历时七天,终于做进去了(因为还要上网课,学习其余的货色,所以做的比较慢,如果每天能拿出五个小时做这个游戏的话,集体感觉三天差不多,当然了,这是对于小白来说)。我是依照买的材料书上来做的,在我代码外面呢,减少了一些材料上没有的性能,比如说外星人是随机产生的(材料书是创立整个外星人群),原本打算让每个外星人随机挪动的,然而试了一下发现,外星人挪动横七竖八,而后后就采纳了材料书上的做法,让它们作为整体挪动;还有就是在射中外星人的时候,可能会产生暴击(emmm, 其实是福利吧,bone,不是说挫伤有暴击,这个“暴击”得分会更高一些);再一个就是随着等级减少,飞船发射子弹的宽度以及每次发射子弹的数量都会有所增加,当然,外星人以及飞船挪动速度也会减少;再一个就是最高分(High score)、以后分数(score)、飞船残余生命、等级(level)的布局和材料书有所不同,改变就大抵这些吧,当前还会逐步改善,比方减少声音啊,让外星人也能发射子弹,飞船碰到外星人的子弹也会死亡之类的性能吧。OK,废话少说,上面上代码!
alien_invasion.py:
`"""该游戏主程序,尽量做到最简略"""
import pygame
from settings import Settings
from ship import Ship
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from score_board import Scoreboard
import game_function as gf
def run_game():
"""初始化背景设置"""
pygame.init()
""""创立一个 Settings 实例"""
ai_settings=Settings()
"""创立一个游戏窗口以及题目"""
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption('Alien Invasion')
"""创立一艘飞船实例"""
ship=Ship(ai_settings,screen)
"""创立一个用于存储子弹和外星人的编组"""
bullets=Group()
aliens=Group()
"""创立外星人群"""
gf.creat_fleet(ai_settings,screen,ship,aliens)
"""创立存储游戏统计信息的实例, 并创立记分牌"""
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings,screen,stats)
#创立 play 按钮
play_button = Button(ai_settings,screen,"Play")
"""进入主循环"""
while True:
""""监督用户的操作,键盘和鼠标"""
gf.check_events(ai_settings,screen,ship,aliens,bullets,stats,play_button,sb)
if stats.game_active:
"""更新飞船"""
ship.update()
"""更新子弹"""
gf.update_bullet(ai_settings,screen,ship,aliens,bullets,stats,sb)
"""更新外星人"""
gf.update_aliens(ai_settings,screen,ship,aliens,stats,bullets,sb)
"""刷新屏幕"""
gf.update_screen(ai_settings,screen,ship,aliens,bullets,
stats,play_button,sb)
run_game()`
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game_function.py:
如果把这个游戏比作一个人,那么上一段代码是刚接触这个人,他给你留下的第一印象,那么上面这段代码能够说是这个人的灵魂了
`import sys
import pygame
from random import randint
from bullet import Bullet
from alien import Alien
from time import sleep
def fire_bullet(ai_settings,screen,ship,bullets,stats):
"""停火!"""
