Python从入门到实践 外星人入侵

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。。