第 400 行的错误,而我的代码只有 180?

问题描述

我正在为学校项目制作一个 pygame 游戏,并且我一直在进行大量调试。我刚刚通过给它两个位置参数而不是 1 来修复类,之后当我尝试运行游戏时,它在第 454 和 441 行出现错误,但是我的代码只有大约 180 行长。 (我所有这些的目的是制作另一种玩家可以移动的玩家,称为敌人)这可能是我的库的问题,而不是代码本身的问题。我将包括下面的错误代码代码本身。

Error code: 
Traceback (most recent call last):
  File "C:\Users\(Myname)\PycharmProjects\Learningpython3\venv\lib\site-packages\pygame\sprite.py",line 441,in add
    self.add(*sprite)
TypeError: pygame.sprite.AbstractGroup.add() argument after * must be an iterable,not pygame.Surface

During handling of the above exception,another exception occurred:
Traceback (most recent call last):
  File "C:\Users\(myname)\PycharmProjects\Learningpython3\App.py",line 147,in <module>
    enemy_group.add(enemy_image)
  File "C:\Users\(myname)\PycharmProjects\Learningpython3\venv\lib\site-packages\pygame\sprite.py",line 454,in add
    sprite.add_internal(self)
AttributeError: 'pygame.Surface' object has no attribute 'add_internal'

部分代码(部分不包含):

# bullet class
class Bullet (pygame.sprite.Sprite):
    def __init__(self,pos_x,pos_y):
        super().__init__()
        self.image = pygame.Surface((50,10))
        self.image.fill((255,255,0))
        self.rect = self.image.get_rect(center = (pos_x,pos_y))

    def update(self):
        self.rect.x += 5
#Making the enemy work
enemy_speed_factor = 1.5
class Enemy:
    def __init__(self,enemy_image):
        """Initialize the enemy and set its starting position"""
        self.screen = screen


        #Load the enemy image and get its rect
        self.image = pygame.image.load("Enemy4.png")
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        #start each new enemy at the bottom of the screen
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        #store a decimal value for the enemys x and y center
        self.centerx = float(self.rect.centerx)
        self.centery = float(self.rect.centery)

        #Movement flag
        self.moving_right = False
        self.moving_left = False
        self.moving_down = False
        self.moving_up = False

    def update(self):
        """Update the enemys position based on the movement flag"""
        #Upade the enemy's center value,not the rect.
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.centerx += self.ai_settings.enemy_speed_factor
        if self.mobing_left and self.rect.left >0:
            self.centerx -= self.ai_settings.enemy_speed_factor
        if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
            self.centery =+ self.ai_settings.enemy_speed_factor
        if self.moving_down and self.rect.top > self.screen_rect.top:
            self.centery -= self.ai_settings.enemy_speed_factor

        #Update rect object from self.center
        if self.moving_up or self.moving_down:
            self.rect.centery = self.centery
        if self.moving_left or self.moving_right:
            self.rect.centerx = self.centerx
    def blitme(selfself,self):
        """draw the enemy at its current location"""
        self.screen.blit(self.image,self.rect)

#making the movements for the enemy
def check_keydown_events(events,enemy):
    """responds to keypresses"""
    if event.key == pygame.K_RIGHT:
        enemy.moving_right = True
    elif event.key == pygame.K_LEFT:
        enemy.moving_left = True
    elif event.key == pygame.K_DOWN:
        enemy.moving_down = True
    elif event.key == pygame.K_UP:
        enemy.moving_up = True

def check_keyup_evets(event,enemy):
    """responds to key releases"""
    if event.key == pygame.K_RIGHT:
        enemy.moving_right = False
    elif event.key == pygame.K_LEFT:
        enemy.moving_left = False
    elif event.key == pygame.K_DOWN:
        enemy.moving_down = False
    elif event.key == pygame.K_UP:
        enemy.moving_up = False


def check_keyup_events(event,enemy):
    pass


def check_events(enemy):
    """Respond to keypresses and mouse events"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event,enemy)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event,enemy)

def update_screen(ai_settings,screen,enemy):
    """Update images on the screen and flip to the new screen"""
    #Redeaw the screen during each pass through the loop
    screen.fill(ai_settings.bg_color)
    enemy.blitme()

    #Make the most recently drawn screeen visible
    pygame.display.flip()


def blitme(self):
    self.screen.blit(self)


# enemy
enemy_image = pygame.image.load("Enemy4.png")
enemy = Enemy(enemy_image)
enemy_group = pygame.sprite.Group()
enemy_group.add(enemy)

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