Как мне сделать так, чтобы в этой программе вторжения пришельцев был только один корабль, и заставить его упасть, пока я все еще могу стрелять по нему? [закрыто]
alien_invasion.py ----------------------------------------------- -------------------------------------------- импортировать pygame из pygame.sprite Группа импорта
из настроек импортировать Настройки из game_stats импортировать GameStats из табло импорта Табло результатов из кнопки импорта Кнопка из корабля импортировать Импорт корабля game_functions как gf
def run_game():# Инициализировать pygame, настройки и экранный объект. pygame.init()ai_settings = Settings() screen = pygame.display.set_mode ((ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption («Вторжение пришельцев»)
# Make the Play button. play_button = Button(ai_settings, screen, "Play") # Create an instance to store game statistics, and a scoreboard. stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) # Make a ship, a group of bullets, and a group of aliens. ship = Ship(ai_settings, screen) bullets = Group() aliens = Group() # Create the fleet of aliens. gf.create_fleet(ai_settings, screen, ship, aliens) # Start the main loop for the game. while True: gf.check_events( ai_settings, screen, stats, sb, play_button, ship, aliens, bullets ) if stats.game_active: ship.update() gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_screen( ai_settings, screen, stats, sb, ship, aliens, bullets, play_button )
run_game () ----------------------------------------------- -------------------------------------------------- --- alien.py -------------------------------------------- -------------------------------------------------- ------ импортировать pygame из pygame.sprite импортировать Sprite
class Alien (Sprite): "" "Класс, представляющий одного пришельца во флоте." ""
def __init__(self, ai_settings, screen): """Initialize the alien, and set its starting position.""" super(Alien, self).__init__() self.screen = screen self.ai_settings = ai_settings # Load the alien image, and set its rect attribute. self.image = pygame.image.load("images/alien.bmp") self.rect = self.image.get_rect() # Start each new alien near the top left of the screen. self.rect.x = self.rect.width self.rect.y = self.rect.height # Store the alien's exact position. self.x = float(self.rect.x) def check_edges(self): """Return True if alien is at edge of screen.""" screen_rect = self.screen.get_rect() if self.rect.right >= screen_rect.right: return True elif self.rect.left <= 0: return True def update(self): """Move the alien right or left.""" self.x += self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction self.rect.x = self.x def blitme(self): """Draw the alien at its current location.""" self.screen.blit(self.image, self.rect)
-------------------------------------------------- ------------------------------------------------- пуля .py ------------------------------------------------ -------------------------------------------------- - импортировать pygame из pygame.sprite импортировать Sprite
class Bullet (Sprite): "" "Класс для управления пулями, выпущенными с корабля." ""
def __init__(self, ai_settings, screen, ship): """Create a bullet object, at the ship's current position.""" super(Bullet, self).__init__() self.screen = screen # Create bullet rect at (0, 0), then set correct position. 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 # Store a decimal value for the bullet's position. self.y = float(self.rect.y) self.color = ai_settings.bullet_color self.speed_factor = ai_settings.bullet_speed_factor def update(self): """Move the bullet up the screen.""" # Update the decimal position of the bullet. self.y -= self.speed_factor # Update the rect position. self.rect.y = self.y def draw_bullet(self): """Draw the bullet to the screen.""" pygame.draw.rect(self.screen, self.color, self.rect)
-------------------------------------------------- -------------------------------------------------- button.py ----------------------------------------------- -------------------------------------------------- --- импортировать pygame.font
class Button: def init (self, ai_settings, screen, msg): "" "Инициализировать атрибуты кнопки." "" self.screen = screen self.screen_rect = screen.get_rect ()
