我如何在 pygame 中生成多个敌人
How do I spawn multiple enemies in pygame
我正在开发一款游戏,该游戏涉及用户控制宇宙飞船(代码中的玩家)并射击在地表随机产生的外星人(代码中的敌人)。
截至目前,我一次只成功制作了一个外星人出生点。我如何添加 6 个外星人同时在子弹击中后重生(在表面的随机位置)?
import pygame
import random
import math
# for initialising pygame (req for every pygame app)
pygame.init()
# making the basic window (dimensions must be written inside a tuple )
screen = pygame.display.set_mode((500, 500))
# background
background = pygame.image.load('C:/Users/aryan/Downloads/background.jpg')
# load and set the logo
logo = pygame.image.load('C:/Users/aryan/Downloads/bp.png') # directory of logo
pygame.display.set_icon(logo)
pygame.display.set_caption("space wars") # program name
# define a variable to control the main loop
running = True
# player
playerimg = pygame.image.load('C:/Users/aryan/Downloads/spaceship.png')
playerX = 218 # x and y coordinates of image
playerY = 350
playerxchange = 0 # this will be the change in movement in x direction of our image
playerychange = 0 # this will be the change in movement in y direction of our image
def player(x, y):
screen.blit(playerimg, (x, y)) # blit draws our image on the surface(basically the background)
# syntax for blit(imagename, (xcoordinate,ycoordinate))
# enemy
enemyimg = pygame.image.load('C:/Users/aryan/Downloads/enemy.png')
enemyX = random.randint(0, 464)
enemyY = random.randint(0, 30)
enemyxchange = 0.2
enemyychange = 40
# game over
overimg = pygame.image.load('C:/Users/aryan/Downloads/gameover.png')
# bullet
bulletimg = pygame.image.load('C:/Users/aryan/Downloads/bullet.png')
bulletX = 0
bulletY = 350
bulletxchange = 0
bulletychange = 1
bullet_state = "ready" # "ready" you cant see bullet on screen
# "fire" you can see bullet firing
bullets = [] # bullets is a list that contains the coordinates of every bullet
score = 0
font30 = pygame.font.SysFont(None, 30)
# Functions
def enemy(x, y):
screen.blit(enemyimg, (x, y)) # blit draws our image on the surface(basically the background)
# syntax for blit(imagename, (xcoordinate,ycoordinate))
def firebullet(x, y):
global bullet_state
bullet_state = "ready"
bullets.append([x + 12, y + 6]) # Creating a new bullet
def iscollision(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt(math.pow(enemyX-bulletX, 2)+ math.pow(enemyY-bulletY,2)) # distance formula
if distance <= 20:
return True
else:
return False
def TextScore(game):
text2 = font30.render("Your Score is: " + str(game), True, (37, 97, 188))
screen.blit(text2, (10, 45))
# main loop
while running:
screen.fill((120, 120, 120)) # in order (r, g, b) . (0, 0, 0) is black (255, 0, 0) is red...
screen.blit(background, (0, 0))
# event handling, gets all event from the event queue
for event in pygame.event.get():
# only do something if the event is of type QUIT
if event.type == pygame.QUIT:
# change the value to False, to exit the main loop
running = False
# checking keystroke
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
playerxchange += 0.3 # change in movement will be 0.2 towards the right
if event.key == pygame.K_LEFT:
playerxchange -= 0.3 # change in movement will be 0.2 towards the right
if event.key == pygame.K_UP:
playerychange -= 0.3
if event.key == pygame.K_DOWN:
playerychange += 0.3
if event.key == pygame.K_SPACE:
bullet_state = "fire"
firebullet(playerX, playerY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT or event.key == pygame.K_DOWN or event.key == pygame.K_UP:
playerxchange = 0
playerychange = 0
playerY += playerychange
playerX += playerxchange # the value of playerx changes by +- 0.1 depending on keystroke
if playerX <= -64: # this teleports the spaceship from left end to right end
playerX = 564
elif playerX >= 564: # this teleports spaceship from right end to left
playerX = -64
if playerY >= 436: # this prevents spaceship from leaving vertically
playerY = 436
if playerY <= 0:
playerY = 0
# enemy movement
enemyX += enemyxchange
if enemyY >= 476:
enemyY = 476
enemyYchange = 0
enemyXchange = 0
if enemyX <= 0:
enemyxchange = 0.2
enemyY += enemyychange
elif enemyX >= 465:
enemyxchange = -0.2
enemyY += enemyychange
# bullet movement
if bullet_state == "fire":
firebullet(playerX, playerY)
for bullet in bullets:
screen.blit(bulletimg, (bullet[0], bullet[1])) # Print a bullet
bullet[0] -= bulletxchange # Updates its position
bullet[1] -= bulletychange
if bullet[1] < 0:
bullets.remove(bullet)
# collision
for bullet in bullets: # Use a for-loop to iterate through all the bullets in the list.
