Python 3.x 如何在太空入侵者游戏python中添加五行入侵者
我目前在我的太空入侵者游戏中有1行11个入侵者,我希望再添加5行,我需要在下面的代码中添加什么代码 导入系统 导入pygame 输入入侵者 进口导弹 从pygame.locals导入* 类太空入侵者:Python 3.x 如何在太空入侵者游戏python中添加五行入侵者,python-3.x,pygame,Python 3.x,Pygame,我目前在我的太空入侵者游戏中有1行11个入侵者,我希望再添加5行,我需要在下面的代码中添加什么代码 导入系统 导入pygame 输入入侵者 进口导弹 从pygame.locals导入* 类太空入侵者: # Constructor of the basic game class. # This constructor calls initialize and main_loop method. def __init__(self): self.initialize() self.m
# Constructor of the basic game class.
# This constructor calls initialize and main_loop method.
def __init__(self):
self.initialize()
self.main_loop()
# Initialization method. Allows the game to initialize different
# parameters and load assets before the game runs
def initialize(self):
pygame.init()
pygame.key.set_repeat(1, 1)
self.width = 1024
self.height = 768
self.screen = pygame.display.set_mode((self.width, self.height))
self.caption = "Space Invader!!"
pygame.display.set_caption(self.caption)
self.framerate = 30
self.clock = pygame.time.Clock()
self.missileXPos = -1
self.missileYPos = -1
self.missileFired = False
self.gameState = 1
self.font = pygame.font.Font(None, 40)
self.explosionSound = pygame.mixer.Sound("explosion.wav")
self.initializeGameVariables()
def initializeGameVariables(self):
self.starfieldImg = pygame.image.load('Starfield1024x768.png')
self.invaderImg = pygame.image.load('inv1.png')
self.altInvaderImg = pygame.image.load('inv12.png')
self.rocketLauncherImg = pygame.image.load('LaserBase.png')
self.missileImg = pygame.image.load('bullet.png')
self.rocketXPos = 512
self.alienDirection = -1
self.alienSpeed = 20
self.ticks = 0
self.invaders = []
xPos = 512
for i in range(11):
invader = Invader.Invader()
invader.setPosX(xPos)
invader.setPosY(100)
self.invaders.append(invader)
xPos += 32
self.missileFired = None
self.playerScore = 0
# main loop method keeps the game running. This method continuously
# calls the update and draw methods to keep the game alive.
def main_loop(self):
self.clock = pygame.time.Clock()
while True:
gametime = self.clock.get_time()
self.update(gametime)
self.draw(gametime)
self.clock.tick(self.framerate)
def updateStarted(self, gametime):
'''add action statements for start screen'''
events = pygame.event.get()
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
self.gameState = 2
break
def updatePlaying(self, gametime):
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
self.rocketXPos = self.rocketXPos + 4
elif event.key == pygame.K_LEFT:
self.rocketXPos = self.rocketXPos - 4
elif event.key == pygame.K_SPACE:
self.missileFired = Missile.Missile(self.rocketXPos, 650)
isInvaderRemaining = False
for i in range(11):
if self.invaders[i] != None:
isInvaderRemaining = True
break
if isInvaderRemaining == False:
self.gameState = 3
return
if self.missileFired != None:
self.missileFired.move()
if self.rocketXPos < 100:
self.rocketXPos = 100
if self.rocketXPos > 924:
self.rocketXPos = 924
self.ticks = self.ticks + gametime
if self.ticks > 500:
for i in range(11):
if self.invaders[i] != None:
self.invaders[i].moveHorizontal(self.alienSpeed * self.alienDirection)
leftMostInvader = None
rightMostInvader = None
for i in range(11):
if self.invaders[i] != None:
leftMostInvader = self.invaders[i]
break
for i in range(10, -1, -1):
if self.invaders[i] != None:
rightMostInvader = self.invaders[i]
break
if leftMostInvader.getPosX() < 96:
self.alienDirection = +1
xPos = 96
for i in range(11):
if self.invaders[i] != None:
self.invaders[i].moveVertical(4)
self.invaders[i].setPosX(xPos)
xPos = xPos + self.invaderImg.get_width()
if rightMostInvader.getPosX() > 924 :
self.alienDirection = -1
xPos = 924 - self.invaderImg.get_width() * 10
for i in range(11):
if self.invaders[i] != None:
self.invaders[i].moveVertical(4)
self.invaders[i].setPosX(xPos)
xPos = xPos + self.invaderImg.get_width()
self.ticks = 0
if self.missileFired != None:
rectMissile = pygame.Rect(self.missileFired.getPosX(), self.missileFired.getPosY(), self.missileImg.get_width(), self.missileImg.get_height())
for i in range(11):
if self.invaders[i] != None:
rectInvader = pygame.Rect(self.invaders[i].getPosX(), self.invaders[i].getPosY(), self.invaderImg.get_width(), self.invaderImg.get_height())
if rectMissile.colliderect(rectInvader):
self.missileFired = None
self.invaders[i] = None
self.playerScore = self.playerScore + 100
self.explosionSound.play()
break
def updateEnded(self, gametime):
'''add action statements for end screen'''
events = pygame.event.get()
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_x:
pygame.quit()
sys.exit()
elif event.key == pygame.K_r:
self.initializeGameVariables()
