为什么我的pygame在添加记分板后在启动时显示空白屏幕?Python速成班。外来入侵

为什么我的pygame在添加记分板后在启动时显示空白屏幕?Python速成班。外来入侵,python,python-3.x,pygame,Python,Python 3.x,Pygame,这里的初学者需要帮助 我一直在使用pygame关注Python速成课程项目“外星人入侵” 一切都进行得很顺利,直到我在游戏中添加了记分板,现在当我开始游戏时,只显示背景屏幕,屏幕上没有显示我的精灵或播放按钮 但是,如果我用鼠标点击游戏按钮所在的区域,游戏就会开始,一切正常 我已经试着回溯我的步骤,并且已经寻找了几个小时的问题!我的代码跟这本书没什么区别 任何帮助或建议都会很好!谢谢 主脚本 import pygame from pygame.sprite import Group from s

这里的初学者需要帮助

我一直在使用pygame关注Python速成课程项目“外星人入侵”

一切都进行得很顺利,直到我在游戏中添加了记分板,现在当我开始游戏时,只显示背景屏幕,屏幕上没有显示我的精灵或播放按钮

但是,如果我用鼠标点击游戏按钮所在的区域,游戏就会开始,一切正常

我已经试着回溯我的步骤,并且已经寻找了几个小时的问题!我的代码跟这本书没什么区别

任何帮助或建议都会很好!谢谢

主脚本

import pygame
from pygame.sprite import Group

from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from alien import Alien
import game_functions as gf

def run_game():
    # Initialize pygame, settings and screen object.
    pygame.init()

    ai_settings = Settings()

    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # Make the Play button.
    play_button = Button(ai_settings, screen, "Play")

    # Create an instance to store game statistics and create a scoreboard.
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    # Make a ship, a group of bullets, and a group of aliens.
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()


    # Create the fleet of aliens.
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # Start the main loop for the game.
    while True:
        gf.check_events(ai_settings, screen, stats, play_button, ship,
           aliens, bullets)

        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
                   bullets)

            gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)

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


run_game()
 import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    """A class to manage bullets fired from the ship"""

    def __init__(self, ai_settings, screen, ship):
        """ Create a bullet object from the ships current position"""
        super(Bullet, self).__init__()
        self.screen = screen

        # Creat a bullet rect at (0, 0) and then set correct position.
        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

        # Store the bullets position as a decimal value
        self.y = float(self.rect.y)

        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor

    def update(self):
        """Move the bullet up the screen."""
        # Update the decimal position of the bullet.
        self.y -= self.speed_factor
        # Update the rect position
        self.rect.y = self.y

    def draw_bullet(self):
        """ Draw the bullet to the screen."""
        pygame.draw.rect(self.screen, self.color, self.rect)
游戏功能

import sys
from time import sleep

import pygame
from bullet import Bullet
from alien import Alien


def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """Respond to keypresses."""
    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):
        """Fire a bullet if limit not reached yet."""
        # Create a new bullet and add it to the bullets group.
        if len(bullets) < ai_settings.bullets_allowed:
           new_bullet = Bullet(ai_settings, screen, ship)
           bullets.add(new_bullet)

def check_keyup_events(event, ship):
    """Respond to key releases.)"""
    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, stats, play_button, ship, aliens,
           bullets):
    """Respond to keypresses and mouse events."""
    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)
        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_play_button(ai_settings, screen, stats, play_button, ship,
                    aliens, bullets, mouse_x, mouse_y)

def check_play_button(ai_settings, screen, stats, play_button, ship, aliens,
         bullets, mouse_x, mouse_y):
    """Start new game when the player clicks Play."""
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
        # Reset the game statistics
        ai_settings.initialize_dynamic_settings()

        # Hide the mouse cursor.
        pygame.mouse.set_visible(False)

        # Reset the game statistics.
        stats.reset_stats()
        stats.game_active = True

        # Empty the list of aliens and bullets.
        aliens.empty()
        bullets.empty()

        # Create a new fleet and center the ship.
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()


def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
         play_button):
    """Update images on the screen and flip to the new screen"""

    # Redraw the screen through each pass through the loop.
    screen.fill(ai_settings.bg_color)

    # Redraw all bullets behind ship and aliens.
    for bullet in bullets.sprites():
        bullet.draw_bullet()

    ship.blitme()
    aliens.draw(screen)

