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游戏可以运行,但是发射不了子弹,看了两天,不知道哪里错了。还有就是为什么ship类里 要写self.ai_settings = ai_settings, 而bullet类里就不用写了呢。
alien_invasion.py:
import pygame
from bullet import Bullet
from pygame.sprite import Group
from settings import Settings
import game_functions as gf
from ship import Ship
def run_game():
"""定义开始游戏函数"""
#游戏主屏幕
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("外星人入侵")
#创建一艘飞船
ship = Ship(ai_settings, screen)
#创建子弹编组
bullets = Group()
#开始游戏主循环
while True:
gf.check_events(ai_settings, screen, ship, bullets) #监视键盘和鼠标事件
ship.update() #控制飞船移动
gf.update_bullets(bullets) #更新子弹
gf.update_screen(ai_settings, screen, ship, bullets) #刷新屏幕
run_game()
settings.py:
class Settings():
"""创建一个全局设置类"""
def __init__(self):
#屏幕设置
self.screen_width = 900
self.screen_height = 500
self.bg_color = (230, 230, 230)
#ship设置
self.ship_speed_factor = 1.5
#bullet设置
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color =(60, 60, 60)
self.bullet_speed_factor = 1
self.bullets_allowed = 3
game_functions.py:
import sys
import pygame
from bullet import Bullet
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT: #控制向右移动
ship.moving_right = True
elif event.key == pygame.K_LEFT: #控制向左移动
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有达到限制,就发射一颗子弹"""
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
"""响应松开"""
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, ship, bullets):
"""响应鼠标和键盘事件"""
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)
def update_bullets(bullets):
"""更新子弹位置,并删除已消失的子弹"""
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
def update_screen(ai_settings, screen, ship, bullets):
"""刷新屏幕"""
screen.fill(ai_settings.bg_color)
ship.blitme()
for bullet in bullets.sprites():
bullet.draw_bullet()
pygame.display.flip()
bullet.py:
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""继承Sprite类的子弹类,Sprite类有编组功能"""
def __init__(self, ai_settings, screen, ship):
super().__init__()
self.screen = screen
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height) #在原点创建子弹
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
self.rect.centerx = ship.rect.centerx #设定子弹位置
self.rect.top = ship.rect.top
self.y = float(self.rect.y) #设定存储小数值的子弹位置
def update(self):
"""向上移动子弹"""
self.y -= self.speed_factor
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)
ship.py:
import pygame
class Ship():
def __init__(self, ai_settings, screen):
self.screen = screen #飞船显示在游戏的屏幕上
self.ai_settings = ai_settings
#载入ship图像 并获取ship和屏幕矩形(计算机容易运算矩形,因为矩形最简单)
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = self.screen.get_rect()
#设定ship位置
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
#设置移动标志
self.moving_right = False
self.moving_left = False
#在飞船属性center中储存小数值
self.center = float(self.rect.centerx)
def update(self):
"""调整飞船移动"""
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
self.rect.centerx = self.center #将self.center储存的位置赋予self.rect.centerx
def blitme(self):
"""将ship绘制到屏幕上"""
self.screen.blit(self.image, self.rect)
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