文件名:scorebard。
py import pygame.font
class Scoreboard():
"""显示得分信息的类"""
def __init__(self, ai_settings, screen, stats):
"""初始化显示得分涉及属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
#显示得分信息时使用的字体设置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
##准备初始得分图像
self.prep_score()#预科成绩
def prep_score(self):
"""将得分转换为一副渲染的图像"""
score_str = str(self.stats.score)
self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
#得分放在屏幕右上角
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):
"""在屏幕上显示得分"""
self.screen.blit(self.score_image, self.score_rect)
文件名:game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def get_number_alien_x(ai_settings, alien_width):
"""计算每一行可容纳的外星人"""
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):
"""计算屏幕可容纳多少行外星人"""
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):
"""创建一个外星人并计算一行可容纳多少外星人"""
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):
"""创建外星人群"""
#创建一个外星人, 并计算一行可容纳多少个外星人
#外星人的间距为外星人宽度
alien = Alien(ai_settings, screen)
number_aliens_x = get_number_alien_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
#创建第一行外星人
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_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
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_UP:
ship.moving_up = True
elif event.key == pygame.K_DOWN:
ship.moving_down = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:#关闭游戏
sys.exit()
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有达到限制, 就发射一颗子弹"""
# 创建一颗子弹,并将其加入到编组bullet中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key == pygame.K_UP:
ship.moving_up = False
elif event.key == pygame.K_DOWN:
ship.moving_down = False
def check_events(ai_settings, screen, stats, play_button, ship,
aliens, bullets):
"""响应按键和鼠标事件"""
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,):
"""在玩家单击play时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
#重制游戏
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重制游戏统计信息
stats.reset_stats()
stats.game_active = True
#清除外星人列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人,并让飞船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def update_bullets(ai_settings, screen, ship, stats, sb, aliens,
bullets):
"""更新子弹的位置,并删除已消失的子弹"""
#更新子弹位置
bullets.update()
# 删除消失的子弹
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):
"""响应子弹和外星人的碰撞"""
# 删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
stats.score += ai_settings.alien_points
sb.prep_score()
if len(aliens) == 0:
# 删除现有子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
def update_screen(ai_settings, screen, stats, sb, ship, aliens,
bullets, play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
#在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#显示游戏
sb.show_score()
#如果游戏处于非活动状态,就绘制Play按钮
if not stats.game_active:
play_button.draw_button()
#让最近绘制的屏幕的可见
pygame.display.flip()
def update_aliens(aliens):
"""更新外星人群中所有的外星人的位置"""
aliens.update()
def check_fleet_edges(ai_settings, aliens):
"""又外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
check_fleet_direction(ai_settings, aliens)
break
def check_fleet_direction(ai_settings,
aliens):#要改变方向就要修改game_functions,为此写函数check_fleet_edges()和
"""将整群外星人下移动,并改变方向"""
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):
"""响应外星人碰撞到飞船"""
if stats.ships_left > 0:
# 将ships_left减1
stats.ships_left -= 1
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群新外星人,并将飞船位置放在屏幕底端中间中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, stats, screen,ship, aliens,
bullets):
"""检查外星人是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:#外星人的属性rcet.bottom的值大于或等于屏幕rect.bottomd的值,如果有外星人到达屏幕底端,就调用ship_hit():只要检测一个外星人到达底端,就无需检测其他外星人,所有调用ship_hit()后退出循环
#像飞船被撞到一样进行处理
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, screen, ship, aliens,
bullets):
"""检查是否有外星人位于边缘屏幕, 并更新整群外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)#每当外星人碰撞飞船后就会出现一群新外星人
#检查外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
print("Ship hit!!")
