如题,感谢
import pygame
import sys
from pygame.sprite import Sprite
import time
class Button:
def __init__(self,ai,words):
self.screen = ai
self.rect = pygame.Rect(0,0,100,100)
self.screen_rect = self.screen.get_rect()
self.rect.center = self.screen_rect.center
pygame.draw.rect(self.screen, (255,255,255), self.rect)
self._prepare_words(words)
def _prepare_words(self,words):
font = pygame.font.Font(None,100)
msg= font.render(words,True,(12,12,21),(0,0,0))
msg_rect = msg.get_rect()
msg_rect.center = self.rect.center
self.screen.blit(msg, msg_rect)
class Alien(Sprite):
def __init__(self, ai_game):
super().__init__()
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()
self.settings = Settings()
self.image = pygame.image.load("D:\python\ship.bmp")
self.rect = self.image.get_rect()
self.rect.x = self.rect.width
self.rect.y = self.rect.height
def update(self):
self.rect.x += self.settings.alien_speed * self.settings.fleet_direction
def check_edges(self):
if self.rect.right >= self.screen_rect.right or self.rect.left <= 0:
self.settings.fleet_direction *= -1
self.rect.y += 25
class Bullet(Sprite):
def __init__(self, ai_game):
super().__init__()
self.screen = ai_game.screen
self.settings = Settings()
self.ship = Ship(ai_game)
self.rect = pygame.Rect(0, 0, self.settings.bullet_width, self.settings.bullet_height)
def show(self):
pygame.draw.rect(self.screen, self.settings.bullet_color, self.rect)
def move(self):
self.rect.centery -= self.settings.bullet_speed
class Settings:
"""存储游戏设置的类"""
def __init__(self):
self.screen_width = 800
self.screen_height = 800
self.bg_color = (230, 230, 230)
self.ship_speed = 1
self.bullet_width = 10
self.bullet_height = 10
self.bullet_color = (60, 60, 60)
self.bullet_speed = 0.1
self.alien_speed = 1
self.fleet_drop_speed = 1
self.fleet_direction = 1
self.ship_lives = 3
class Ship:
"""控制飞船的类"""
def __init__(self, ai_game):
self.screen = ai_game.screen
self.screen_rect = ai_game.screen.get_rect()
self.settings = Settings()
self.ship_image = pygame.image.load("D:\python\ship.bmp")
self.rect = self.ship_image.get_rect()
self.rect.midbottom = self.screen_rect.midbottom
self.moving_right = False
self.moving_left = False
def show(self):
self.screen.blit(self.ship_image, self.rect)
def move(self):
if self.moving_right and self.rect.right < self.screen_rect.right:
self.rect.centerx += self.settings.ship_speed
if self.moving_left and self.rect.left > self.screen_rect.left:
self.rect.centerx -= self.settings.ship_speed
class AlienInvasion:
"""操控游戏的主类"""
def __init__(self):
pygame.init()
self.settings = Settings()
self.bullets = pygame.sprite.Group()
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
self.ship = Ship(self)
self.aliens = pygame.sprite.Group()
self.create_fleets()
self.active = True
pygame.display.set_caption("飞机大站")
def update_aliens(self):
self.aliens.update()
def create_fleets(self):
b = Ship(self)
a = Alien(self)
available_space_x = self.settings.screen_width - a.rect.width * 2
available_space_y = self.settings.screen_height - b.rect.height - 3 * a.rect.height
number_rows = available_space_y // (a.rect.height * 2)
number_aliens = available_space_x // (a.rect.width)
for row in range(number_rows):
for i in range(number_aliens):
alien = Alien(self)
alien.rect.x = alien.rect.width + i * alien.rect.width
alien.rect.y = alien.rect.height + row * alien.rect.height
self.aliens.add(alien)
def check_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.fire_bullets()
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
if event.key == pygame.K_LEFT:
self.ship.moving_left = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
self.fire_bullets()
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
if event.key == pygame.K_LEFT:
self.ship.moving_left = False
def fire_bullets(self):
a_bullet = Bullet(self)
a_bullet.rect.midtop = self.ship.rect.midtop
self.bullets.add(a_bullet)
def update_events(self):
self.screen.fill(self.settings.bg_color)
self.ship.show()
self.aliens.draw(self.screen)
for bullet in self.bullets.sprites():
bullet.show()
bullet.move()
pygame.display.flip()
def ship_collide(self):
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self.aliens.empty()
self.settings.ship_lives -= 1
time.sleep(1)
self.create_fleets()
def aliens_bottom(self):
for alien in self.aliens.sprites():
if alien.rect.y >= self.settings.screen_height:
self.aliens.remove(alien)
self.aliens.empty()
self.settings.ship_lives -= 1
time.sleep(1)
self.create_fleets()
def ship_alive(self):
if self.settings.ship_lives == 0:
self.active = True
def run_game(self):
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if not self.active:
self.button_play.create_words("Play")
else:
break
while self.active:
self.check_events()
self.ship.move()
for bullet in self.bullets.copy():
if bullet.rect.top < 0:
self.bullets.remove(bullet)
for alien in self.aliens.sprites():
alien.check_edges()
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if not self.aliens:
self.create_fleets()
self.ship_alive()
self.ship_collide()
self.aliens_bottom()
self.update_aliens()
self.update_events()
def game_state(self):
while True:
self.play_button = Button(self.screen, "Play")
self.check_events()
ai = AlienInvasion()
ai.game_state()
ai.run_game()
这个程序中的Button类实现了一个矩形按钮,但是并没有显示出来。您的问题是如何让按钮显示出来。
Button类中的代码没有问题,问题在于这个类并没有在游戏主循环中被使用。您需要在游戏主循环中添加下面这行代码,以显示按钮:
少
```Copy code
play_button = Button(screen, "Play")
这行代码会创建一个名为play_button的按钮,并将其显示在屏幕上。您需要将这行代码添加到游戏主循环的while循环中,具体位置应该是在屏幕刷新之前。例如:
蟒复制代码
# 检查事件
gf.check_events()
# 更新游戏状态
...
# 绘制屏幕
...
# 显示按钮
play_button = Button(screen, "Play")
# 刷新屏幕
pygame.display.flip()
注意,这个程序中的按钮没有实现任何功能,因此点击按钮并不会有任何效果。如果您想为按钮添加功能,您需要在Button类中添加一个click方法,并在check_events方法中检查鼠标点击事件是否发生在按钮上。
-
1. ****
以下答案引用自GPT-3大模型,请合理使用:
:
import pygame
WIDTH = 800
HEIGHT = 800
FPS = 60
# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
# initialize pygame and create window
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Alien Invasion")
clock = pygame.time.Clock()
class Button:
def __init__(self, ai_game, words, x, y):
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()
self.rect = pygame.Rect(0, 0, 100, 100)
self.rect.x = x
self.rect.y = y
pygame.draw.rect(self.screen, RED, self.rect)
self._prepare_words(words)
def _prepare_words(self, words):
font = pygame.font.Font(None, 100)
msg = font.render(words, True, (12, 12, 21), (0, 0, 0))
msg_rect = msg.get_rect()
msg_rect.center = self.rect.center
self.screen.blit(msg, msg_rect)
def check_clicked(self, position):
if self.rect.collidepoint(position):
return True
else:
return False
def game_state():
intro = True
while intro:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = event.pos
if button.check_clicked(mouse_pos):
print("Clicked!")
intro = False
screen.fill(WHITE)
button.show()
pygame.display.update()
# Game loop
running = True
button = Button(ai_game, "Play", WIDTH/2-50, HEIGHT/2-50)
while running:
game_state()
# keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
pygame.quit()
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