现在这是我的游戏,但由于某些原因,我一直得到一个
PYTHON GAME.py", line 319, in <module>
blocks_hit_list = pygame.sprite.spritecollide(player, block_list, True)
File "C:\Python33\lib\site-packages\pygame\sprite.py", line 1515, in spritecollide
if spritecollide(s.rect):
AttributeError: 'Rocket' object has no attribute 'rect'
错误。我不知道为什么和香港专业教育学院尝试了很多东西让它工作。
这个愚蠢的事情一直说我需要很多代码,所以我写了这个篇幅来占用空间
import pygame
import random
"""
Global constants
"""
# Colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
BLUE = ( 0, 0, 255)
BLACK = [ 0, 0, 0]
WHITE = [255, 255, 255]
black = [ 0,0,0]
white=[255,255,255]
green = ( 0, 255, 0)
red = ( 255, 0, 0)
BLUE = ( 0, 0, 255)
lightblue= ( 0, 255, 255)
brown =( 97, 66, 12)
yellow =(232,232,74)
grey=(148,148,148)
purple=(124,102,196)
yellow2 =(252,252,0)
yellow3 =(252,252,0)
red2=(255,0,0)
brown2 =(51,32,5)
orange = (255,119,0)
a=random.randrange(0,255,1)
b=random.randrange(0,255,1)
c=random.randrange(0,255,1)
#color=(a,b,c)
score=0
x=50
#game_sound = pygame.mixer.Sound("nunu_nights.wav")
# Screen dimensions
SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 700
# This class represents the bar at the bottom that the player controls
class Player(pygame.sprite.Sprite):
""" This class represents the bar at the bottom that the player controls. """
# Set speed vector
change_x = 0
change_y = 0
walls = None
# Constructor function
def __init__(self, x, y):
# Call the parent's constructor
pygame.sprite.Sprite.__init__(self)
# Set height, width
self.image = pygame.Surface([15, 15])
self.image.fill(WHITE)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
def changespeed(self, x, y):
""" Change the speed of the player. """
self.change_x += x
self.change_y += y
def update(self):
""" Update the player position. """
# Move left/right
self.rect.x += self.change_x
# Did this update cause us to hit a wall?
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# If we are moving right, set our right side to the left side of the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
else:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
class Wall(pygame.sprite.Sprite):
""" Wall the player can run into. """
def __init__(self, x, y, width, height):
""" Constructor for the wall that the player can run into. """
# Call the parent's constructor
pygame.sprite.Sprite.__init__(self)
# Make a black wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(BLACK)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
class Rocket(pygame.sprite.Sprite):
""" Rocket Class. """
x=0
y=0
change_x=0
change_y=0
size=10
color=[255, 0, 0]
def move(self):
self.x+=self.change_x
self.y+=self.change_y
def draw(self,screen):
pygame.draw.circle(screen,self.color,[self.x,self.y], self.size)
# Call this function so the Pygame library can initialize itself
pygame.init()
# Create an 800x600 sized screen
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
# Set the title of the window
pygame.display.set_caption('ROCKETS EVERYWHERE!!')
all_sprite_list = pygame.sprite.Group()
# Create an empty array
rocket_list = []
# Loop 50 times and add a rocket in a random x,y position
for i in range(100):
x = random.randrange(0, 1000)
y = random.randrange(0, 700)
rocket_list.append([x, y])
rect_x = 50
rect_y = 50
# Speed and direction of rectangle
rect_change_x = 5
rect_change_y = 5
# This is a font we use to draw text on the screen (size 36)
font = pygame.font.Font(None, 36)
# List to hold all the sprites
all_sprite_list = pygame.sprite.Group()
# Make the walls. (x_pos, y_pos, width, height)
wall_list = pygame.sprite.Group()
wall = Wall(0, 0, 10, 800)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(10, 0, 1000, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(990, 0, 10, 800)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(0, 690, 1000, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
block_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
# Create the player object
player = Player(500, 600)
player.walls = wall_list
for i in range(50):
enemyRocket1 = Rocket()
enemyRocket1.change_x=2
enemyRocket1.change_y=2
enemyRocket1.color=[a,b,c]
enemyRocket1.x=random.randrange(0,1000,1)
enemyRocket1.y=random.randrange(0,700,1)
block_list.add(enemyRocket1)
all_sprites_list.add(enemyRocket1)
'''
enemyRocket2 = Rocket()
enemyRocket2.x=50
enemyRocket2.y=0
enemyRocket2.change_x=0
enemyRocket2.change_y=10
enemyRocket2.color=[a,b,c]
'''
all_sprite_list.add(player)
clock = pygame.time.Clock()
display_instructions = True
instruction_page = 1
done= False
# -------- Instruction Page Loop -----------
while done==False and display_instructions:
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done=True # Flag that we are done so we exit this loop
if event.type == pygame.MOUSEBUTTONDOWN:
instruction_page += 1
if instruction_page == 3:
display_instructions = False
# Set the screen background
screen.fill(black)
if instruction_page == 1:
# Draw instructions, page 1
# This could also load an image created in another program.
# That could be both easier and more flexible.
#random.play()
#screen.blit(title_intro, [0,0])
text=font.render("ROCKETS EVERYWHERE!!", True, white)
screen.blit(text, [10, 10])
text=font.render("Click mouse to see the instructions", True, white)
screen.blit(text, [10, 40])
if instruction_page == 2:
# Draw instructions, page 2
text=font.render("The objective of the game is to dodge rockets", True, white)
screen.blit(text, [10, 10])
text=font.render("Use the Arrow keys to move around the screen", True, white)
screen.blit(text, [10, 40])
# Limit to 20 frames per second
clock.tick(20)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
#------------------------
#MAIN PROGRAM LOOP
#------------------------
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# Set the speed based on the key pressed
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-14, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(14, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, -7)
elif event.key == pygame.K_DOWN:
player.changespeed(0, 7)
# Reset speed when key goes up
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(14, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(-14, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, 7)
elif event.key == pygame.K_DOWN:
player.changespeed(0, -7)
all_sprite_list.update()
player.update()
screen.fill(BLACK)
all_sprite_list.draw(screen)
#The score
text=font.render("Score="+str(score), True, white)
screen.blit(text, [10, 10])
a=random.randrange(0,255,1)
b=random.randrange(0,255,1)
c=random.randrange(0,255,1)
color=(a,b,c)
enemyRocket1.move()
enemyRocket1.draw(screen)
blocks_hit_list = pygame.sprite.spritecollide(player, block_list, True)
# Check the list of collisions.
for block in blocks_hit_list:
score+=99999999999
if score>x:
x+=100
for i in range(len(rocket_list)):
# Draw the rocket
pygame.draw.circle(screen, WHITE, rocket_list[i], 2)
# Move the rocket down one pixel
rocket_list[i][1] += 10
# If the rocket has moved off the bottom of the screen
if rocket_list[i][1] > 700:
# Reset it just above the top
y = random.randrange(-50, -10)
rocket_list[i][1] = y
# Give it a new x position
x = random.randrange(0, 1000)
rocket_list[i][0] = x
score+=1
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
clock.tick(40)
pygame.quit ()
答案 0 :(得分:0)
如错误消息所示,您正在尝试访问rect
的属性Rocket
。
查看您的Rocket
类,Rocket
对象确实没有这样的属性。