python3.x - Python中出現(xiàn)AttributeError: object has no attribute
問(wèn)題描述
按照書(shū)上的編寫(xiě)的一個(gè)python的飛船游戲 代碼也都是按照書(shū)上的編寫(xiě)的 但就不知道問(wèn)題出在哪里
AttributeError: ’Ship’ object has no attribute ’bullet_width’
到運(yùn)行飛船左右移動(dòng)的時(shí)候都是沒(méi)有問(wèn)題的,但是到了創(chuàng)建子彈和發(fā)生的時(shí)候就出現(xiàn)問(wèn)題了下面是具體代碼:
alien_invasion.py
import sysimport pygamefrom pygame.sprite import Groupfrom settings import Settingsfrom ship import Shipimport game_functions as gfdef run_game(): #初始化pygame、設(shè)置和屏幕對(duì)象 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_hight)) pygame.display.set_caption('Alien Invavsion') #設(shè)置背景色 bg_color=(230,230,230) #創(chuàng)建一艘飛船 ship = Ship(ai_settings, screen) #創(chuàng)建一個(gè)用于存儲(chǔ)子彈的編組 bullets = Group() #開(kāi)始游戲的主循環(huán) while True:#監(jiān)視鍵盤(pán)和鼠標(biāo)事件gf.check_events(ai_settings, screen, ship, bullets)ship.update()bullets.update()gf.updata_screen(ai_settings, screen, ship, bullets)run_game()
settings.py
class Settings(): '''存儲(chǔ)《外星人入侵》的所有設(shè)置的類(lèi)''' def __init__(self):'''初始化游戲的設(shè)置'''#屏幕設(shè)置self.screen_width = 1200self.screen_hight = 700self.bg_color = (250,250,250)#飛船的位置self.ship_speed_factor = 1.5#子彈設(shè)置self.bullet_speed_factor = 1self.bullet_width = 3self.bullet_height = 15self.bullet_color = 60, 60, 60
game_functions.py
import sysfrom bullet import Bulletimport pygamedef check_keydown_events(event, ai_settings, screen, ship, bullets): '''響應(yīng)按鍵''' 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_SPACE:#創(chuàng)建一顆子彈,并將其加入到編組bullets中new_bullet = Bullet(ai_settings, screen, ship)bullets.add(new_bullet)def check_keyup_events(event, ship): '''響應(yīng)松開(kāi) ''' if event.key == pygame.K_RIGHT:ship.moving_right = False elif event.key == pygame.K_LEFT:ship.moving_left = Falsedef check_events(ai_settings, screen, ship, bullets): '''響應(yīng)按鍵和鼠標(biāo)事件''' for event in pygame.event.get():if event.type == pygame.QUIT: sys.exit()elif event.type == pygame.KEYDOWN: check_keydown_events(event, ship, screen, bullets, ai_settings)elif event.type == pygame.KEYUP:check_keyup_events(event,ship)def updata_screen(ai_settings, screen, ship, bullets): '''更新屏幕上的圖像,并切換到新屏幕''' # 每次循環(huán)時(shí)都重繪屏幕 screen.fill(ai_settings.bg_color) #在飛船和外星人后面重繪所有子彈 for bullet in bullets.sprites():bullet.draw_bullet() ship.blitme() # 讓最近繪制的屏幕可見(jiàn) pygame.display.flip()
ship.py
import pygameclass Ship(): def __init__(self, ai_settings, screen):'''初始化飛船并設(shè)置其初始位置'''self.screen=screenself.ai_settings = ai_settings#加載飛船圖像并獲取其外接矩形self.image = pygame.image.load(’images/ship.bmp’)self.rect = self.image.get_rect()self.screen_rect = screen.get_rect()#將每艘新飛船放在屏幕底部中央self.rect.centerx = self.screen_rect.centerxself.rect.bottom = self.screen_rect.bottom#在飛船的屬性center中存儲(chǔ)小數(shù)值self.center = float(self.rect.centerx)#移動(dòng)標(biāo)志self.moving_right = Falseself.moving_left = False def update(self):'''根據(jù)移動(dòng)標(biāo)志調(diào)整飛船的位置'''#更新飛船的center值,而不是rectif self.moving_right and self.rect.right < self.screen_rect.right: self.center += self.ai_settings.ship_speed_factorif self.moving_left and self.rect.left > 0: self.center -= self.ai_settings.ship_speed_factor#根據(jù)self.centerx跟新的rect對(duì)象self.rect.centerx = self.center def blitme(self):'''在指定位置繪制飛船'''self.screen.blit(self.image, self.rect)
bullet.py
import pygamefrom pygame.sprite import Spriteclass Bullet(Sprite): '''一個(gè)對(duì)飛船發(fā)射子彈的進(jìn)行管理的類(lèi)''' def __init__(self, ai_settings, screen, ship):'''在飛船所處位置創(chuàng)建一個(gè)子彈對(duì)象'''super(Bullet, self).__init__()self.screen = screen#在(0,0)處創(chuàng)建一個(gè)表示子彈移動(dòng)的矩形,再設(shè)置正確的位置self.rect = pygame.Rect(0, 0, ai_settings.bullet_width,ai_settings.bullet_height)self.rect.conterx = ship.rect.centerxself.rect.top = ship = ship.rect.top#存儲(chǔ)用小數(shù)表示的子彈位置self.y =float(self.rect.y)self.color = ai_settings.bullet_colorself.speed_factor = ai_settings.bullet_speed_factor def update(self):'''向上移動(dòng)子彈'''#更新表示子彈位置的小數(shù)值self.y -= self.speed_factor#更新表示子彈的rect的位置self.rect.y = self.y def draw_bullet(self):'''在屏幕上繪制子彈'''pygame.draw.rect(self.screen, self.color, self.rect)
到這里為止就是全部的程序了,請(qǐng)問(wèn)哪位大佬可以指點(diǎn)一下,謝謝
問(wèn)題解答
回答1:check_events中check_keydown_events(event, ship, screen, bullets, ai_settings)的參數(shù)順序不對(duì),自行調(diào)整
回答2:顯然你提供的代碼看不到ship對(duì)象的bullet_width屬性的設(shè)置和獲取有關(guān)代碼,你的bullet_width是給settings設(shè)置的。
可能你在有地方寫(xiě)成ship.bullet 了吧,代碼好像沒(méi)有都貼出來(lái),多找找吧,還有你的error 信息前面應(yīng)該有行號(hào),看看那個(gè)文件哪一行出了錯(cuò)誤。
回答3:這應(yīng)該是python2的示例吧,試試python2的環(huán)境
回答4:反饋是這樣寫(xiě)的,但是我調(diào)試了好久還是沒(méi)有效果,我覺(jué)得問(wèn)題是出在
def check_keydown_events(event, ai_settings, screen, ship, bullets): new_bullet = Bullet(ai_settings, screen, ship)
但是還是不太清楚具體應(yīng)該怎么操作,大神能幫忙看看嗎?謝謝
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