Python速成课程游戏显示未正确显示图像
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):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
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()