Pygame - 外星人入侵;如何调整我的舰队起始位置?
Pygame - Alien Invasion; How to adjust my fleets starting position?
我正在努力调整我的游戏,这样我的外星舰队就不会从我的头顶下开始 UI。我知道这与在创建舰队之前调整我的第一代外星人有关,但我对一般的编码还很陌生,只是不太确定我需要调整什么。
此游戏是在跟随 Python 速成班第 2 版时制作的。
As you can see, my fleet sits under my ship UI
Adjust some code to render Aliens ontop of UI
这个建议,把我的外星人放在我的UI之上,我觉得这样更好,但我的意见仍然不太好。
alien_invasion.py
def __init__(self):
"""Initlize the game, and create game resources."""
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((
self.settings.screen_width, self.settings.screen_height
))
self.settings.screen_width = self.screen.get_rect().width
self.settings.screen_height = self.screen.get_rect().height
pygame.display.set_caption("Alien Invasion")
self.stats = GameStats(self)
self.sb = Scoreboard(self)
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
#Set our background color
self.bg_color = (230, 230, 230)
self.play_button = Button(self, "Play")
def run_game(self):
"""Start main loop for our game."""
while True:
self._check_events()
if self.stats.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
def _check_events(self):
"""Respond to kepresses and mouse events."""
#for each event in game capture that event
for event in pygame.event.get():
#if player preses close, quit game
if event.type == pygame.QUIT:
sys.exit()
# if event is a key press
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
def _check_play_button(self, mouse_pos):
"""start new game if player clicks play"""
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
self.settings.initialize_dynamic_settings()
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
pygame.mouse.set_visible(False)
def _check_keydown_events(self, event):
"""respond to keydown events"""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_ESCAPE:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _fire_bullet(self):
"""create a new bullet and add it to the bullets group"""
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
# add is simpler than append, but is only avaliable in pygame
self.bullets.add(new_bullet)
def _update_bullets(self):
"""update bullets position and get rid of old bullets"""
#update bullets position
self.bullets.update()
# get rid of bullets that leave the window
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):
"""respond to bullet-alien collisions"""
collisions = pygame.sprite.groupcollide(
self.bullets, self.aliens, False, True
)
if collisions:
for aliens in collisions.values():
self.stats.score += self.settings.alien_points * len(aliens)
self.sb.prep_score()
self.sb.check_high_score()
if not self.aliens:
self.bullets.empty()
self._create_fleet()
self.settings.increse_speed()
self.stats.level += 1
self.sb.prep_level()
def _update_aliens(self):
"""update the position of the aliens"""
self._check_fleet_edges()
self.aliens.update()
# look for alien ship collisions
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
self._check_aliens_bottom()
def _ship_hit(self):
"""respond to the ship being hit by alien"""
if self.stats.ships_left > 0:
# decrese ships left
self.stats.ships_left -= 1
self.sb.prep_ships()
# get rid of any remaining aliens and bullets
self.aliens.empty()
self.bullets.empty()
# create new fleet and recenter ship
self._create_fleet()
self.ship.center_ship()
# small pause for reset
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _create_fleet(self):
"""create our fleet of aliens"""
# creat an alien and fine the number that fits in a row
# spacing between each alien is equal to one alien
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)
# determine the number of rows that fit on the screen
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height -
(3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
# create a full fleet of aliens
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
alien = Alien(self)
alien_width, alien_height = alien.rect.size
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien_height + 2 * alien.rect.height * row_number
self.aliens.add(alien)
def _check_fleet_edges(self):
"""respond if any aliens reach the edge"""
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _check_aliens_bottom(self):
"""check if any aliens have reached the bottom of the screen"""
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
self._ship_hit()
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 _update_screen(self):
"""Update images on screen and flip to the new screen."""
