Я пытаюсь создать Space Invaders как проект, я смотрел видео Tech With Tim о его создании и до сих пор это делал.
Я внес много изменений в программа и много экспериментировал с ней, но всегда есть одна вещь, которая идет не так, что все портит.
Это мой первый пост здесь, я не совсем уверен, как это сделать .. . Посмотрим. Это мой код прямо сейчас:
import random
import pygame
import mixer
pygame.font.init()
pygame.init()
WIDTH, HEIGHT = 800, 600
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("The Space Walker")
# Load images
RSHIP = pygame.image.load("RShip.png")
GSHIP = pygame.image.load("GShip.png")
BSHIP = pygame.image.load("BShip.png")
BOSS = pygame.image.load("Boss.png")
# Player player
BLSHIP = pygame.image.load("BLShip.png")
# Lasers
RLASER = pygame.image.load("RLaser.png")
GLASER = pygame.image.load("GLaser.png")
BLASER = pygame.image.load("Blaser.png")
BLLASER = pygame.image.load("BLlaser.png")
BOLASER = pygame.image.load("BOLaser.png")
# Background
BG = pygame.transform.scale(pygame.image.load("background.png"), (WIDTH, HEIGHT))
music = pygame.mixer.music.load('background.mp3')
pygame.mixer.music.play(-1)
def pause():
paused = True
while paused:
pause_font = pygame.font.SysFont("freesansbold.ttf", 80)
con_font = pygame.font.SysFont("freesansbold.ttf", 80)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
pause_label = pause_font.render("Paused", 1, (255, 255, 255))
WIN.blit(pause_label, (WIDTH / 2 - pause_label.get_width() / 2, 250))
con_label = con_font.render("C to Continue", 1, (255, 255, 255))
WIN.blit(con_label, (WIDTH / 2 - con_label.get_width() / 2, 300))
pygame.display.update()
pygame.time.Clock()
class Boss:
COOLDOWN = 50
def __init__(self, x, y, health=200):
self.x = x
self.y = y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
def draw(self, window):
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
def move_lasers(self, vel, obj):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
elif laser.collision(obj):
obj.health -= 20
self.lasers.remove(laser)
def cooldown(self):
if self.cool_down_counter >= self.COOLDOWN:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x - 20, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
def move(self, boss_vel):
pass
class Laser:
def __init__(self, x, y, img):
self.x = x
self.y = y
self.img = img
self.mask = pygame.mask.from_surface(self.img)
def draw(self, window):
window.blit(self.img, (self.x, self.y))
def move(self, vel):
self.y += vel
def off_screen(self, height):
return not (self.y <= height and self.y >= 0)
def collision(self, obj):
return collide(self, obj)
class Ship:
COOLDOWN = 30
def __init__(self, x, y, health=100):
self.x = x
self.y = y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
def draw(self, window):
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
def move_lasers(self, vel, obj):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
elif laser.collision(obj):
obj.health -= 10
self.lasers.remove(laser)
def cooldown(self):
if self.cool_down_counter >= self.COOLDOWN:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x - 17, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
class Player(Ship):
def __init__(self, x, y, health=100):
super().__init__(x, y, health)
self.ship_img = BLSHIP
self.laser_img = BLLASER
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def move_lasers(self, vel, objs):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
else:
for obj in objs:
if laser.collision(obj):
objs.remove(obj)
if laser in self.lasers:
self.lasers.remove(laser)
def draw(self, window):
super().draw(window)
self.healthbar(window)
def healthbar(self, window):
pygame.draw.rect(window, (255, 0, 0),
(self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width(), 10))
pygame.draw.rect(window, (0, 255, 0), (
self.x, self.y + self.ship_img.get_height() + 10,
self.ship_img.get_width() * (self.health / self.max_health),
10))
class Enemy(Ship):
COLOR_MAP = {
"red": (RSHIP, RLASER),
"green": (GSHIP, GLASER),
"blue": (BSHIP, BLASER),
}
def __init__(self, x, y, color, health=100):
super().__init__(x, y, health)
self.ship_img, self.laser_img = self.COLOR_MAP[color]
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, vel):
self.y += vel
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x - 20, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
class BBoss(Ship):
def __init__(self, x, y, health=200):
super().__init__(x, y, health)
self.ship_img = BOSS
self.laser_img = BOLASER
self.mask = pygame.mask.from_surface(self.ship_img)
def draw(self, window):
super().draw(window)
def move(self, boss_vel):
self.y += boss_vel