    # Draw the score information.
    sb.show_score()

    # Draw the play button if the game is inactive.
    if not stats.game_active:
        play_button.draw_button()

    # Make the most recently drawn screen visible.
    pygame.display.flip()

def update_bullets(ai_settings, screen, stats, sb,  ship, aliens, bullets):
    """Update the position bullets and get rid of old bullets."""
    # Update bullet positions.
    bullets.update()

    # Get rid of bullets that have disapeared.
    for bullet in bullets.copy():
            if bullet.rect.bottom <= 0:
                bullets.remove(bullet)

    check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
           aliens, bullets)

def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
          aliens, bullets):
    """Respond to bullet-alien collisions."""
    # Remove any bullets and aliens that have collided.
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if collisions:
        stats.score += ai_settings.alien_points
        sb.prep_score()

    if len(aliens) == 0:
        # Destroy existing bullets, speed up game, and create new fleet.
        bullets.empty()
        ai_settings.increase_speed()
        create_fleet(ai_settings, screen, ship, aliens)

def get_number_aliens_x(ai_settings, alien_width):
    """Determine the number of aliens that fit in a row."""
    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 get_number_rows(ai_settings, ship_height, alien_height):
    """Determine the number of rows of aliens that fit across the screen."""
    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 create_alien(ai_settings, screen, aliens, alien_number, row_number):
    """Create an alien and place it in the row."""
        # create an alien and place it in the row.
    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 create_fleet(ai_settings, screen, ship, aliens):
    """Create full fleet of aliens."""
    # Create an alien and find the number of aliens in a row.
    alien = Alien(ai_settings, screen)
    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)

    # Create the fleet of aliens.
    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 check_fleet_edges(ai_settings, aliens):
    """Respond appropriatly if any aliens have reached an edge."""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings, aliens):
    """Drop the entire fleet and change the fleet's direction."""
    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):
    """Respond to ship being hit by alien."""
    if stats.ships_left > 0:
       # Decrement ships_left.
       stats.ships_left -= 1

       # Empty the list of aliens and bullets.
       aliens.empty()
       bullets.empty()

       # Create a new fleet and center the ship.
       create_fleet(ai_settings, screen, ship, aliens)
       ship.center_ship()

       # Pause
       sleep(0.5)

    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)


def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
    """Check if any aliens have reached the bottom of the screen."""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            # Treat this the same as if the ship got hit.
        # Treat this the same as if the ship got hit.
            ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
            break

def update_aliens(ai_settings, stats, screen,  ship, aliens, bullets):
    """
    Check if the fleet is at an edge,
    and then update the position of all the aliens in the fleet.
    """
    check_fleet_edges(ai_settings, aliens)
    aliens.update()

    # Look for alien-ship collisions.
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)

    # Look for aliens hitting the bottom of the screen.
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
class Settings():
    """A class to store all settings for Alien Invasion."""

    def __init__(self):
        """Initialize the game's static settings."""
        # Screen Settings
        self.screen_width = 1200
        self.screen_height = 600
        self.bg_color = (230, 230, 230)

        # Ship Settings
        self.ship_limit = 3

        # Bullet Settings
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullets_allowed = 3

        # Alien settings
        self.fleet_drop_speed = 10

        # How quickly the game speeds up
        self.speedup_scale = 1.1

        # fleet_direction of 1 represents right; -1 represents left.
        self.fleet_direction = 1


        self.initialize_dynamic_settings()


    def initialize_dynamic_settings(self):
        """Initialize settings that change throuhout the game."""
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1

        # Fleet_direction of 1 represents right; -1 represents left.
        self.fleet_direction = 1

        # Scoring
        self.alien_points = 50

    def increase_speed(self):
        """Increase speed settings."""
        self.ship_speed_factor *= self.speedup_scale
        self.bullet_speed_factor *= self.speedup_scale
        self.alien_speed_factor *= self.speedup_scale
class GameStats():
"""Track statistics for Alien Invasion."""

def __init__(self, ai_settings):
    """Initialize statistics."""
    self.ai_settings = ai_settings
    self.reset_stats()