# Set the dimensions and properties of the button. self.width, self.height = 200, 50 self.button_color = (0, 255, 0) self.text_color = (255, 255, 255) self.font = pygame.font.SysFont(None, 48) # Build the button's rect object, and center it. self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = self.screen_rect.center # The button message only needs to be prepped once. self.prep_msg(msg) def prep_msg(self, msg): """Turn msg into a rendered image, and center text on the button.""" self.msg_image = self.font.render(msg, True, self.text_color, self.button_color) self.msg_image_rect = self.msg_image.get_rect() self.msg_image_rect.center = self.rect.center def draw_button(self): # Draw blank button, then draw message. self.screen.fill(self.button_color, self.rect) self.screen.blit(self.msg_image, self.msg_image_rect)
-------------------------------------------------- -------------------------------------------------- game_functions.py ----------------------------------------------- -------------------------------------------------- --- import sys из time import sleep
импортировать pygame
из ввоза пули Пуля из ввоза пришельцев Чужой
def check_keydown_events (event, ai_settings, screen, ship, bullets): "" "Отвечайте на нажатия клавиш." "" if event.key == pygame.K_RIGHT:ship.moving_right = Trueelif event.key == pygame.K_LEFT:ship.moving_left = Trueelif 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): "" "Ответить на ключевые релизы." "" if event.key == pygame.K_RIGHT:ship.moving_right = Falseelif event.key == pygame.K_LEFT: ship.moving_left = False
def check_events (ai_settings, screen, stats, sb,play_button,ship,aliens, bullets): "" "Реагировать на нажатия клавиш и события мыши." "" для события в pygame.event.get ():if event.type == pygame.QUIT:sys.exit()elif event.type == pygame.KEYDOWN:check_keydown_events(событие, ai_settings, screen, ship, bullets)elif event.type == pygame.KEYUP:check_keyup_events(event, ship) событие elif. 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): "" "Начать новую игру, когда игрок нажимает кнопку" Играть "." "" button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y), если button_clicked, а не stats.game_active:# Сбросить настройки игры. ai_settings.initialize_dynamic_settings ()
# Hide the mouse cursor. pygame.mouse.set_visible(False) # Reset the game statistics. stats.reset_stats() stats.game_active = True # Reset the scoreboard images. sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships() # Empty the list of aliens and bullets. aliens.empty() bullets.empty() # Create a new fleet and center the ship. create_fleet(ai_settings, screen, ship, aliens) ship.center_ship()
def fire_bullet(ai_settings, screen, ship, bullets): "" "Выстрелить пулей, если предел еще не достигнут." "" # Создать новую пулю, добавить в группу пуль. если len (bullets) <ai_settings.bullets_allowed:new_bullet = Bullet(ai_settings, screen, ship)bullets.add(new_bullet)
defupdate_screen(ai_settings, screen, stats, sb, ship, aliens,bullets, play_button): "" "Обновить изображения на экране и перейти на новый экран." "" # Перерисовывать экран при каждом прохождении цикла. screen.fill (ai_settings.bg_color)
# Redraw all bullets, behind ship and aliens. for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() aliens.draw(screen) # Draw the score information. sb.show_score() # Draw the play button if the game is inactive. if not stats.game_active: play_button.draw_button() # Make the most recently drawn screen visible. pygame.display.flip()
defupdate_bullets (ai_settings, screen, stats, sb, ship, aliens, bullets): "" "Обновить положение пуль и избавиться от старых пуль." "" # Обновить положение пуль. bullets.update ()
# Get rid of bullets that have disappeared. 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_high_score (stats, sb): "" "Проверить, есть ли новый рекорд." "" if stats.score> stats.high_score: stats.high_score = stats.score sb.prep_high_score ()
def check_bullet_alien_collisions (ai_settings, screen, stats, sb, ship, aliens, bullets): "" "Реагировать на столкновения пули и пришельцев." "" # Удалите все пули и столкнувшиеся пришельцы. collisions = pygame.sprite.groupcollide (пули, пришельцы, 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: # If the entire fleet is destroyed, start a new level. bullets.empty() ai_settings.increase_speed() # Increase level. stats.level += 1 sb.prep_level() create_fleet(ai_settings, screen, ship, aliens)