#fill our background with our bg_color
self.screen.fill(self.settings.bg_color)
#draw ship to screen
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
# draw scoreboard to screen
self.sb.show_score()
self.aliens.draw(self.screen)
# draw play button if game is inactive
if not self.stats.game_active:
self.play_button.draw_button()
#Make the most recently drawn screen visible.
#this clears our previous screen and updates it to a new one
#this gives our programe smooth movemnt
pygame.display.flip()
alien.py
def __init__(self, ai_game):
"""initlize alien and set its starting position"""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.screen_rect = ai_game.screen.get_rect()
# load alien image at set its rect
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# start each new alien at the top left of the screen
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# store aliens exact position (decimal)
self.x = float(self.rect.x)
def check_edges(self):
"""return true if alien is at edge of screen"""
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right or self.rect.left <= 0:
return True
def update(self):
"""move the alien to the right or left"""
self.x += (self.settings.alien_speed *
self.settings.fleet_direction)
self.rect.x = self.x
我想把我的第一个外星人画到屏幕下方,这样它就不会干扰我的 UI。
据我了解,这是第一个外星人被吸引到屏幕上的问题。
self.rect.x = self.rect.width
self.rect.y = self.rect.height
这应该是给第一个外星人 space 一个外星人的左边和上面的一个外星人,但是当我以任何方式调整 self.rect.y 时,实际上没有任何变化外星人被吸引到屏幕上的方式。
如果能帮助我们更好地理解这个概念,我们将不胜感激。
您需要调整第一个 class 的 _create_fleet
和 _create_alien
方法中的代码,以说明 space 在屏幕由 UI。我不知道你想要什么尺寸,但我会在下面的代码中指出把它放在哪里:
def _create_fleet(self):
"""create our fleet of aliens"""
# creat an alien and fine the number that fits in a row
# spacing between each alien is equal to one alien
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)
# determine the number of rows that fit on the screen
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height - # substract UI height here
(3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
# create a full fleet of aliens
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
alien = Alien(self)
alien_width, alien_height = alien.rect.size
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien_height + 2 * alien.rect.height * row_number # add UI height here
self.aliens.add(alien)
我正在努力调整我的游戏,这样我的外星舰队就不会从我的头顶下开始 UI。我知道这与在创建舰队之前调整我的第一代外星人有关,但我对一般的编码还很陌生,只是不太确定我需要调整什么。
此游戏是在跟随 Python 速成班第 2 版时制作的。
As you can see, my fleet sits under my ship UI
Adjust some code to render Aliens ontop of UI
这个建议,把我的外星人放在我的UI之上,我觉得这样更好,但我的意见仍然不太好。
alien_invasion.py
def __init__(self):
"""Initlize the game, and create game resources."""
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((
self.settings.screen_width, self.settings.screen_height
))
self.settings.screen_width = self.screen.get_rect().width
self.settings.screen_height = self.screen.get_rect().height
pygame.display.set_caption("Alien Invasion")
self.stats = GameStats(self)
self.sb = Scoreboard(self)
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
#Set our background color
self.bg_color = (230, 230, 230)
self.play_button = Button(self, "Play")
def run_game(self):
"""Start main loop for our game."""
while True:
self._check_events()
if self.stats.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
def _check_events(self):
"""Respond to kepresses and mouse events."""
