本来之前按照书上的好好的,但是不知道怎么的,后面修改代码的时候就出现了语法错误:
Traceback (most recent call last):
File "alien_invasion.py", line 9, in
import game_functions as gf
File "D:\python_work\第12章\alien_invasion\game_functions.py", line 45
def check_play_button(ai_settings,screen,stats,sb,play_button,ship,
^
SyntaxError: invalid syntax
(program exited with code: 1)
请按任意键继续. . .
这个是我的代码
def check_play_button(ai_settings,screen,stats,sb,play_button,ship,
aliens,bullets,mouse_x,mouse_y):
# 在玩家单击Play按钮时开始新游戏 #
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
# 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
# 重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 清空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()
做过的措施:
排除了中文符号的可能(用英文字符逐个修改的);
然后也取消过缩进让后面的参数在一排还是会提示错误;
重启过电脑;
将此段代码重新编写过;
为什么会出现语法错误呢?请求大佬指教!
以下是整个文件的代码
# coding:utf-8
# game_functions.py
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event,ai_settings,screen,ship,bullets):
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_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit()
def fire_bullet(ai_settings,screen,ship,bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_keyup_events(event,ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen,stats,sb,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,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):
# 在玩家单击Play按钮时开始新游戏 #
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
# 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
# 重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 清空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_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
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 显示得分
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()
# 让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
#更新子弹的位置,并删除已消失的子弹
bullets.update()
#删除已消失的子弹
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:
for aliens in collisions.values(): #1
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats,sb)
if len(aliens) == 0:
# 如果整群外星人都被消灭,就提高一个等级
bullets.empty()
#p.s在此调用settings.py的increase_speed方法
ai_settings.increase_speed()
#提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
def get_number_aliens_x(ai_settings,alien_width):
# 计算每行可容纳多少个外星人
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):
# 创建一个外星人并将其放在当前行
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,并计算每行可容纳多少个外星人
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(ai_settings,ship.rect.height,
alien.rect.height)
# 创建外星人群
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_fleet_edges(ai_settings,aliens):
# 有外星人到达边缘时采取相应的措施
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,并改变它们的方向"""
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):
"""响应被外星人撞到的飞船"""
if stats.ships_left >0 :
# 将ships_left减1
stats.ships_left -= 1
# 更新记分牌
sb.prep_ships()
#清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人,并将飞船放到屏幕底端中央
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,screen,stats,sb,ship,aliens,bullets):
# 检查是否有外星人抵达屏幕底端 #
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飞船被碰到一样进行处理
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
break
def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
##PS:注意 screen,stats交换了位置
# 检查是否外星人位于屏幕边缘,并更新整群外星人的位置 #
check_fleet_edges(ai_settings,aliens)
aliens.update()
# 检测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)
##PS:注意 screen,stats交换了位置
# 检查是否有外星人到达屏幕底端
check_aliens_bottom(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得分###
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()