1.按照《python编程——从入门到实践》里的“外星人入侵”游戏编写的程序,生成外星人和射击部分完全没问题,到设计外星人与飞船碰撞的模块时就出现了如标题的提示,已经对照过好几遍程序没有问题,不知道哪里出了错
'Group' object has no attribute 'rect'
下面是具体代码:
主程序 alien_invasion.py
import pygame
from pygame.sprite import Group
from game_stats import GameStats
from settings import Settings
from ship import Ship
import game_functions as gf
def run_game():
##初始化pygame、设置和屏幕对象
pygame.display.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
#创建一艘飞船、一个子弹编组和一个外星人编组
#创建一艘飞船
ship = Ship(ai_settings, screen)
#创建一个用于存储子弹的编组
bullets = Group()
aliens = Group()
#创建外星人裙
gf.create_fleet(ai_settings, screen, aliens, ship)
#开始游戏的主循环
while True:
gf.check_events(ai_settings, screen, ship, bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings, screen, ship, aliens, bullets)
gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
gf.update_screen(ai_settings, screen, ship, aliens, bullets)
run_game()
##
game_function.py
import sys
import pygame
from alien import Alien
from bullet import Bullet
from time import sleep
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
ship.moving_right = True
if event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
#创建一颗子弹,并将其加入到编组bullets中
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有到达限制,就发射一颗子弹"""
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings, screen, ship, bullets):
"""响应按键和鼠标事件"""
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):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
#在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings, screen, ship, aliens, bullets):
"""更新子弹的位置,并删除已消失的子弹"""
#更新子弹的位置
bullets.update()
#删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets):
"""响应子弹和外星人的碰撞"""
#删除发生碰撞的外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
def create_fleet(ai_settings, screen, aliens, ship):
"""创建外星人裙"""
#创建一个外星人,并计算一行可容纳多少个外星人
alien = Alien(ai_settings, screen)
number_alien_x = get_number_aliens_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_alien_x):
#创建一个外星人并将其加入当前行
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def get_number_aliens_x(ai_settings, alien_width):
"""计算每行可容纳多少个外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""创建一个外星人并将其放在当前行"""
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 get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可容纳多少行外星人"""
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 check_fleet_edgs(ai_settings, aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""将整群外星人下移, 并改变他们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
#将ships_left减1
if stats.ships_left > 0:
stats.ships_left -= 1
#晴空外星人列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人,并将飞船放在屏幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞倒一样进行处理
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
"""检查是否有娃星人位于屏幕边缘,并更新整群外星人的位置"""
check_fleet_edgs(ai_settings, aliens)
aliens.update()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
ship.py
import pygame
class Ship():
def __init__(self, ai_settings, screen):
"""初始化飞船并设置其初始位置"""
self.screen = screen
self.ai_settings = ai_settings
#加载飞船图像并获取其外接矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
#将每艘新飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
#在飞船的属性center中存储小数值
self.center = float(self.rect.centerx)
#移动标志
self.moving_right = False
self.moving_left = False
def update(self):
"""根据移动标志调整飞船的位置"""
#更新飞船的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
#根据self.center更新rect对象
self.rect.centerx = self.center
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image, self.rect)
def center_ship(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx
Traceback (most recent call last):
File "/Users/Eahon/Desktop/Python_work/u5916u661fu4ebau5165u4fb5/alien_invasion.py", line 50, in <module>
run_game()
File "/Users/Eahon/Desktop/Python_work/u5916u661fu4ebau5165u4fb5/alien_invasion.py", line 43, in run_game
gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
File "/Users/Eahon/Desktop/Python_work/u5916u661fu4ebau5165u4fb5/game_functions.py", line 179, in update_aliens
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
File "/Users/Eahon/Desktop/Python_work/u5916u661fu4ebau5165u4fb5/game_functions.py", line 152, in ship_hit
create_fleet(ai_settings, screen, ship, aliens)
File "/Users/Eahon/Desktop/Python_work/u5916u661fu4ebau5165u4fb5/game_functions.py", line 98, in create_fleet
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
AttributeError: 'Group' object has no attribute 'rect'
[Finished in 7.4s with exit code 1]
[cmd: ['/usr/local/bin/python3', '-u', '/Users/Eahon/Desktop/Python_work/外星人入侵/alien_invasion.py']]
[dir: /Users/Eahon/Desktop/Python_work/外星人入侵]
[path: /Library/Frameworks/Python.framework/Versions/3.6/bin:/Users/Eahon/Library/Enthought/Canopy_64bit/User/bin:/Library/Frameworks/Python.framework/Versions/2.7/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin]
调用:
定义:
ship
和aliens
参数位置写反了