    # Start the game in an inactive state.
    self.game_active = False

    # High score should never be reset.
    self.high_score = 0


def reset_stats(self):
    """Initialize statistics that can change during the game."""
    self.ships_left = self.ai_settings.ship_limit
    self.score = 0
记分牌

import pygame.font

class Scoreboard():
    """A class to report scoring information."""

    def __init__(self, ai_settings, screen, stats):
        """Initialize scorekeeping attributes."""
        self.screen = screen

        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats


        # Font settings for the scoring information.
        self.text_color = (30, 30, 30)
        self.font = pygame.font.SysFont(None, 48)

        # Prepare the initial score image.
        self.prep_score()


    def prep_score(self):
        """Turn the score into a rendered image."""
        score_str = str(self.stats.score)
        self.score_image = self.font.render(score_str, True, self.text_color,
              self.ai_settings.bg_color)

        # Display the score at the top of the screen.
        self.score_rect = self.score_image.get_rect()
        self.score_rect.right = self.screen_rect.right - 20
        self.score_rect.top = 20

    def show_score(self):
        """Draw score to the screen."""
        self.screen.blit(self.score_image, self.score_rect)
游戏统计数据

import sys
from time import sleep

import pygame
from bullet import Bullet
from alien import Alien


def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """Respond to keypresses."""
    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):
        """Fire a bullet if limit not reached yet."""
        # Create a new bullet and add it to the bullets group.
        if len(bullets) < ai_settings.bullets_allowed:
           new_bullet = Bullet(ai_settings, screen, ship)
           bullets.add(new_bullet)

def check_keyup_events(event, ship):
    """Respond to key releases.)"""
    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, stats, play_button, ship, aliens,
           bullets):
    """Respond to keypresses and mouse events."""
    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)
        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_play_button(ai_settings, screen, stats, play_button, ship,
                    aliens, bullets, mouse_x, mouse_y)

def check_play_button(ai_settings, screen, stats, play_button, ship, aliens,
         bullets, mouse_x, mouse_y):
    """Start new game when the player clicks Play."""
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
        # Reset the game statistics
        ai_settings.initialize_dynamic_settings()

        # Hide the mouse cursor.
        pygame.mouse.set_visible(False)

        # Reset the game statistics.
        stats.reset_stats()
        stats.game_active = True

        # Empty the list of aliens and bullets.
        aliens.empty()
        bullets.empty()

        # Create a new fleet and center the ship.
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()


def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
         play_button):
    """Update images on the screen and flip to the new screen"""

    # Redraw the screen through each pass through the loop.
    screen.fill(ai_settings.bg_color)

    # Redraw all bullets behind ship and aliens.
    for bullet in bullets.sprites():
        bullet.draw_bullet()

    ship.blitme()
    aliens.draw(screen)

    # Draw the score information.
    sb.show_score()

    # Draw the play button if the game is inactive.
    if not stats.game_active:
        play_button.draw_button()

    # Make the most recently drawn screen visible.
    pygame.display.flip()

def update_bullets(ai_settings, screen, stats, sb,  ship, aliens, bullets):
    """Update the position bullets and get rid of old bullets."""
    # Update bullet positions.
    bullets.update()

    # Get rid of bullets that have disapeared.
    for bullet in bullets.copy():
            if bullet.rect.bottom <= 0:
                bullets.remove(bullet)

    check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
           aliens, bullets)

def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
          aliens, bullets):
    """Respond to bullet-alien collisions."""
    # Remove any bullets and aliens that have collided.
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if collisions:
        stats.score += ai_settings.alien_points
        sb.prep_score()

    if len(aliens) == 0:
        # Destroy existing bullets, speed up game, and create new fleet.
        bullets.empty()
        ai_settings.increase_speed()
        create_fleet(ai_settings, screen, ship, aliens)

def get_number_aliens_x(ai_settings, alien_width):
    """Determine the number of aliens that fit in a row."""
    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 get_number_rows(ai_settings, ship_height, alien_height):
    """Determine the number of rows of aliens that fit across the screen."""
    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 create_alien(ai_settings, screen, aliens, alien_number, row_number):
    """Create an alien and place it in the row."""
        # create an alien and place it in the row.
    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 create_fleet(ai_settings, screen, ship, aliens):
    """Create full fleet of aliens."""
    # Create an alien and find the number of aliens in a row.
    alien = Alien(ai_settings, screen)
    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)

