使用pygame.sprite.sprite与任何Python冲突

使用pygame.sprite.sprite与任何Python冲突,python,python-3.x,ubuntu,attributes,pygame,Python,Python 3.x,Ubuntu,Attributes,Pygame,我是python编程新手,我正在制作一个外星人入侵游戏来练习。这是一个经典的游戏配置,你必须击落一排排外星人,然后他们才能到达底部并与你的飞船相撞 这是我的游戏功能代码: import sys import pygame from bullet import Bullet from alien import Alien def check_keydown_events(event, ai_settings, screen, ship, bullets): """Respond to

我是python编程新手,我正在制作一个外星人入侵游戏来练习。这是一个经典的游戏配置,你必须击落一排排外星人,然后他们才能到达底部并与你的飞船相撞

这是我的
游戏功能
代码:

import sys

import pygame
from bullet import Bullet
from alien import Alien

def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """Respond 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_SPACE:
    fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
    sys.exit()

def fire_bullet(ai_settings, screen, ship, bullets):
"""Fire a bullet if mimit not reached yet."""
#Create a new bullet and add it to the bullets group
if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def check_keyup_events(event, ship):
"""Respond to key releases."""
if event.key == pygame.K_RIGHT:
    ship.moving_right = False
elif event.key == pygame.K_LEFT:
    ship.moving_left = False

def check_events(ai_settings, screen, ship, bullets):
"""Respond to keypresses and mouse events."""
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, aliens, bullets):
"""Update images on the screen and flip to the new screen."""

# Redraw the screen during each pass through the loop.
screen.fill(ai_settings.bg_color)

#Redraw bullets behind the ship and aliens
for bullet in bullets.sprites():
    bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)

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

def update_bullets(ai_settings, screen, bullets, aliens, ship):
"""Update position of bullets and get rid of olf bullets."""
#Update bullet position
bullets.update()
#Check for any bullets that hit an alien.
#if so, get rid of the bullet and alien

#Get rid of bullets that have disappeared
for bullet in bullets.copy():
    if bullet.rect.bottom <= 0:
        bullets.remove(bullet)

check_bullet_alien_collisons(ai_settings, screen, bullets, aliens, ship)

def check_bullet_alien_collisons(ai_settings, screen, bullets, aliens, ship):
"""Respond to bullet-alien collions."""
#Remove any bullets and aliens that collide.
collisons = pygame.sprite.groupcollide(bullets, aliens, True, True)

if len(aliens) == 0:
    #Destroy existing bullets and create new fleet.
    bullets.empty()
    create_fleet(ai_settings, screen, aliens, ship)

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):
"""Find the number of rows for screen."""
available_space_y = (ai_settings.screen_height - 
                        (3 * alien_height) - ship_height)
number_rows = int(available_space_y / (3 * alien_height))
return number_rows

def create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""Create an alien and place it in the row."""
alien = Alien(ai_settings, screen)
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):
"""Create a full fleet of aliens."""
#Create an alien and find the number of aliens in a row
alien = Alien(ai_settings, screen)
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)

#Create the fleet of aliens
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)

def check_fleet_edges(ai_settings, aliens):
"""Respond appropriately if any aliens reached an edge."""
for alien in aliens.sprites():
    if alien.check_edges:
        change_fleet_direction(ai_settings, aliens)
        break

def change_fleet_direction(ai_settings, aliens):
"""Drop the entire fleet and change the fleet's direction."""
for alien in aliens.sprites():
    alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1

def update_aliens(ai_settings, aliens, ship):
"""Check for fleet on edge, then update positions of fleet."""
check_fleet_edges(ai_settings, aliens)
aliens.update()

#Look for alien-ship collisons.
if pygame.sprite.spritecollideany(aliens, ship):
    print("Ship hit!")
我已经完成了大部分游戏,但是当我在
game\u函数
文件中添加
pygame.sprite.spritecollideny()
时,我得到了

“属性错误:'组'没有属性'rect'”

我知道我可能遗漏了一些简单的东西,但我无法理解。很抱歉,在我发布问题时,为了节省时间,在复制和粘贴代码时,没有正确键入代码

我也在使用Ubuntu 14.04 LTS,并运行python-3.4.3。

阅读Pygame文档:

此函数要求单个精灵作为第一个参数,组作为第二个参数,但您使用
experions
作为第一个参数,ship作为第二个参数

你必须改变论点的顺序



顺便说一句:下次只需使用
print()
-这是最常用的方法(如果您不知道如何调试)来检查变量中的内容并查看错误。

始终在问题中添加完整的错误消息(回溯)-还有其他有用的信息,即哪一行产生问题。现在在代码中显示这一行。编辑问题并使用按钮
{}
放置正确的代码-现在您的缩进不正确-因此它不可读。可以!再次感谢您的帮助!非常感谢。我知道我错过了一些简单的事情。这解决了问题。
import pygame
from pygame.sprite import Group

from settings import Settings
from ship import Ship
from alien import Alien
import game_functions as gf

def run_game():
#Initialze game, settings, and screen object.
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
    (ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion!")

#Make a ship, a group of aliens, and a group of bullets
ship = Ship(ai_settings, screen)
aliens = Group()
bullets = Group()

#Create a fleet of aliens
gf.create_fleet(ai_settings, screen, ship, aliens)

# Start the main loop for the game
while True:
    gf.check_events(ai_settings, screen, ship, bullets)
    ship.update()
    gf.update_bullets(ai_settings, screen, bullets, aliens, ship)
    gf.update_aliens(ai_settings, aliens, ship)
    gf.update_screen(ai_settings, screen, ship, aliens, bullets)

run_game()