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
## 标题文件名game_functions.py ```python import sys import pygame from bullet import Bullet from alien import Alien from time import sleep
def get_number_alien_x(ai_settings, alien_width):
"""计算每一行可容纳的外星人"""
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):
"""计算屏幕可容纳多少行外星人"""
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):
"""创建一个外星人并计算一行可容纳多少外星人"""
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):
"""创建外星人群"""
#创建一个外星人, 并计算一行可容纳多少个外星人
#外星人的间距为外星人宽度
alien = Alien(ai_settings, screen)
number_aliens_x = get_number_alien_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
#创建第一行外星人
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_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
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_UP:
ship.moving_up = True
elif event.key == pygame.K_DOWN:
ship.moving_down = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:#关闭游戏
sys.exit()
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有达到限制, 就发射一颗子弹"""
# 创建一颗子弹,并将其加入到编组bullet中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key == pygame.K_UP:
ship.moving_up = False
elif event.key == pygame.K_DOWN:
ship.moving_down = False
def check_events(ai_settings, screen, stats, play_button, ship,
aliens, bullets):
"""响应按键和鼠标事件"""
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,):
"""在玩家单击play时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
#重制游戏
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重制游戏统计信息
stats.reset_stats()
stats.game_active = True
#清除外星人列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人,并让飞船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def update_bullets(ai_settings, screen, ship, stats, sb, aliens,
bullets):
"""更新子弹的位置,并删除已消失的子弹"""
#更新子弹位置
bullets.update()
# 删除消失的子弹
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):
"""响应子弹和外星人的碰撞"""
# 删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
stats.score += ai_settings.alien_points
sb.prep_score()
if len(aliens) == 0:
# 删除现有子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
def update_screen(ai_settings, screen, stats, sb, ship, aliens,
bullets, play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
#在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#显示游戏
sb.show_score()
#如果游戏处于非活动状态,就绘制Play按钮
if not stats.game_active:
play_button.draw_button()
#让最近绘制的屏幕的可见
pygame.display.flip()
def update_aliens(aliens):
"""更新外星人群中所有的外星人的位置"""
aliens.update()
def check_fleet_edges(ai_settings, aliens):
"""又外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
check_fleet_direction(ai_settings, aliens)
break
def check_fleet_direction(ai_settings,
aliens):#要改变方向就要修改game_functions,为此写函数check_fleet_edges()和
"""将整群外星人下移动,并改变方向"""
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):
"""响应外星人碰撞到飞船"""
if stats.ships_left > 0:
# 将ships_left减1
stats.ships_left -= 1
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群新外星人,并将飞船位置放在屏幕底端中间中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, stats, screen,ship, aliens,
bullets):
"""检查外星人是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:#外星人的属性rcet.bottom的值大于或等于屏幕rect.bottomd的值,如果有外星人到达屏幕底端,就调用ship_hit():只要检测一个外星人到达底端,就无需检测其他外星人,所有调用ship_hit()后退出循环
#像飞船被撞到一样进行处理
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, screen, ship, aliens,
bullets):
"""检查是否有外星人位于边缘屏幕, 并更新整群外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)#每当外星人碰撞飞船后就会出现一群新外星人
#检查外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
print("Ship hit!!")
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
```
```Traceback (most recent call last): File
"C:/Users//Desktop/python
从入门到实践/第14章计分/14.3记分/14.3.3在外星人被消灭时更新得分/alien_invasion.py", line 43,
in <module>
run_game() File "C:/Users//Desktop/python 从入门到实践/第14章计分/14.3记分/14.3.3在外星人被消灭时更新得分/alien_invasion.py", line 38,
in run_game
gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) File "C:\Users\\Desktop\python
从入门到实践\第14章计分\14.3记分\14.3.3在外星人被消灭时更新得分\game_functions.py", line
119, in update_bullets
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets) File "C:\Users\\Desktop\python
从入门到实践\第14章计分\14.3记分\14.3.3在外星人被消灭时更新得分\game_functions.py", line
128, in check_bullet_alien_collisions
stats.score += ai_settings.alien_points AttributeError: 'Scoreboard' object has no attribute 'score'