变量没有绘制属性?

问题描述

我正在尝试为我的学校项目制作游戏。一个人用屏幕左侧的鼠标控制一个牛仔,另一个人用箭头键控制一个小偷。我想我让一切都奏效了。我唯一的问题是让敌人真正出现。错误下方没有红色波浪线。它只告诉我敌人变量没有一个叫做 draw 的属性

import pygame,sys

# classes
# Player class
class Player(pygame.sprite.Sprite):
    def __init__(self,image):
        super().__init__()
        self.image = image
        self.rect = self.image.get_rect(center = (screen_width//2,screen_height//2))

    def update(self):
        self.rect.center = pygame.mouse.get_pos()

    def create_bullet(self):
        return Bullet(*pygame.mouse.get_pos())
# 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
ship_speed_factor = 1.5
class enemy:
    def __init__(self):
        """Initialize the enemy and set its starting position"""
        self.screen = screen
        self.ai_settings = ai.settings

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

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

        #store a decimal value for the ships 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.ship_speed_factor
        if self.mobing_left and self.rect.left >0:
            self.centerx -= self.ai_settings.ship_speed_factor
        if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
            self.centery =+ self.ai_settings.ship_speed_factor
        if self.moving_down and self.rect.top > self.screen_rect.top:
            self.centery -= self.ai_settings.ship_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,ship):
    """responds to keypresses"""
    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_DOWN:
        ship.moving_down = True
    elif event.key == pygame.K_UP:
        ship.moving_up = True

def check_keyup_evets(event,ship):
    """responds to key releases"""
    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_DOWN:
        ship.moving_down = False
    elif event.key == pygame.K_UP:
        ship.moving_up = False


def check_keyup_events(event,ship):
    pass


def check_events(ship):
    """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,ship)

def update_screen(ai_settings,screen,ship):
    """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.image,self.rect)



# general setup
pygame.init()
clock = pygame.time.Clock()

# game screen
screen_width = 1920
screen_height = 1080
screen = pygame .display.set_mode((screen_width,screen_height))
background = pygame.image.load("BackGround.png")

# player
player_image = pygame.image.load("Charachter2.png")
player = Player(player_image)
player_group = pygame.sprite.Group()
player_group.add(player)

# Bullet
bullet_group = pygame.sprite.Group()

# caption
pygame.display.set_caption("Wild-West Shooter")

# makes game quit
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame:quit()
            sys.exit()
        if event.type == pygame.MOUSEBUTTONDOWN:
            bullet_group.add(player.create_bullet())


    player_group.update()
    bullet_group.update()

    # draw
    screen.blit(background,(0,0)) # background
    player_group.draw(screen) # player
    bullet_group.draw(screen) # bullets
    enemy.draw(screen)
    #thief.draw(screen) # enemy

    pygame.display.flip()
    clock.tick(120)

解决方法

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