Python 3.x 在pygame中获取错误消息 导入pygame 随机输入 从操作系统导入路径 img_dir=path.join(path.dirname(_文件,'img')) snd_dir=path.join(path.dirname(_文件,'sound')) 宽

Python 3.x 在pygame中获取错误消息 导入pygame 随机输入 从操作系统导入路径 img_dir=path.join(path.dirname(_文件,'img')) snd_dir=path.join(path.dirname(_文件,'sound')) 宽,python-3.x,pygame,Python 3.x,Pygame,在pygame中获取错误消息 导入pygame 随机输入 从操作系统导入路径 img_dir=path.join(path.dirname(_文件,'img')) snd_dir=path.join(path.dirname(_文件,'sound')) 宽度=800 高度=600 FPS=50 白色=(255,255,255) 黑色=(0,0,0) 红色=(255,0,0) 绿色=(0,255,0) 蓝色=(0,0255) 黄色=(255,255,0) pygame.init() pygame.

在pygame中获取错误消息
导入pygame
随机输入
从操作系统导入路径
img_dir=path.join(path.dirname(_文件,'img'))
snd_dir=path.join(path.dirname(_文件,'sound'))
宽度=800
高度=600
FPS=50
白色=(255,255,255)
黑色=(0,0,0)
红色=(255,0,0)
绿色=(0,255,0)
蓝色=(0,0255)
黄色=(255,255,0)
pygame.init()
pygame.mixer.init()
screen=pygame.display.set_模式((宽度、高度))
pygame.display.set_标题(“我的游戏”)
clock=pygame.time.clock()
font\u name=pygame.font.match\u font('arial')
结束=真
def启动屏幕()
绘制文字(屏幕,“空间拍摄”,70,宽/2,高/4)
绘制文本(屏幕,“说明”,25,宽/2,高/2)
绘制文字(屏幕,“按左箭头键向左移动”,20,宽/2,高*2/3.5)
绘制文字(屏幕,“按向右箭头键向右移动”,20,宽/2,高*2/3.3)
绘制文本(屏幕,“要拍摄的空格键”,20,宽/2,高*2/3.1)
绘制文字(屏幕,“按键开始”,20,宽/2,高*3/4)
pygame.display.flip()
等待=真
等待时:
时钟滴答声(FPS)
对于pygame.event.get()中的事件:
如果event.type==pygame.QUIT:
pygame.quit()
如果event.type==pygame.KEYUP:
如果event.key==pygame.K_空间:
等待=错误
def绘图文字(冲浪、文字、大小、x、y):
font=pygame.font.font(字体名称、大小)
text\u surface=font.render(文本、真、白色)
text_rect=text_surface.get_rect()
text_rect.midtop=(x,y)
冲浪板(文字表面,文字直线)
职业玩家(pygame.sprite.sprite):
定义初始化(自):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=pygame.transform.scale(player_img,(50,38))
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
自半径=20
self.rect.centerx=宽度/2
self.rect.bottom=高度-10
self.speedx=0
def更新(自我):
self.speedx=0
keystate=pygame.key.get_pressed()
如果keystate[pygame.K_左]:
self.speedx=-5
如果keystate[pygame.K_RIGHT]:
self.speedx=5
self.rect.x+=self.speedx
如果self.rect.right>宽度:
self.rect.right=宽度
如果self.rect.left<0:
self.rect.left=0
def喷射(自):
项目符号=项目符号(self.rect.centerx、self.rect.top)
所有精灵。添加(项目符号)
项目符号。添加(项目符号)
类外星人(pygame.sprite.sprite):
定义初始化(自):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=外星人\u img
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
自半径=整数(自矩形宽度*.85/2)
self.rect.x=random.randrange(宽度-self.rect.WIDTH)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)
def更新(自我):
self.rect.y+=自加速
如果self.rect.top>高度+10或self.rect.left<-25或self.rect.right>宽度+20:
self.rect.x=random.randrange(宽度-self.rect.WIDTH)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)
类超级留置权(pygame.sprite.sprite):
定义初始化(自):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=superaliens\u img
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
自半径=整数(自矩形宽度*.85/2)
self.rect.x=random.randrange(宽度-self.rect.WIDTH)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)
self.speedx=random.randrange(-3,3)
def更新(自我):
self.rect.x+=self.speedx
self.rect.y+=自加速
如果self.rect.top>高度+10或self.rect.left<-25或self.rect.right>宽度+20:
self.rect.x=random.randrange(宽度-self.rect.WIDTH)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)
def shoot1(自我):
sbullet=sbullet(self.rect.centerx、self.rect.bottom)
所有精灵。添加(sbullet)
项目符号。添加(sbullet)
类SBullets(pygame.sprite.sprite):
定义初始化(self,x,y):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=sbullet\u img
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
self.rect.bottom=y
self.rect.centerx=x
self.speeded=+10
def更新(自我):
self.rect.y+=自加速
如果self.rect.top<0:
self.kill()
类子弹(pygame.sprite.sprite):
定义初始化(self,x,y):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=bullet\u img
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
self.rect.bottom=y
self.rect.centerx=x
self.speedy=-10
def更新(自我):
self.rect.y+=自加速
如果self.rect.bottom<0:
self.kill()
类爆炸(pygame.sprite.sprite):
定义初始值(自身、中心、大小):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.size=大小
self.image=explode[self.size][0]
self.rect=self.image.get_rect()
self.rect.center=中心
self.frame=0
self.last\u update=pygame.time.get\u ticks()
self.frame_rate=2
def更新(自我):
now=pygame.time.get_ticks()
如果现在-self.last_update>self.frame_rate:
self.last_update=现在
self.frame+=1
如果self.frame==len(分解[self.size]):
self.kill()
其他:
中心=self.rect.center
self.image=分解[self.size][self.frame]
self.rect=self.image.get_rect()
self.rect.center=中心
background=pygame.image.load(path.join(img_dir,“back.png”)).convert()
background\u rect=background.get\u rect()
player\u img=pygame.image.load(path.join(img\u dir,“playerShip2\u blue.png”).convert()
superaliens\u img=pygame.image.load(path.join(img\u dir,“enemyBlack4.png”).conv
     import pygame
     import random
     from os import path

