英文:
alien_invision game ,can not shooting
问题
以下是您提供的代码的翻译部分:
alien_invision game,我不知道为什么
alien_invision.py
# import sys
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
def run_game():
'''初始化游戏并创建一个屏幕对象'''
pygame.init()
'''导入设置'''
ai_settings = Settings()
#创建一个屏幕对象
screen = pygame.display.set_mode((1200, 600))
#创建游戏标题
pygame.display.set_caption('快乐游戏')
#创建一艘飞船
ship = Ship(ai_settings, screen)
# 创建一个用于存储子弹的编组
bullets = Group()
while True:
# 监视键盘和鼠标事件
gf.check_events(ai_settings, screen, ship, bullets)
ship.update()
bullets.update()
"""更新屏幕上的图像,并切换到新屏幕"""
gf.update_screen(ai_settings, screen, ship, bullets)
run_game()
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
'''一个对飞船发射的子弹进行管理的类'''
def __init__(self, ai_settings, screen, ship):
'''在飞船所处的位置创建一个子弹对象'''
super().__init__()
self.screen = screen
# 在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
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
#存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
'''向上移动子弹'''
# 更新表示子弹位置的小数值
self.y -= self.speed_factor
#更新表示子弹的rect的位置
self.rect.y = self.y
def draw_bullet(self):
'''在屏幕上绘制子弹'''
pygame.draw.rect(self.screen, self.color, self.rect)
game_functions.py
import sys
import pygame
from bullet import Bullet
def check_keydown_events(event, ai_settings, ship, bullets):
'''响应按键'''
if event.key == pygame.K_RIGHT:
#向右移动飞船
ship.moving_right = True
elif event.key == pygame.K_LEFT:
#向左移动飞船
ship.moving_left = True
elif event.key == pygame.K_SPACE:
# 创建一颗子弹,并将其加入到编组bullets中
new_bullet = Bullet(ai_settings, screen, ship)
'''为什么会报错?screen is not defined'''
bullets.add(new_bullet)
def check_keyup_events(event, ai_settings, ship, ):
'''响应松开'''
if event.key == pygame.K_RIGHT:
#向右移动飞船
ship.moving_right = False
elif event.key == pygame.K_LEFT:
#向左移动飞船
ship.moving_left = False
def check_events(ai_settings, screen, ship, bullets):
'''响应鼠标和键盘按键'''
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ai_settings, ship)
def update_screen(ai_settings, screen, ship, bullets):
"""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.biltme()
#让最近绘制的屏幕可见
pygame.display.flip()
settings.py
class Settings():
'''存储所有设置的类'''
def __init__(self):
'''初始化游戏的设置'''
#屏幕设置
self.screen_width = 1200
self.screen_height = 600
#设置背景色
self.bg_color = (87, 250, 255)
#飞船速度的设置因子
self.ship_speed_factor = 1.5
# 子弹设置
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
ship.py
import pygame
class Ship():
def __init__(self, ai_settings, screen):
'''初始化飞船位置并设置其初始位置'''
self.screen = screen
self.ai_settings = ai_settings
#加载飞船图像并获取其外接矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
#将每艘新飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
#在飞船的属性center中存储小数值
self.center = float(self.rect.centerx)
# 移动标识
self.moving_right = False
self.moving_left = False
def update(self):
# 根据移动标志调整飞船的位置
# 更新飞船的center值而不是rect
if self.moving_right:
self.center += self.ai_settings.ship_speed_factor
if self.moving_left:
self.center -= self.ai_settings.ship_speed_factor
#根据self.center更新rect对象
self.rect.centerx = self.center
def biltme(self):
'''在指定位置绘制飞船'''
self.screen.blit(self.image, self.rect)
希望这些翻译对您有所帮助。如果您需要任何进一步
英文:
alien_invision game,i don't know why
alien_invision.py
# import sys
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
def run_game():
'''初始化游戏并创建一个屏幕对象'''
pygame.init()
'''导入设置'''
ai_settings = Settings()
#创建一个屏幕对象
screen = pygame.display.set_mode((1200, 600))
#创建游戏标题
pygame.display.set_caption('happy game')
#创建一艘飞船
ship = Ship(ai_settings, screen)
# 创建一个用于存储子弹的编组
bullets = Group()
while True:
# 监视键盘和鼠标事件
gf.check_events(ai_settings, screen, ship, bullets)
ship.update()
bullets.update()
"""更新屏幕上的图像,并切换到新屏幕"""
gf.update_screen(ai_settings, screen, ship, bullets)
run_game()
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
'''一个对飞船发射的子弹进行管理的类'''
def __init__(self, ai_settings, screen, ship):
'''在飞船所处的位置创建一个子弹对象'''
super().__init__()
self.screen = screen
# 在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
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
#存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
'''向上移动子弹'''
# 更新表示子弹位置的小数值
self.y -= self.speed_factor
#更新表示子弹的rect的位置
self.rect.y = self.y
def draw_bullet(self):
'''在屏幕上绘制子弹'''
