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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 bullet import Bullet
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from bazi import Bazi
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def check_keydown_events(event, ai_settings, screen, man, bullets):
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"""对按键做出反应"""
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if event.key == pygame.K_RIGHT:
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man.moving_right = True
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elif event.key == pygame.K_LEFT:
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man.moving_left = True
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elif event.key == pygame.K_SPACE:
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fire_bullet(ai_settings, screen, man, bullets)
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elif event.key == pygame.K_q:
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sys.exit()
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def check_keyup_events(event, man):
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"""响应按键的发布"""
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if event.key == pygame.K_RIGHT:
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man.moving_right = False
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elif event.key == pygame.K_LEFT:
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man.moving_left = False
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def check_events(ai_settings, screen, stats, sb, play_button, man, bazis,
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bullets):
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"""响应按键和鼠标事件"""
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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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check_keydown_events(event, ai_settings, screen, man, bullets)
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elif event.type == pygame.KEYUP:
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check_keyup_events(event, man)
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_x, mouse_y = pygame.mouse.get_pos()
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check_play_button(ai_settings, screen, stats, sb, play_button,
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man, bazis, bullets, mouse_x, mouse_y)
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def check_play_button(ai_settings, screen, stats, sb, play_button, man,
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bazis, bullets, mouse_x, mouse_y):
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"""当玩家点击Play时开始一个新游戏"""
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button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
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if button_clicked and not stats.game_active:
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# 重置游戏设置
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ai_settings.initialize_dynamic_settings()
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# 隐藏鼠标光标
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pygame.mouse.set_visible(False)
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# 重置游戏统计信息
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stats.reset_stats()
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stats.game_active = True
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# 重置记分板图像
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sb.prep_score()
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sb.prep_high_score()
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sb.prep_level()
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sb.prep_mans()
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# 清空靶子和子弹的名单
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bazis.empty()
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bullets.empty()
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# 创建一个人并将其置于中心
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create_fleet(ai_settings, screen, man, bazis)
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man.center_man()
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def fire_bullet(ai_settings, screen, man, bullets):
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"""发射一颗子弹,如果还没有达到极限"""
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# 创建新项目符号,添加到项目符号组
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if len(bullets) < ai_settings.bullets_allowed:
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new_bullet = Bullet(ai_settings, screen, man)
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bullets.add(new_bullet)
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def update_screen(ai_settings, screen, stats, sb, man, bazis, bullets,
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play_button):
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"""更新屏幕上的图像,然后切换到新屏幕。"""
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# 重新绘制屏幕,每次通过循环
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screen.fill(ai_settings.bg_color)
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# 重画所有子弹,在人和靶子后面
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for bullet in bullets.sprites():
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bullet.draw_bullet()
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man.blitme()
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bazis.draw(screen)
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# 绘制分数信息
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sb.show_score()
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# 如果游戏处于非活动状态,则绘制播放按钮
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if not stats.game_active:
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play_button.draw_button()
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# 使最近绘制的屏幕可见
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pygame.display.flip()
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def update_bullets(ai_settings, screen, stats, sb, man, bazis, bullets):
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"""更新子弹的位置,清除旧子弹"""
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# 更新子弹位置
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bullets.update()
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# 扔掉已经消失的子弹
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for bullet in bullets.copy():
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if bullet.rect.bottom <= 0:
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bullets.remove(bullet)
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check_bullet_bazi_collisions(ai_settings, screen, stats, sb, man,
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bazis, bullets)
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def check_high_score(stats, sb):
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"""查看是否有新的高分"""
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if stats.score > stats.high_score:
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stats.high_score = stats.score
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sb.prep_high_score()
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def check_bullet_bazi_collisions(ai_settings, screen, stats, sb, man,
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bazis, bullets):
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"""对子弹和靶子的碰撞做出反应(碰撞检测)"""
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# 移除所有碰撞的子弹和靶子
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collisions = pygame.sprite.groupcollide(bullets, bazis, True, True)
