Python实战——外星人入侵游戏

Python实战——外星人入侵游戏

  • 项目简介
    • 1.准备工作
    • 2.代码部分
      • alien_invasion.py
      • alien.py
      • bullet.py
      • button.py
      • ship.py
      • settings.py
      • scoreboard.py
      • game_stats.py
      • game_functions.py
    • 3. 添加内容介绍
      • 添加的随着等级改变子弹设置
      • 保存最高分的文件,使得下次打开不重置最高分
      • 添加击中音效
    • 4. 遇到的bug
      • 类继承
      • 坐标更新
    • 5. 心得体会
    • 6. 下载资源

项目简介

经历三天时间完成为python实战小游戏,外星人入侵,主要完成了书目当中的主要功能。同时添加了一些自己定义的功能:每次保留历史最高分,随着等级的不断提升改变飞船子弹的相关设置,加入音效模块在集中外星人的时候击中音效。同时,简单写了几个遇到的bug,希望可以对大家有帮助,下载资源链接附在最后。

1.准备工作

对于小游戏的编写主要进行图片的配置
图片配置
由于后续需要音频,加载特效音频

下载对应的pygame模块以及配置好python,具体的编写工具可以利用pycharm实现,相关安装配置工作可以在网站上搜索,很详细不再赘述

展现一下最终结果图

2.代码部分

alien_invasion.py

整个游戏的主流程界面,创建相关类和参数,以及推动游戏进行

import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard


def run_game():
    # 初始化屏幕
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    # 创建一个用于存储游戏统计信息的实例,并创建积分牌
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    # 创建一艘飞船
    ship = Ship(ai_settings, screen)
    # 创建一个用于存储子弹、外星人的编组
    bullets = Group()
    aliens = Group()
    # 创建外星人群
    gf.create_fleet(ai_settings, screen, ship, aliens)
    # 创建开始按钮
    play_button = Button(ai_settings, screen, "Play")

    # 开始游戏
    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)

        if stats.game_active:
            ship.update()  # 飞船更新
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)  # 子弹更新
            gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets)
            # 每次循环都重新绘制屏幕
        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)


run_game()

alien.py

外星人类,主要进行外星人相关参数初始化以及在游戏进程当中的参数改变

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):
        """"初始化单个外星人的位置"""
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # 加载外星人图像,并且设置其rect属性
        self.image = pygame.image.load('images/alien.bmp')
        self.rect = self.image.get_rect()

        # 每个外星人最初在屏幕左上角附近
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        # 存储外星人的准确位置
        self.x = float(self.rect.x)

    def blitme(self):
        """"在指定位置绘制外星人"""
        self.screen.blit(self.image, self.rect)

    def update(self):
        """向右移动外星人"""
        self.x += self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction
        self.rect.x = self.x

    def check_edges(self):
        """如果外星人位于屏幕边缘,就返回True"""
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True

bullet.py

子弹类,主要进行子弹的初始化和显示子弹图形的操作

import pygame
from pygame.sprite import Sprite


class Bullet(Sprite):

    def __init__(self, ai_settings, screen, ship):
        super(Bullet, self).__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):
        self.y -= self.speed_factor
        self.rect.y = self.y

    def draw_bullet(self):
        pygame.draw.rect(self.screen,self.color,self.rect)

button.py

按钮模块,主要是绘制和显示了开始玩游戏的按钮,可以根据自己的需要设置其他的按钮,思路相同

import pygame.font


class Button():
    def __init__(self, ai_settings, screen, msg):
        self.screen = screen
        self.screen_rect = screen.get_rect()

        # 设置按钮的尺寸和其他属性
        self.width, self.height = 200, 50
        self.button_color = (0, 255, 0)
        self.text_coclor = (255, 255, 255)
        self.font = pygame.font.SysFont(None, 48)  # 使得pygame的文本渲染到屏幕上,默认字体,48字号