self.gameState = 1
# Update method contains game update logic, such as updating the game
# variables, checking for collisions, gathering input, and
# playing audio.
def update(self, gametime):
if self.gameState == 1:
self.updateStarted(gametime)
elif self.gameState == 2:
self.updatePlaying(gametime)
elif self.gameState == 3:
self.updateEnded(gametime)
def drawStarted(self, gametime):
'''add drawing statements for start screen'''
self.screen.blit(self.starfieldImg, (0,0))
width, height = self.font.size("S P A C E I N V A D E R S!")
text = self.font.render("S P A C E I N V A D E R S!", True, (255, 0, 0))
xPos = (1024 - width)/2
self.screen.blit(text, (xPos, 200))
width, height = self.font.size("P R E S S 'S' T O S T A R T")
text = self.font.render("P R E S S 'S' T O S T A R T", True, (255, 0, 0))
xPos = (1024 - width)/2
self.screen.blit(text, (xPos, 400))
pygame.display.flip()
def drawPlaying(self, gametime):
self.screen.blit(self.starfieldImg, (0,0))
score_text = self.font.render("Score : %d" %self.playerScore, True, (255, 0, 0))
self.screen.blit(score_text, (10, 10))
self.screen.blit(self.rocketLauncherImg, (self.rocketXPos, 650))
if self.missileFired != None:
self.screen.blit(self.missileImg, (self.missileFired.getPosX(), self.missileFired.getPosY() - self.missileImg.get_height()))
for i in range(11):
if self.invaders[i] != None:
self.screen.blit(self.invaderImg, self.invaders[i].getPosition())
pygame.display.flip()
# Draw method, draws the current state of the game on the screen
def draw(self, gametime):
if self.gameState == 1:
self.drawStarted(gametime)
elif self.gameState == 2:
self.drawPlaying(gametime)
elif self.gameState == 3:
self.drawEnded(gametime)
def drawEnded(self, gametime):
'''add drawing statements for end screen'''
self.screen.blit(self.starfieldImg, (0,0))
width, height = self.font.size("P R E S S 'R' T O R E S T A R T G A M E")
text = self.font.render("P R E S S 'R' T O R E S T A R T G A M E", True, (255, 0, 0))
xPos = (1024 - width)/2
self.screen.blit(text, (xPos, 200))
width, height = self.font.size("P R E S S 'X' T O E X I T G A M E")
text= self.font.render("P R E S S 'X' T O E X I T G A M E", True, (255, 0, 0))
xPos = (1024 - width)/2
self.screen.blit(text, (xPos, 300))
pygame.display.flip()
#基本游戏类的构造函数。
#此构造函数调用initialize和main_循环方法。
定义初始化(自):
self.initialize()
self.main_循环()
#初始化方法。允许游戏初始化不同的
#在游戏运行前加载参数和资源
def初始化(自):
pygame.init()
pygame.key.set_重复(1,1)
self.width=1024
自身高度=768
self.screen=pygame.display.set_模式((self.width,self.height))
self.caption=“太空入侵者!!”
