代码如下:
1.alien_invasion.py:
import sys
import pygame
# 1
def check_keydown_events(event, settings_ai, screen, ship, bullets):
if event.type == pygame.QUIT: # 关闭窗口退出
sys.exit()
"""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:
if len(bullets) < settings_ai.bullets_allowed:
new_bullet = Bullet(settings_ai, 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 check_events(settings_ai, screen, ship, bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# 将函数 check_events 中相应的代码替换成了对这两个函数的调用
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, settings_ai, screen, ship, bullets)
elif event.type ==pygame.KEYUP:
check_keyup_events(event, ship)
# 1
def update_screen(settings_ai, screen, ship, bullets):
screen.fill(settings_ai.bg_color)
ship.blitme()
for bullet in bullets.sprites():
bullet.draw_bullet()
pygame.display.flip()
# 创建一个名为 update_bullets() 的新函数
def update_bullets(bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
def fire_bullet(settinng_ai, screen, ship, bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(settings_ai, screen, ship)
bullets.add(new_bullet)
2.settings.py:
# 这是最初的Settings类
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 = 800
self.screen_height = 800
self.bg_color = (230,230,230)
self.ship_speed_factor = 1.5
# 子弹设置:这些设置创建宽 3 像素、高 15 像素的深灰色子弹
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 4 # 允许屏幕中出现子弹的数量
3.ship.py:
import pygame
class Ship():
# 后者指定了要将飞船绘制到什么地方
def __init__(self, settings_ai, screen):
"""初始化飞船并设置其初始位置"""
self.screen = screen
self.settings_ai = settings_ai
# 加载飞船图像并获取其外接矩形
self.image = pygame.image.load('images/fei.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
# 1
self.center = float(self.rect.centerx)
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 rect
if self.moving_right and self.rect.right < self.screen_rect.right:
#if self.moving_right:
self.center += self.settings_ai.ship_speed_factor
# 2
if self.moving_left and self.rect.left > 0:
# if self.moving_left:
self.center -= self.settings_ai.ship_speed_factor
# 根据self.center更新rect对象
self.rect.centerx = self.center
# 飞船不动时,标志 moving_right 将为 False
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image, self.rect)
4.game_function.py:
import sys
import pygame
# 1
def check_keydown_events(event, settings_ai, screen, ship, bullets):
if event.type == pygame.QUIT: # 关闭窗口退出
sys.exit()
"""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:
if len(bullets) < settings_ai.bullets_allowed:
new_bullet = Bullet(settings_ai, 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 check_events(settings_ai, screen, ship, bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# 将函数 check_events 中相应的代码替换成了对这两个函数的调用
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, settings_ai, screen, ship, bullets)
elif event.type ==pygame.KEYUP:
check_keyup_events(event, ship)
# 1
def update_screen(settings_ai, screen, ship, bullets):
screen.fill(settings_ai.bg_color)
ship.blitme()
for bullet in bullets.sprites():
bullet.draw_bullet()
pygame.display.flip()
# 创建一个名为 update_bullets() 的新函数
def update_bullets(bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
def fire_bullet(settinng_ai, screen, ship, bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(settings_ai, screen, ship)
bullets.add(new_bullet)
5.bullet.py:
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一个队飞船发射的子弹进行管理的类"""
def __init__(self, settings_ai, screen, ship):
"""在飞船所处的位置创建一个子弹对象"""
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, settings_ai.bullet_width, settings_ai.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 = settings_ai.bullet_color
self.speed_factor = settings_ai.bullet_speed_factor
# 第二部分:方法 update() 和 draw_bullet()
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)
没有添加子弹代码前的运行结果是这样的:
添加后,运行结果:背景全黑了,请问这是为什么?
这种问题难道单行debug(即使打print)解决不了么...