Python实战——外星人入侵游戏

项目简介1.准备工作2.代码部分alien_invasion.pyalien.pybullet.pybutton.pyship.pysettings.pyscoreboard.pygame_stats.pygame_functions.py

3. 添加内容介绍添加的随着等级改变子弹设置保存最高分的文件,使得下次打开不重置最高分添加击中音效

4. 遇到的bug类继承坐标更新

5. 心得体会6. 下载资源

项目简介

经历三天时间完成为python实战小游戏,外星人入侵,主要完成了书目当中的主要功能。同时添加了一些自己定义的功能:每次保留历史最高分,随着等级的不断提升改变飞船子弹的相关设置,加入音效模块在集中外星人的时候击中音效。同时,简单写了几个遇到的bug,希望可以对大家有帮助,下载资源链接附在最后。

1.准备工作

对于小游戏的编写主要进行图片的配置 由于后续需要音频,加载特效音频

下载对应的pygame模块以及配置好python,具体的编写工具可以利用pycharm实现,相关安装配置工作可以在网站上搜索,很详细不再赘述

展现一下最终结果图

2.代码部分

alien_invasion.py

整个游戏的主流程界面,创建相关类和参数,以及推动游戏进行

import pygame

from settings import Settings

from ship import Ship

import game_functions as gf

from pygame.sprite import Group

from game_stats import GameStats

from button import Button

from scoreboard import Scoreboard

def run_game():

# 初始化屏幕

pygame.init()

ai_settings = Settings()

screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))

pygame.display.set_caption("Alien Invasion")

# 创建一个用于存储游戏统计信息的实例,并创建积分牌

stats = GameStats(ai_settings)

sb = Scoreboard(ai_settings, screen, stats)

# 创建一艘飞船

ship = Ship(ai_settings, screen)

# 创建一个用于存储子弹、外星人的编组

bullets = Group()

aliens = Group()

# 创建外星人群

gf.create_fleet(ai_settings, screen, ship, aliens)

# 创建开始按钮

play_button = Button(ai_settings, screen, "Play")

# 开始游戏

while True:

gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)

if stats.game_active:

ship.update() # 飞船更新

gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) # 子弹更新

gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets)

# 每次循环都重新绘制屏幕

gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)

run_game()

alien.py

外星人类,主要进行外星人相关参数初始化以及在游戏进程当中的参数改变

import pygame

from pygame.sprite import Sprite

class Alien(Sprite):

""""表示单个外星人的类"""

def __init__(self, ai_settings, screen):

""""初始化单个外星人的位置"""

super(Alien, self).__init__()

self.screen = screen

self.ai_settings = ai_settings

# 加载外星人图像,并且设置其rect属性

self.image = pygame.image.load('images/alien.bmp')

self.rect = self.image.get_rect()

# 每个外星人最初在屏幕左上角附近

self.rect.x = self.rect.width

self.rect.y = self.rect.height

# 存储外星人的准确位置

self.x = float(self.rect.x)

def blitme(self):

""""在指定位置绘制外星人"""

self.screen.blit(self.image, self.rect)

def update(self):

"""向右移动外星人"""

self.x += self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction

self.rect.x = self.x

def check_edges(self):

"""如果外星人位于屏幕边缘,就返回True"""

screen_rect = self.screen.get_rect()

if self.rect.right >= screen_rect.right:

return True

elif self.rect.left <= 0:

return True

bullet.py

子弹类,主要进行子弹的初始化和显示子弹图形的操作

import pygame

from pygame.sprite import Sprite

class Bullet(Sprite):

def __init__(self, ai_settings, screen, ship):

super(Bullet, self).__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):

self.y -= self.speed_factor

self.rect.y = self.y

def draw_bullet(self):

pygame.draw.rect(self.screen,self.color,self.rect)

button.py

按钮模块,主要是绘制和显示了开始玩游戏的按钮,可以根据自己的需要设置其他的按钮,思路相同

import pygame.font

class Button():

def __init__(self, ai_settings, screen, msg):

self.screen = screen

self.screen_rect = screen.get_rect()

# 设置按钮的尺寸和其他属性

self.width, self.height = 200, 50

self.button_color = (0, 255, 0)

self.text_coclor = (255, 255, 255)

self.font = pygame.font.SysFont(None, 48) # 使得pygame的文本渲染到屏幕上,默认字体,48字号

# 创建按钮的rect对象,并使其居中

self.rect = pygame.Rect(0, 0, self.width, self.height)

self.rect.center = self.screen_rect.center

# 按钮的标签只需要创建一次

self.prep_msg(msg)

def prep_msg(self, msg):