#确保屏幕上的子弹数在限度范畴内
for i in range(int(stats.level/5) + 1):
if len(bullets) < ai_settings.bullet_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_keydown(event,ai_settings,screen,ship,bullets,stats):
"""检查用户按键是否按下以及执行的工作"""
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:
#发射一颗子弹,并且在限度范畴内
fire_bullet(ai_settings,screen,ship,bullets,stats)
def check_keyup(event,ship):
"""检查用户开释按键"""
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`
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`def check_events(ai_settings,screen,ship,aliens,bullets,stats,play_button,sb):
"""响应键盘和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.K_q:
sys.exit()
#如果始终按下右键或者左键,空格键,则向右或右挪动或者停火
elif event.type == pygame.KEYDOWN:
check_keydown(event,ai_settings,screen,ship,bullets,stats)
#开释右键或左键,进行挪动
elif event.type == pygame.KEYUP:
check_keyup(event,ship)
#点击 Play 按钮,开始游戏
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings,screen,ship,aliens,bullets,
stats,play_button,mouse_x,mouse_y,sb)
def check_play_button(ai_settings,screen,ship,aliens,bullets,
stats,play_button,mouse_x,mouse_y,sb):
"""在玩家单击 Play 按钮时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.init_dynamic_settings()
#暗藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#重置记分牌图像
sb.prep_score()
sb.prep_high_score(screen)
sb.prep_level()
sb.prep_ships(screen)
#清空外星人和子弹列表
aliens.empty()
bullets.empty()
#创立一群新的外星人,并让飞船居中
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship(ai_settings)
def update_screen(ai_settings,screen,ship,aliens,bullets,stats,play_button,sb):
"""每次循环都重绘屏幕"""
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score()
#如果游戏处于非活动状态,绘制 Play 按钮
if not stats.game_active:
play_button.draw_button()
""""刷新屏幕,擦去旧屏幕,显示新屏幕"""
pygame.display.flip()`
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`def update_bullet(ai_settings,screen,ship,aliens,bullets,stats,sb):
"""更新子弹地位,并删除曾经隐没的子弹"""
#更新子弹地位
bullets.update()
#删除隐没的子弹
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
#查看是否有子弹击中外星人
check_bullet_alien_colide(ai_settings,screen,ship,aliens,bullets,stats,sb)
def get_number_aliens_x(ai_settings,alien_width):
"""取得程度方向上外星人个数"""
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_space_rows(ai_settings,ship_height,alien_height):
"""取得垂直方向上外星人的行数"""
available_space_y = (ai_settings.screen_height-(3 * alien_height)-
ship_height)
number_aliens_rows = int(available_space_y/(2 * alien_height))
return number_aliens_rows
def creat_alien(ai_settings,screen,aliens,alien_number,row_number):
"""依据传入的数据在某个地位创立一个外星人"""
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 +20) + 2 * alien.rect.height * row_number
aliens.add(alien)
def creat_random_alien_x(number_aliens_x,ai_settings,screen,aliens,row_number):
"""在第一行随机创立若干个外星人"""
for i in range(2,number_aliens_x+2):
random_number_x=randint(2,i)
for alien_number in range(random_number_x - 1,random_number_x):
creat_alien(ai_settings,screen,aliens,alien_number,row_number)`
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`def creat_fleet(ai_settings,screen,ship,aliens):
"""创立外星人群以及获取屏幕上最大的行数和每行最多个数"""
alien=Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_space_rows(ai_settings,ship.rect.height,
alien.rect.height)
"""随机创立行数"""
for j in range(0,number_rows):
random_number_y = randint(0,j)
for row_number in range(random_number_y):
creat_random_alien_x(number_aliens_x,ai_settings,
screen,aliens,row_number)
def check_fleet_edges(ai_settings,aliens):
"""有外星人达到屏幕边缘"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
"""将外星人下移,并扭转它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def update_aliens(ai_settings,screen,ship,aliens,stats,bullets,sb):
"""检测有外星人位于屏幕边缘或者相撞或者外星人达到底部,更新外星人的地位"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
#检测飞船与外星人的撞击
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,screen,ship,aliens,stats,bullets,sb)
#查看是否有外星人达到屏幕底部
check_aliens_bottom(ai_settings,screen,ship,aliens,stats,bullets,sb)
def check_bullet_alien_colide(ai_settings,screen,ship,aliens,bullets,stats,sb):
"""检测子弹和外星人的碰撞"""