    # Create the fleet of aliens.
    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 check_fleet_edges(ai_settings, aliens):
    """Respond appropriatly if any aliens have reached an edge."""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings, aliens):
    """Drop the entire fleet and change the fleet's direction."""
    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):
    """Respond to ship being hit by alien."""
    if stats.ships_left > 0:
       # Decrement ships_left.
       stats.ships_left -= 1

       # Empty the list of aliens and bullets.
       aliens.empty()
       bullets.empty()

       # Create a new fleet and center the ship.
       create_fleet(ai_settings, screen, ship, aliens)
       ship.center_ship()

       # Pause
       sleep(0.5)

    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)


def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
    """Check if any aliens have reached the bottom of the screen."""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            # Treat this the same as if the ship got hit.
        # Treat this the same as if the ship got hit.
            ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
            break

def update_aliens(ai_settings, stats, screen,  ship, aliens, bullets):
    """
    Check if the fleet is at an edge,
    and then update the position of all the aliens in the fleet.
    """
    check_fleet_edges(ai_settings, aliens)
    aliens.update()

    # Look for alien-ship collisions.
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)

    # Look for aliens hitting the bottom of the screen.
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
class Settings():
    """A class to store all settings for Alien Invasion."""

    def __init__(self):
        """Initialize the game's static settings."""
        # Screen Settings
        self.screen_width = 1200
        self.screen_height = 600
        self.bg_color = (230, 230, 230)

        # Ship Settings
        self.ship_limit = 3

        # Bullet Settings
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullets_allowed = 3

        # Alien settings
        self.fleet_drop_speed = 10

        # How quickly the game speeds up
        self.speedup_scale = 1.1

        # fleet_direction of 1 represents right; -1 represents left.
        self.fleet_direction = 1


        self.initialize_dynamic_settings()


    def initialize_dynamic_settings(self):
        """Initialize settings that change throuhout the game."""
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1

        # Fleet_direction of 1 represents right; -1 represents left.
        self.fleet_direction = 1

        # Scoring
        self.alien_points = 50

    def increase_speed(self):
        """Increase speed settings."""
        self.ship_speed_factor *= self.speedup_scale
        self.bullet_speed_factor *= self.speedup_scale
        self.alien_speed_factor *= self.speedup_scale
class GameStats():
"""Track statistics for Alien Invasion."""

def __init__(self, ai_settings):
    """Initialize statistics."""
    self.ai_settings = ai_settings
    self.reset_stats()


    # Start the game in an inactive state.
    self.game_active = False

    # High score should never be reset.
    self.high_score = 0


def reset_stats(self):
    """Initialize statistics that can change during the game."""
    self.ships_left = self.ai_settings.ship_limit
    self.score = 0
按钮

class Button():

def __init__(self, ai_settings, screen, msg):
    """Initialize button attributes."""
    self.screen = screen
    self.screen_rect = screen.get_rect()

    # Set the dimensions and properties of the button.
    self.width, self.height = 200, 50
    self.button_color = (0, 255, 0)
    self.text_color = (255, 255, 255)
    self.font = pygame.font.SysFont(None, 48)

    # Build the button's rect object and center it.
    self.rect = pygame.Rect(0, 0, self.width, self.height)
    self.rect.center = self.screen_rect.center

    # The button message needs to be prepped only once.
    self.prep_msg(msg)

def prep_msg(self, msg):
    """Turn msg into a rendered image and center text on the button."""
    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):
    # Draw blank button then draw message.
    self.screen.fill(self.button_color, self.rect)
    self.screen.blit(self.msg_image, self.msg_image_rect)
    import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    """ A class to represent a single alien in the fleet."""

    def __init__(self, ai_settings, screen):
        """Initialize the alien and set starting position."""
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # Load the alien image and set its rect attribute.
        self.image = pygame.image.load('images/alien.bmp')
        self.rect = self.image.get_rect()

        # Start each new alien near the top left of the screen
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        # Store the aliens exact position
        self.x = float(self.rect.x)

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

    def check_edges(self):
        """Return True if the alien is at the edge of the screen."""
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True


    def update(self):
        """Move the alien right or left."""
        self.x += (self.ai_settings.alien_speed_factor *
                        self.ai_settings.fleet_direction)
        self.rect.x = self.x
外星人

class Button():

def __init__(self, ai_settings, screen, msg):
    """Initialize button attributes."""
    self.screen = screen
    self.screen_rect = screen.get_rect()

