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Python速成课程游戏显示未正确显示图像_Python_Python 3.x - Fatal编程技术网

Python速成课程游戏显示未正确显示图像

Python速成课程游戏显示未正确显示图像,python,python-3.x,Python,Python 3.x,我一直在试图解决这个问题,所有的图像都是完全混乱的,不能正常显示 它不会弹出任何错误,因此很难追溯原因: 代码如下: 主代码(alien_invision.py): 外来代码(Alien.py): 按钮代码(Button.py): 游戏功能代码(Game_functions.py): 设置代码(Settings.py): 船舶代码(Ship.py): 导入pygame 从pygame.sprite导入sprite 等级船(雪碧): 定义初始化(自我、ai设置、屏幕): 超级(船,自我)。\uuu

我一直在试图解决这个问题,所有的图像都是完全混乱的,不能正常显示

它不会弹出任何错误,因此很难追溯原因:

代码如下:

主代码(alien_invision.py):

外来代码(Alien.py):

按钮代码(Button.py):

游戏功能代码(Game_functions.py):

设置代码(Settings.py):

船舶代码(Ship.py):

导入pygame
从pygame.sprite导入sprite
等级船(雪碧):
定义初始化(自我、ai设置、屏幕):
超级(船,自我)。\uuuu初始
self.screen=屏幕
self.ai_设置=ai_设置
self.image=pygame.image.load(r'C:\Users\user\Desktop\alien invision\ship.bmp')
self.rect=self.image.get_rect()
self.screen\u rect=screen.get\u rect()
self.rect.centerx=self.screen\u rect.centerx
self.rect.bottom=self.screen\u rect.bottom
self.moving_right=False
self.moving_left=False
self.center=float(self.rect.centerx)
self.center+=self.ai\u设置.发货速度\u系数
def更新(自我、ai_设置):
self.ai_设置=ai_设置
如果self.moving\u right和self.rect.right0:
self.center-=self.ai\u设置.发货速度\u系数
self.rect.centerx-=1
def blitme(自身,屏幕):
self.screen.blit(self.image,self.rect)
def中心装运(自):
self.center=self.screen\u rect.centerx

任何帮助都会非常感激

需要简单的改变。在绘制外星人之前清除屏幕

while True:

    screen.fill(ai_settings.bg_color)   #  <<<<<<<  clear screen first
    gf.check_events(ai_settings, screen, ship, bullets, stats, play_button)
    if stats.game_active:
        ship.update(ai_settings)
        gf.update_aliens(ai_settings, aliens, ship, stats, screen, bullets)
        gf.update_bullets(bullets, aliens, ai_settings, screen, ship)

    gf.update_screen(ai_settings, bullets, screen, ship, aliens, stats, play_button)

    if not stats.game_active:
        play_button.draw_button()
为True时:
屏幕。填充(ai_设置。bg_颜色)#
import pygame
from pygame.sprite import Sprite

class Alien(Sprite):

    def __init__(self, ai_settings, screen):
        super(Alien, self).__init__()

        self.screen = screen
        self.ai_settings = ai_settings
        self.image = pygame.image.load(r'C:\Users\user\Desktop\alien invasion\alien.bmp')
        #Load the alien image and set its rect attribute
        self.rect = self.image.get_rect()
        #Start each new alienn near the top left of the screen
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height
        #Store the alien's exact position
        self.x = float(self.rect.x)

    def blitme(self):
        #Draw the alien at its current location
        self.screen.blit(self.image, self.rect)

    def update(self):
        self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
        self.rect.x = self.x

    def check_edges(self):
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True
import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):

    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)
        self.rect.centerx = ship.rect.centerx
        self.rect.top = ship.rect.top
        self.y = float(self.rect.y)
        self.color = ai_settings.bullet_color
        self.ship_speed_factor = ai_settings.bullet_speed_factor

    def update(self):
        self.y -= self.ship_speed_factor
        self.rect.y = self.y


    def draw_bullet(self):
        pygame.draw.rect(self.screen, self.color, self.rect)
import pygame.font

class Button():
    def __init__(self, ai_settings, screen, msg):
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.width, self.height = 200, 50
        self.button_color = (0, 250, 0)
        self.text_color = (255, 255, 255)
        self.font = pygame.font.SysFont(None, 48)
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = (self.screen_rect.center)
        self.prep_msg(msg)

    def prep_msg(self, msg):
        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):
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep

def check_events(ai_settings, screen, ship, bullets, stats, play_button):

