创建平台游戏。当玩家到达地图外部时,当前使用的级别列表会附加到下一级别。 我的问题是我一直收到这个错误:' End_game'对象没有属性' level_limit' 这是我的最终游戏类:
class End_game(Level):
def _init_(self, player):
Level.__init__(self, player)
self.level_limit = -1111
screen.fill(WHITE)
text = s_font.render("Game Complete. Well Done",True, BLACK)
text = s_font.render("Jumps taken to complete level:"+str(jump_score),True, BLACK)
screen.blit(text, [100,100])
希望在第2级完成时显示结束游戏类。 这里是一些代码,一旦它们到达屏幕的末尾就会将玩家移动到下一个级别:
current_position = player.rect.x + current_level.world_shift
if current_position < current_level.level_limit:
player.rect.x = 120
if current_level_no < len(level_list)-1:
current_level_no += 1
current_level = level_list[current_level_no]
player.level = current_level
所需的结果是在最后有一个带有文字的白色屏幕。
贝洛是我的游戏代码,所以你拥有一切。
import pygame
import random
import mixer
from settings import *
size = [WIDTH, HEIGHT]
screen= pygame.display.set_mode(size)
pygame.font.init()
s_font = pygame.font.SysFont("comicsansms", 25)
jump_score =(0)
is_blue = False
def start_screen():
pygame.init
pygame.font.init()
backgroundimage = pygame.image.load("start.PNG").convert()
screen.blit(backgroundimage,(0,0))
pygame.display.update()
pygame.font.init()
start = True
while start:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
start_screen = False
main()
if event.key == pygame.K_q:
pygame.quit()
quit()
def score():
text = s_font.render("Jumps:"+str(jump_score),True, BLACK)
screen.blit(text, [0,0])
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
if is_blue:
self.image = pygame.image.load("blue_mushroom.PNG").convert_alpha()
pygame.display.update()
else:
self.image = pygame.image.load("red_mushroom.PNG").convert_alpha()
pygame.display.update()
self.rect = self.image.get_rect()
self.change_x = 0
self.change_y = 0
self.level = None
def update(self):
self.calc_grav()
self.rect.x += self.change_x
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
if self.change_x > 0:
self.rect.right = block.rect.left
elif self.change_x < 0:
self.rect.left = block.rect.right
self.rect.y += self.change_y
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
if self.change_y > 0:
self.rect.bottom = block.rect.top
elif self.change_y < 0:
self.rect.top = block.rect.bottom
self.change_y = 0
def calc_grav(self):
if self.change_y == 0:
self.change_y = 1
else:
self.change_y += .35
if self.rect.y >= HEIGHT - self.rect.height and self.change_y >= 0:
self.change_y = 0
self.rect.y = HEIGHT - self.rect.height
def jump(self):
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2
if len(platform_hit_list) > 0 or self.rect.bottom >= HEIGHT:
self.change_y = -10
def go_left(self):
self.change_x = -5
def go_right(self):
self.change_x = 5
def stop(self):
self.change_x = 0
class Platform(pygame.sprite.Sprite):
def __init__(self, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(BROWN)
self.rect = self.image.get_rect()
class Level():
def __init__(self, player):
self.platform_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()
self.player = player
self.world_shift = 0
def update(self):
self.platform_list.update()
self.enemy_list.update()
def draw(self, screen):
backgroundimage = pygame.image.load("forest.png").convert()
backgroundimage
screen.blit(backgroundimage,(0,0))
self.platform_list.draw(screen)
self.enemy_list.draw(screen)
def shift_world(self, shift_x):
self.world_shift += shift_x
for platform in self.platform_list:
platform.rect.x += shift_x
for enemy in self.enemy_list:
enemy.rect.x += shift_x
class Level_one(Level):
def __init__(self, player):
Level.__init__(self, player)
self.level_limit = -1111
level = [[210, 70, 500, 500],
[210, 70, 500, 100],
[70, 210, 450, 100],
[40, 40, 800, 300],
[40, 40, 800, 150],
[40, 80, 750, 200],
[210, 70, 800, 400],
[210, 70, 1000, 500],
[210, 70, 1220, 280],
[70, 210, 1000, 100],
[70, 210, 1000, 300],
[70, 310, 1220, 0],
[40, 40, 1070, 300],
[40, 40, 1070, 100],
[40, 40, 1180, 200],
[40, 40, 1180, 340]
]
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
class Level_two(Level):
def __init__(self, player):
Level.__init__(self, player)
self.level_limit = -1111
level = [[210, 30, 450, 570],
[210, 30, 850, 420],
[210, 30, 850, 600],
[210, 30, 600, 280],
]
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
class End_game(Level):
def _init_(self, player):
Level.__init__(self, player)
self.level_limit = -1111
screen.fill(WHITE)
text = s_font.render("Game Complete. Well Done",True, BLACK)
text = s_font.render("Jumps taken to complete level:"+str(jump_score),True, BLACK)
screen.blit(text, [100,100])
def main():
pygame.init()
sound = pygame.mixer.Sound("Mario_Jumping-Mike_Koenig-989896458.WAV")
back_music = pygame.mixer.music.load("Sneaky_Snitch_Kevin_MacLeod_-_Gaming_Background_Mu.WAV")
pygame.mixer.music.play(-1)
pygame.display.set_caption(TITLE)
player = Player()
level_list = []
level_list.append(Level_one(player))
level_list.append(Level_two(player))
level_list.append(End_game(player))
current_level_no = 0
current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
player.level = current_level
player.rect.x = 340
player.rect.y = HEIGHT - player.rect.height
active_sprite_list.add(player)
done = False
clock = pygame.time.Clock()
#main programme
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.go_left()
if event.key == pygame.K_RIGHT:
player.go_right()
if event.key == pygame.K_UP:
player.jump()
sound.play()
global jump_score
jump_score = jump_score + 1
if event.key == pygame.K_m:
pygame.mixer.music.pause()
if event.key == pygame.K_n:
pygame.mixer.music.unpause()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.change_x < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.change_x > 0:
player.stop()
active_sprite_list.update()
current_level.update()
if player.rect.right >= 500:
diff = player.rect.right - 500
player.rect.right = 500
current_level.shift_world(-diff)
if player.rect.left <= 120:
diff = 120 - player.rect.left
player.rect.left = 120
current_level.shift_world(diff)
# If the player gets to the end of the level, go to the next level
current_position = player.rect.x + current_level.world_shift
if current_position < current_level.level_limit:
player.rect.x = 120
if current_level_no < len(level_list)-1:
current_level_no += 1
current_level = level_list[current_level_no]
player.level = current_level
current_level.draw(screen)
active_sprite_list.draw(screen)
clock.tick(60)
score()
pygame.display.flip()
pygame.quit()
if __name__ == "__main__":
start_screen()
main()
答案 0 :(得分:0)
您遇到的唯一问题是End_game
的{{1}}输入错误为__init__
。
这将导致它永远不会被运行,然后_init_
属性实际上从未被设置。只需解决这个问题,你就可以摆脱这个错误。