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python3.x - Python中出現(xiàn)AttributeError: object has no attribute
phpcn_u1582
phpcn_u1582 2017-06-22 11:52:28
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依照書上的寫的一個(gè)python的飛船遊戲 程式碼也都是按照書上的寫的 但就不知道問題出在哪裡

AttributeError: 'Ship' object has no attribute 'bullet_width'

到運(yùn)行飛船左右移動(dòng)的時(shí)候都是沒有問題的,但是到了創(chuàng)建子彈和發(fā)生的時(shí)候就出現(xiàn)問題了
下面是具體代碼:

alien_invasion.py

import sys
import pygame
from pygame.sprite import Group

from settings import Settings
from ship import  Ship
import game_functions as gf

def run_game():
    #初始化pygame、設(shè)置和屏幕對象
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_hight))
    pygame.display.set_caption("Alien Invavsion")

    #設(shè)置背景色
    bg_color=(230,230,230)

    #創(chuàng)建一艘飛船
    ship = Ship(ai_settings, screen)
    #創(chuàng)建一個(gè)用于存儲(chǔ)子彈的編組
    bullets = Group()

    #開始游戲的主循環(huán)
    while True:
        #監(jiān)視鍵盤和鼠標(biāo)事件
        gf.check_events(ai_settings, screen, ship, bullets)
        ship.update()
        bullets.update()
        gf.updata_screen(ai_settings, screen, ship, bullets)

run_game()

settings.py

class Settings():
    """存儲(chǔ)《外星人入侵》的所有設(shè)置的類"""

    def __init__(self):
        """初始化游戲的設(shè)置"""
        #屏幕設(shè)置
        self.screen_width = 1200
        self.screen_hight = 700
        self.bg_color = (250,250,250)

        #飛船的位置
        self.ship_speed_factor = 1.5

        #子彈設(shè)置
        self.bullet_speed_factor = 1
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        

game_functions.py

#
import sys
from bullet import Bullet
import pygame

def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """響應(yīng)按鍵"""
    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:
        #創(chuàng)建一顆子彈,并將其加入到編組bullets中
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def check_keyup_events(event, ship):
    """響應(yīng)松開 """
    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):
    """響應(yīng)按鍵和鼠標(biāo)事件"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()

        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, ship, screen, bullets, ai_settings)
        elif event.type == pygame.KEYUP:
                check_keyup_events(event,ship)


def updata_screen(ai_settings, screen, ship, bullets):
    """更新屏幕上的圖像,并切換到新屏幕"""
    # 每次循環(huán)時(shí)都重繪屏幕
    screen.fill(ai_settings.bg_color)
    #在飛船和外星人后面重繪所有子彈
    for bullet in bullets.sprites():
        bullet.draw_bullet()

    ship.blitme()

    # 讓最近繪制的屏幕可見
    pygame.display.flip()

ship.py

import pygame

class Ship():
    def __init__(self, ai_settings, screen):
        """初始化飛船并設(shè)置其初始位置"""
        self.screen=screen
        self.ai_settings = ai_settings

        #加載飛船圖像并獲取其外接矩形
        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        #將每艘新飛船放在屏幕底部中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        #在飛船的屬性center中存儲(chǔ)小數(shù)值
        self.center = float(self.rect.centerx)

        #移動(dòng)標(biāo)志
        self.moving_right = False
        self.moving_left = False

    def update(self):
        """根據(jù)移動(dòng)標(biāo)志調(diào)整飛船的位置"""
        #更新飛船的center值,而不是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

        #根據(jù)self.centerx跟新的rect對象
        self.rect.centerx = self.center

    def blitme(self):
        """在指定位置繪制飛船"""
        self.screen.blit(self.image, self.rect)
        

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    """一個(gè)對飛船發(fā)射子彈的進(jìn)行管理的類"""

    def __init__(self, ai_settings, screen, ship):
        """在飛船所處位置創(chuàng)建一個(gè)子彈對象"""
        super(Bullet, self).__init__()
        self.screen = screen

        #在(0,0)處創(chuàng)建一個(gè)表示子彈移動(dòng)的矩形,再設(shè)置正確的位置
        self.rect = pygame.Rect(0, 0, ai_settings.bullet_width,
                                ai_settings.bullet_height)
        self.rect.conterx = ship.rect.centerx
        self.rect.top = ship = ship.rect.top

        #存儲(chǔ)用小數(shù)表示的子彈位置
        self.y =float(self.rect.y)

        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor

    def update(self):
        """向上移動(dòng)子彈"""
        #更新表示子彈位置的小數(shù)值
        self.y -= self.speed_factor
        #更新表示子彈的rect的位置
        self.rect.y = self.y


    def draw_bullet(self):
        """在屏幕上繪制子彈"""
        pygame.draw.rect(self.screen, self.color, self.rect)
            
           

到這裡為止就是全部的程序了,請問哪位大佬可以指點(diǎn)一下,謝謝

phpcn_u1582
phpcn_u1582

全部回覆(4)
學(xué)霸

check_eventscheck_keydown_events(event, ship, screen, bullets, ai_settings)的參數(shù)順序不對,自行調(diào)整

滿天的星座

顯然你提供的程式碼看不到ship物件的bullet_width屬性的設(shè)定和取得有關(guān)程式碼,你的bullet_width是為settings設(shè)定的。

可能你在有地方寫成ship.bullet 了吧,程式碼好像沒有都貼出來,多找找吧,還有你的error 訊息前面應(yīng)該有行號(hào),看看那個(gè)檔案哪一行出了錯(cuò)誤。

滿天的星座

這應(yīng)該是python2的範(fàn)例吧,試試看python2的環(huán)境

巴扎黑

回饋是這樣寫的,但是我調(diào)試了好久還是沒有效果,
我覺得問題是出在

def check_keydown_events(event, ai_settings, screen, ship, bullets):
    new_bullet = Bullet(ai_settings, screen, ship)

但是還是不太清楚具體該怎麼操作,大神能幫忙看看嗎?謝謝

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