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
check_events
中check_keydown_events(event, ship, screen, bullets, ai_settings)
的參數(shù)順序不對,自行調(diào)整
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。
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