import sys
import pygame
from bullet import Bullet
def check_events(ai_settings, screen, ship, bullets):
"""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:
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
def update_screen(ai_setting, screen, ship, bullets):
"""更新屏幕上的图像,并切换到新屏幕"""
# 每次循环时都重新绘制屏幕
screen.fill(ai_setting.bg_color)
ship.blitme()
# 让最近绘制的屏幕可见
pygame.display.flip()
# 在飞船和外星人后面重新绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
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:
# 创建一颗子弹,并将其加入到编组bullets中
fir_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def fir_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
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 update_bullets(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)
elif event.key == pygame.K_SPACE:
# 创建一颗子弹,并将其加入到编组bullets中
fir_bullet(ai_settings, screen, ship, bullets)
运行成功后K_SPACE没有生效,但是左右键和退出都可以成功