AttributeError: 'Group' object has no attribute 'rect'

import pygame

from settings import Settings

from ship import Ship

from alien import Alien

import game_functions as gf

from pygame.sprite import Group



def run_game():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
    pygame.display.set_caption = ("Alien Invasion")
    
    bg_color = ai_settings.bg_color
    ship = Ship(ai_settings,screen)
    bullets = Group()
    aliens = Group()
    gf.create_fleet(ai_settings,screen,ship,aliens)
    while True:
        gf.check_events(ai_settings,screen,ship,bullets)
        ship.update()
        gf.update_bullets(bullets)
        gf.update_screen(ai_settings,screen,ship,aliens,bullets)
        gf.create_fleet(ai_settings, screen, ship, aliens)
run_game()


下面是在game_functions.py

图片描述

def check_keydown_events(event,ai_settings,screen, ship,bullets):
    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_UP:
        ship.moving_up = True
    elif event.key == pygame.K_DOWN:
        ship.moving_down = 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):
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings,screen,ship)
        bullets.add(new_bullet)
        
def check_keyup_events(event, ship):
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False
    elif event.key == pygame.K_UP:
        ship.moving_up = False
    elif event.key == pygame.K_DOWN:
        ship.moving_down = False
            
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_events(event,ai_settings,screen,ship,bullets)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event,ship)
    

def update_screen(ai_settings,screen,ship,alien,bullets):
    screen.fill(ai_settings.bg_color)
    ship.blitme()
    alien.draw(screen)
    #alien.blitme()
    for bullet in bullets.sprites():
        bullet.blitme()
    pygame.display.flip()
    
def update_bullets(bullets):
    bullets.update()
    
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
            
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):
    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,alien,alien_number,row_number):
    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 create_fleet(ai_settings,screen,ship,aliens):
    alien = Alien(ai_settings,screen)
    alien_width = alien.rect.width
    available_space_x = ai_settings.screen_width - 2 * alien_width
    
    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)
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings,screen,aliens,alien_number,row_number)
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