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253 lines
8.7 KiB
253 lines
8.7 KiB
6 months ago
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import sys
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from time import sleep
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import pygame
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from settings import Settings
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from game_stats import GameStats
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from scoreboard import Scoreboard
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from button import Button
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from ship import Ship
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from bullet import Bullet
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from alien import Alien
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class AlienInvasion:
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"""Overall class to manage game assets and behavior."""
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def __init__(self,index):
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"""Initialize the game, and create game resources."""
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pygame.init()
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self.clock = pygame.time.Clock()
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self.settings = Settings()
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self.screen = pygame.display.set_mode(
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(self.settings.screen_width, self.settings.screen_height))
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pygame.display.set_caption("外星人入侵")
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# self.screen.blit(self.background_image, (0, 0))
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# pygame.display.flip()
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self.stats = GameStats(self)
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self.sb = Scoreboard(self,index)
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self.ship = Ship(self,index)
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self.bullets = pygame.sprite.Group()
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self.aliens = pygame.sprite.Group()
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self._create_fleet()
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# Start Alien Invasion in an inactive state.
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self.game_active = False
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# Make the Play button.
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self.play_button = Button(self, "Play")
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def run_game(self,selected_image_path):
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"""Start the main loop for the game."""
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while True:
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self._check_events(selected_image_path)
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if self.game_active:
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self.ship.update()
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self._update_bullets()
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self._update_aliens(selected_image_path)
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self._update_screen()
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self.clock.tick(60)
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def _check_events(self,selected_image_path):
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"""Respond to keypresses and mouse events."""
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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self._check_keydown_events(event)
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elif event.type == pygame.KEYUP:
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self._check_keyup_events(event)
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_pos = pygame.mouse.get_pos()
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self._check_play_button(mouse_pos,selected_image_path)
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def _check_play_button(self, mouse_pos,selected_image_path):
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"""Start a new game when the player clicks Play."""
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button_clicked = self.play_button.rect.collidepoint(mouse_pos)
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if button_clicked and not self.game_active:
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# Reset the game settings.
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self.settings.initialize_dynamic_settings()
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# Reset the game statistics.
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self.stats.reset_stats()
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self.sb.prep_score()
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self.sb.prep_level()
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self.sb.prep_ships(selected_image_path)
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self.game_active = True
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# Get rid of any remaining bullets and aliens.
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self.bullets.empty()
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self.aliens.empty()
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# Create a new fleet and center the ship.
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self._create_fleet()
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self.ship.center_ship()
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# Hide the mouse cursor.
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pygame.mouse.set_visible(False)
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def _check_keydown_events(self, event):
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"""Respond to keypresses."""
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if event.key == pygame.K_RIGHT:
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self.ship.moving_right = True
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elif event.key == pygame.K_LEFT:
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self.ship.moving_left = True
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elif event.key == pygame.K_q:
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sys.exit()
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elif event.key == pygame.K_SPACE:
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self._fire_bullet()
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def _check_keyup_events(self, event):
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"""Respond to key releases."""
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if event.key == pygame.K_RIGHT:
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self.ship.moving_right = False
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elif event.key == pygame.K_LEFT:
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self.ship.moving_left = False
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def _fire_bullet(self):
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"""Create a new bullet and add it to the bullets group."""
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if len(self.bullets) < self.settings.bullets_allowed:
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new_bullet = Bullet(self)
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self.bullets.add(new_bullet)
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def _update_bullets(self):
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"""Update position of bullets and get rid of old bullets."""
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# Update bullet positions.
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self.bullets.update()
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# Get rid of bullets that have disappeared.
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for bullet in self.bullets.copy():
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if bullet.rect.bottom <= 0:
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self.bullets.remove(bullet)
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self._check_bullet_alien_collisions()
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def _check_bullet_alien_collisions(self):
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"""Respond to bullet-alien collisions."""
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# Remove any bullets and aliens that have collided.
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collisions = pygame.sprite.groupcollide(
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self.bullets, self.aliens, True, True)
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if collisions:
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for aliens in collisions.values():
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self.stats.score += self.settings.alien_points * len(aliens)
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self.sb.prep_score()
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self.sb.check_high_score()
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if not self.aliens:
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# Destroy existing bullets and create new fleet.
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self.bullets.empty()
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self._create_fleet()
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self.settings.increase_speed()
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# Increase level.
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self.stats.level += 1
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self.sb.prep_level()
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def _ship_hit(self,selected_image_path):
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"""Respond to the ship being hit by an alien."""
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if self.stats.ships_left > 0:
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# Decrement ships_left, and update scoreboard.
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self.stats.ships_left -= 1
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self.sb.prep_ships(selected_image_path)
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# Get rid of any remaining bullets and aliens.
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self.bullets.empty()
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self.aliens.empty()
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# Create a new fleet and center the ship.
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self._create_fleet()
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self.ship.center_ship()
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# Pause.
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sleep(0.5)
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else:
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self.game_active = False
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pygame.mouse.set_visible(True)
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def _update_aliens(self,selected_image_path):
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"""Check if the fleet is at an edge, then update positions."""
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self._check_fleet_edges()
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self.aliens.update()
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# Look for alien-ship collisions.
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if pygame.sprite.spritecollideany(self.ship, self.aliens):
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self._ship_hit(selected_image_path)
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# Look for aliens hitting the bottom of the screen.
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self._check_aliens_bottom(selected_image_path)
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def _check_aliens_bottom(self,selected_image_path):
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"""Check if any aliens have reached the bottom of the screen."""
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for alien in self.aliens.sprites():
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if alien.rect.bottom >= self.settings.screen_height:
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# Treat this the same as if the ship got hit.
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self._ship_hit(selected_image_path)
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break
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def _create_fleet(self):
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"""Create the fleet of aliens."""
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# Create an alien and keep adding aliens until there's no room left.
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# Spacing between aliens is one alien width and one alien height.
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alien = Alien(self)
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alien_width, alien_height = alien.rect.size
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current_x, current_y = alien_width, alien_height
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while current_y < (self.settings.screen_height - 3 * alien_height):
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while current_x < (self.settings.screen_width - 2 * alien_width):
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self._create_alien(current_x, current_y)
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current_x += 2 * alien_width
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# Finished a row; reset x value, and increment y value.
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current_x = alien_width
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current_y += 2 * alien_height
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def _create_alien(self, x_position, y_position):
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"""Create an alien and place it in the fleet."""
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new_alien = Alien(self)
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new_alien.x = x_position
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new_alien.rect.x = x_position
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new_alien.rect.y = y_position
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self.aliens.add(new_alien)
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def _check_fleet_edges(self):
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"""Respond appropriately if any aliens have reached an edge."""
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for alien in self.aliens.sprites():
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if alien.check_edges():
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self._change_fleet_direction()
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break
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def _change_fleet_direction(self):
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"""Drop the entire fleet and change the fleet's direction."""
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for alien in self.aliens.sprites():
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alien.rect.y += self.settings.fleet_drop_speed
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self.settings.fleet_direction *= -1
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def _update_screen(self):
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"""Update images on the screen, and flip to the new screen."""
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self.screen.fill(self.settings.bg_color)
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for bullet in self.bullets.sprites():
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bullet.draw_bullet()
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self.ship.blitme()
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self.aliens.draw(self.screen)
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# Draw the score information.
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self.sb.show_score()
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# Draw the play button if the game is inactive.
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if not self.game_active:
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self.play_button.draw_button()
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pygame.display.flip()
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# if __name__ == '__main__':
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# # Make a game instance, and run the game.
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# ai = AlienInvasion()
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# ai.run_game()
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