada um vale
stats.score += ai_settings.alien_points * len(aliens)
# Atualiza o score com base na stats.score
sb.prep_score()
#checar que o novo valor e maior que o antigo maior valor
check_high_score(stats, sb)
# Quando o grupo aliens acabar
if len(aliens) == 0:
# limpa
bullets.empty()
# aumenta dificuldade em setting e cria frota
ai_settings.increase_speed()
create_fleet(ai_settings, screen, ship, aliens)
# Aumenta um level e renderica ele
stats.level += 1
sb.prep_level()
# Função para verificar a colisão das naves com os aliens, sndo chamada em update_aliens
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
if stats.ships_left > 0:#settings
#diminui um vida
stats.ships_left -= 1
# chama para ler ships_left e desenhar navinhas de acordo com a mesma
sb.prep_ships()
# Variavel que permite a execução do jogo, deixar o mouse visivel
else:
stats.game_active = False
pygame.mouse.set_visible(True)
# Limpa os aliens, balas, criar frota e centraliza ship
aliens.empty()
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
sleep(0.5)
# Função para verificar se os alien cheram na borda de baixo usando ship_hit
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens,bullets):
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
# Verifica se o botão de play foi clicado e game_active == false
def check_play_button(ai_settings, screen, stats, sb, play_button, ship,aliens, bullets, mouse_x, mouse_y):
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
#curso do mouse invisivel
pygame.mouse.set_visible(False)
# reseta tudo
stats.reset_stats()
aliens.empty()
bullets.empty()
#cria nova tropa
create_fleet(ai_settings, screen, ship, aliens)
# centraliza ship
ship.center_ship()
stats.game_active = True
ai_settings.initialize_dynamic_settings()
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# Checar os valores de score e high_score
def check_high_score(stats, sb):
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()