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 pygamefrom settings import Settingsfrom ship import Shipfrom pygame.sprite import Groupfrom game_stats import GameStatsfrom button import Buttonfrom score_board import Scoreboardimport game_function as gfdef 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()` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16*   17*   18*   19*   20*   21*   22*   23*   24*   25*   26*   27*   28*   29*   30*   31*   32*   33*   34*   35*   36*   37*   38*   39*   40*   41*   42*   43*   44*   45*   46*   47*   48*   49*   50*   51*   52*   53*   54*   55*   56*   57

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 sysimport pygamefrom random import randintfrom bullet import Bulletfrom alien import Alienfrom time import sleepdef 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` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16*   17*   18*   19*   20*   21*   22*   23*   24*   25*   26*   27*   28*   29*   30*   31*   32*   33*   34*   35*   36*   37*   38*   39*   40*   41*   42*   43*   44*   45*   46*   47*   48
`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()` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16*   17*   18*   19*   20*   21*   22*   23*   24*   25*   26*   27*   28*   29*   30*   31*   32*   33*   34*   35*   36*   37*   38*   39*   40*   41*   42*   43*   44*   45*   46*   47*   48*   49*   50*   51*   52*   53*   54*   55*   56*   57*   58*   59*   60*   61*   62
`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_xdef 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_rowsdef 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)` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16*   17*   18*   19*   20*   21*   22*   23*   24*   25*   26*   27*   28*   29*   30*   31*   32*   33*   34*   35*   36*   37*   38*   39*   40
`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)` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16*   17*   18*   19*   20*   21*   22*   23*   24*   25*   26*   27*   28*   29*   30*   31*   32*   33*   34*   35*   36*   37*   38*   39*   40*   41*   42*   43*   44*   45*   46*   47*   48*   49*   50*   51*   52*   53*   54*   55*   56*   57*   58*   59*   60*   61*   62*   63*   64*   65*   66
`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)` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16*   17*   18*   19*   20*   21*   22*   23*   24*   25*   26*   27*   28*   29*   30*   31*   32

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` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16*   17*   18*   19*   20*   21*   22*   23*   24*   25*   26*   27*   28*   29*   30*   31*   32*   33*   34*   35*   36*   37*   38*   39*   40*   41*   42*   43*   44*   45*   46

ship.py:

`import pygamefrom pygame.sprite import Spriteclass 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` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16*   17*   18*   19*   20*   21*   22*   23*   24*   25*   26*   27*   28*   29*   30*   31*   32*   33*   34*   35*   36*   37*   38*   39*   40*   41*   42*   43*   44*   45*   46*   47*   48*   49*   50*   51*   52*   53*   54*   55*   56

alien.py:

`import pygamefrom pygame.sprite import Spriteclass 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)` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16*   17*   18*   19*   20*   21*   22*   23*   24*   25*   26*   27*   28*   29*   30*   31*   32*   33*   34*   35*   36*   37*   38

bullet.py:

`import pygamefrom pygame.sprite import Spriteclass 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)` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16*   17*   18*   19*   20*   21*   22*   23*   24*   25*   26

button.py:

`import pygame.fontclass 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)` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16*   17*   18*   19*   20*   21*   22*   23*   24*   25*   26*   27*   28*   29*   30*   31*   32

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` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16

scord_board.py:

`import pygame.fontfrom pygame.sprite import Groupfrom ship import Shipclass 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)` *   1*   2*   3*   4*   5*   6*   7*   8*   9*   10*   11*   12*   13*   14*   15*   16*   17*   18*   19*   20*   21*   22*   23*   24*   25*   26*   27*   28*   29*   30*   31*   32*   33*   34*   35*   36*   37*   38*   39*   40*   41*   42*   43*   44*   45*   46*   47*   48*   49*   50*   51*   52*   53*   54*   55*   56*   57*   58*   59*   60*   61*   62*   63*   64*   65*   66*   67*   68*   69*   70*   71*   72*   73*   74

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