     img_dir = path.join(path.dirname(__file__), 'img')
     snd_dir = path.join(path.dirname(__file__), 'sound')


     WIDTH = 800
     HEIGHT = 600
     FPS = 50

     WHITE=(255, 255, 255)
     BLACK=(0, 0, 0)
     RED=(255, 0, 0)
     GREEN=(0, 255, 0)
     BLUE=(0, 0, 255)
     YELLOW=(255, 255, 0)

     pygame.init()
     pygame.mixer.init()

     screen = pygame.display.set_mode((WIDTH, HEIGHT))
     pygame.display.set_caption("My Game")
     clock = pygame.time.Clock()

     font_name = pygame.font.match_font('arial')

     end = True
     def start_screen():
         draw_text(screen, "SPACE SHOOTING", 70, WIDTH/2, HEIGHT/4)
         draw_text(screen, "INSTRUCTIONS", 25, WIDTH/2, HEIGHT/2)
         draw_text(screen, "Press Left arrow key to move left", 20, WIDTH/2, HEIGHT*2/3.5)
     draw_text(screen, "Press Right arrow key to move right", 20, WIDTH/2, HEIGHT*2/3.3)
draw_text(screen, "Spacebar to shoot", 20, WIDTH/2, HEIGHT*2/3.1)
draw_text(screen, "Press a key to begin", 20, WIDTH/2, HEIGHT*3/4)
pygame.display.flip()
wait = True
while wait:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_SPACE:
                wait = False




     def draw_text(surf, text, size, x, y):
          font = pygame.font.Font(font_name, size)
          text_surface = font.render(text, True, WHITE)
          text_rect = text_surface.get_rect()
          text_rect.midtop = (x, y)
          surf.blit(text_surface, text_rect)



   class Player(pygame.sprite.Sprite):
       def __init__(self):
          pygame.sprite.Sprite.__init__(self)
          self.image = pygame.transform.scale(player_img, (50, 38))
          self.image.set_colorkey(BLACK)
          self.rect = self.image.get_rect()
          self.radius = 20
          self.rect.centerx = WIDTH/2
          self.rect.bottom = HEIGHT - 10
          self.speedx = 0

     def update(self):
         self.speedx = 0
         keystate = pygame.key.get_pressed()
          if keystate[pygame.K_LEFT]:
             self.speedx = -5
          if keystate[pygame.K_RIGHT]:
             self.speedx = 5
             self.rect.x += self.speedx
          if self.rect.right > WIDTH:
             self.rect.right = WIDTH
          if self.rect.left < 0:
             self.rect.left = 0

def shoot(self):
    bullet = Bullets(self.rect.centerx, self.rect.top)
    all_sprites.add(bullet)
    bullets.add(bullet)

class Aliens(pygame.sprite.Sprite):
  def __init__(self):
    pygame.sprite.Sprite.__init__(self)
    self.image = aliens_img
    self.image.set_colorkey(BLACK)
    self.rect = self.image.get_rect()
    self.radius = int(self.rect.width*.85/2)
    self.rect.x = random.randrange(WIDTH - self.rect.width)
    self.rect.y = random.randrange(-100, -40)
    self.speedy = random.randrange(1, 8)

def update(self):
    self.rect.y += self.speedy
    if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or       self.rect.right > WIDTH + 20:
        self.rect.x = random.randrange(WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100, -40)
        self.speedy = random.randrange(1, 8)

class SuperAliens(pygame.sprite.Sprite):
  def __init__(self):
    pygame.sprite.Sprite.__init__(self)
    self.image = superaliens_img
    self.image.set_colorkey(BLACK)
    self.rect = self.image.get_rect()
    self.radius = int(self.rect.width*.85/2)
    self.rect.x = random.randrange(WIDTH - self.rect.width)
    self.rect.y = random.randrange(-100, -40)
    self.speedy = random.randrange(1, 8)
    self.speedx = random.randrange(-3, 3)