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
#两个 True 可使得子弹与外星人碰撞后隐没,并返回一个字典
#碰撞之后加分
if collisions:
for aliens in collisions.values():
i = randint(0,10)
if i>8:
stats.score += (ai_settings.alien_points + 10) * len(aliens)
sb.prep_score()
else:
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
#查看是否刷新最高分
check_high_score(stats,sb,screen)
if len(aliens) == 0:
#删除现有的子弹,放慢游戏速度, 创立新的外星人
ship.center_ship(ai_settings)
bullets.empty()
ai_settings.increase_speed()
#进步等级
stats.level += 1
ai_settings.increase_bullet_size()
sb.prep_level()
creat_fleet(ai_settings,screen,ship,aliens)`
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`def ship_hit(ai_settings,screen,ship,aliens,stats,bullets,sb):
""" 飞船与外星人相撞,生命减 1,革除外星人和子弹列表
并创立新的外星人,飞船放在屏幕底部地方地位 """
if stats.ship_left > 0:
stats.ship_left -= 1
sb.prep_ships(screen)
#清空外星人和子弹列表
aliens.empty()
bullets.empty()
#新建一个飞船和外星人群
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship(ai_settings)
#暂停 0.5 秒
sleep(0.5)
else:
ai_settings.bullet_width = 3
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,screen,ship,aliens,stats,bullets,sb):
"""查看是否有外星人达到底部"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings,screen,ship,aliens,stats,bullets,sb)
break
def check_high_score(stats,sb,screen):
"""查看是否产生了新的最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score(screen)`
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前面的文件根本是作为分支吧,一些属性还有一些初始化的数据,都是为 game_function 文件提供资源的
settings.py:
`class Settings():
def __init__(self):
"""设置长度和宽度以及背景色属性"""
self.screen_width = 800
self.screen_height = 700
self.bg_color=(255,255,255)
self.ship_limit = 2
"""子弹设置"""
self.bullet_width = 3
self.bullet_height=15
self.bullet_color=(60,60,60)
self.bullet_allowed=8
"""外星人挪动设置"""
self.fleet_drop_speed = 10
"""以什么样的速度放慢游戏节奏"""
self.speed_up_scale = 1.1
self.init_dynamic_settings()
"""外星人点数的进步"""
self.score_scale = 1.5
"""子弹大小进步"""
self.bullet_scale = 10
def init_dynamic_settings(self):
self.speed = 1.5
self.bullet_speed = 3
self.alien_speed = 0.2
#fleet_direction 为 1 示意向右挪动,- 1 示意向左挪动
self.fleet_direction = -1
#计分
self.alien_points = 10
def increase_speed(self):
"""进步速度设置和外星人点数设置"""
self.speed *= self.speed_up_scale
self.bullet_speed *= self.speed_up_scale
self.alien_speed *= self.speed_up_scale
self.alien_points = int(self.alien_points * self.score_scale)
def increase_bullet_size(self):
self.bullet_width += self.bullet_scale`
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ship.py:
`import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self,ai_settings,screen):
"""初始化飞船并设置其初始地位"""
super(Ship,self).__init__()
self.screen=screen
#加载飞船图像并获取其外接矩形
self.image=pygame.image.load('images/ship.bmp')
self.rect=self.image.get_rect()# 获取飞船的矩形
self.screen_rect=screen.get_rect()# 获取屏幕矩形
self.ai_settings=ai_settings
#将每艘新飞船放在屏幕底部地方地位
self.rect.centerx=self.screen_rect.centerx
self.rect.centery=self.screen_rect.centery
self.rect.bottom=self.screen_rect.bottom
self.center_x=float(self.rect.centerx)
self.center_y=float(self.rect.centery)
"""间断检测按键,设置未按下右键为 False"""
self.moving_right=False
self.moving_left=False
self.moving_up=False
self.moving_down=False
def update(self):
"""如果间断按方向键,则始终挪动, 并且不超过边界"""
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center_x+=self.ai_settings.speed
#应用两个 if,这样玩家同时按下两个键,#将先增大 rect.centerx 值,再升高,则飞船地位不变
if self.moving_left and self.rect.left > 0:
self.center_x-=self.ai_settings.speed
if self.moving_up and self.rect.top > 0:
self.center_y-=self.ai_settings.speed
if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
self.center_y+=self.ai_settings.speed
self.rect.centerx=self.center_x
self.rect.centery=self.center_y
"""在指定地位绘制飞船"""
def blitme(self):
self.screen.blit(self.image,self.rect)
def center_ship(self,ai_settings):
self.center_x = ai_settings.screen_width/2
self.center_y = ai_settings.screen_height - 28`
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alien.py:
`import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self,ai_settings,screen):
super().__init__()