"""将msg渲染为图像,并使其在按钮上居中"""

self.msg_image = self.font.render(msg, True, self.text_coclor,

self.button_color) # 将存储在msg当中的文本渲染为图像,启用反锯齿可以使得文本边缘更平滑

self.msg_image_rect = self.msg_image.get_rect()

self.msg_image_rect.center = self.rect.center

def draw_button(self):

self.screen.fill(self.button_color, self.rect) # 绘制矩形

self.screen.blit(self.msg_image, self.msg_image_rect) # 传递一副图像以及与该图像相关联的rect图像

ship.py

初始化和更新飞船的信息,以及上下左右移动的内容。注释掉的部分是上下移动,也可以添加进去

import pygame

from pygame.sprite import Sprite

class Ship(Sprite):

def __init__(self, ai_settings, screen):

"""初始化飞船,并且设置其初始位置"""

super(Ship,self).__init__()

self.screen = screen

self.ai_settings = ai_settings

# 加载获得外接矩形

self.image = pygame.image.load('images/ship.bmp')

self.rect = self.image.get_rect()

self.screen_rect = screen.get_rect()

# 放在底部

self.rect.centerx = self.screen_rect.centerx

self.rect.bottom = self.screen_rect.bottom

self.centerx = float(self.rect.centerx)

# self.centery = float(self.rect.centery)

# 可持续移动

self.moving_right = False

self.moving_left = False

# self.moving_up = False

# self.moving_down = False

def update(self):

if self.moving_right and self.rect.right < self.screen_rect.right:

self.centerx += self.ai_settings.ship_speed_factor

if self.moving_left and self.rect.left > 0:

self.centerx -= self.ai_settings.ship_speed_factor

# if self.moving_up and self.rect.top > 0:

# # self.rect.centerx -= self.ai_settings.ship_speed_factor

# self.centery -= self.ai_settings.ship_speed_factor

# if self.moving_down and self.rect.bottom < self.screen_rect.bottom:

# # self.rect.centerx -= self.ai_settings.ship_speed_factor

# self.centery += self.ai_settings.ship_speed_factor

self.rect.centerx = self.centerx

# self.rect.centery = self.centery

def blitme(self):

self.screen.blit(self.image, self.rect)

def center_ship(self):

self.center=self.screen_rect.centerx

settings.py

所有部分的初始化设置部分,和游戏当中更改设置部分,可以让整个游戏的参数更清晰明了

class Settings:

def __init__(self):

# 初始化屏幕设置

self.screen_width = 960

self.screen_height = 720

self.bg_color = (150, 205, 205)

# 飞船设置

self.ship_limit = 3

# 子弹设置

self.bullet_width = 5

self.bullet_height = 15

self.bullet_color = 0, 0, 0

self.bullets_allowed = 3

# 外星人设置

self.fleet_drop_speed = 10

# 以什么样的速度加快游戏节奏

self.speedup_scale = 1.1

# 外星人点数的提高速度

self.score_scale = 1.5

self.initialize_dynamic_settings()

# 记分

self.alien_points = 50

def initialize_dynamic_settings(self):

"""初始化随游戏变化而变化的设置"""

self.ship_speed_factor = 1.5

self.bullet_speed_factor = 3

self.alien_speed_factor = 1

# 1为向右移,-1为向左移

self.fleet_direction = 1

def increase_speed(self):

"""提高速度设置"""

self.ship_speed_factor *= self.speedup_scale

self.bullet_speed_factor *= self.speedup_scale

self.alien_speed_factor *= self.speedup_scale

self.alien_points = int(self.alien_points * self.score_scale)

print(self.alien_points)

scoreboard.py

更新和显示得分和等级信息

import pygame.font

from pygame.sprite import Group

from ship import Ship

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的属性"""

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()

self.prep_high_score()

self.prep_level()

self.prep_ships()

def prep_score(self):

"""将得分渲染成为一个图像"""

rounded_score = int(round(self.stats.score, -1)) # 将stats.score的值圆整为最近的10的整数倍,并将结果存储到该数值当中

score_str = str("Score: ") + "{:,}".format(rounded_score) # 在数值当中出入逗号

self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)

