Python Pygame-检测组中碰撞时出错
每次我运行我的代码,我总是会得到一个错误,我不知道为什么。我也有一点脚本做完全相同的工作,但与不同的精灵。 我试图检测“门”和“玩家”之间的碰撞。 这就是错误: 回溯最近一次呼叫上次: 文件C:\Blood\u Red\Pokemon\u Blood\u Red.py,第225行,in door\u enter=pygame.sprite.spriteDoor\u组,玩家,False 文件C:\Users\Cameron\AppData\Local\Programs\Python36-32\lib\site packages\pygame\sprite.py,第1524行,在spritecollide中 spritecollide=sprite.rect.colliderect AttributeError:“Group”对象没有属性“rect” 这是我的密码:Python Pygame-检测组中碰撞时出错,python,pygame,sprite,collision,Python,Pygame,Sprite,Collision,每次我运行我的代码,我总是会得到一个错误,我不知道为什么。我也有一点脚本做完全相同的工作,但与不同的精灵。 我试图检测“门”和“玩家”之间的碰撞。 这就是错误: 回溯最近一次呼叫上次: 文件C:\Blood\u Red\Pokemon\u Blood\u Red.py,第225行,in door\u enter=pygame.sprite.spriteDoor\u组,玩家,False 文件C:\Users\Cameron\AppData\Local\Programs\Python36-32\li
import pygame
from pygame.locals import*
#initialise pygame
pygame.init()
WHITE = (255,255,255)
#counts which sprite you should be on when running
#create screen
screen_width = 160
screen_height = 144
screen_multiplier = 4
screen = pygame.display.set_mode(((screen_width*screen_multiplier),(screen_height*screen_multiplier)))
pygame.display.set_caption('Pokemon Blood Red')
#Sprite stuff
sprite = pygame.image.load('player_east_still.png')
#Reform the sprite
sprite = pygame.transform.scale(sprite, (10*screen_multiplier, 14*screen_multiplier))
sprite.set_colorkey(WHITE)
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.player_sprite = pygame.Surface((10*screen_multiplier, 14*screen_multiplier))
self.player_sprite.fill(WHITE)
self.rect = self.player_sprite.get_rect()
self.rect.x = 160/2
self.rect.y = 144/2
class Blocks(pygame.sprite.Sprite):
def __init__(self, width, height):
super(Blocks, self).__init__()
block_width = width
self.image = pygame.Surface([width, height])
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.block_width = width
self.block_height = height
#######################################################################
player = Player()
nt_trees_left = Blocks(15*screen_multiplier, 144*screen_multiplier)
nt_trees_left.rect.x = 0*screen_multiplier
nt_trees_left.rect.y = 0*screen_multiplier
screen.blit(nt_trees_left.image, (nt_trees_left.rect.x, nt_trees_left.rect.y))
nt_trees_top = Blocks(160*screen_multiplier, 14*screen_multiplier)
nt_trees_top.rect.x = 33*screen_multiplier
nt_trees_top.rect.y = 0*screen_multiplier
screen.blit(nt_trees_top.image, (nt_trees_top.rect.x, nt_trees_top.rect.y))
laboratory = Blocks(50*screen_multiplier, 46*screen_multiplier)
laboratory.rect.x = 98*screen_multiplier
laboratory.rect.y = 0*screen_multiplier
screen.blit(laboratory.image, (laboratory.rect.x, laboratory.rect.y))
nt_trees_right = Blocks(15*screen_multiplier, 72*screen_multiplier)
nt_trees_right.rect.x = 148*screen_multiplier
nt_trees_right.rect.y = 0*screen_multiplier
screen.blit(nt_trees_right.image, (nt_trees_right.rect.x, nt_trees_right.rect.y))
nt_trees_right_bottom = Blocks(15*screen_multiplier, 65*screen_multiplier)
nt_trees_right_bottom.rect.x = 148*screen_multiplier
nt_trees_right_bottom.rect.y = 91*screen_multiplier
screen.blit(nt_trees_right_bottom.image, (nt_trees_right_bottom.rect.x, nt_trees_right_bottom.rect.y))
nt_trees_bottom = Blocks(160*screen_multiplier, 14*screen_multiplier)
nt_trees_bottom.rect.x = 0*screen_multiplier
nt_trees_bottom.rect.y = 128*screen_multiplier
screen.blit(nt_trees_bottom.image, (nt_trees_bottom.rect.x, nt_trees_bottom.rect.y))
nt_player_house = Blocks(20*screen_multiplier, 22*screen_multiplier)
nt_player_house.rect.x = 38*screen_multiplier
nt_player_house.rect.y = 53*screen_multiplier
screen.blit(nt_player_house.image, (nt_player_house.rect.x, nt_player_house.rect.y))
nt_friend_house = Blocks(20*screen_multiplier, 22*screen_multiplier)
nt_friend_house.rect.x = 70*screen_multiplier
nt_friend_house.rect.y = 53*screen_multiplier
screen.blit(nt_friend_house.image, (nt_friend_house.rect.x, nt_friend_house.rect.y))
################################################################################
class Doors(pygame.sprite.Sprite):
def __init__(self):
super(Doors, self).__init__()
self.player_house_door = pygame.Surface((10*screen_multiplier, 14*screen_multiplier))
self.player_house_door.fill(WHITE)
self.rect = self.player_house_door.get_rect()
self.rect.x = 160/2
