我有一个属性错误,这使我无法继续进行调试,是否有人可以对其进行调试。我曾尝试在球类课程中四处移动,但没有任何效果。我被困住了。
import random
import pygame
class Ball(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((100, 100)).convert_alpha()
self.image.fill((160, 70, 0))
self.rect = pygame.Rect(self.x, self.y, 100, 100)
self.x = self.rect.x
self.y = self.rect.y
self.speed_x = 0
self.speed_y = 0
self.radiusx = 0
self.radiusy = 100
self.mask = pygame.mask.from_surface(self.image)
# Pass the midbottom position as an argument to `get_rect`.
self.rect = self.image.get_rect(midbottom=(x, y))
# Set the x and y attributes afterwards.
# Alternatively.
#self.rect.midbottom = x, y
def update(self, screen_rect): # Pass a rect with the size of the screen.
self.x += self.speed_x
self.y += self.speed_y
self.rect.topleft = (self.x, self.y)
if not screen_rect.contains(self.rect):
# Clamp the rect if it's outside of the screen.
self.rect.clamp_ip(screen_rect)
self.x, self.y = self.rect.topleft
def render(self, screen):
screen.blit(self.image, self.rect)
错误: 追溯(最近一次通话): 文件“ / Users / maxi / Desktop / Pygame_Resources / codingandcaring github / Stack Overflow Help.py”,第233行,在 主要() 文件“ / Users / maxi / Desktop / Pygame_Resources / codingandcaring github / Stack Overflow Help.py”,主行,第101行 篮球=球(start_x,start_y) init 中的文件“ / Users / maxi / Desktop / Pygame_Resources / codingandcaring github / Stack Overflow Help.py”,第9行。 self.rect = pygame.Rect(self.x,self.y,100,100) AttributeError:“球”对象没有属性“ x”
class Goal(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
# self.image = pygame.image.load('goal.png').convert_alpha()
# self.image = pygame.transform.scale(self.image, (220, 220))
self.image = pygame.Surface((220, 220)).convert_alpha()
self.image.fill((60, 80, 110))
self.x = x
self.y = y
self.rect = pygame.Rect(self.x, self.y, 220, 220)
def render(self, screen):
screen.blit(self.image, self.rect)
class Ring(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
# self.image = pygame.image.load('ring.png').convert_alpha()
# self.image = pygame.transform.scale(self.image, (400, 400))
self.image = pygame.Surface((400, 400)).convert_alpha()
self.image.fill((60, 180, 110))
self.x = x
self.y = y
self.rect = pygame.Rect(self.x, self.y, 400, 400)
self.mask = pygame.mask.from_surface(self.image)
def render(self, screen):
screen.blit(self.image, self.rect)
class Baddie(pygame.sprite.Sprite):
def __init__(self, x, y, z):
# self.image = pygame.image.load().convert_alpha()
# self.image = pygame.transform.scale(self.image, (220, 220))
self.image = pygame.Surface((90, 90)).convert_alpha()
self.image.fill((250, 50, 0))
self.rect = self.image.get_rect()
self.x = x
self.y = y
def render(self, screen):
screen.blit(self.image, (self.x, self.y))
def pause():
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
return
def main():
width = 1200
height = 722
pygame.init()
screen = pygame.display.set_mode((width, height))
screen_rect = screen.get_rect()
clock = pygame.time.Clock() # Add a clock to limit the frame rate.
pygame.display.set_caption('Basketball Shootout')
font = pygame.font.Font(None, 25)
start_x, start_y = screen_rect.midbottom
basketball = Ball(start_x, start_y)
snd_file = 'Game.ogg'
mixer.init()
mixer.music.load(snd_file)
mixer.music.play()
badtimer = 100
badtimer1 = 0
badguys = [[640, 100]]
# court = pygame.image.load('halfcourt.jpg')
# court = pygame.transform.scale(court, (1200, 722))
court = pygame.Surface((1200, 722))
court.fill((30, 30, 30))
basketball = Ball(50, 50)
goal = Goal(487, 0)
ring = Ring(400, 400)
# The player is not needed since the `basketball` is already
# the playable ball instance.
# player = Ball # Just remove this line.
# badguyimg1 = pygame.image.load("wpierdol.png")
# badguyimg1 = pygame.transform.scale(badguyimg1, (100, 100))
# badguyimg2 = pygame.image.load("bad_guy2.gif")
# badguyimg2 = pygame.transform.scale(badguyimg2, (100, 100))
# badguyimg3 = pygame.image.load("bad_guy3.gif")
# badguyimg3 = pygame.transform.scale(badguyimg3, (100, 100))
badguyimg1 = pygame.Surface((90, 90))
badguyimg1.fill((60, 50, 210))
badguyimg2 = pygame.Surface((90, 90))
badguyimg2.fill((250, 50, 210))
badguyimg3 = pygame.Surface((90, 90))
badguyimg3.fill((250, 50, 130))
badlist = [badguyimg1, badguyimg2, badguyimg3]
score = 0 # The score variable was missing.