collision = iscollision(enemyX, enemyY, bullet[0], bullet[1])
if collision: # Test if a single bullet collides with the enemy inside the loop.
score += 1
print(score)
bullets.remove(bullet) # Remove the bullet from the list when it collides with the enemy.
enemyX = random.randint(0, 476) # if collision takes place, alien respawns
enemyY = random.randint(0, 30)
TextScore(score)
player(playerX, playerY) # player method is called AFTER screen.fill otherwise the screen will fill after image has been blitted
enemy(enemyX, enemyY)
pygame.display.update() # necessary for events to keep updating
使用 move
和 draw
方法创建 Enemy
class(参见 Classes):
class Enemy:
def __init__(self):
self.x = random.randint(0, 476)
self.y = 20
self.moveX = 0.2
self.moveY = 40
def move(self):
self.x += self.moveX
if self.y >= 476:
self.y = 476
self.moveY = 0
self.moveX = 0
if self.x <= 0:
self.moveX = 0.2
self.y += self.moveY
elif self.x >= 465:
self.moveX = -0.2
self.y += self.moveY
def draw(self):
screen.blit(enemyimg, (self.x, self.y))
创建一些敌人并将它们存储在列表(enemy_list
)中而不是全局变量enemyX
、enemyY
、enemyxchange
和enemyychange
:
enemyimg = pygame.image.load('C:/Users/aryan/Downloads/enemy.png')
enemy_list = []
for i in range(5):
new_enemy = Enemy()
enemy_list.append(new_enemy)
move
和 draw
循环中的敌人。对于碰撞测试,您需要检查是否有任何子弹击中了任何敌人。因此,碰撞测试必须在嵌套循环中完成。请注意,通过项目符号的循环必须是内部循环,因为项目符号已从列表中删除:
# main loop
while running:
# [...]
for enemy in enemy_list:
enemy.move()
# [...]
# collision
for enemy in enemy_list:
for bullet in bullets: # Use a for-loop to iterate through all the bullets in the list.
collision = iscollision(enemy.x, enemy.y, bullet[0], bullet[1])
if collision: # Test if a single bullet collides with the enemy inside the loop.
score += 1
print(score)
bullets.remove(bullet) # Remove the bullet from the list when it collides with the enemy.
enemy.x = random.randint(0, 476) # if collision takes place, alien respawns
enemy.y = random.randint(0, 30)
