适用于Python速成课程外来入侵的Python AttributeError(设置)章节13

时间:2019-08-08 03:31:56

标签: python python-3.x

我正在研究Python Crash课程书(chptr 13)中的Alien Invasion项目。在设置外来车队设置(例如车队方向,撞到屏幕边缘以及放下车队)时,我在测试代码时遇到错误。

我已经花了几个小时浏览代码,却没有找到为什么出现这个错误--- AttributeError:'Settings'对象没有属性'alien_speed_factor'---

游戏代码(alien_invasion.py)的当前状态:

.world {
  -webkit-animation: spin1 5s linear;
  -moz-animation: spin1 5s linear;
  -o-animation: spin1 5s linear;
  -ms-animation: spin1 5s linear;
  animation: spin1 5s linear;
  display: block;
}

@-webkit-keyframes spin1 {
  0% {
    -webkit-transform: rotate(0deg);
  }
  100% {
    -webkit-transform: rotate(360deg);
  }
}
@-moz-keyframes spin1 {
  0% {
    -moz-transform: rotate(0deg);
  }
  100% {
    -moz-transform: rotate(360deg);
  }
}
@-o-keyframes spin1 {
  0% {
    -o-transform: rotate(0deg);
  }
  100% {
    -o-transform: rotate(360deg);
  }
}
@-ms-keyframes spin1 {
  0% {
    -ms-transform: rotate(0deg);
  }
  100% {
    -ms-transform: rotate(360deg);
  }
}
@keyframes spin1 {
  0% {
    transform: rotate(0deg);
  }
  100% {
    transform: rotate(360deg);
  }
}

.fadeInText {
  margin-top: 25px;
  font-size: 21px;
  text-align: center;
  animation: fadein 5s;
  -moz-animation: fadein 5s; /* Firefox */
  -webkit-animation: fadein 5s; /* Safari and Chrome */
  -o-animation: fadein 5s; /* Opera */
}
@keyframes fadein {
  from {
    opacity: 0;
  }
  to {
    opacity: 1;
  }
}
@-moz-keyframes fadein {
  /* Firefox */
  from {
    opacity: 0;
  }
  to {
    opacity: 1;
  }
}
@-webkit-keyframes fadein {
  /* Safari and Chrome */
  from {
    opacity: 0;
  }
  to {
    opacity: 1;
  }
}
@-o-keyframes fadein {
  /* Opera */
  from {
    opacity: 0;
  }
  to {
    opacity: 1;
  }
}

settings.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 game and create a 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, a group of bullets, and a group of aliens.
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()

    # Create the fleet of aliens.
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # Start the main loop for the game.
    while True:
        gf.check_events(ai_settings, screen, ship, bullets)
        ship.update()
        gf.update_bullets(bullets)
        gf.update_aliens(ai_settings, aliens)
        gf.update_screen(ai_settings, screen, ship, aliens, bullets)

run_game()

alien.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 = 800
        self.bg_color = (230, 230, 230)

        # Ship settings.
        self.ship_speed_factor = 1.5
        self.ship_limit = 3

        # Bullet settings.
        self.bullet_speed_factor = 3
        self.bullet_width = 5
        self.bullet_height = 20
        self.bullet_color = 60, 60, 60
        self.bullets_allowed = 3

        # Alien settings.
        self.alien_speed_factor = 1
        self.fleet_drop_speed = 10
        # fleet_direction of 1 represents right, -1 represents left.
        self.fleet_direction = 1

game_functions.py

import pygame
from pygame.sprite import Sprite


class Alien(Sprite):
    """A class to represent a single alien in a fleet."""

    def __init__(self, ai_settings, screen):
        """Initialize the alien and set its starting position."""
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # Load the alien image and set its rect attribute.
        self.image = pygame.image.load('images/alien.bmp')
        self.rect = self.image.get_rect()

        # Start each new alien near the top left of the screen.
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        # Store the alien's exact position.
        self.x = float(self.rect.x)

    def check_edges(self):
        """Return True if alien is at the edge of the screen."""
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True

    def update(self):
        """Move alien to the right."""
        self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
        self.rect.x = self.x

    def blitme(self):
        """Draw the alien at its current location."""
        self.screen.blit(self.image, self.rect)

Windows命令/提示符错误消息-使用Python版本3.7运行

import sys
import pygame
from bullet import Bullet
from alien import Alien


def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """Respond to keypresses."""
    if event.key == pygame.K_RIGHT:
        # Move the ship to the right.
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_q:
        sys.exit()

def fire_bullet(ai_settings, screen, ship, bullets):
    """Fire a bullet if a limit is not reached."""
    # Create a new bullet and add it to the bullets group.
    if len(bullets) < ai_settings.bullets_allowed:
        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):
    # Watch for keyboard 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, ship)


def update_screen(ai_settings, screen, ship, aliens, bullets):
    # Redraw the screen during each pass through the loop, assign
    # background colors, include ship image.
    screen.fill(ai_settings.bg_color)
    # Redraw all bullets behind ship and aliens.
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)

    # Make the most recently drawn screen visible.
    pygame.display.flip()

def update_bullets(bullets):
    """Update the position of bullets and get rid of old bullets."""
    # Update bullet positions
    bullets.update()

    # Get rid of bullets that have disappeared.
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
        # print(len(bullets))

def get_number_aliens_x(ai_settings, alien_width):
    """Determine the number of aliens that fit in a row."""
    available_space_x = ai_settings.screen_width - 2 * alien_width
    number_aliens_x = int(available_space_x / (2 * alien_width))
    return number_aliens_x

def get_number_rows(ai_settings, ship_height, alien_height):
    """Determine th enumber of rows of aliens that fit on the screen."""
    available_space_y = (ai_settings.screen_height -
                            (3 * alien_height) - ship_height)
    number_rows = int(available_space_y / (2 * alien_height))
    return number_rows

def create_alien(ai_settings, screen, aliens, alien_number, row_number):
    """Create an alien and place it in the row."""
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width
    alien.x = alien_width + 2 * alien_width * alien_number
    alien.rect.x = alien.x
    alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
    aliens.add(alien)

def check_fleet_edges(ai_settings, aliens):
    """Respond appropriately if any aliens have reached an edge."""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings, aliens):
    """Drop the entire fleet and change its direction."""
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1

def create_fleet(ai_settings, screen, ship, aliens):
    """Create a full fleet of aliens."""
    # Create an alien and find the number of aliens in a row.
    alien = Alien(ai_settings, screen)
    number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
    number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)

    # Create the fleet of aliens.
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            # Create an alien and place it in the row.
            create_alien(ai_settings, screen, aliens, alien_number, row_number)

def update_aliens(ai_settings, aliens):
    """Update the positions of all aliens in the fleet."""
    check_fleet_edges(ai_settings, aliens)
    aliens.update()

0 个答案:

没有答案