    # Set the dimensions and properties of the button.
    self.width, self.height = 200, 50
    self.button_color = (0, 255, 0)
    self.text_color = (255, 255, 255)
    self.font = pygame.font.SysFont(None, 48)

    # Build the button's rect object and center it.
    self.rect = pygame.Rect(0, 0, self.width, self.height)
    self.rect.center = self.screen_rect.center

    # The button message needs to be prepped only once.
    self.prep_msg(msg)

def prep_msg(self, msg):
    """Turn msg into a rendered image and center text on the button."""
    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):
    # Draw blank button then draw message.
    self.screen.fill(self.button_color, self.rect)
    self.screen.blit(self.msg_image, self.msg_image_rect)
    import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    """ A class to represent a single alien in the fleet."""

    def __init__(self, ai_settings, screen):
        """Initialize the alien and set starting position."""
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # Load the alien image and set its rect attribute.
        self.image = pygame.image.load('images/alien.bmp')
        self.rect = self.image.get_rect()

        # Start each new alien near the top left of the screen
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        # Store the aliens exact position
        self.x = float(self.rect.x)

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

    def check_edges(self):
        """Return True if the alien is at the edge of the screen."""
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True


    def update(self):
        """Move the alien right or left."""
        self.x += (self.ai_settings.alien_speed_factor *
                        self.ai_settings.fleet_direction)
        self.rect.x = self.x
发货

import pygame

    class Ship():

        def __init__(self, ai_settings, screen):
            """Initialize the ship and set its starting position."""
            self.screen = screen
            self.ai_settings = ai_settings

            # Load the ship image and get its rect.
            self.image = pygame.image.load('images/ship.bmp')
            self.rect = self.image.get_rect()
            self.screen_rect = screen.get_rect()

            # Start each new ship at the bottom of the screen.
            self.rect.centerx = self.screen_rect.centerx
            self.rect.bottom = self.screen_rect.bottom

            # Store a decimal value for the ships center.
            self.center = float(self.rect.centerx)

            # Movement flag
            self.moving_right = False
            self.moving_left = False

        def update(self):
            """Update the ships position based on the movement flags."""
            # Update ships center value not the rect.
            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

            # Update rect object from self.center.
            self.rect.centerx = self.center

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

        def center_ship(self):
            """Center the ship on the screen."""
            self.center = self.screen_rect.centerx
导入pygame
船舶等级():
定义初始化(自我、ai设置、屏幕):
“”“初始化船舶并设置其起始位置。”“”
self.screen=屏幕
self.ai_设置=ai_设置
#加载船舶图像并获取其rect。
self.image=pygame.image.load('images/ship.bmp')
self.rect=self.image.get_rect()
self.screen\u rect=screen.get\u rect()
#在屏幕底部启动每艘新船。
self.rect.centerx=self.screen\u rect.centerx
self.rect.bottom=self.screen\u rect.bottom
#存储船舶中心的十进制值。
self.center=float(self.rect.centerx)
#运动旗
self.moving_right=False
self.moving_left=False
def更新(自我):
“”“根据移动标志更新船舶位置。”“”
#更新配送中心值而不是rect。
如果self.moving\u right和self.rect.right0:
self.center-=self.ai\u设置.发货速度\u系数
#从self.center更新rect对象。
self.rect.centerx=self.center
def blitme(自):
“”“在当前位置绘制船舶。”“”
self.screen.blit(self.image,self.rect)
def中心装运(自):
“”“将船放在屏幕中央。”“”
self.center=self.screen\u rect.centerx

我打赌stats.game\u active有故障。如果为False,则while循环中不会发生任何事情。您丢失了一些相关代码,因此我无法确定,但似乎最有可能。

我继续阅读本书的下一部分,并在gf中意识到了这一点。check_events()有一个单词丢失/位置不正确。修复后,我的屏幕恢复正常。

您好,我已经添加了到目前为止的其余代码。我去看看,看看能不能找出你说的毛病。我将继续写这本书中的代码,希望它能带给我。谢谢你的回复!是stats.game\u active出错了。谢谢