# [...]
for enemy in enemy_list:
enemy.draw()
完整代码:
import pygame
import random
import math
# for initialising pygame (req for every pygame app)
pygame.init()
# making the basic window (dimensions must be written inside a tuple )
screen = pygame.display.set_mode((500, 500))
# background
background = pygame.image.load('C:/Users/aryan/Downloads/background.jpg')
# load and set the logo
logo = pygame.image.load('C:/Users/aryan/Downloads/bp.png') # directory of logo
pygame.display.set_icon(logo)
pygame.display.set_caption("space wars") # program name
# define a variable to control the main loop
running = True
# player
playerimg = pygame.image.load('C:/Users/aryan/Downloads/spaceship.png')
playerX = 218 # x and y coordinates of image
playerY = 350
playerxchange = 0 # this will be the change in movement in x direction of our image
playerychange = 0 # this will be the change in movement in y direction of our image
def player(x, y):
screen.blit(playerimg, (x, y)) # blit draws our image on the surface(basically the background)
# syntax for blit(imagename, (xcoordinate,ycoordinate))
class Enemy:
def __init__(self):
self.x = random.randint(0, 476)
self.y = 20
self.moveX = 0.2
self.moveY = 40
def move(self):
self.x += self.moveX
if self.y >= 476:
self.y = 476
self.moveY = 0
self.moveX = 0
if self.x <= 0:
self.moveX = 0.1
self.y += self.moveY
elif self.x >= 465:
self.moveX = -0.1
self.y += self.moveY
def draw(self):
screen.blit(enemyimg, (self.x, self.y))
# enemy
enemyimg = pygame.image.load('C:/Users/aryan/Downloads/enemy.png')
enemy_list = []
for i in range(5):
new_enemy = Enemy()
enemy_list.append(new_enemy)
# game over
overimg = pygame.image.load('C:/Users/aryan/Downloads/gameover.png')
# bullet
bulletimg = pygame.image.load('C:/Users/aryan/Downloads/bullet.png')
bulletX = 0
bulletY = 350
bulletxchange = 0
bulletychange = 1
bullet_state = "ready" # "ready" you cant see bullet on screen
# "fire" you can see bullet firing
bullets = [] # bullets is a list that contains the coordinates of every bullet
score = 0
font30 = pygame.font.SysFont(None, 30)
def firebullet(x, y):
global bullet_state
bullet_state = "ready"
bullets.append([x + 12, y + 6]) # Creating a new bullet
def iscollision(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt(math.pow(enemyX-bulletX, 2)+ math.pow(enemyY-bulletY,2)) # distance formula
if distance <= 20:
return True
else:
return False
def TextScore(game):
text2 = font30.render("Your Score is: " + str(game), True, (37, 97, 188))
screen.blit(text2, (10, 45))
# main loop
while running:
screen.fill((120, 120, 120)) # in order (r, g, b) . (0, 0, 0) is black (255, 0, 0) is red...
screen.blit(background, (0, 0))
# event handling, gets all event from the event queue
for event in pygame.event.get():
# only do something if the event is of type QUIT
if event.type == pygame.QUIT:
# change the value to False, to exit the main loop
running = False
# checking keystroke
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
playerxchange += 0.3 # change in movement will be 0.2 towards the right
if event.key == pygame.K_LEFT:
playerxchange -= 0.3 # change in movement will be 0.2 towards the right
if event.key == pygame.K_UP:
playerychange -= 0.3
if event.key == pygame.K_DOWN:
playerychange += 0.3
if event.key == pygame.K_SPACE:
bullet_state = "fire"
firebullet(playerX, playerY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT or event.key == pygame.K_DOWN or event.key == pygame.K_UP:
playerxchange = 0
playerychange = 0
playerY += playerychange
playerX += playerxchange # the value of playerx changes by +- 0.1 depending on keystroke
if playerX <= -64: # this teleports the spaceship from left end to right end
playerX = 564
elif playerX >= 564: # this teleports spaceship from right end to left
playerX = -64
if playerY >= 436: # this prevents spaceship from leaving vertically
playerY = 436
if playerY <= 0:
playerY = 0
for enemy in enemy_list:
enemy.move()
# bullet movement
if bullet_state == "fire":
firebullet(playerX, playerY)
for bullet in bullets:
screen.blit(bulletimg, (bullet[0], bullet[1])) # Print a bullet
bullet[0] -= bulletxchange # Updates its position
bullet[1] -= bulletychange
if bullet[1] < 0:
bullets.remove(bullet)
# collision
for enemy in enemy_list:
for bullet in bullets: # Use a for-loop to iterate through all the bullets in the list.
collision = iscollision(enemy.x, enemy.y, bullet[0], bullet[1])
if collision: # Test if a single bullet collides with the enemy inside the loop.
score += 1
print(score)
bullets.remove(bullet) # Remove the bullet from the list when it collides with the enemy.
enemy.x = random.randint(0, 476) # if collision takes place, alien respawns
enemy.y = random.randint(0, 30)
TextScore(score)
player(playerX, playerY) # player method is called AFTER screen.fill otherwise the screen will fill after image has been blitted
for enemy in enemy_list:
enemy.draw()
pygame.display.update() # necessary for events to keep updating
如果您想生成不重叠的敌人,请查看以下问题的答案:
我正在开发一款游戏,该游戏涉及用户控制宇宙飞船(代码中的玩家)并射击在地表随机产生的外星人(代码中的敌人)。
截至目前,我一次只成功制作了一个外星人出生点。我如何添加 6 个外星人同时在子弹击中后重生(在表面的随机位置)?
