python 从入门到实践书内外星人打飞机项目

alien_invasion.py

import sys
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
def run_game():
    pygame.init()
   
    #initialize screen and settings    
    ai_settings=Settings()
    screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    
    #create a ship
    ship=Ship(screen,ai_settings)
    bullets=Group()
    
   while True:
    gf.check_events(ai_settings,screen,ship,bullets)
    ship.update()
    bullets.update()
    gf.update_screen(ai_settings,screen,ship,bullets)
run_game()

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
def __init__(self,ai_settings,screen,ship):
    super(Bullet,self).__init__
    self.screen=screen
    self.rect=pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
    self.rect.centerx=ship.rect.centerx
    self.rect.top=ship.rect.top
    self.color=ai_settings.bullet_color
    self.speed=ai_settings.bullet_speed_factor
    self.y=float(self.rect.y)
def update(self):
    self.y-=self.speed
    self.rect.y=self.y

def draw_bullet(self):
    pygame.draw.rect(self.screen,self.color,self.rect)

game_functions.py

import sys
import pygame
from bullet import Bullet

def check_keyup_event(event,ship):
    if event.key==pygame.K_RIGHT:
            ship.move_right=False
elif event.key==pygame.K_LEFT:
            ship.move_left=False

def check_keydown_event(event,ai_settings,screen,ship,bullets):
    if event.key==pygame.K_RIGHT:
            ship.move_right=True
    elif event.key==pygame.K_LEFT:
            ship.move_left=True
    elif event.key==pygame.K_SPACE:
        new_bullet=Bullet(ai_settings,screen,ship)
        bullets.add(new_bullet)
def check_events(ai_settings,screen,ship,bullets):

    for event in pygame.event.get():
        if event.type==pygame.QUIT:
        sys.exit()
        elif event.type==pygame.KEYDOWN:
        check_keydown_event(event,ai_settings,screen,ship,bullets)
        elif event.type==pygame.KEYUP:
        check_keyup_event(event,ship)
def update_screen(ai_settings,screen,ship,bullets):
    screen.fill(ai_settings.bk_color)
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()        
    pygame.display.flip()
  

settings.py

class Settings():
def __init__(self):
    self.screen_width=1200
    self.screen_height=600
    self.bk_color=(230,230,230)

    self.ship_speed_factor=1.5

    self.bullet_height=15
    self.bullet_width=3
    self.bullet_speed_factor=1
    self.bullet_color=(255,0,0)

ship.py

import pygame

class Ship():

def __init__(self,screen,ai_settings):
    self.screen=screen
    self.image=pygame.image.load('images/ship.bmp')
    self.rect=self.image.get_rect()
    self.ai_settings=ai_settings
    self.screen_rect=screen.get_rect()
    self.move_right=False
    self.move_left=False
    self.rect.centerx=self.screen_rect.centerx
    self.location= float(self.rect.centerx)
    self.rect.bottom=self.screen_rect.bottom

def blitme(self):
    self.screen.blit(self.image,self.rect)

def update(self):
    if self.move_right==True and self.screen_rect.right > self.rect.right:
        self.location+=self.ai_settings.ship_speed_factor
    if self.move_left==True and 0 < self.rect.left:
        self.location-=self.ai_settings.ship_speed_factor
    self.rect.centerx=self.location


图片描述
出现这个问题什么情况!
AttributeError: 'Bullet' object has no attribute '_Sprite__g'

阅读 4k
2 个回答

你的依赖库里缺失了一个方法,或者就是你引用的时候方法名写错了

新手上路,请多包涵

super(Bullet,self).__init__
忘了最后的()
我醉了!

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