pygame.display.set_标题(self.caption)
self.framerate=30
self.clock=pygame.time.clock()
self.missileXPos=-1
self.missileYPos=-1
self.missileFired=False
self.gameState=1
self.font=pygame.font.font(无,40)
self.explosionSound=pygame.mixer.Sound(“explosion.wav”)
self.initializeGameVariables()
def initializeGameVariables(自):
self.starfieldImg=pygame.image.load('Starfield1024x768.png')
self.investrimg=pygame.image.load('inv1.png')
self.altInvaderImg=pygame.image.load('inv12.png')
self.rocketLauncherImg=pygame.image.load('LaserBase.png'))
self.missileImg=pygame.image.load('bullet.png')
self.rocketXPos=512
self.alienddirection=-1
自校准速度=20
self.ticks=0
self.investors=[]
xPos=512
对于范围(11)中的i:
入侵者=入侵者。入侵者()
入侵者.setPosX(xPos)
入侵者塞波西(100)
self.investors.append(入侵者)
xPos+=32
self.missileFired=无
self.playerScore=0
#主循环方法保持游戏运行。这种方法是连续不断的
#调用update和draw方法使游戏保持活动状态。
def主回路(自):
self.clock=pygame.time.clock()
尽管如此:
gametime=self.clock.get_time()
自我更新(游戏时间)
自我绘制(游戏时间)
self.clock.tick(self.framerate)
def更新启动(自我,游戏时间):
''为开始屏幕添加操作语句''
events=pygame.event.get()
对于事件中的事件:
如果event.type==pygame.KEYDOWN:
如果event.key==pygame.K_:
self.gameState=2
打破
def更新播放(自我,游戏时间):
events=pygame.event.get()
对于事件中的事件:
如果event.type==pygame.QUIT:
pygame.quit()
sys.exit()
如果event.type==pygame.KEYDOWN:
如果event.key==pygame.K_RIGHT:
self.rocketXPos=self.rocketXPos+4
elif event.key==pygame.K_左:
self.rocketXPos=self.rocketXPos-4
elif event.key==pygame.K_空间:
self.missileFired=导弹导弹(self.rocketXPos,650)
ISINVADER=False
对于范围(11)中的i:
如果是自我侵略者[i]!=无:
ISINVADER剩余=真
打破
如果ISINVADERRAING==False:
self.gameState=3
返回
如果自荐信被激发了!=无:
self.missionfired.move()
如果self.rocketXPos<100:
self.rocketXPos=100
如果self.rocketXPos>924:
self.rocketXPos=924
self.ticks=self.ticks+游戏时间
如果self.ticks>500:
对于范围(11)中的i:
如果是自我侵略者[i]!=无:
self.investors[i].moveHorizontal(self.alienSpeed*self.aliendDirection)
leftMostInvader=无
rightMostInvader=无
对于范围(11)中的i:
如果是自我侵略者[i]!=无:
leftMostInvader=自我侵略者[i]
打破
对于范围(10,-1,-1)内的i:
如果是自我侵略者[i]!=无:
rightMostInvader=自我侵略者[i]
打破
如果leftMostInvader.getPosX()小于96:
self.alienddirection=+1
xPos=96
对于范围(11)中的i:
如果是自我侵略者[i]!=无:
赛尔夫.侵略者[i].移动垂直(4)
self.investors[i].setPosX(xPos)
xPos=xPos+self.investrimg.get_width()
如果rightMostInvader.getPosX()>924:
self.alienddirection=-1
xPos=924-self.investrimg.get_width()*10
对于范围(11)中的i:
如果是自我侵略者[i]!=无:
赛尔夫.侵略者[i].移动垂直(4)
self.investors[i].setPosX(xPos)
xPos=xPos+self.investrimg.get_width()
self.ticks=0
如果自荐信被激发了!=无:
rectmission=pygame.Rect(self.missileFired.getPosX(),self.missileFired.getPosY(),self.missileImg.get_width(),self.missileImg.get_height())
对于范围(11)中的i:
如果是自我侵略者[i]!=无:
rectInvestor=pygame.Rect(self.investors[i].getPosX(),self.investors[i].getPosY(),self.investrimg.get_width(),self.investrimg.get_height())
如果是rectMissile.Collide Rect(rectInvader):
self.missileFired=无
自我侵略者
self.playerScore=self.playerScore+100
self.explosionSound.play()
打破
def更新(自我,游戏时间):
''为结束屏幕添加操作语句''
events=pygame.event.get()
对于事件中的事件:
如果event.type==pygame.KEYDOWN:
如果event.key==pygame.K_x:
pygame.quit()
sys.exit()
elif event.key==pygame.K\u r:
self.initializeGameVariables()
self.gameState=1
#更新方法包含游戏更新逻辑,例如更新游戏
#变量,检查
class Invaders(position, screen): # where position is the tuple of the position
def __init__(self):
self.screen = screen
self.x = position[0] # assign the initial x and y
self.y = position[1]
self.image = # load the image
# other code, i.e. load the image of the invaders and other proprierties
def update(self): # use this method to update the position of the alien and blit the new image
self.x = self.x + #add here a method or function that compute the new relative position
self.x = self.x + #add here a method or function that compute the new relative position
self.screen.blit(self.image, (self.x, self.y))