import pygame
import random
import math
# for initialising pygame (req for every pygame app)
pygame.init()
# making the basic window (dimensions must be written inside a tuple )
screen = pygame.display.set_mode((500, 500))
# background
background = pygame.image.load('C:/Users/aryan/Downloads/background.jpg')
# load and set the logo
logo = pygame.image.load('C:/Users/aryan/Downloads/bp.png') # directory of logo
pygame.display.set_icon(logo)
pygame.display.set_caption("space wars") # program name
# define a variable to control the main loop
running = True
# player
playerimg = pygame.image.load('C:/Users/aryan/Downloads/spaceship.png')
playerX = 218 # x and y coordinates of image
playerY = 350
playerxchange = 0 # this will be the change in movement in x direction of our image
playerychange = 0 # this will be the change in movement in y direction of our image
def player(x, y):
screen.blit(playerimg, (x, y)) # blit draws our image on the surface(basically the background)
# syntax for blit(imagename, (xcoordinate,ycoordinate))
# enemy
enemyimg = pygame.image.load('C:/Users/aryan/Downloads/enemy.png')
enemyX = random.randint(0, 464)
enemyY = random.randint(0, 30)
enemyxchange = 0.2
enemyychange = 40
# game over
overimg = pygame.image.load('C:/Users/aryan/Downloads/gameover.png')
# bullet
bulletimg = pygame.image.load('C:/Users/aryan/Downloads/bullet.png')
bulletX = 0
bulletY = 350
bulletxchange = 0
bulletychange = 1
bullet_state = "ready" # "ready" you cant see bullet on screen
# "fire" you can see bullet firing
bullets = [] # bullets is a list that contains the coordinates of every bullet
score = 0
font30 = pygame.font.SysFont(None, 30)
# Functions
def enemy(x, y):
screen.blit(enemyimg, (x, y)) # blit draws our image on the surface(basically the background)
# syntax for blit(imagename, (xcoordinate,ycoordinate))
def firebullet(x, y):
global bullet_state
bullet_state = "ready"
bullets.append([x + 12, y + 6]) # Creating a new bullet
def iscollision(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt(math.pow(enemyX-bulletX, 2)+ math.pow(enemyY-bulletY,2)) # distance formula
if distance <= 20:
return True
else:
return False
def TextScore(game):
text2 = font30.render("Your Score is: " + str(game), True, (37, 97, 188))
screen.blit(text2, (10, 45))
# main loop
while running:
screen.fill((120, 120, 120)) # in order (r, g, b) . (0, 0, 0) is black (255, 0, 0) is red...
screen.blit(background, (0, 0))
# event handling, gets all event from the event queue
for event in pygame.event.get():
# only do something if the event is of type QUIT
if event.type == pygame.QUIT:
# change the value to False, to exit the main loop
running = False
# checking keystroke
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
playerxchange += 0.3 # change in movement will be 0.2 towards the right
if event.key == pygame.K_LEFT:
playerxchange -= 0.3 # change in movement will be 0.2 towards the right
if event.key == pygame.K_UP:
playerychange -= 0.3
if event.key == pygame.K_DOWN:
playerychange += 0.3
if event.key == pygame.K_SPACE:
bullet_state = "fire"
firebullet(playerX, playerY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT or event.key == pygame.K_DOWN or event.key == pygame.K_UP:
playerxchange = 0
playerychange = 0
playerY += playerychange
playerX += playerxchange # the value of playerx changes by +- 0.1 depending on keystroke
if playerX <= -64: # this teleports the spaceship from left end to right end
playerX = 564
elif playerX >= 564: # this teleports spaceship from right end to left
playerX = -64
if playerY >= 436: # this prevents spaceship from leaving vertically
playerY = 436
if playerY <= 0:
playerY = 0
# enemy movement
enemyX += enemyxchange
if enemyY >= 476:
enemyY = 476
enemyYchange = 0
enemyXchange = 0
if enemyX <= 0:
enemyxchange = 0.2
enemyY += enemyychange
elif enemyX >= 465:
enemyxchange = -0.2
enemyY += enemyychange
# bullet movement
if bullet_state == "fire":
firebullet(playerX, playerY)
for bullet in bullets:
screen.blit(bulletimg, (bullet[0], bullet[1])) # Print a bullet
bullet[0] -= bulletxchange # Updates its position
bullet[1] -= bulletychange
if bullet[1] < 0:
bullets.remove(bullet)
# collision
for bullet in bullets: # Use a for-loop to iterate through all the bullets in the list.