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()

        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_play_button(stats, play_button, mouse_x, mouse_y)

        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event,ship, ai_settings, screen, bullets)

        elif event.type == pygame.KEYUP:
            check_keyup_events(event, ship)


def update_screen(ai_settings, bullets, screen, ship, aliens, stats, play_button):

    for bullet in bullets.sprites():
        bullet.draw_bullet()



    aliens.draw(screen)
    ship.blitme(screen)
    pygame.display.flip()

def check_keydown_events(event, ship, ai_settings, screen, bullets):
    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):
        if len(bullets) < ai_settings.bullets_allowed:
            new_bullet =  Bullet(ai_settings, screen, ship)
            bullets.add(new_bullet)


def check_keyup_events(event, ship):
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False


def update_bullets(bullets, aliens, ai_settings, screen, ship):
    bullets.update()
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    if len(aliens) == 0:
        bullets.empty()
        create_fleet(ai_settings, screen, aliens, ship)
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)


def create_fleet(ai_settings, screen, aliens, ship):
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width
    number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
    number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
    for row_number in range(number_rows):

        for alien_number in range(number_aliens_x):
            create_alien(ai_settings, screen, aliens, alien_number, row_number)

def get_number_aliens_x(ai_settings, alien_width):
    available_space_x = ai_settings.screen_width - 2 * alien_width
    number_aliens_x = int(available_space_x / (2 * alien_width))
    return number_aliens_x

def create_alien(ai_settings, screen, aliens, alien_number, row_number):
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width
    alien.x = alien_width + 2 * alien_width * alien_number
    alien.rect.x = alien.x
    alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
    aliens.add(alien)

def get_number_rows(ai_settings, ship_height, alien_height):
    available_space_y = (ai_settings.screen_height - (3 * alien_height) - (ship_height))
    number_rows = int(available_space_y / (2 * alien_height))
    return number_rows

def update_aliens(ai_settings, aliens, ship, stats, screen, bullets):
    check_fleet_edges(ai_settings, aliens)
    aliens.update()
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)

def check_fleet_edges(ai_settings, aliens):
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings, aliens):
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1

def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
    if stats.ships_left > 0:
        stats.ships_left -= 1
        aliens.empty()
        bullets.empty()
        create_fleet(ai_settings, screen, aliens, ship)
        ship.center_ship
        sleep(0.5)
    else:
        stats.game_active = False


def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
            break

def check_play_button(stats, play_button, mouse_x, mouse_y):
    if play_button.rect.collidepoint(mouse_x, mouse_y):
        stats.game_active = True
class GameStats():
    def __init__(self, ai_settings):
        self.ai_settings = ai_settings
        self.reset_stats()
        self.game_active = True

    def reset_stats(self):
        self.ships_left = self.ai_settings.ship_limit
class Settings():
    def __init__(self):
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230, 230)
        self.ship_speed_factor = 10
        self.ship_limit = 3

        self.bullet_speed_factor = 3
        self.bullet_width = 3
        self.bullet_height = 12
        self.bullet_color = (60, 60, 60)
        self.bullets_allowed = 3

        self.alien_speed_factor = 1
        self.fleet_drop_speed = 10
        self.fleet_x_margin = 70
        self.fleet_y_margin = 70
        self.fleet_direction = -1
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
    def __init__(self, ai_settings, screen):
        super(Ship, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        self.image = pygame.image.load(r'C:\Users\user\Desktop\alien invasion\ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom
        self.moving_right = False
        self.moving_left = False
        self.center = float(self.rect.centerx)
        self.center += self.ai_settings.ship_speed_factor



    def update(self, ai_settings):
        self.ai_settings = ai_settings
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.rect.centerx += 1
            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 -= 1


    def blitme(self, screen):
        self.screen.blit(self.image, self.rect)

    def center_ship(self):
        self.center = self.screen_rect.centerx
while True:

    screen.fill(ai_settings.bg_color)   #  <<<<<<<  clear screen first
    gf.check_events(ai_settings, screen, ship, bullets, stats, play_button)
    if stats.game_active:
        ship.update(ai_settings)
        gf.update_aliens(ai_settings, aliens, ship, stats, screen, bullets)
        gf.update_bullets(bullets, aliens, ai_settings, screen, ship)

    gf.update_screen(ai_settings, bullets, screen, ship, aliens, stats, play_button)

    if not stats.game_active:
        play_button.draw_button()