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本帖最后由 wolf_sou1 于 2018-5-3 09:56 编辑
才开始对着书上写,之前那个地方是没问题的呃,然后重构的时候改了一下其他地方,好像都与这个地方没关系,然后这个地方就一直过不去了。。。。
麻烦大佬解惑
1、alien_invasion
- import pygame
- import sys
- from settings import Settings
- from ship import Ship
- import game_functions as gf
- from pygame.sprite import Group
- from alien import Alien
- def run_game():
- # 初始化pygame、设置和游戏对象
- pygame.init()
- ai_settings = Settings()
- 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(screen, ai_settings)
- # 创建一个用于存储子弹的编组
- bullets = Group()
- # 创建一个外星人编组
- aliens = Group()
- # 创建外星人群
- gf.create_fleet(ai_settings, screen, aliens)
- # 开始游戏的主循环
- while True:
- # 监视键盘和鼠标事件
- gf.check_events(ai_settings, screen, ship, bullets)
- ship.update()
- gf.update_bullets(bullets)
- gf.update_screen(ai_settings, screen, ship, aliens, bullets)
- run_game()
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2、gf
- import sys
- import pygame
- from bullet import Bullet
- from alien import Alien
- 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)
- def get_number_aliens_x(ai_settings, alien_width):
- # 计算容纳外星人数量
- 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):
- # 创建外星人
- alien = Alien(ai_settings, screen)
- alien_width = alien.rect.width
- alien.x = alien_width + 2 * alien_width * alien_number
- alien.rect.x = alien.x
- aliens.add(alien)
- def create_fleet(ai_settings, screen, aliens):
- '''创建外星人群'''
- # 创建一个外星人,并计算一行可容纳多少外星人
- alien = Alien(ai_settings, screen)
- number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
- # 创建第一行外星人
- for alien_number in range(number_aliens_x):
- create_alien(ai_settings, screen, aliens, alien_number)
- def fire_bullet(ai_settings, screen, ship, bullets):
- '''如果没打到子弹上限,就发射子弹'''
- # 创建新子弹,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:
- 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, 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_settings, screen, ship, aliens, bullets):
- '''更新屏幕上的图像,并切换到新屏幕'''
- # 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 bullet in bullets.sprites():
- bullet.draw_bullet()
- ship.blitme()
- aliens.draw(screen)
- # 让最近绘制的屏幕都可见
- pygame.display.flip()
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3、settings
- class Settings:
- '''存储《外星人入侵》的所有设置的类'''
- def __init__(self):
- '''初始化游戏的设置'''
- #屏幕设置
- self.screen_width = 600
- self.screen_height = 800
- self.bg_color = (230, 230, 230)
- # 飞船的设置
- self.ship_speed_factor = 0.5
- #子弹的设置
- self.bullet_speed_factor = 1
- self.bullet_width = 3
- self.bullet_height = 15
- self.bullet_color = 60, 60, 60
- self.bullets_allowed = 4
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4、ships
- import pygame
- class Ship():
- def __init__(self, screen, ai_settings):
- '''初始化飞船并设置其出师位置'''
- self.screen = screen
- self.ai_settings = ai_settings
- # 加载飞船图像并获取其外接矩形
- self.image = pygame.image.load('images/ship.bmp')
- self.rect = self.image.get_rect()
- self.screen_rect = screen.get_rect()
- # 将每艘新飞船放在屏幕底部中央
- self.rect.centerx = self.screen_rect.centerx
- self.rect.bottom = self.screen_rect.bottom
- # 在飞船的属性center中存储小数值
- self.center = float(self.rect.centerx)
- # 移动标志
- self.moving_right = False
- self.moving_left = False
- def update(self):
- '''根据移动标志调整飞船的位置'''
- # 更新飞船的center值,而不是centerx
- if self.moving_right and self.rect.right < self.screen_rect.right:
- self.center += self.ai_settings.ship_speed_factor
- if self.moving_left and self.rect.left > 0:
- self.center -= self.ai_settings.ship_speed_factor
- # 根据self.center更新rect对象
- self.rect.centerx = self.center
- def blitme(self):
- '''在指定位置绘制飞船'''
- self.screen.blit(self.image, self.rect)
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5、bullets
- import pygame
- from pygame.sprite import Sprite
- class Bullet(Sprite):
- '''一个对飞船发射的子弹进行管理的类'''
- def __init__(self, ai_settings, screen, ship):
- '''在飞船所处的位置创建一个子弹对象'''
- super().__init__()
- self.screen = screen
- #在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
- self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)
- self.rect.centerx = ship.rect.centerx
- self.rect.top = ship.rect.top
- # 存储用小数表示的子弹位置
- self.y = float(self.rect.y)
- self.color = ai_settings.bullet_color
- self.speed_factor = ai_settings.bullet_speed_factor
- def update(self):
- '''向上移动子弹'''
- # 更新表示子弹位置的小数值
- self.y -= self.speed_factor
- #更新表示子弹rect的位置
- self.rect.y = self.y
- def draw_bullet(self):
- '''在屏幕上绘制子弹'''
- pygame.draw.rect(self.screen, self.color, self.rect)
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6、aliens
- import pygame
- from pygame.sprite import Sprite
- class Alien(Sprite):
- '''表示单个外星人的类'''
- def __init__(self, ai_settings, screen):
- super().__init__()
- self.screen = screen
- self.ai_settings = ai_settings
- #加载外星人图像并设置其rect属性
- self.image = pygame.image.load('images/alien.bmp')
- self.rect = self.image.get_rect()
- # 每个外星人最初都在屏幕左上角附近
- self.rect.x = self.rect.width
- self.rect.y = self.rect.height
- # 储存外星人的准确位置
- self.x = float(self.rect.x)
- def blitme(self):
- self.screen.blit(self.image, self.rect)
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