pygame.draw.rect(self.screen, self.color, self.rect)
game_functions.py
import sys
import pygame
from bullet import Bullet
def check_keydown_events(event, ai_settings, ship, bullets):
'''响应按键'''
if event.key ==pygame.K_RIGHT:
#向右移动飞船
ship.moving_right = True
elif event.key ==pygame.K_LEFT:
#向右移动飞船
ship.moving_left = True
elif event.key == pygame.K_SPACE:
# 创建一颗子弹,并将其加入到编组bullets中
new_bullet = Bullet(ai_settings, screen, ship)
'''为什么会报错?screen is not defined'''
bullets.add(new_bullet)
def check_keyup_events(event, ai_settings, ship, ):
'''响应松开'''
if event.key == pygame.K_RIGHT:
#向右移动飞船
ship.moving_right = False
elif event.key == pygame.K_LEFT:
#向右移动飞船
ship.moving_left = False
def check_events(ai_settings, screen, ship, bullets):
'''响应鼠标和键盘按键'''
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ai_settings, ship)
def update_screen(ai_settings, screen, ship, bullets):
"""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.biltme()
#让最近绘制的屏幕可见
pygame.display.flip()
settings.py
class Settings():
'''存储所有设置的类'''
def __init__(self):
'''初始化游戏的设置'''
#屏幕设置
self.screen_width = 1200
self.screen_height = 600
#设置背景色
self.bg_color = (87, 250, 255)
#飞船速度的设置因子
self.ship_speed_factor = 1.5
# 子弹设置
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
ship.py
import pygame
class Ship():
def __init__(self, ai_settings, screen):
'''初始化飞船位置并设置其初始位置'''
self.screen = screen
self.ai_settings = ai_settings
#加载飞船图像并获取其外接矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
#将每艘新飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom =self.screen_rect.bottom
#在飞船的属性center中存储小数值
self.center = float(self.rect.centerx)
# 移动标识
self.moving_right = False
self.moving_left = False
def update(self):
# 根据移动标志调整飞船的位置
# 更新飞船的center值而不是rect
if self.moving_right:
self.center += self.ai_settings.ship_speed_factor
if self.moving_left:
self.center -= self.ai_settings.ship_speed_factor
#根据self.center更新rect对象
self.rect.centerx = self.center
def biltme(self):
'''在指定位置绘制飞船'''
self.screen.blit(self.image, self.rect)
答案1
得分: 1
screen
未在函数 check_keydown_events
中定义。
在函数中添加一个名为 screen
的参数:
def check_keydown_events(event, ai_settings, screen, ship, bullets):
# [...]
然后在 check_events
中将 screen
传递给 check_keydown_events
:
def check_events(ai_settings, screen, ship, bullets):
# 响应鼠标和键盘按键
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ai_settings, ship)
英文:
screen
not defined in the function check_keydown_events
.
Add a parameter screen
to the function:
def check_keydown_events(event, ai_settings, screen, ship, bullets):
# [...]
And pass screen
to check_keydown_events
in check_events
:
def check_events(ai_settings, screen, ship, bullets):
'''响应鼠标和键盘按键'''
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ai_settings, ship)
答案2
得分: 0
屏幕在这些函数的范围内不存在,因为您已经将其传递给check_events
,您可以直接传递它(请注意check_keydown_events
的额外参数)。
def check_keydown_events(event, ai_settings, ship, bullets, screen):
'''响应按键'''
if event.key == pygame.K_RIGHT:
#向右移动飞船
ship.moving_right = True
elif event.key == pygame.K_LEFT:
#向左移动飞船
ship.moving_left = True
elif event.key == pygame.K_SPACE:
# 创建一颗子弹,并将其加入到编组bullets中
new_bullet = Bullet(ai_settings, screen, ship)
'''为什么会报错?screen is not defined'''
bullets.add(new_bullet)
def check_events(ai_settings, screen, ship, bullets):
'''响应鼠标和键盘按键'''
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, ship, bullets, screen)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ai_settings, ship)
英文:
screen doesn't exist within the scope of those functions, since you already pass it to check_events
you can just pass it along, (note the extra parameter to check_keydown_events
)
def check_keydown_events(event, ai_settings, ship, bullets, screen):
'''响应按键'''
if event.key ==pygame.K_RIGHT:
#向右移动飞船
ship.moving_right = True
elif event.key ==pygame.K_LEFT:
#向右移动飞船
ship.moving_left = True
elif event.key == pygame.K_SPACE:
# 创建一颗子弹,并将其加入到编组bullets中
new_bullet = Bullet(ai_settings, screen, ship)
'''为什么会报错?screen is not defined'''
bullets.add(new_bullet)
def check_events(ai_settings, screen, ship, bullets):
'''响应鼠标和键盘按键'''
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, ship, bullets, screen)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ai_settings, ship)
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