我正在python速成课程中创建外星人入侵游戏,但遇到名称错误,提示未定义项目符号。因此我将“子弹”更改为“子弹”,这给我带来了一个属性错误,说子弹没有属性“子弹”。 到目前为止,这是我的代码。
alien_invasion.py
import pygame
from pygame.sprite import Group
from settings import Settings
from ship import Ship
import game_functions as gf
def run_game():
# Initialize pygame, settings, and screen object.
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# Make a ship.
ship = Ship(ai_settings, screen)
# Make a group to store bullets in.
bullets = Group()
# Start the main loop for the game.
while True:
gf.check_events(ai_settings, screen, ship, bullets)
ship.update()
bullets.update()
gf.update_screen(ai_settings, screen, ship, bullets)
run_game()
settings.py
class Settings():
"""A class to store all settings for Alien Invasion."""
def __init__(self):
"""Initialize the game's settings."""
# Screen settings
self.screen_width = 1200
self.screen_height = 600
self.bg_color = (230, 230, 230)
# Ship settings
self.ship_speed_factor = 1.5
# Bullet settings
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
ship.py
import pygame
class Ship():
def __init__(self, ai_settings, screen):
"""Initialize the ship and set its starting position."""
self.screen = screen
self.ai_settings = ai_settings
# Load the ship image and get its rect.
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# Start each new ship at the bottom center of the screen.
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# Store a decimal value for the ship's center.
self.center = float(self.rect.centerx)
# Movement flags
self.moving_right = False
self.moving_left = False
def update(self):
"""Update the ship's position based on movement flags."""
# Update the ship's center value, not the rect.
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
# Update rect object from self.center.
self.rect.centerx = self.center
def blitme(self):
"""Draw the ship at its current location."""
self.screen.blit(self.image, self.rect)
game_functions.py
import sys
import pygame
from bullet import Bullet
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""Respond to keypresses."""
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:
# Create a new bullet and add it to the bullets group.
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
"""Respond to key releases."""
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, ship, bullets):
"""Respond to keypresses and mouse events."""
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, ai_settings, ship)
# Redraw all bullets behind ship and aliens.
for bullet in Bullet.sprites():
bullet.draw_bullet()
def update_screen(ai_settings, screen, ship, bullets):
"""Update images on the screenand flip to the new screen."""
# Redraw the screen during each pass through the loop.
screen.fill(ai_settings.bg_color)
# Redraw all bullets behind ship and aliens.
for bullet in Bullet.sprites():
bullet.draw_bullet()
ship.blitme()
# Make the most recently drawn screen visible.
pygame.display.flip()
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""A class to manage bullets fired from the ship"""
def __init__(self, ai_settings, screen, ship):
"""Create a bullet object at the ship's current position."""
super().__init__()
self.screen = screen
# Create a bullet rect at (0, 0) and then set the correct position.
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width,
ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# Store the bullet's position as a decimal value.
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
"""Move the bullet up the screen."""
# Update the decimal position of the bullet.
self.y -= self.speed_factor
# Update the rect position.
self.rect.y = self.y
def draw_bullet(self):
"""Draw the bullet to the screen."""
pygame.draw.rect(self.screen, self.color, self.rect)
这是原始错误:
game_functions.py, line 36, in <module>
for bullet in bullets.sprites():
NameError: name 'bullets' is not defined
这是我为了匹配bullet.py中的“子弹类(子弹)”而将“子弹”更改为“子弹”后的错误:
game_functions.py, line 36, in <module>
for bullet in Bullet.sprites():
AttributeError: type object 'Bullet' has no attribute 'sprites'
如果问题得以解决,我将不胜感激。这也是我第一次问一个问题,因为我比较陌生。让我知道问这个问题时是否做错了什么。
答案 0 :(得分:0)
该错误来自于不在任何函数内的两行for循环。仅当导入game_functions模块时,才会执行这些行。这似乎没有用。您可能只需删除这些行而不会破坏任何内容。
相同的两行出现在紧随其后的update_screen函数中。在名称bullets
和Bullet
之间,只有一个具有sprites()
方法。那就是您需要进行for循环的那个。