def check_fleet_edges (ai_settings, aliens): "" "Отвечайте соответствующим образом, если какие-либо пришельцы достигли края." "" для пришельцев в aliens.sprites (): if alien.check_edges (): change_fleet_direction (ai_settings, aliens) break
def change_fleet_direction (ai_settings, aliens): "" "Отбросьте весь флот и измените его направление." "" for aliens.sprites (): alien.rect.y + = ai_settings.fleet_drop_speed ai_settings.fleet_direction * = - 1
def ship_hit (ai_settings, screen, stats, sb, ship, aliens, bullets): "" "Реагировать на корабль, пораженный инопланетянами." "" if stats.ships_left> 0: # Уменьшитьhips_left. stats.ships_left - = 1
# Update scoreboard. sb.prep_ships() else: stats.game_active = False pygame.mouse.set_visible(True) # Empty the list of aliens and bullets. aliens.empty() bullets.empty() # Create a new fleet, and center the ship. create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() # Pause. sleep(0.5)
def check_aliens_bottom (ai_settings, screen, stats, sb, ship, aliens, bullets): "" "Проверить, достигли ли какие-либо инопланетяне нижней части экрана." "" screen_rect = screen.get_rect () для пришельцев в aliens.sprites ( ): if alien.rect.bottom> = screen_rect.bottom: # Относитесь к этому так же, как если бы корабль получил удар. ship_hit (ai_settings, screen, stats, sb, ship, aliens, bullets) break
defupdate_aliens (ai_settings, screen, stats, sb, ship, aliens, bullets): "" "Проверить, находится ли флот на грани, затем обновить позиции всех пришельцев во флоте." "" check_fleet_edges (ai_settings, aliens) aliens.update ()
# Look for alien-ship collisions. if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) # Look for aliens hitting the bottom of the screen. check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def get_number_aliens_x (ai_settings, alien_width): "" "Определите количество пришельцев, которые помещаются в ряд." "" 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 get_number_rows (ai_settings, ship_height, alien_height): "" "Определите количество рядов пришельцев, которые умещаются на экране." "" 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 create_alien (ai_settings, screen, aliens, alien_number, row_number): "" "Создайте инопланетянина и поместите его в ряд." "" 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 (чужой)
def create_fleet (ai_settings, screen, ship, aliens): "" "Создайте полный флот пришельцев." "" # Создайте пришельца и найдите количество пришельцев в ряду. 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)
# Create the fleet of aliens. 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)
-------------------------------------------------- -------------------------------------------------- game_stats.py ----------------------------------------------- -------------------------------------------------- --- class GameStats: "" "Отслеживать статистику вторжения пришельцев." ""
def __init__(self, ai_settings): """Initialize statistics.""" self.ai_settings = ai_settings self.reset_stats() # Start game in an inactive state. self.game_active = False # High score should never be reset. self.high_score = 0 def reset_stats(self): """Initialize statistics that can change during the game.""" self.ships_left = self.ai_settings.ship_limit self.score = 0 self.level = 1
-------------------------------------------------- -------------------------------------------------- Scoreboard.py ----------------------------------------------- -------------------------------------------------- --- импортировать pygame.font из группы импорта pygame.sprite
с корабля Импорт Корабль
class Scoreboard: "" "Класс, сообщающий информацию о подсчете очков." ""
def __init__(self, ai_settings, screen, stats): """Initialize scorekeeping attributes.""" self.screen = screen self.screen_rect = screen.get_rect() self.ai_settings = ai_settings self.stats = stats # Font settings for scoring information. self.text_color = (30, 30, 30) self.font = pygame.font.SysFont(None, 48) # Prepare the initial score images. self.prep_score() self.prep_high_score() self.prep_level() self.prep_ships() def prep_score(self): """Turn the score into a rendered image.""" rounded_score = int(round(self.stats.score, -1)) score_str = "{:,}".format(rounded_score) self.score_image = self.font.render( score_str, True, self.text_color, self.ai_settings.bg_color ) # Display the score at the top right of the screen. self.score_rect = self.score_image.get_rect() self.score_rect.right = self.screen_rect.right - 20 self.score_rect.top = 20 def prep_high_score(self): """Turn the high score into a rendered image.""" high_score = int(round(self.stats.high_score, -1)) high_score_str = "{:,}".format(high_score) self.high_score_image = self.font.render( high_score_str, True, self.text_color, self.ai_settings.bg_color ) # Center the high score at the top of the screen. self.high_score_rect = self.high_score_image.get_rect() self.high_score_rect.centerx = self.screen_rect.centerx self.high_score_rect.top = self.score_rect.top def prep_level(self): """Turn the level into a rendered image.""" self.level_image = self.font.render( str(self.stats.level), True, self.text_color, self.ai_settings.bg_color ) # Position the level below the score. self.level_rect = self.level_image.get_rect() self.level_rect.right = self.score_rect.right self.level_rect.top = self.score_rect.bottom + 10 def prep_ships(self): """Show how many ships are left.""" self.ships = Group() for ship_number in range(self.stats.ships_left): ship = Ship(self.ai_settings, self.screen) ship.rect.x = 10 + ship_number * ship.rect.width ship.rect.y = 10 self.ships.add(ship) def show_score(self): """Draw score to the screen.""" self.screen.blit(self.score_image, self.score_rect) self.screen.blit(self.high_score_image, self.high_score_rect) self.screen.blit(self.level_image, self.level_rect) # Draw ships. self.ships.draw(self.screen)
-------------------------------------------------- -------------------------------------------------- settings.py ----------------------------------------------- -------------------------------------------------- --- Настройки класса: "" "Класс для хранения всех настроек для Alien Invasion." ""
def __init__(self): """Initialize the game's static settings.""" # Screen settings. self.screen_width = 1200 self.screen_height = 800 self.bg_color = (230, 230, 230) # Ship settings. self.ship_limit = 3 # Bullet settings. self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 60, 60, 60 self.bullets_allowed = 3 # Alien settings. self.fleet_drop_speed = 10 # How quickly the game speeds up. self.speedup_scale = 1.1 # How quickly the alien point values increase. self.score_scale = 1.5 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): """Initialize settings that change throughout the game.""" self.ship_speed_factor = 1.5 self.bullet_speed_factor = 3 self.alien_speed_factor = 0.3 # Scoring. self.alien_points = 50 # fleet_direction of 1 represents right, -1 represents left. self.fleet_direction = 1 def increase_speed(self): """Increase speed settings and alien point values.""" self.ship_speed_factor *= self.speedup_scale self.bullet_speed_factor *= self.speedup_scale self.alien_speed_factor *= self.speedup_scale self.alien_points = int(self.alien_points * self.score_scale)
-------------------------------------------------- ------------------------------------------------- корабль .py ------------------------------------------------ -------------------------------------------------- импортировать pygame из pygame.sprite импортировать Sprite
class Ship (Sprite): def init (self, ai_settings, screen): "" "Инициализировать корабль и установить его начальную позицию." "" super (Ship, self).init() self.screen = экран self.ai_settings = ai_settings
# Load the ship image, and get its rect. self.image = pygame.image.load("images/ship.bmp") self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() # Start each new ship at the bottom center of the screen. self.rect.centerx = self.screen_rect.centerx self.rect.bottom = self.screen_rect.bottom # Store a decimal value for the ship's center. self.center = float(self.rect.centerx) # Movement flags. self.moving_right = False self.moving_left = False def center_ship(self): """Center the ship on the screen.""" self.center = self.screen_rect.centerx def update(self): """Update the ship's position, based on movement flags.""" # Update the ship's center value, not the rect. 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 # Update rect object from self.center. self.rect.centerx = self.center def blitme(self): """Draw the ship at its current location.""" self.screen.blit(self.image, self.rect)
Прошу прощения за весь текст, я просто полагаю, что дам как можно больше информации.