stop_game = False
while not stop_game:
# Event handling.
for event in pygame.event.get():
if event.type == pygame.QUIT:
stop_game = True
# Either set the speed here or increment the `basketball.y`
# in the while loop with `pygame.key.get_pressed`.
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
basketball.speed_y = -5
elif event.key == pygame.K_DOWN:
basketball.speed_y = 5
elif event.key == pygame.K_LEFT:
basketball.speed_x = -5
elif event.key == pygame.K_RIGHT:
basketball.speed_x = 5
elif event.type == pygame.KEYUP:
# Stop the ball.
if event.key == pygame.K_UP:
basketball.speed_y = 0
elif event.key == pygame.K_DOWN:
basketball.speed_y = 0
elif event.key == pygame.K_LEFT and basketball.speed_x < 0:
basketball.speed_x = 0
elif event.key == pygame.K_RIGHT and basketball.speed_x > 0:
basketball.speed_x = 0
# Don't call get_pressed in the event loop (for every event).
# pressed = pygame.key.get_pressed()
# if pressed[pygame.K_UP]:
# basketball.y -= 5
# elif pressed[pygame.K_DOWN]:
# basketball.y += 5
# if pressed[pygame.K_LEFT]: # if not elif, to separate vertical and horizontal movement.
# basketball.x -= 5
# elif pressed[pygame.K_RIGHT]:
# basketball.x += 5
# Updating.
basketball.update(screen_rect)
badtimer -= 1
point = pygame.sprite.collide_mask(basketball, ring) # Use basketball not player.
if point:
# The score will be incremented continually.
score = score + 1
pygame.font.init() # you have to call this at the start,
# if you want to use this module.
myfont = pygame.font.SysFont('Comic Sans MS', 30)
textsurface = myfont.render('%d' %(score), False, (0, 0, 0))
screen.blit(textsurface,(0,0))
# Update the bad guys.
if badtimer == 0:
badguys.append([1040, random.randint(50,430)])
badtimer = 100-(badtimer1*2)
if badtimer1 >= 35:
badtimer1 = 35
else:
badtimer1 += 5
# You can `enumerate` the badguys list to get the index
# and the item at the same time.
for index, badguy in enumerate(badguys[:]):
if badguy[0] < -64:
# Don't modify a list while you're iterating over it.
# Iterate over a slice copy: badguys[:]
badguys.pop(index)
badguy[0] -= 7
# Drawing.
screen.blit(court, (0,0))
text = font.render(
'Dodge the other team to get to the goal!',
True, (0, 0, 0))
screen.blit(text, (430, 630))
goal.render(screen)
# You forgot to render the ring.
ring.render(screen)
for badguy in badguys:
screen.blit(badguyimg1, badguy) # The `dest`ination arg was missing.
basketball.render(screen)
pygame.display.update()
clock.tick(60) # Limit the frame rate to 60 FPS.
pygame.quit()
if __name__ == '__main__':
main()
代码中可能存在更多错误,不确定如何尝试克服属性错误并添加其他内容。请测试所有代码。
答案 0 :(得分:2)
在__init__()
(第9行)的Ball
方法中,您引用了self.x
(和self.y
),但尚未设置这些变量。
答案 1 :(得分:1)
在定义变量或属性之前,不能使用它。将x
和y
传递到pygame.Rect
而不是self.x
,self.y
,
class Ball(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((100, 100)).convert_alpha()
self.image.fill((160, 70, 0))
self.rect = pygame.Rect(x, y, 100, 100)
self.x = self.rect.x
self.y = self.rect.y
或先将x
和y
分配给self.x
,self.y
,然后再创建rect:
self.x = x
self.y = y
self.rect = pygame.Rect(self.x, self.y, 100, 100)