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if collisions:
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for bazis in collisions.values():
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stats.score += ai_settings.bazi_points * len(bazis)
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sb.prep_score()
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check_high_score(stats, sb)
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if len(bazis) == 0:
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# 如果靶子都被摧毁,开始一个新的关卡
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bullets.empty()
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ai_settings.increase_speed()
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# 提高水平
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stats.level += 1
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sb.prep_level()
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create_fleet(ai_settings, screen, man, bazis)
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def check_fleet_edges(ai_settings, bazis):
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"""如果有靶子到达边缘,请做出适当的反应"""
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for bazi in bazis.sprites():
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if bazi.check_edges():
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change_fleet_direction(ai_settings, bazis)
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break
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def change_fleet_direction(ai_settings, bazis):
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"""放下整个队列,改变队列的方向"""
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for bazi in bazis.sprites():
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bazi.rect.y += ai_settings.fleet_drop_speed
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ai_settings.fleet_direction *= -1
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def man_hit(ai_settings, screen, stats, sb, man, bazis, bullets):
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"""回应被靶子碰撞的人"""
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if stats.mans_left > 0:
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# 向左递减
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stats.mans_left -= 1
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# 更新分数面板
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sb.prep_mans()
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else:
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stats.game_active = False
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pygame.mouse.set_visible(True)
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# 清空靶子和子弹的名单
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bazis.empty()
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bullets.empty()
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# 创建一个新角色,并将人居中
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create_fleet(ai_settings, screen, man, bazis)
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man.center_man()
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sleep(0.5)
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def check_bazis_bottom(ai_settings, screen, stats, sb, man, bazis,
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bullets):
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"""检查是否有靶子到达屏幕底部"""
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screen_rect = screen.get_rect()
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for bazi in bazis.sprites():
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if bazi.rect.bottom >= screen_rect.bottom:
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# 人被击中一样
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man_hit(ai_settings, screen, stats, sb, man, bazis, bullets)
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break
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def update_bazis(ai_settings, screen, stats, sb, man, bazis, bullets):
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"""
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检查靶子是否处于边缘,然后更新靶子中所有靶子的位置
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"""
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check_fleet_edges(ai_settings, bazis)
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bazis.update()
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# 寻找人和靶子碰撞
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if pygame.sprite.spritecollideany(man, bazis):
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man_hit(ai_settings, screen, stats, sb, man, bazis, bullets)
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# 在屏幕底部寻找靶子
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check_bazis_bottom(ai_settings, screen, stats, sb, man, bazis, bullets)
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def get_number_bazis_x(ai_settings, bazi_width):
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"""确定排成一行的外星人的数量"""
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available_space_x = ai_settings.screen_width - 1 * bazi_width
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number_bazi_x = int(available_space_x / (2 * bazi_width))
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return number_bazi_x
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def get_number_rows(ai_settings, man_height, bazi_height):
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"""确定适合屏幕的外星人行数"""
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available_space_y = (ai_settings.screen_height -
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(1 * bazi_height) - man_height)
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number_rows = int(available_space_y / (2 * bazi_height))
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return number_rows
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def create_bazi(ai_settings, screen, bazis, bazi_number, row_number):
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"""创建一个靶子,并将其放置在行中"""
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bazi = Bazi(ai_settings, screen)
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bazi_width = bazi.rect.width
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bazi.x = bazi_width + 2 * bazi_width * bazi_number
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bazi.rect.x = bazi.x
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bazi.rect.y = bazi.rect.height + 2 * bazi.rect.height * row_number
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bazis.add(bazi)
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def create_fleet(ai_settings, screen, man, bazis):
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"""创造一个完整的靶子队列"""
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# 创建一个靶子,并查找一行中的靶子数量
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bazi = Bazi(ai_settings, screen)
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number_bazis_x = get_number_bazis_x(ai_settings, bazi.rect.width)
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number_rows = get_number_rows(ai_settings, man.rect.height,
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bazi.rect.height)
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# 创造外星人舰队
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for row_number in range(number_rows):
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for bazi_number in range(number_bazis_x):
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create_bazi(ai_settings, screen, bazis, bazi_number,
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row_number)
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