Alien Invasion - при нажатии кнопки воспроизведения все зависает - PullRequest
0 голосов
/ 23 апреля 2020

Я следую учебнику Python Cra sh, упражнению с пигментом об Иностранном Вторжении. Тем не менее, я не могу заставить кнопку воспроизведения работать должным образом.

alien_invasion.py

import sys

import pygame

from pygame.sprite import Group
from settings import Settings
from game_stats import GameStats
from button import Button

from ship import Ship
from alien import Alien
import game_functions as gf



def update(self):
    """Move the alien right."""
    self.x += self.ai_settings.alien_speed_factor 
    self.rect.x = self.x

def run_game():
    # Initialize game and create a screen object.
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # Make the Play button.
    play_button = Button(ai_settings, screen, "Play")

    # Make a ship, a group of bullets, and a group of aliens.
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()

    # Create the fleet of aliens.
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # Create an instance to store the game statistics.
    stats = GameStats(ai_settings)

    # Start the main loop for the game.
    while True:
        gf.check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets)

        if not 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, stats, ship, aliens, bullets, play_button)



run_game() 

game_functions.py

import sys
from time import sleep

import pygame

from bullet import Bullet
from alien import Alien




def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
    """ Respond to ship being hit by alien."""
    if stats.ships_left > 0:

        # Decrement shops left.
        stats.ships_left -=1

        # Empty the list of alines and bullets. 
        aliens.empty()
        bullets.empty()

        # Create a new fleet and center the ship.
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()

        # Pause.
        sleep(0.5)

    else:
        stats.game_active = False


def get_number_aliens_x(ai_settings, alien_width):
    """ Determine the number of alient that fit in a row."""
    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):
    """ Determine the number of rows of aliens that fit on the screen."""
    available_space_y = (ai_settings.screen_height - (3 * 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):
    """ Create an alien and place it in the row."""
    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):
    """ Create a full fleet of aliens,"""
    # Create an alien and find the number of aliens in a row.
    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)

    # Create the fleet of aliens. 
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings, screen, aliens, alien_number, row_number)


def update_bullets(ai_settings, screen, ship, aliens, bullets):
    """ Update position of bullets and get rid of Old bullets."""
    # Update bullet positions.
    bullets.update()
    # Get rid of bullets that have disappeared. 
    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):
    """ Respond to bullet-alien collisions."""
    # Remove any bullets and aliens that have collided.
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if len(aliens) == 0:
        # Destroy exisiting bullets and create new fleet.
        bullets.empty()
        create_fleet(ai_settings, screen, ship, aliens)


def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """ Respond to keypresses."""
    if event.key == pygame.K_RIGHT:
    # Move the ship to the right.
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = 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):
    """ Fire a bullet if limit not reached yet."""
    # Create a new bullet and add it to the bullets group.
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)


def check_keyup_events(event, ship):
    """ Respond to keypresses."""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False                    
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False

def check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets):
    """Respond to keypresses and mouse events."""
    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)

            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_x, mouse_y = pygame.mouse.get_pos()
                check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y)

def check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y):
    """Start a new game when the player clicks Play."""
    if play_button.rect.collidepoint(mouse_x, mouse_y):
        # Reset the game statistics.
        stats.reset_stats()

        # Empty the list of aliens and bullets.
        aliens.empty()
        bullets.empty()

        # Create a new fleet and center the ship.
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()

        stats.game_active = True



def check_fleet_edges(ai_settings, aliens):
    """Respond appropriately if any aliens have reached an edge."""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings, aliens):
    """Drop the entire fleet and change the fleet's direction."""
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1

def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
    """ Check if any aliens have reached the bottom of the screen."""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            # Tret this the same if the ship got hit.
            ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
            break


def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
    """ Check if the fleet is at an edge, and then update the positions of all aliens in the fleet."""
    check_fleet_edges(ai_settings, aliens)
    aliens.update()

    # Look for aliens hitting the bottom of the screen.
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)

    # Look for alien-ship collisions.
    if pygame.sprite.spritecollideany(ship, aliens):
        print("Ship hit!!!")
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)

def update_screen(ai_settings, screen, stats, ship, aliens, bullets, play_button):
    """ Update images on the screen and flip to the new screen."""
    # Redraw the screen during each pass through the loop.
    screen.fill(ai_settings.bg_color)
    # Redraw all bullets behind ship and aliens.
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)

    #Draw the play button if the game is inactive.
    if not stats.game_active:
        play_button.draw_button()

    # Make the most recently drawn screen visible.
    pygame.display.flip()

game_stats.py

class GameStats():
    """ Track statistics for Alien Invasion."""

    def __init__(self, ai_settings):
        """ Initialize statistics."""
        self.ai_settings = ai_settings
        self.reset_stats()

        # Start Alien Invasion in an inactive state. 
        self.game_active = False

    def reset_stats(self):
        """ Initialize statistics that can change during the game."""
        self.ships_left = self.ai_settings.ship_limit

button.py

import pygame.font

class Button():

    def __init__(self, ai_settings, screen, msg):
        """ Initialize button attributes."""
        self.screen = screen
        self.screen_rect =  screen.get_rect()

        # Set the dimensions and properties of the button.
        self.width, self.height = 200, 50
        self.button_color = (0, 255, 0)
        self.text_color = (255, 255, 255)
        self.font = pygame.font.SysFont(None, 48)

        # Build the button's rect object and center it
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center

        # The button message needs to be prepped only once.
        self.prep_msg(msg)

    def prep_msg(self, msg):
        """Turn msg into a rendered image and center text on the button."""
        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):
        # Draw blank button and then draw message.
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)
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