# 将得分显示在屏幕的右上角

self.score_rect = self.score_image.get_rect()

self.score_rect.right = self.screen_rect.right - 20

self.score_rect.top = 20

def prep_high_score(self):

"""将最高得分转换为渲染图像"""

high_score = int(round(self.stats.high_score, -1)) # 将stats.score的值圆整为最近的10的整数倍,并将结果存储到该数值当中

high_score_str = str("High Score: ") + "{:,}".format(high_score) # 在数值当中出入逗号

self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)

self.high_score_rect = self.high_score_image.get_rect()

self.high_score_rect.right = self.score_rect.right

self.high_score_rect.top = self.score_rect.bottom

def prep_level(self):

"""将等级渲染成为图像"""

level_str = str("Level: ") + str(self.stats.level)

self.level_image = self.font.render(level_str, True, self.text_color, self.ai_settings.bg_color)

# 将等级显示在右下角

self.level_rect = self.level_image.get_rect()

self.level_rect.right = self.score_rect.right

self.level_rect.bottom = self.screen_rect.bottom - 20

def prep_ships(self):

"""显示剩余还有多少飞船"""

self.ships = Group()

for ship_number in range(self.stats.ships_left):

ship = Ship(self.ai_settings, self.screen)

ship.rect.x = 10 + ship_number * ship.rect.width

ship.rect.y = 10

self.ships.add(ship)

def show_score(self):

"""在屏幕上显示得分"""

self.screen.blit(self.score_image, self.score_rect)

self.screen.blit(self.high_score_image, self.high_score_rect)

self.screen.blit(self.level_image, self.level_rect)

# 绘制飞船

self.ships.draw(self.screen)

game_stats.py

整个游戏的统计信息模块,主要统计得分、等级,以及确定游戏是否进行

class GameStats():

def __init__(self, ai_settings):

self.ai_settings = ai_settings

self.reset_stats()

self.game_active = False

# 在任何情况下都不重置最高分

# self.high_score=0

def reset_stats(self):

self.ships_left = self.ai_settings.ship_limit

self.score=0

self.level=1

self.high_score = 0

# 比较文件中的最高分和现在的最高分

save_high_score=self.read_high_score()

if int(save_high_score)>self.high_score:

self.high_score=int(save_high_score)

def read_high_score(self):

Note = open('x.txt', mode='r')

content = Note.read()

print(content)

Note.close()

return content

game_functions.py

整个项目最核心的部分,放置着控制游戏进行的各种功能模块

import sys

import pygame

from bullet import Bullet

from alien import Alien

from time import sleep

def check_keydown_events(event, ai_settings, screen, ship, bullets):

"""检查键盘按下的事件响应"""

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_SPACE:

fire_bullets(ai_settings, screen, ship, bullets)

elif event.key == pygame.K_q:

sys.exit()

def check_keyup_events(event, ship):

"""检查键盘弹起的事件响应"""

if event.key == pygame.K_RIGHT:

ship.moving_right = False

elif event.key == pygame.K_LEFT:

ship.moving_left = False

def write_high_score(stats):

Note = open('x.txt', mode='w')

Note.write(str(stats.high_score) + '\n')

Note.close()

def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):

"""响应鼠标和键盘"""

for event in pygame.event.get():

if event.type == pygame.QUIT:

write_high_score(stats)

sys.exit()

elif event.type == pygame.KEYDOWN:

check_keydown_events(event, ai_settings, screen, ship, bullets)

# print(event.key)

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, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)

def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):

"""让玩家在点击play按钮时候开始游戏"""

button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)

if button_clicked and not stats.game_active: # 该函数检查鼠标按下部分的x,y坐标是否在play的矩形框内

# 重置游戏设置

ai_settings.initialize_dynamic_settings()

# 隐藏光标

pygame.mouse.set_visible(False)

# 重置游戏统计信息

stats.reset_stats()

stats.game_active = True

# 重置积分牌

sb.prep_level()

sb.prep_score()

sb.prep_high_score()

sb.prep_ships()

aliens.empty()

bullets.empty()

create_fleet(ai_settings, screen, ship, aliens)

ship.center_ship()

def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):

"""更新屏幕"""

# 每次循环都重新绘制屏幕

screen.fill(ai_settings.bg_color)

# 子弹循环绘制

for bullet in bullets.sprites():

bullet.draw_bullet()

ship.blitme()

aliens.draw(screen) # 对编组调用draw,将会自动绘制每个元素

# 显示得分

sb.show_score()