#for each event in game capture that event
for event in pygame.event.get():
#if player preses close, quit game
if event.type == pygame.QUIT:
sys.exit()
# if event is a key press
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
def _check_play_button(self, mouse_pos):
"""start new game if player clicks play"""
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
self.settings.initialize_dynamic_settings()
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
pygame.mouse.set_visible(False)
def _check_keydown_events(self, event):
"""respond to keydown events"""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_ESCAPE:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _fire_bullet(self):
"""create a new bullet and add it to the bullets group"""
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
# add is simpler than append, but is only avaliable in pygame
self.bullets.add(new_bullet)
def _update_bullets(self):
"""update bullets position and get rid of old bullets"""
#update bullets position
self.bullets.update()
# get rid of bullets that leave the window
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):
"""respond to bullet-alien collisions"""
collisions = pygame.sprite.groupcollide(
self.bullets, self.aliens, False, True
)
if collisions:
for aliens in collisions.values():
self.stats.score += self.settings.alien_points * len(aliens)
self.sb.prep_score()
self.sb.check_high_score()
if not self.aliens:
self.bullets.empty()
self._create_fleet()
self.settings.increse_speed()
self.stats.level += 1
self.sb.prep_level()
def _update_aliens(self):
"""update the position of the aliens"""
self._check_fleet_edges()
self.aliens.update()
# look for alien ship collisions
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
self._check_aliens_bottom()
def _ship_hit(self):
"""respond to the ship being hit by alien"""
if self.stats.ships_left > 0:
# decrese ships left
self.stats.ships_left -= 1
self.sb.prep_ships()
# get rid of any remaining aliens and bullets
self.aliens.empty()
self.bullets.empty()
# create new fleet and recenter ship
self._create_fleet()
self.ship.center_ship()
# small pause for reset
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _create_fleet(self):
"""create our fleet of aliens"""
# creat an alien and fine the number that fits in a row
# spacing between each alien is equal to one alien
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)
# determine the number of rows that fit on the screen
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height -
(3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
# create a full fleet of aliens
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
alien = Alien(self)
alien_width, alien_height = alien.rect.size
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien_height + 2 * alien.rect.height * row_number
self.aliens.add(alien)
def _check_fleet_edges(self):
"""respond if any aliens reach the edge"""
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _check_aliens_bottom(self):
"""check if any aliens have reached the bottom of the screen"""
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
self._ship_hit()
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 _update_screen(self):
"""Update images on screen and flip to the new screen."""
#fill our background with our bg_color
self.screen.fill(self.settings.bg_color)
#draw ship to screen
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
# draw scoreboard to screen
self.sb.show_score()
self.aliens.draw(self.screen)
# draw play button if game is inactive
if not self.stats.game_active:
self.play_button.draw_button()
#Make the most recently drawn screen visible.
#this clears our previous screen and updates it to a new one
#this gives our programe smooth movemnt
pygame.display.flip()
alien.py
def __init__(self, ai_game):
"""initlize alien and set its starting position"""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.screen_rect = ai_game.screen.get_rect()
# load alien image at set its rect
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# start each new alien at the top left of the screen
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# store aliens exact position (decimal)
self.x = float(self.rect.x)
def check_edges(self):
"""return true if alien is at edge of screen"""
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right or self.rect.left <= 0:
return True
def update(self):
"""move the alien to the right or left"""
self.x += (self.settings.alien_speed *
self.settings.fleet_direction)
self.rect.x = self.x
我想把我的第一个外星人画到屏幕下方,这样它就不会干扰我的 UI。
据我了解,这是第一个外星人被吸引到屏幕上的问题。
self.rect.x = self.rect.width
self.rect.y = self.rect.height
这应该是给第一个外星人 space 一个外星人的左边和上面的一个外星人,但是当我以任何方式调整 self.rect.y 时,实际上没有任何变化外星人被吸引到屏幕上的方式。
如果能帮助我们更好地理解这个概念,我们将不胜感激。
您需要调整第一个 class 的 _create_fleet
和 _create_alien
方法中的代码,以说明 space 在屏幕由 UI。我不知道你想要什么尺寸,但我会在下面的代码中指出把它放在哪里:
def _create_fleet(self):
"""create our fleet of aliens"""
# creat an alien and fine the number that fits in a row
# spacing between each alien is equal to one alien
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)
# determine the number of rows that fit on the screen
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height - # substract UI height here
(3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
# create a full fleet of aliens
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
alien = Alien(self)
alien_width, alien_height = alien.rect.size
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien_height + 2 * alien.rect.height * row_number # add UI height here
self.aliens.add(alien)