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.

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