# 如果游戏处于非活动状态,就显示play按钮

if not stats.game_active:

play_button.draw_button() # 绘制play按钮

# 让最新绘制可见

pygame.display.flip()

def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):

"""更新一些个子弹设置"""

# 更新子弹的位置

bullets.update()

# 删除已经消失的子弹

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_high_score(stats, sb):

"""检查是否诞生了新的最高分"""

if stats.score > stats.high_score:

stats.high_score = stats.score

sb.prep_high_score()

def check_level_provide_bullets(ai_settings, stats, sb):

"""检查等级是否达到最够高,可以提供大额子弹"""

dream_level_1 = 2

dream_level_2 = 3

dream_level_3 = 4

if stats.level >= dream_level_1:

ai_settings.bullet_width = 15

elif stats.level >= dream_level_2:

ai_settings.bullets_allowed = 5

ai_settings.bullet_width = 20

elif stats.level >= dream_level_3:

ai_settings.bullet_speed_factor = 1.5 * ai_settings.bullet_speed_factor

sb.prep_level()

def play_sound():

pygame.mixer.init()

pygame.mixer.music.load('z_biubiu.mp3')

pygame.mixer.music.play()

def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):

"""检查外星人和子弹发生了一些个碰撞之后更新分数,飞船和外星人碰撞后重置"""

collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

if collisions:

for aliens in collisions.values(): # 确保每个外星人都计入,防止一个子弹打中多个外星人等情况出现积分错误

play_sound()

stats.score += ai_settings.alien_points

sb.prep_score()

check_high_score(stats, sb)

if len(aliens) == 0:

# 删除现有子弹并且加快游戏进度

bullets.empty()

ai_settings.increase_speed()

# 消灭所有外星人,提升一个等级

stats.level += 1

# sb.prep_level()

check_level_provide_bullets(ai_settings, stats, sb)

create_fleet(ai_settings, screen, ship, aliens)

# 删除现有的子弹并且创建新的一群外星人

def fire_bullets(ai_settings, screen, ship, bullets):

"""进行子弹的更新,限制了子弹个数"""

if len(bullets) < ai_settings.bullets_allowed: # 限制子弹数量

new_bullet = Bullet(ai_settings, screen, ship)

bullets.add(new_bullet)

def get_number_x(ai_settings, alien_width):

"""计算每行可以容纳多少外星人"""

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):

"""计算屏幕可以容纳多少外星人"""

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):

"""创建一个外星人并将其放在当前行"""

alien = Alien(ai_settings, screen)

# 创建第一个外星人并且将其加入其中

alien_width = alien.rect.width

alien.x = alien_width + 2 * alien_width * alien_number

alien.rect.x = alien.x

# alien.rect.x=alien.rect.width+2*alien.rect.width*alien_number # 注意不可以使用这行,因为不更新alien.x 会导致产生的外星人都在一列重复着

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"""

alien = Alien(ai_settings, screen)

number_aliens_x = get_number_x(ai_settings, alien.rect.width)

number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)

# 创建第一个行外星人

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)

# print(alien_number, row_number)

def check_fleet_edges(ai_settings, aliens):

"""外星人到达边缘时采取相应措施"""

for alien in aliens.sprites():

if alien.check_edges():

change_fleet_direction(ai_settings, aliens)

break

def change_fleet_direction(ai_settings, aliens):

"""将整群外星人下移,并且改变他们的方向"""

for alien in aliens.sprites():

alien.rect.y += ai_settings.fleet_drop_speed

ai_settings.fleet_direction *= -1

def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):

"""响应被外星人碰到的飞船"""

if stats.ships_left > 0:

stats.ships_left -= 1

# 更新记分牌

sb.prep_ships()

aliens.empty()

bullets.empty()

# 创建一群新的外星人,并将飞船放在底部中央

create_fleet(ai_settings, screen, ship, aliens)

ship.center_ship()

sleep(0.5)

else:

stats.game_active = False

pygame.mouse.set_visible(True)

def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):

"""检查外星人是否在底部,在底部进行一些个重置操作"""

screen_rect = screen.get_rect()

for alien in aliens.sprites():

if alien.rect.bottom >= screen_rect.bottom:

ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)

break

def update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets, ):

"""检查是否有外星人在边缘

然后更新外星人的位置

"""

check_fleet_edges(ai_settings, aliens)

aliens.update()