def update(self):
    self.rect.x += self.speedx
    self.rect.y += self.speedy
    if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
        self.rect.x = random.randrange(WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100, -40)
        self.speedy = random.randrange(1, 8)

def shoot1(self):
    sbullet = SBullets(self.rect.centerx, self.rect.bottom)
    all_sprites.add(sbullet)
    bullets.add(sbullet)



class SBullets(pygame.sprite.Sprite):
  def __init__(self, x, y):
    pygame.sprite.Sprite.__init__(self)
    self.image = sbullet_img
    self.image.set_colorkey(BLACK)
    self.rect = self.image.get_rect()
    self.rect.bottom = y
    self.rect.centerx = x
    self.speedy = +10

def update(self):
    self.rect.y += self.speedy
    if self.rect.top < 0:
        self.kill()

class Bullets(pygame.sprite.Sprite):
  def __init__(self, x, y):
    pygame.sprite.Sprite.__init__(self)
    self.image = bullet_img
    self.image.set_colorkey(BLACK)
    self.rect = self.image.get_rect()
    self.rect.bottom = y
    self.rect.centerx = x
    self.speedy = -10

def update(self):
    self.rect.y += self.speedy
    if self.rect.bottom < 0:
        self.kill()

 class Explode(pygame.sprite.Sprite):
  def __init__(self, center, size):
    pygame.sprite.Sprite.__init__(self)
    self.size = size
    self.image = explode[self.size][0]
    self.rect = self.image.get_rect()
    self.rect.center = center
    self.frame = 0
    self.last_update = pygame.time.get_ticks()
    self.frame_rate = 2

def update(self):
    now = pygame.time.get_ticks()
    if now - self.last_update > self.frame_rate:
        self.last_update = now
        self.frame += 1
        if self.frame == len(explode[self.size]):
            self.kill()
        else:
            center = self.rect.center
            self.image = explode[self.size][self.frame]
            self.rect = self.image.get_rect()
            self.rect.center = center





 background = pygame.image.load(path.join(img_dir, "back.png")).convert()
  background_rect = background.get_rect()
  player_img = pygame.image.load(path.join(img_dir, "playerShip2_blue.png")).convert()
  superaliens_img = pygame.image.load(path.join(img_dir, "enemyBlack4.png")).convert()
  aliens_img = pygame.image.load(path.join(img_dir, "enemyBlack1.png")).convert()
  bullet_img = pygame.image.load(path.join(img_dir, "laserRed16.png")).convert()
  sbullet_img = pygame.image.load(path.join(img_dir, "laserRed11.png")).convert()
  explode = {}
  explode['super']=[]
  explode['small']=[]
 for i in range(9):
   filename = 'regularExplosion02.png'.format(1)
    img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
img_super = pygame.transform.scale(img, (75, 75))
explode ['super'].append(img_super)
img_small = pygame.transform.scale(img, (32, 32))
explode ['small'].append(img_small)


#pygame.mixer.music.load(path.join(snd_dir, 'Orbital.mp3'))
#pygame.mixer.music.set_volume(0.4)


#pygame.mixer.music.play(loops=-1)
end_game = True
running = True
while running:
 if end_game:
    start_screen()
    end_game = False
    all_sprites = pygame.sprite.Group()
    aliens = pygame.sprite.Group()
    superaliens = pygame.sprite.Group()
    bullets = pygame.sprite.Group()
    sbullets = pygame.sprite.Group()
    player = Player()
    all_sprites.add(player)
    for i in range(5):
        m = Aliens()
        all_sprites.add(m)
        aliens.add(m)

    for j in range(1):
        n = SuperAliens()
        all_sprites.add(n)
        superaliens.add(n)

    score = 0
clock.tick(FPS)
for event in pygame.event.get():
    if event.type == pygame.QUIT:
        running = False
    elif event.type == pygame.KEYDOWN:
        if event.key == pygame.K_SPACE:
            player.shoot()

all_sprites.update()

hits = pygame.sprite.groupcollide(aliens, bullets, True, True)
for hit in hits:
    score += 1
    m = Aliens()
    expl = Explode(hit.rect.center, 'small')
    all_sprites.add(expl)
    all_sprites.add(m)
    aliens.add(m)

hits = pygame.sprite.groupcollide(superaliens, bullets, True, True)
for hitt in hits:
    score += 5
    n = SuperAliens()
    expl1 = Explode(hitt.rect.center, 'super')
    all_sprites.add(expl1)
    all_sprites.add(n)
    superaliens.add(n)

hits = pygame.sprite.spritecollide(player, aliens, True)
for hit in hits:
    expl = Explode(hit.rect.center, 'small')
    all_sprites.add(expl)
    if hits:
        end_game = True
hits = pygame.sprite.spritecollide(player, superaliens, True)
for hitt in hits:
    expl1 = Explode(hitt.rect.center, 'super')
    all_sprites.add(expl1)
    if hits:
        end_game = True

screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen,"SCORE" +str(score), 22, WIDTH/2, 10)
#after drwing everything flip the display
pygame.display.flip()

pygame.quit()
pygame.quit()
exit()