self.rect.y = 144/2
player_house_door = Doors()
door_group = pygame.sprite.Group()
door_group.add(player_house_door)
################################################################################
blockades = pygame.sprite.Group()
blockades.add(nt_trees_left)
blockades.add(nt_trees_top)
blockades.add(nt_trees_right)
blockades.add(nt_trees_right_bottom)
blockades.add(laboratory)
blockades.add(nt_trees_bottom)
blockades.add(nt_player_house)
blockades.add(nt_friend_house)
place = 1
def area_load():
global background
if place == 1:
background = pygame.image.load('neuory_town.png').convert()
background = pygame.transform.scale(background, (160*screen_multiplier, 144*screen_multiplier))
screen.blit(background, (0, 0))
blockades.add(nt_trees_left)
area_load()
#######################################################################
#Random variables for later use
pygame.init()
amount_caught = 0
place = 1
catch1 = {'pokemon':'none',
'hp':0,
'attack':0,
'defence':0,
'sp_attack':0,
'sp_defence':0,}
(x) = 160*0.45
(y) = 144*0.45
def caught():
if amount_caught == 0:
pass
#catch1 values are equal to wild one's
#Mainloop
crashed = False
while not crashed:
x_change = 0
y_change = 0
#Different buttons
for event in pygame.event.get():
if event.type == pygame.QUIT:
crashed = True
pygame.quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = -3*screen_multiplier
player.rect.x += x_change
screen.blit(player.player_sprite, (player.rect.x, player.rect.y))
hits = pygame.sprite.spritecollide(player, blockades, False)
if hits:
while hits:
print ('Collision!')
x_change = 1*screen_multiplier
player.rect.x += x_change
hits = pygame.sprite.spritecollide(player, blockades, False)
sprite = pygame.image.load('player_west_still.png')
elif event.key == pygame.K_RIGHT:
x_change = 3*screen_multiplier
player.rect.x += x_change
screen.blit(player.player_sprite, (player.rect.x, player.rect.y))
hits = pygame.sprite.spritecollide(player, blockades, False)
if hits:
while hits:
print ('Collision!')
x_change = -1*screen_multiplier
player.rect.x += x_change
hits = pygame.sprite.spritecollide(player, blockades, False)
sprite = pygame.image.load('player_east_still.png')
elif event.key == pygame.K_UP:
y_change = -3*screen_multiplier
player.rect.y += y_change
screen.blit(player.player_sprite, (player.rect.x, player.rect.y))
hits = pygame.sprite.spritecollide(player, blockades, False)
if hits:
while hits:
print ('Collision!')
y_change = 1*screen_multiplier
player.rect.y += y_change
hits = pygame.sprite.spritecollide(player, blockades, False)
sprite = pygame.image.load('player_north_still.png')
elif event.key == pygame.K_DOWN:
y_change = 3*screen_multiplier
player.rect.y += y_change
screen.blit(player.player_sprite, (player.rect.x, player.rect.y))
hits = pygame.sprite.spritecollide(player, blockades, False)
if hits:
while hits:
print ('Collision!')
y_change = -1*screen_multiplier
player.rect.y += y_change
hits = pygame.sprite.spritecollide(player, blockades, False)
sprite = pygame.image.load('player_south_still.png')
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
x_change = 0
elif event.key == pygame.K_RIGHT:
x_change = 0
elif event.key == pygame.K_UP:
y_change = 0
elif event.key == pygame.K_DOWN:
y_change = 0
x += x_change
y += y_change
player.rect.x += x_change
player.rect.y += y_change
#Check for collisions
hits = pygame.sprite.spritecollide(player, blockades, False)
door_enter = pygame.sprite.spritecollide(door_group, player, False)
if door_enter:
print ('yaaas')
#Draw everything
screen.blit(player.player_sprite, (player.rect.x, player.rect.y))
screen.blit(background, (0, 0))
sprite = pygame.transform.scale(sprite, (10*screen_multiplier, 14*screen_multiplier))
sprite.set_colorkey(WHITE)
screen.blit(sprite,(player.rect.x,player.rect.y))
screen.blit(player_house_door.player_house_door, (player_house_door.rect.x, player_house_door.rect.y))
pygame.display.flip()
pygame.quit()
您正在以错误的顺序将参数传递给pygame.sprite.spritecollide,如下所示:
door_enter = pygame.sprite.spritecollide(door_group, player, False)
应该是:
door_enter = pygame.sprite.spritecollide(player, door_group, False)
第一个参数必须是pygame.sprite.sprite,第二个参数必须是pygame.sprite.Group。您应该包括您得到的错误。错误消息实际上非常有用,可以告诉您很多错误。我为您添加了错误!:-我认为你也应该发布你的代码,但要确保它首先工作。