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)