"""初始化外星人并设置其初始地位"""
self.screen=screen
self.ai_settings=ai_settings
#加载外星人图像并设置 rect 属性
self.image=pygame.image.load('images/alien.bmp')
self.rect=self.image.get_rect()
#每个外星人都在屏幕左上角左近
self.rect.x=self.rect.width
self.rect.y=self.rect.height
#存储外星人精确地位
self.x=float(self.rect.x)
def check_edges(self):
"""如果外星人碰到屏幕边缘,则返回 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):
"""挪动外星人"""
self.x += (self.ai_settings.alien_speed *
(self.ai_settings.fleet_direction))
self.rect.x=self.x
def blitme(self):
"""在指定地位绘制飞船"""
self.screen.blit(self.image,self.rect)`
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bullet.py:
`import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self,ai_settings,screen,ship):
#在飞船地位创立一个子弹对象
super(Bullet,self).__init__()
self.screen=screen
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=ai_settings.bullet_speed
def update(self):
"""向上挪动子弹"""
#更新子弹的小数值
self.y -= self.speed
self.rect.y=self.y
def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen,self.color,self.rect)`
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button.py:
`import pygame.font
class Button():
def __init__(self,ai_settings,screen,msg):
"""初始化按钮属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
#设置按钮大小以及其余属性
self.width,self.height = 200,50
self.button_color = (0, 255, 0)
self.text_color = (60,60,60)
self.font = pygame.font.SysFont(None,48)
#创立按钮的 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
#按钮的标签只须要创立一次
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_color,
self.button_color)
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
def draw_button(self):
#绘制一个用色彩填充的按钮,再绘制文本
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)`
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game_stats.py:
`class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self,ai_settings):
self.ai_settings = ai_settings
self.game_active = False
self.reset_stats()
#任何状况下都不能重置最高分
self.high_score = 0
def reset_stats(self):
"""初始化在游戏运行过程中可能变动的统计信息"""
self.ship_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
self.bullet_width = 3`
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scord_board.py:
`import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
"""显示得分的类"""
def __init__(self,ai_settings,screen,stats):
"""初始化显示得分的属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
#显示得分时的字体设置
self.text_color = (30,30,30)
self.font = pygame.font.SysFont(None,48)
#筹备初始得分图像以及以后最高得分
self.prep_score()
self.prep_high_score(screen)
self.prep_level()
self.prep_ships(screen)
def prep_score(self):
"""将得分转化为可渲染的图像"""
rounded_score = int(round(self.stats.score,-1))
score_str ="Score:"+"{:,}".format(rounded_score)
self.score_image = self.font.render(score_str,True,self.text_color,
self.ai_settings.bg_color)
#将得分放在屏幕右上角
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,screen):
"""将最高得分渲染为图片"""
high_score = int(round(self.stats.high_score,-1))
high_score_str = "High Score:"+"{:,}".format(high_score)
self.high_score_image = self.font.render(high_score_str,True,self.text_color,
self.ai_settings.bg_color)
"""将最高得分放在屏幕左上角"""
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.left = self.screen_rect.left + 20
self.high_score_rect.top = 20
def prep_level(self):
"""将等级渲染为图像"""
self.level_image = self.font.render("Level:"+str(self.stats.level),True,
self.text_color,self.ai_settings.bg_color)
#将等级放在右下角
self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.score_rect.right
self.level_rect.bottom = self.score_rect.bottom + 650
def show_score(self):
"""在屏幕上显示得分, 最高分,等级"""
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)
#绘制残余飞船
self.ships.draw(self.screen)
def prep_ships(self,screen):
"""显示残余的飞机"""
self.ships = Group()
for ship_number in range(self.stats.ship_left + 1):
ship =Ship(self.ai_settings,self.screen)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = self.screen_rect.top + 640
self.ships.add(ship)`
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代码的话,我感觉正文曾经比较清楚了,而后就没有多费口舌去解释
上面是运行之后的截图:
当三艘飞船用光后,完结游戏
再次点击“Play”按钮,再次开始