我正在使用Python pygame制作游戏,并制作了一个移动的背景,作为玩家的跳跃精灵并产生了障碍。现在我正在研究玩家和障碍物之间的碰撞,并制定了一些代码但最终出现了错误:
collided = pygame.sprite.spritecollide(player, obsticles, True)
File "C:\Users\Kasutaja\AppData\Roaming\Python\Python27\site
packages\pygame\sprite.py", line 1514, in spritecollide
for s in group.sprites():
AttributeError: 'Obsticles' object has no attribute 'sprites'
我不知道,为什么那个类不是精灵,以及如何使它成为精灵。我希望在修复此错误后,碰撞会起作用。
玩家形象1
obsticles image 2
背景图片3
import pygame, random
pygame.init()
W, H = 800,600
HW, HH = W/2,H/2
AREA = W * H
bg = pygame.image.load('Linn.png')
bg = pygame.transform.scale(bg, (800, 600))
DS = pygame.display.set_mode((W,L))
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, py, paat, veerg, rida):
super(Player,self).__init__()
self.x = x
self.y = y
self.jumping = False
self.platform_y = py
self.velocity_index = 0
self.paat = pygame.image.load('STlaev.png').convert_alpha()
self.paat = pygame.transform.scale(self.paat,(64,64))
self.rect = self.paat.get_rect()
self.veerg = veerg
self.rida = rida
self.kokku = veerg * rida
self.rect = self.paat.get_rect()
W = self.veergL = self.rect.width/veerg
H = self.weegK = self.rect.height/rida
HW,HH = self.veergKeskel = (W/2,H/2)
self.veerg = list([(index % veerg * W, int(index/veerg) * H,W,H )for index in range(self.kokku)])
self.handle = list([ #pildi paigutamise voimalikud positsioonid
(0, 0), (-HW, 0), (-W, 0),
(0, -HH), (-HW, -HH), (-W, -HH),
(0, -W), (-HW, -H), (-W, -H),])
self.mask = pygame.mask.from_surface(self.paat)
def do_jumpt(self):
global velocity
if self.jumping:
self.y += velocity[self.velocity_index]
self.velocity_index += 1
if self.velocity_index >= len(velocity) - 1:
self.velocity_index = len(velocity) - 1
if self.y > self.platform_y:
self.y = self.platform_y
self.jumping = False
self.velocity_index = 0
def draw(self, DS,veergindex,x,y,handle=0):
DS.blit(self.paat,(self.x+self.handle[handle][0], self.y + self.handle[handle][1]),self.veerg[veergindex])
def do(self):
self.do_jumpt()
p.draw(DS,index%p.kokku,300,300,0)
def update(self):
self.rect.topleft = self.x, self.y
p = Player(310, 200, 200, 'STlaev.png', 4, 1) #Mangija algkordinaadid, huppe
korgus, pilt, sprite valik
velocity = list([(i/ 2.0)-14 for i in range (0,50)]) #Huppe ulatus
index = 3
def keys(player):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] or keys[pygame.K_UP] and player.jumping == False:
player.jumping = True
class Obsticles(pygame.sprite.Sprite):
def __init__(self, x, y, img, width, height):
super(Obsticles,self).__init__()
self.img = pygame.image.load('box.png').convert()
self.img = pygame.transform.scale(self.img, (64,64))
self.rect = self.img.get_rect()
self.x = x
self.y = y
self.width = width
self.height = height
self.hitbox = (x,y,width,height)
self.mask = pygame.mask.from_surface(self.img)
def draw(self, DS):
DS.blit(self.img, (self.x, self.y))
def update(self):
self.rect.topleft = self.x, self.y
def redrawWindow():
for i in objects:
i.draw(DS)
pygame.time.set_timer(pygame.USEREVENT+2, random.choice([2000, 3000, 1000, 4000,0]))
objects = []
'''Sprites'''
sprites = pygame.sprite.Group()
player = Player(310, 200, 200, 'STlaev.png', 4, 1)
obsticles = Obsticles(832,300,'box.png',64,64)
all_sprites = pygame.sprite.Group(player,obsticles)
ob = pygame.sprite.Group(obsticles)
x=0
while True:
'''Game loop'''
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.USEREVENT+2:
r = random.randrange(0,2)
if r == 0:
objects.append(Obsticles(832,300,64,64))
'''Obsticle speed and deleting'''
for i in objects:
i.x -= 5 #the speed of the obsticle
if i.x < -64: #deleting obsticle from the window
objects.pop(objects.index(i))
'''Background movement'''
back_x = x % bg.get_rect().width
DS.blit(bg, (back_x - bg.get_rect().width, 0))
if back_x < W:
DS.blit(bg, (back_x, 0))
x -= 1
'''Sprites'''
all_sprites.update()
collided = pygame.sprite.spritecollide(player,obsticles ,True)
for i in collided:
print('Collision.')
'''Fuctions'''
keys(p)
p.do()
index+=1
redrawWindow()
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()
答案 0 :(得分:1)
def generate_normal_dist_samples(lower_bound, upper_bound, size, scale=None):
loc = (lower_bound + upper_bound)/2
if scale is None:
scale = (upper_bound-lower_bound)/2
results = []
while len(results) < size:
samples = numpy.random.normal(loc=loc, scale=scale, size=size-len(results))
results += [sample for sample in samples if lower_bound <= sample <= upper_bound]
return results
您使用的是对象collided = pygame.sprite.spritecollide(player, obsticles, True)
,而不是精灵组obsticles
。所以要修复它,你可以这样做:
ob