collision = iscollision(enemyX, enemyY, bullet[0], bullet[1])
if collision: # Test if a single bullet collides with the enemy inside the loop.
score += 1
print(score)
bullets.remove(bullet) # Remove the bullet from the list when it collides with the enemy.
enemyX = random.randint(0, 476) # if collision takes place, alien respawns
enemyY = random.randint(0, 30)
TextScore(score)
player(playerX, playerY) # player method is called AFTER screen.fill otherwise the screen will fill after image has been blitted
enemy(enemyX, enemyY)
pygame.display.update() # necessary for events to keep updating
使用 move
和 draw
方法创建 Enemy
class(参见 Classes):
class Enemy:
def __init__(self):
self.x = random.randint(0, 476)
self.y = 20
self.moveX = 0.2
self.moveY = 40
def move(self):
self.x += self.moveX
if self.y >= 476:
self.y = 476
self.moveY = 0
self.moveX = 0
if self.x <= 0:
self.moveX = 0.2
self.y += self.moveY
elif self.x >= 465:
self.moveX = -0.2
self.y += self.moveY
def draw(self):
screen.blit(enemyimg, (self.x, self.y))
创建一些敌人并将它们存储在列表(enemy_list
)中而不是全局变量enemyX
、enemyY
、enemyxchange
和enemyychange
:
enemyimg = pygame.image.load('C:/Users/aryan/Downloads/enemy.png')
enemy_list = []
for i in range(5):
new_enemy = Enemy()
enemy_list.append(new_enemy)
move
和 draw
循环中的敌人。对于碰撞测试,您需要检查是否有任何子弹击中了任何敌人。因此,碰撞测试必须在嵌套循环中完成。请注意,通过项目符号的循环必须是内部循环,因为项目符号已从列表中删除:
# main loop
while running:
# [...]
for enemy in enemy_list:
enemy.move()
# [...]
# collision
for enemy in enemy_list:
for bullet in bullets: # Use a for-loop to iterate through all the bullets in the list.
collision = iscollision(enemy.x, enemy.y, bullet[0], bullet[1])
if collision: # Test if a single bullet collides with the enemy inside the loop.
score += 1
print(score)
bullets.remove(bullet) # Remove the bullet from the list when it collides with the enemy.
enemy.x = random.randint(0, 476) # if collision takes place, alien respawns
enemy.y = random.randint(0, 30)