        # 创建按钮的rect对象,并使其居中
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center

        # 按钮的标签只需要创建一次
        self.prep_msg(msg)

    def prep_msg(self, msg):
        """将msg渲染为图像,并使其在按钮上居中"""
        self.msg_image = self.font.render(msg, True, self.text_coclor,
                                          self.button_color)  # 将存储在msg当中的文本渲染为图像,启用反锯齿可以使得文本边缘更平滑
        self.msg_image_rect = self.msg_image.get_rect()
        self.msg_image_rect.center = self.rect.center

    def draw_button(self):
        self.screen.fill(self.button_color, self.rect)  # 绘制矩形
        self.screen.blit(self.msg_image, self.msg_image_rect)   # 传递一副图像以及与该图像相关联的rect图像

ship.py

初始化和更新飞船的信息,以及上下左右移动的内容。注释掉的部分是上下移动,也可以添加进去

import pygame
from pygame.sprite import Sprite


class Ship(Sprite):
    def __init__(self, ai_settings, screen):
        """初始化飞船,并且设置其初始位置"""
        super(Ship,self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        # 加载获得外接矩形
        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        # 放在底部
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        self.centerx = float(self.rect.centerx)
        # self.centery = float(self.rect.centery)
        # 可持续移动
        self.moving_right = False
        self.moving_left = False
        # self.moving_up = False
        # self.moving_down = False

    def update(self):
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.centerx += self.ai_settings.ship_speed_factor
        if self.moving_left and self.rect.left > 0:
            self.centerx -= self.ai_settings.ship_speed_factor
        # if self.moving_up and self.rect.top > 0:
        #     # self.rect.centerx -= self.ai_settings.ship_speed_factor
        #     self.centery -= self.ai_settings.ship_speed_factor
        # if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
        #     # self.rect.centerx -= self.ai_settings.ship_speed_factor
        #     self.centery += self.ai_settings.ship_speed_factor

        self.rect.centerx = self.centerx
        # self.rect.centery = self.centery

    def blitme(self):
        self.screen.blit(self.image, self.rect)

    def center_ship(self):
        self.center=self.screen_rect.centerx

settings.py

所有部分的初始化设置部分,和游戏当中更改设置部分,可以让整个游戏的参数更清晰明了


class Settings:
    def __init__(self):
        # 初始化屏幕设置
        self.screen_width = 960
        self.screen_height = 720
        self.bg_color = (150, 205, 205)
        # 飞船设置
        self.ship_limit = 3
        # 子弹设置
        self.bullet_width = 5
        self.bullet_height = 15
        self.bullet_color = 0, 0, 0
        self.bullets_allowed = 3
        # 外星人设置
        self.fleet_drop_speed = 10

        # 以什么样的速度加快游戏节奏
        self.speedup_scale = 1.1
        # 外星人点数的提高速度
        self.score_scale = 1.5

        self.initialize_dynamic_settings()

        # 记分
        self.alien_points = 50

    def initialize_dynamic_settings(self):
        """初始化随游戏变化而变化的设置"""
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1
        # 1为向右移,-1为向左移
        self.fleet_direction = 1

    def increase_speed(self):
        """提高速度设置"""
        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)
        print(self.alien_points)

scoreboard.py

更新和显示得分和等级信息

import pygame.font
from pygame.sprite import Group
from ship import Ship


class Scoreboard():
    """显示得分信息的类"""

    def __init__(self, ai_settings, screen, stats):
        """初始化显示得分涉及的属性"""
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats

        # 显示得分信息时使用的字体设置
        self.text_color = (30, 30, 30)
        self.font = pygame.font.SysFont(None, 48)

        # 准备初始得分图像
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    def prep_score(self):
        """将得分渲染成为一个图像"""
        rounded_score = int(round(self.stats.score, -1))  # 将stats.score的值圆整为最近的10的整数倍,并将结果存储到该数值当中
        score_str = str("Score: ") + "{:,}".format(rounded_score)  # 在数值当中出入逗号
        self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)

        # 将得分显示在屏幕的右上角
        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):
        """将最高得分转换为渲染图像"""
        high_score = int(round(self.stats.high_score, -1))  # 将stats.score的值圆整为最近的10的整数倍,并将结果存储到该数值当中
        high_score_str = str("High Score: ") + "{:,}".format(high_score)  # 在数值当中出入逗号
        self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)

        self.high_score_rect = self.high_score_image.get_rect()
        self.high_score_rect.right = self.score_rect.right
        self.high_score_rect.top = self.score_rect.bottom

    def prep_level(self):
        """将等级渲染成为图像"""
        level_str = str("Level: ") + str(self.stats.level)
        self.level_image = self.font.render(level_str, True, self.text_color, self.ai_settings.bg_color)

        # 将等级显示在右下角
        self.level_rect = self.level_image.get_rect()
        self.level_rect.right = self.score_rect.right
        self.level_rect.bottom = self.screen_rect.bottom - 20

    def prep_ships(self):
        """显示剩余还有多少飞船"""
        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):
        """在屏幕上显示得分"""
        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)
        # 绘制飞船
        self.ships.draw(self.screen)

game_stats.py

整个游戏的统计信息模块,主要统计得分、等级,以及确定游戏是否进行

class GameStats():

    def __init__(self, ai_settings):
        self.ai_settings = ai_settings
        self.reset_stats()
        self.game_active = False
        # 在任何情况下都不重置最高分
        # self.high_score=0

    def reset_stats(self):
        self.ships_left = self.ai_settings.ship_limit
        self.score=0
        self.level=1
        self.high_score = 0

        # 比较文件中的最高分和现在的最高分
        save_high_score=self.read_high_score()
        if int(save_high_score)>self.high_score:
            self.high_score=int(save_high_score)

    def read_high_score(self):
        Note = open('x.txt', mode='r')
        content = Note.read()
        print(content)
        Note.close()
        return content

game_functions.py

整个项目最核心的部分,放置着控制游戏进行的各种功能模块

import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep


def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """检查键盘按下的事件响应"""
    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_bullets(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_q:
        sys.exit()


def check_keyup_events(event, ship):
    """检查键盘弹起的事件响应"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False


def write_high_score(stats):
    Note = open('x.txt', mode='w')
    Note.write(str(stats.high_score) + '\n')
    Note.close()


def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
    """响应鼠标和键盘"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            write_high_score(stats)
            sys.exit()

        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, ai_settings, screen, ship, bullets)
            # print(event.key)

        elif event.type == pygame.KEYUP:
            check_keyup_events(event, ship)

        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)


def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
    """让玩家在点击play按钮时候开始游戏"""
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:  # 该函数检查鼠标按下部分的x,y坐标是否在play的矩形框内
        # 重置游戏设置
        ai_settings.initialize_dynamic_settings()
        # 隐藏光标
        pygame.mouse.set_visible(False)

        # 重置游戏统计信息
        stats.reset_stats()
        stats.game_active = True

        # 重置积分牌
        sb.prep_level()
        sb.prep_score()
        sb.prep_high_score()
        sb.prep_ships()

        aliens.empty()
        bullets.empty()

        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()


def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
    """更新屏幕"""
    # 每次循环都重新绘制屏幕
    screen.fill(ai_settings.bg_color)
    # 子弹循环绘制
    for bullet in bullets.sprites():
        bullet.draw_bullet()

    ship.blitme()
    aliens.draw(screen)  # 对编组调用draw,将会自动绘制每个元素
    # 显示得分
    sb.show_score()

    # 如果游戏处于非活动状态,就显示play按钮
    if not stats.game_active:
        play_button.draw_button()  # 绘制play按钮

    # 让最新绘制可见
    pygame.display.flip()


def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """更新一些个子弹设置"""
    # 更新子弹的位置
    bullets.update()
    # 删除已经消失的子弹
    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):
    """检查是否诞生了新的最高分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()


def check_level_provide_bullets(ai_settings, stats, sb):
    """检查等级是否达到最够高,可以提供大额子弹"""
    dream_level_1 = 2
    dream_level_2 = 3
    dream_level_3 = 4

    if stats.level >= dream_level_1:
        ai_settings.bullet_width = 15
    elif stats.level >= dream_level_2:
        ai_settings.bullets_allowed = 5
        ai_settings.bullet_width = 20
    elif stats.level >= dream_level_3:
        ai_settings.bullet_speed_factor = 1.5 * ai_settings.bullet_speed_factor
    sb.prep_level()


def play_sound():
    pygame.mixer.init()
    pygame.mixer.music.load('z_biubiu.mp3')
    pygame.mixer.music.play()


def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """检查外星人和子弹发生了一些个碰撞之后更新分数,飞船和外星人碰撞后重置"""
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if collisions:
        for aliens in collisions.values():  # 确保每个外星人都计入,防止一个子弹打中多个外星人等情况出现积分错误
            play_sound()
            stats.score += ai_settings.alien_points
            sb.prep_score()
        check_high_score(stats, sb)

    if len(aliens) == 0:
        # 删除现有子弹并且加快游戏进度
        bullets.empty()
        ai_settings.increase_speed()

        # 消灭所有外星人,提升一个等级
        stats.level += 1
        # sb.prep_level()
        check_level_provide_bullets(ai_settings, stats, sb)

        create_fleet(ai_settings, screen, ship, aliens)
        # 删除现有的子弹并且创建新的一群外星人


def fire_bullets(ai_settings, screen, ship, bullets):
    """进行子弹的更新,限制了子弹个数"""
    if len(bullets) < ai_settings.bullets_allowed:  # 限制子弹数量
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)


def get_number_x(ai_settings, alien_width):
    """计算每行可以容纳多少外星人"""
    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):
    """计算屏幕可以容纳多少外星人"""
    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):
    """创建一个外星人并将其放在当前行"""
    alien = Alien(ai_settings, screen)
    # 创建第一个外星人并且将其加入其中
    alien_width = alien.rect.width
    alien.x = alien_width + 2 * alien_width * alien_number
    alien.rect.x = alien.x
    # alien.rect.x=alien.rect.width+2*alien.rect.width*alien_number # 注意不可以使用这行,因为不更新alien.x 会导致产生的外星人都在一列重复着
    alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
    aliens.add(alien)


def create_fleet(ai_settings, screen, ship, aliens):
    """创建外星人群"""
    alien = Alien(ai_settings, screen)
    number_aliens_x = get_number_x(ai_settings, alien.rect.width)
    number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)

    # 创建第一个行外星人
    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)
            # print(alien_number, row_number)


def check_fleet_edges(ai_settings, aliens):
    """外星人到达边缘时采取相应措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break


def change_fleet_direction(ai_settings, aliens):
    """将整群外星人下移,并且改变他们的方向"""
    for alien in 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):
    """响应被外星人碰到的飞船"""
    if stats.ships_left > 0:
        stats.ships_left -= 1

        # 更新记分牌
        sb.prep_ships()
        aliens.empty()
        bullets.empty()

        # 创建一群新的外星人,并将飞船放在底部中央
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()
        sleep(0.5)

    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)


def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """检查外星人是否在底部,在底部进行一些个重置操作"""
    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


def update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets, ):
    """检查是否有外星人在边缘
       然后更新外星人的位置
    """
    check_fleet_edges(ai_settings, aliens)
    aliens.update()

    # 检查外星人和飞船之间的碰撞
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)

    check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)

3. 添加内容介绍

添加的随着等级改变子弹设置

根据不同的等级设置子弹参数,在game_functions.py当中添加函数

def check_level_provide_bullets(ai_settings, stats, sb):
    """检查等级是否达到最够高,可以提供大额子弹"""
    dream_level_1 = 2
    dream_level_2 = 3
    dream_level_3 = 4

    if stats.level >= dream_level_1:
        ai_settings.bullet_width = 15
    elif stats.level >= dream_level_2:
        ai_settings.bullets_allowed = 5
        ai_settings.bullet_width = 20
    elif stats.level >= dream_level_3:
        ai_settings.bullet_speed_factor = 1.5 * ai_settings.bullet_speed_factor
    sb.prep_level()

之后在game_functions.py的check_bullet_alien_collisions函数当中进行调用,在消灭所有外星人更新等级之后,进行等级查看修改子弹参数

    if len(aliens) == 0:
        # 删除现有子弹并且加快游戏进度
        bullets.empty()
        ai_settings.increase_speed()

        # 消灭所有外星人,提升一个等级
        stats.level += 1
        # sb.prep_level()
        check_level_provide_bullets(ai_settings, stats, sb)

        create_fleet(ai_settings, screen, ship, aliens)
        # 删除现有的子弹并且创建新的一群外星人

保存最高分的文件,使得下次打开不重置最高分

在sys.exit( )之前写入当前最高分

def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
    """响应鼠标和键盘"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            write_high_score(stats)
            sys.exit()
def write_high_score(stats):
    Note = open('x.txt', mode='w')
    Note.write(str(stats.high_score) + '\n')
    Note.close()

在game_stats.py当中读取文件显示最高分,进行调用

    def read_high_score(self):
        Note = open('x.txt', mode='r')
        content = Note.read()
        print(content)
        Note.close()
        return content
 def reset_stats(self):
        self.ships_left = self.ai_settings.ship_limit
        self.score=0
        self.level=1
        self.high_score = 0

        # 比较文件中的最高分和现在的最高分
        save_high_score=self.read_high_score()
        if int(save_high_score)>self.high_score:
            self.high_score=int(save_high_score)

添加击中音效

在game_functions.py编写添加音效的函数

def play_sound():
    pygame.mixer.init()
    pygame.mixer.music.load('z_biubiu.mp3')
    pygame.mixer.music.play()

每次击中,在函数check_bullet_alien_collisions中进行调用

    if collisions:
        for aliens in collisions.values():  # 确保每个外星人都计入,防止一个子弹打中多个外星人等情况出现积分错误
            play_sound()
            stats.score += ai_settings.alien_points
            sb.prep_score()
        check_high_score(stats, sb)

4. 遇到的bug

类继承

主要遇到的问题是在进行显示剩余飞船时出现的

attributeerror: 'ship' object has no attribute 'add_internal'

其主要原因是没有在ship类里面继承Sprite,添加之后解决

class Ship(Sprite):

出现错误提示的代码

    def prep_ships(self):
        """显示剩余还有多少飞船"""
        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)

在使用类进行列表的操作,即添加等相关内容时,注意类继承问题,alien,bullet没有进行类似编写可能同样出现问题

坐标更新

最近下外星人坐标更新时,发现这部分代码有点繁琐,尝试简化发现把所有外星人全部放在了同一列,图像仅仅显示一列外星人。这主要是因为在alien.update( )里面是根据x坐标进行创建,而不是rect.x进行创建

alien_width = alien.rect.width
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
# alien.rect.x=alien.rect.width+2*alien.rect.width*alien_number # 注意不可以使用这行,因为不更新alien.x 会导致产生的外星人都在一列重复着

5. 心得体会

主要是进行了分模块操作解决功能,这种分级简化问题的思维方式很重要,在日后的学习中拆解问题是解决问题的重要步骤。而且这种有条理性的规划任务对自己的帮助很大。

6. 下载资源

图片下载
https://www.nostarch.com/pythoncrashcourse
音效下载
https://www.aigei.com/

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