# 检查外星人和飞船之间的碰撞

if pygame.sprite.spritecollideany(ship, aliens):

ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)

check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)

3. 添加内容介绍

添加的随着等级改变子弹设置

根据不同的等级设置子弹参数,在game_functions.py当中添加函数

def check_level_provide_bullets(ai_settings, stats, sb):

"""检查等级是否达到最够高,可以提供大额子弹"""

dream_level_1 = 2

dream_level_2 = 3

dream_level_3 = 4

if stats.level >= dream_level_1:

ai_settings.bullet_width = 15

elif stats.level >= dream_level_2:

ai_settings.bullets_allowed = 5

ai_settings.bullet_width = 20

elif stats.level >= dream_level_3:

ai_settings.bullet_speed_factor = 1.5 * ai_settings.bullet_speed_factor

sb.prep_level()

之后在game_functions.py的check_bullet_alien_collisions函数当中进行调用,在消灭所有外星人更新等级之后,进行等级查看修改子弹参数

if len(aliens) == 0:

# 删除现有子弹并且加快游戏进度

bullets.empty()

ai_settings.increase_speed()

# 消灭所有外星人,提升一个等级

stats.level += 1

# sb.prep_level()

check_level_provide_bullets(ai_settings, stats, sb)

create_fleet(ai_settings, screen, ship, aliens)

# 删除现有的子弹并且创建新的一群外星人

保存最高分的文件,使得下次打开不重置最高分

在sys.exit( )之前写入当前最高分

def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):

"""响应鼠标和键盘"""

for event in pygame.event.get():

if event.type == pygame.QUIT:

write_high_score(stats)

sys.exit()

def write_high_score(stats):

Note = open('x.txt', mode='w')

Note.write(str(stats.high_score) + '\n')

Note.close()

在game_stats.py当中读取文件显示最高分,进行调用

def read_high_score(self):

Note = open('x.txt', mode='r')

content = Note.read()

print(content)

Note.close()

return content

def reset_stats(self):

self.ships_left = self.ai_settings.ship_limit

self.score=0

self.level=1

self.high_score = 0

# 比较文件中的最高分和现在的最高分

save_high_score=self.read_high_score()

if int(save_high_score)>self.high_score:

self.high_score=int(save_high_score)

添加击中音效

在game_functions.py编写添加音效的函数

def play_sound():

pygame.mixer.init()

pygame.mixer.music.load('z_biubiu.mp3')

pygame.mixer.music.play()

每次击中,在函数check_bullet_alien_collisions中进行调用

if collisions:

for aliens in collisions.values(): # 确保每个外星人都计入,防止一个子弹打中多个外星人等情况出现积分错误

play_sound()

stats.score += ai_settings.alien_points

sb.prep_score()

check_high_score(stats, sb)

4. 遇到的bug

类继承

主要遇到的问题是在进行显示剩余飞船时出现的

attributeerror: 'ship' object has no attribute 'add_internal'

其主要原因是没有在ship类里面继承Sprite,添加之后解决

class Ship(Sprite):

出现错误提示的代码

def prep_ships(self):

"""显示剩余还有多少飞船"""

self.ships = Group()

for ship_number in range(self.stats.ships_left):

ship = Ship(self.ai_settings, self.screen)

ship.rect.x = 10 + ship_number * ship.rect.width

ship.rect.y = 10

self.ships.add(ship)

在使用类进行列表的操作,即添加等相关内容时,注意类继承问题,alien,bullet没有进行类似编写可能同样出现问题

坐标更新

最近下外星人坐标更新时,发现这部分代码有点繁琐,尝试简化发现把所有外星人全部放在了同一列,图像仅仅显示一列外星人。这主要是因为在alien.update( )里面是根据x坐标进行创建,而不是rect.x进行创建

alien_width = alien.rect.width

alien.x = alien_width + 2 * alien_width * alien_number

alien.rect.x = alien.x

# alien.rect.x=alien.rect.width+2*alien.rect.width*alien_number # 注意不可以使用这行,因为不更新alien.x 会导致产生的外星人都在一列重复着

5. 心得体会

主要是进行了分模块操作解决功能,这种分级简化问题的思维方式很重要,在日后的学习中拆解问题是解决问题的重要步骤。而且这种有条理性的规划任务对自己的帮助很大。

6. 下载资源

图片下载 https://www.nostarch.com/pythoncrashcourse 音效下载 https://www.aigei.com/

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