# [...]
for enemy in enemy_list:
enemy.draw()
完整代码:
import pygame
import random
import math
# for initialising pygame (req for every pygame app)
pygame.init()
# making the basic window (dimensions must be written inside a tuple )
screen = pygame.display.set_mode((500, 500))
# background
background = pygame.image.load('C:/Users/aryan/Downloads/background.jpg')
# load and set the logo
logo = pygame.image.load('C:/Users/aryan/Downloads/bp.png') # directory of logo
pygame.display.set_icon(logo)
pygame.display.set_caption("space wars") # program name
# define a variable to control the main loop
running = True
# player
playerimg = pygame.image.load('C:/Users/aryan/Downloads/spaceship.png')
playerX = 218 # x and y coordinates of image
playerY = 350
playerxchange = 0 # this will be the change in movement in x direction of our image
playerychange = 0 # this will be the change in movement in y direction of our image
def player(x, y):
screen.blit(playerimg, (x, y)) # blit draws our image on the surface(basically the background)
# syntax for blit(imagename, (xcoordinate,ycoordinate))
class Enemy:
def __init__(self):
self.x = random.randint(0, 476)
self.y = 20
self.moveX = 0.2
self.moveY = 40
def move(self):
self.x += self.moveX
if self.y >= 476:
self.y = 476
self.moveY = 0
self.moveX = 0
if self.x <= 0:
self.moveX = 0.1
self.y += self.moveY
elif self.x >= 465:
self.moveX = -0.1
self.y += self.moveY
def draw(self):
screen.blit(enemyimg, (self.x, self.y))
# enemy
enemyimg = pygame.image.load('C:/Users/aryan/Downloads/enemy.png')
enemy_list = []
for i in range(5):
new_enemy = Enemy()
enemy_list.append(new_enemy)
# game over
overimg = pygame.image.load('C:/Users/aryan/Downloads/gameover.png')
# bullet
bulletimg = pygame.image.load('C:/Users/aryan/Downloads/bullet.png')
bulletX = 0
bulletY = 350
bulletxchange = 0
bulletychange = 1
bullet_state = "ready" # "ready" you cant see bullet on screen
# "fire" you can see bullet firing
bullets = [] # bullets is a list that contains the coordinates of every bullet
score = 0
font30 = pygame.font.SysFont(None, 30)
def firebullet(x, y):
global bullet_state
bullet_state = "ready"
bullets.append([x + 12, y + 6]) # Creating a new bullet
def iscollision(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt(math.pow(enemyX-bulletX, 2)+ math.pow(enemyY-bulletY,2)) # distance formula
if distance <= 20:
return True
else:
return False
def TextScore(game):
text2 = font30.render("Your Score is: " + str(game), True, (37, 97, 188))
screen.blit(text2, (10, 45))
# main loop
while running:
screen.fill((120, 120, 120)) # in order (r, g, b) . (0, 0, 0) is black (255, 0, 0) is red...
screen.blit(background, (0, 0))
# event handling, gets all event from the event queue
for event in pygame.event.get():
# only do something if the event is of type QUIT
if event.type == pygame.QUIT:
# change the value to False, to exit the main loop
running = False
# checking keystroke
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
playerxchange += 0.3 # change in movement will be 0.2 towards the right
if event.key == pygame.K_LEFT:
playerxchange -= 0.3 # change in movement will be 0.2 towards the right
if event.key == pygame.K_UP:
playerychange -= 0.3
if event.key == pygame.K_DOWN:
playerychange += 0.3
if event.key == pygame.K_SPACE:
bullet_state = "fire"
firebullet(playerX, playerY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT or event.key == pygame.K_DOWN or event.key == pygame.K_UP:
playerxchange = 0
playerychange = 0
playerY += playerychange
playerX += playerxchange # the value of playerx changes by +- 0.1 depending on keystroke
if playerX <= -64: # this teleports the spaceship from left end to right end
playerX = 564
elif playerX >= 564: # this teleports spaceship from right end to left
playerX = -64
if playerY >= 436: # this prevents spaceship from leaving vertically
playerY = 436
if playerY <= 0:
playerY = 0
for enemy in enemy_list:
enemy.move()
# bullet movement
if bullet_state == "fire":
firebullet(playerX, playerY)
for bullet in bullets:
screen.blit(bulletimg, (bullet[0], bullet[1])) # Print a bullet
bullet[0] -= bulletxchange # Updates its position
bullet[1] -= bulletychange
if bullet[1] < 0:
bullets.remove(bullet)
# collision
for enemy in enemy_list:
for bullet in bullets: # Use a for-loop to iterate through all the bullets in the list.
collision = iscollision(enemy.x, enemy.y, bullet[0], bullet[1])
if collision: # Test if a single bullet collides with the enemy inside the loop.
score += 1
print(score)
bullets.remove(bullet) # Remove the bullet from the list when it collides with the enemy.
enemy.x = random.randint(0, 476) # if collision takes place, alien respawns
enemy.y = random.randint(0, 30)
TextScore(score)
player(playerX, playerY) # player method is called AFTER screen.fill otherwise the screen will fill after image has been blitted
for enemy in enemy_list:
enemy.draw()
pygame.display.update() # necessary for events to keep updating
如果您想生成不重叠的敌人,请查看以下问题的答案: