跟着敲到13.7章 加了stats.game_active后 画面不动 终端显示stats.ships_left值不断减少直到0
#alien_invasion.py
# coding=gbk
import sys
import pygame
from pygame.sprite import Group
from settings import Settings
from game_stats import GameStats
from ship import Ship
#from alien import Alien
import game_functions as gf
def run_game():
#初始化pygame、设置和屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
#创建一艘飞船、一个用于存储子弹的编组、一个外星人编组
ship = Ship(ai_settings,screen)
bullets = Group()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#开始游戏的主循环
while True:
gf.check_events(ai_settings,screen,ship,bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,ship,aliens,bullets)
run_game()
#game_functions.py
# coding=gbk
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
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_UP:
ship.moving_up =True
elif event.key == pygame.K_DOWN:
ship.moving_down =True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit()
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果没有达到限制,就发射一颗子弹"""
"""创建一颗子弹,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_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
elif event.key == pygame.K_UP:
ship.moving_up = False
elif event.key == pygame.K_DOWN:
ship.moving_down = 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)
"""让最近绘制的屏幕可见"""
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,bullets):
"""更新子弹的位置,并删除已消失的子弹"""
bullets.update()
"""删除已消失的子弹"""
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和目标的碰撞,删除发生碰撞的子弹和目标"""
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens) == 0:
"""删除现有的所有子弹,并创建一个行的外星人群"""
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少个外星人"""
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):
"""计算屏幕可容纳多少行外星人"""
available_space_y = (ai_settings.screen_height - (4*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)
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(alien)
def create_fleet(ai_settings,screen,ship,aliens):
"""创建外星人群"""
"""创建一个外星人,并计算一行可容纳多少个外星人"""
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)
"""创建第一行外星人"""
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
"""创建一个外星人并将其加入当前行"""
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘时采取相应的措施"""
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,stats,screen,ship,aliens,bullets):
"""响应被目标撞到的飞船,将ships_left减一"""
if stats.ships_left > 0:
stats.ships_left -= 1
"""清空外星人列表和子弹列表"""
aliens.empty()
bullets.empty()
"""创建一群新的外星人,并将飞船放到屏幕底端中央"""
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
"""暂停"""
sleep(0.5)
print(stats.ships_left)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有目标到达了屏幕底部"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
"""像飞船被撞到一样进行处理"""
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人位于屏幕边缘,并新外星人群中所有外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
"""检测目标和飞船之间的碰撞"""
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
"""检查是否有目标到达屏幕底部"""
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
#settings.py
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 = 1200
self.screen_height = 800
self.bg_color = (230,230,230)
"""飞船设置"""
self.ship_speed_factor = 2
self.ship_limit = 10
"""子弹设置"""
self.bullet_speed_factor = 2
self.bullet_width = 3
self.bullet_height = 10
self.bullet_color = 60,60,60
self.bullets_allowed = 5
"""外星人设置"""
self.alien_speed_factor = 1
self.fleet_drop_speed = 10
"""fleet_direction为1表示向右移,为-1表示向左移"""
self.fleet_direction = 0.5
#ship.py
# coding=gbk
import pygame
class Ship():
def __init__(self,ai_settings,screen):
"""初始化飞船并设置其初始位置"""
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/me1.png')
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
"""载飞船的属性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
self.moving_up = False
self.moving_down = False
def update(self):
"""根据移动标志调整飞船位置"""
if self.moving_right and self.rect.right < self.screen_rect.right:
self.rect.centerx += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.rect.centerx -= self.ai_settings.ship_speed_factor
if self.moving_up and self.rect.y > 0:
self.rect.centery -= self.ai_settings.ship_speed_factor
if self.moving_down and self.rect.centery + self.rect.height/2 < self.screen_rect.height:
self.rect.centery += self.ai_settings.ship_speed_factor
"""根据self.center更新rect对象"""
#self.rect.centerx = self.center
#self.rect.centery = self.center
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image,self.rect)
def center_ship(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx
#bullet.py
# coding=gbk
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(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
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
"""更新表示子弹的rect位置"""
self.rect.y = self.y
def draw_bullet(self):
"""在屏幕绘制子弹"""
pygame.draw.rect(self.screen,self.color,self.rect)
#alien.py
# coding=gbk
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):
"""初始化外星人并设置其起始位置"""
super(Alien,self).__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/enemy1.png')
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
"""存储外星人准确位置"""
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 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
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
#game_stats.py
# coding=gbk
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self,ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.ships_left = self.ai_settings.ship_limit
self.reset_stats()
"""游戏刚启动时处于活动状态"""
self.game_active = True
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ships_left = self.ai_settings.ship_limit
找到了。差了行代码。。