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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