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x - 50, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 2
def collide(obj1, obj2):
offset_x = obj2.x - obj1.x
offset_y = obj2.y - obj1.y
return obj1.mask.overlap(obj2.mask, (offset_x, offset_y)) != None
def main():
run = True
FPS = 60
level = 4
lives = 3
score = 0
main_font = pygame.font.SysFont("freesansbold.ttf", 50)
winc_font = pygame.font.SysFont("freesansbold.ttf", 70)
lost_font = pygame.font.SysFont("freesansbold.ttf", 70)
enemies = []
bosses = []
wave_length = 5
enemy_vel = 1
boss_vel = 1
player_vel = 5
laser_vel = 3
player = Player(350, 500)
clock = pygame.time.Clock()
lost = False
lost_count = 0
winc = False
winc_count = 0
def redraw_window():
WIN.blit(BG, (0, 0))
# draw text
lives_label = main_font.render(f"Lives: {lives}", 1, (255, 255, 255))
level_label = main_font.render(f"Level: {level}", 1, (255, 255, 255))
score_label = main_font.render(f"Score: {score}", 1, (255, 255, 255))
WIN.blit(lives_label, (10, 10))
WIN.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
WIN.blit(score_label, (20, 550))
for enemy in enemies:
enemy.draw(WIN)
player.draw(WIN)
if lost:
lost_label = lost_font.render("GAME OVER", 1, (255, 255, 255))
WIN.blit(lost_label, (WIDTH / 2 - lost_label.get_width() / 2, 250))
if winc:
winc_label = winc_font.render("You Win!", 1, (255, 255, 255))
WIN.blit(winc_label, (WIDTH / 2 - winc_label.get_width() / 2, 250))
pygame.display.update()
while run:
clock.tick(FPS)
redraw_window()
if lives <= 0 or player.health <= 0:
lost = True
lost_count += 1
if lost:
if lost_count > FPS * 3:
run = False
else:
continue
if level < 5:
if len(enemies) == 0:
level += 1
wave_length += 3
for i in range(wave_length):
if level == 1:
enemy = Enemy(random.randrange(25, WIDTH - 50), random.randrange(-1200, -100),
random.choice(["blue"]))
enemies.append(enemy)
if level == 2:
enemy = Enemy(random.randrange(25, WIDTH - 50), random.randrange(-1200, -100),
random.choice(["red"]))
enemies.append(enemy)
if level == 3:
enemy = Enemy(random.randrange(25, WIDTH - 25), random.randrange(-1200, -100),
random.choice(["green"]))
enemies.append(enemy)
if level == 4:
enemy = Enemy(random.randrange(12, WIDTH - 25), random.randrange(-1200, -100),
random.choice(["red", "green", "blue"]))
enemies.append(enemy)
if level == 5:
player.health = 100
boss = Boss(random.randrange(340, 360), random.randrange(-700, -100))
bosses.append(boss)
if level > 5:
winc = True
winc_count += 1
if winc:
if winc_count > FPS * 3:
run = False
else:
continue
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and player.x - player_vel > 0: # left
player.x -= player_vel
if keys[pygame.K_RIGHT] and player.x + player_vel + player.get_width() < WIDTH: # right
player.x += player_vel
if keys[pygame.K_SPACE]:
player.shoot()
if keys[pygame.K_p]:
pause()
for boss in bosses[:]:
boss.move(boss_vel)
boss.move_lasers(laser_vel, player)
if random.randrange(0, 2 * 60) == 1:
boss.shoot()
for enemy in enemies[:]:
enemy.move(enemy_vel)
enemy.move_lasers(laser_vel, player)
if random.randrange(0, 2 * 60) == 1:
enemy.shoot()
if collide(enemy, player):
player.health -= 10
enemies.remove(enemy)
score += 1
elif enemy.y + enemy.get_height() > HEIGHT:
lives -= 1
enemies.remove(enemy)
player.move_lasers(-laser_vel, enemies)
def main_menu():
title_font = pygame.font.SysFont("freesansbold.ttf", 80)
run = True
while run:
WIN.blit(BG, (0, 0))
title_label = title_font.render("Click to start", 1, (255, 255, 255))
WIN.blit(title_label, (WIDTH / 2 - title_label.get_width() / 2, 250))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
main()
pygame.quit()
main_menu()
Я постоянно сталкиваюсь с этой ошибкой, и она не меняется:
C:/Users/Dell/PycharmProjects/Tutorial(2)/main.py:198: DeprecationWarning: an integer is required (got type float). Implicit conversion to integers using __int__ is deprecated, and may be removed in a future version of Python.
pygame.draw.rect(window, (0, 255, 0), (
Traceback (most recent call last):
File "C:/Users/Dell/PycharmProjects/Tutorial(2)/main.py", line 415, in <module>
main_menu()
File "C:/Users/Dell/PycharmProjects/Tutorial(2)/main.py", line 410, in main_menu
main()
File "C:/Users/Dell/PycharmProjects/Tutorial(2)/main.py", line 377, in main
boss.shoot()
File "C:/Users/Dell/PycharmProjects/Tutorial(2)/main.py", line 90, in shoot
laser = Laser(self.x - 20, self.y, self.laser_img)
File "C:/Users/Dell/PycharmProjects/Tutorial(2)/main.py", line 109, in __init__
self.mask = pygame.mask.from_surface(self.img)
TypeError: argument 1 must be pygame.Surface, not None
Может ли кто-нибудь помочь мне исправить это? Я не уверен, что здесь делать.