为什么在添加了记分板后,我的游戏在启动时会显示一个空白屏幕?Python速成班。外星入侵

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为什么在添加了记分板后,我的游戏在启动时会显示一个空白屏幕?Python速成班。外星入侵

2023-07-26 15:36| 来源: 网络整理| 查看: 265

这里的初学者需要帮助。

我一直在跟踪Python速成班项目外星入侵使用游戏。

一切都进行得很顺利,直到我在游戏中添加了一个记分板。现在,当我启动游戏时,所有显示的都是背景屏幕,而不是我的精灵或播放按钮显示在屏幕上。

然而,如果我鼠标点击在过去的播放按钮的区域,游戏就开始了,一切看起来都是正常的。

我已经试图追溯我的步骤,并一直在寻找问题几个小时!我的代码和这本书没什么区别。

任何帮助或建议都会很棒!谢谢。

主脚本

import pygame from pygame.sprite import Group from settings import Settings from game_stats import GameStats from scoreboard import Scoreboard from button import Button from ship import Ship from alien import Alien import game_functions as gf def run_game(): # Initialize pygame, settings and 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") # Create an instance to store game statistics and create a scoreboard. stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) # 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) # Start the main loop for the game. while True: gf.check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets) if stats.game_active: ship.update() gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets) gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button) run_game()

对策函数

import sys from time import sleep import pygame from bullet import Bullet from alien import Alien def check_keydown_events(event, ai_settings, screen, ship, bullets): """Respond to keypresses.""" 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_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 key releases.)""" 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 new game when the player clicks Play.""" button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) if button_clicked and not stats.game_active: # Reset the game statistics ai_settings.initialize_dynamic_settings() # Hide the mouse cursor. pygame.mouse.set_visible(False) # Reset the game statistics. stats.reset_stats() stats.game_active = True # 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() def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button): """Update images on the screen and flip to the new screen""" # Redraw the screen through 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 score information. sb.show_score() # 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() def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): """Update the position bullets and get rid of old bullets.""" # Update bullet positions. bullets.update() # Get rid of bullets that have disapeared. for bullet in bullets.copy(): if bullet.rect.bottom 0: # Decrement ships_left. stats.ships_left -= 1 # 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() # Pause sleep(0.5) else: stats.game_active = False pygame.mouse.set_visible(True) 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: # Treat this the same as if the ship got hit. # Treat this the same as 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 position of all the aliens in the fleet. """ check_fleet_edges(ai_settings, aliens) aliens.update() # Look for alien-ship collisions. if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, stats, screen, ship, aliens, bullets) # Look for aliens hitting the bottom of the screen. check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)

设置

class Settings(): """A class to store all settings for Alien Invasion.""" def __init__(self): """Initialize the game's static settings.""" # Screen Settings self.screen_width = 1200 self.screen_height = 600 self.bg_color = (230, 230, 230) # Ship Settings self.ship_limit = 3 # Bullet Settings self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 60, 60, 60 self.bullets_allowed = 3 # Alien settings self.fleet_drop_speed = 10 # How quickly the game speeds up self.speedup_scale = 1.1 # fleet_direction of 1 represents right; -1 represents left. self.fleet_direction = 1 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): """Initialize settings that change throuhout the game.""" self.ship_speed_factor = 1.5 self.bullet_speed_factor = 3 self.alien_speed_factor = 1 # Fleet_direction of 1 represents right; -1 represents left. self.fleet_direction = 1 # Scoring self.alien_points = 50 def increase_speed(self): """Increase speed settings.""" self.ship_speed_factor *= self.speedup_scale self.bullet_speed_factor *= self.speedup_scale self.alien_speed_factor *= self.speedup_scale

记分板

import pygame.font class Scoreboard(): """A class to report scoring information.""" def __init__(self, ai_settings, screen, stats): """Initialize scorekeeping attributes.""" self.screen = screen self.screen_rect = screen.get_rect() self.ai_settings = ai_settings self.stats = stats # Font settings for the scoring information. self.text_color = (30, 30, 30) self.font = pygame.font.SysFont(None, 48) # Prepare the initial score image. self.prep_score() def prep_score(self): """Turn the score into a rendered image.""" score_str = str(self.stats.score) self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color) # Display the score at the top of the screen. self.score_rect = self.score_image.get_rect() self.score_rect.right = self.screen_rect.right - 20 self.score_rect.top = 20 def show_score(self): """Draw score to the screen.""" self.screen.blit(self.score_image, self.score_rect)

游戏统计数据

class GameStats(): """Track statistics for Alien Invasion.""" def __init__(self, ai_settings): """Initialize statistics.""" self.ai_settings = ai_settings self.reset_stats() # Start the game in an inactive state. self.game_active = False # High score should never be reset. self.high_score = 0 def reset_stats(self): """Initialize statistics that can change during the game.""" self.ships_left = self.ai_settings.ship_limit self.score = 0

Button

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 then draw message. self.screen.fill(self.button_color, self.rect) self.screen.blit(self.msg_image, self.msg_image_rect)

Alien

import pygame from pygame.sprite import Sprite class Alien(Sprite): """ A class to represent a single alien in the fleet.""" def __init__(self, ai_settings, screen): """Initialize the alien and set starting position.""" super(Alien, self).__init__() self.screen = screen self.ai_settings = ai_settings # Load the alien image and set its rect attribute. self.image = pygame.image.load('images/alien.bmp') self.rect = self.image.get_rect() # Start each new alien near the top left of the screen self.rect.x = self.rect.width self.rect.y = self.rect.height # Store the aliens exact position self.x = float(self.rect.x) def blitme(self): """Draw the alien in its current location.""" self.screen.blit(self.image, self.rect) def check_edges(self): """Return True if the alien is at the edge of the screen.""" screen_rect = self.screen.get_rect() if self.rect.right >= screen_rect.right: return True elif self.rect.left 0: self.center -= self.ai_settings.ship_speed_factor # Update rect object from self.center. self.rect.centerx = self.center def blitme(self): """Draw the ship at its current location.""" self.screen.blit(self.image, self.rect) def center_ship(self): """Center the ship on the screen.""" self.center = self.screen_rect.centerx


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