我正在开发一款玩家可以消灭外星人的游戏,但我遇到了障碍。当我设法消灭所有外星人后,新的外星人不会再出现,这确实影响了游戏玩法。
我尝试自己解决这个问题,甚至向 ChatGPT 寻求帮助,但我仍然陷入困境。如果有人经历过类似的事情或对如何解决此问题有任何建议,我将非常感谢您的见解!
预先感谢您的帮助!
`-alien_invasion.py
import sys
from time import sleep
import pygame
from settings import Settings
from game_stats import GameStats
from button import Button
from ship import Ship
from bullet import Bullet
from alien import Alien
class AlienInvasion:
def __init__(self):
pygame.init()
# Start AI in active
self.game_active = False
self.clock = pygame.time.Clock()
self.settings = Settings()
self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
self.settings.screen_width = self.screen.get_rect().width
self.settings.screen_height = self.screen.get_rect().height
# Make play button
self.play_button = Button(self, "Play")
pygame.display.set_caption("Alien Invasion")
# Create an instance to store game stats
self.stats = GameStats(self)
self.ship = Ship(self)
self.ship.rect.y = self.settings.screen_height - self.ship.rect.height # Set ship's vertical position
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
def _create_fleet(self):
# Make alien
alien = Alien(self)
alien_width, alien_height = alien.rect.size
current_x, current_y = alien_width, alien_height
while current_y < (self.settings.screen_height - 3 * alien_height):
while current_x < (self.settings.screen_width - 2 * alien_width):
self._create_alien(current_x, current_y)
print(f"Creating alien at ({current_x}, {current_y})")
current_x += 2 * alien_width
# Finished a row
current_x = alien_width
current_y += 2 * alien_height
def _create_alien(self, x_position, y_position):
# Create an alien
new_alien = Alien(self)
new_alien.x = x_position
new_alien.rect.x = x_position
new_alien.rect.y = y_position
self.aliens.add(new_alien)
def _check_fleet_edges(self):
# Respond appropriately to aliens that reach edge
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
# Drop entire fleet and change direction
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def run_game(self):
while True:
self._check_events()
if self.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
self.clock.tick(60)
def _check_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
def _check_play_button(self, mouse_pos):
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.game_active:
# Reset game settings
self.settings.initialize_dynamic_settings()
# Hide mouse cursor
pygame.mouse.set_visible(False)
# Reset the game stats:
self.stats.reset_stats()
self.game_active = True
# Get rid of any remaining bullets and aliens
self.bullets.empty()
self.aliens.empty()
# Create a new fleet and center ship
self._create_fleet()
self.ship.center_ship()
def _check_keydown_events(self, event):
# Respond to keypress
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
if event.key == pygame.K_UP:
self.ship.moving_up = True
elif event.key == pygame.K_DOWN:
self.ship.moving_down = True
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
# Respond to key releases
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
if event.key == pygame.K_UP:
self.ship.moving_up = False
elif event.key == pygame.K_DOWN:
self.ship.moving_down = False
def _update_aliens(self):
self.aliens.update()
self._check_fleet_edges()
# Look for alien-ship collisions
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
# Look for aliens hitting the bottom
self._check_aliens_bottom()
def _fire_bullet(self):
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
"""Update position of bullets and get rid of old bullets."""
# Update bullet positions.
self.bullets.update()
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
# Check for any bullets hitting aliens
collisions = pygame.sprite.groupcollide(
self.bullets, self.aliens, True, True)
def _update_screen(self):
self.screen.fill(self.settings.bg_color)
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.ship.blitme()
self.aliens.draw(self.screen)
# Draw the play button if the game is inactive
if not self.game_active:
self.play_button.draw_button()
pygame.display.flip()
def _ship_hit(self):
# Respond to the ship being hit
if self.stats.ships_left > 0:
# Decrement ships left
self.stats.ships_left -= 1
# Get rid of any bullets
self.bullets.empty()
self.aliens.empty()
# Create a new fleet
self._create_fleet()
self.ship.rect.y = self.settings.screen_height - self.ship.rect.height # Keep the ship at the bottom
# Pause
sleep(0.5)
else:
self.game_active = False
pygame.mouse.set_visible(True)
def _check_aliens_bottom(self):
# Check if any aliens have reached the bottom
for alien in self.aliens.sprites():
if alien.rect.bottom >= self.settings.screen_height:
# Treat this as if the ship got hit
self._ship_hit()
break
if __name__ == "__main__":
ai = AlienInvasion()
ai.run_game()`
alien.py
输入 import Any 导入pygame 从 pygame.sprite 导入 Sprite
class Alien(Sprite):
def __init__(self, ai_game):
#initialize the alien
super().__init__()
self.screen = ai_game.screen
self.settings =ai_game.settings
#load image of alien
try:
self.image = pygame.image.load(r'C:\Users\ianwo\OneDrive\Documentos\Vscode\alien_invasion\images\alien.png')
self.rect = self.image.get_rect(50,50)
except pygame.error as e:
print(f" failed to load {e}")
#start each new alien
self.rect.x =self.rect.width
self.rect.y =self.rect.height
#store the alien exact position
self.x =float(self.rect.x)
def check_edges(self):
#return true if alien is at edge
screen_rect = self.screen.get_rect()
return (self.rect.right >= screen_rect.right) or (self.rect.left <= 0)
def update(self):
#move alient to the right
self.x += self.settings.alien_speed *self.settings.fleet_direction
self.rect.x = self.x`
我没有在任何地方看到你在跟踪(或计算)仍然活着的外星人数量,也没有在任何地方看到你在检查外星人数量达到 0。
如果你想在所有外星人都消失后生成一支新舰队,你需要检查该条件。