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python - Pygame Sprite 碰撞: object has no attribute 'sprites'

转载 作者:行者123 更新时间:2023-12-01 09:26:11 29 4
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我正在用 Python pygame 制作一个游戏,并制作了一个移动的背景、一个作为玩家的跳跃 Sprite 和生成的障碍。现在我正在研究玩家和障碍物之间的碰撞,并编写了一些代码,但最终出现错误:

      collided = pygame.sprite.spritecollide(player, obsticles, True)
File "C:\Users\Kasutaja\AppData\Roaming\Python\Python27\site
packages\pygame\sprite.py", line 1514, in spritecollide
for s in group.sprites():
AttributeError: 'Obsticles' object has no attribute 'sprites'

我不知道为什么该类不是 Sprite 以及如何使其成为 Sprite 。我希望修复此错误后碰撞能够正常工作。

球员形象1

障碍物图像2

背景图片3

import pygame, random

pygame.init()


W, H = 800,600
HW, HH = W/2,H/2
AREA = W * H

bg = pygame.image.load('Linn.png')
bg = pygame.transform.scale(bg, (800, 600))

DS = pygame.display.set_mode((W,L))
clock = pygame.time.Clock()



class Player(pygame.sprite.Sprite):
def __init__(self, x, y, py, paat, veerg, rida):
super(Player,self).__init__()
self.x = x
self.y = y

self.jumping = False
self.platform_y = py
self.velocity_index = 0

self.paat = pygame.image.load('STlaev.png').convert_alpha()
self.paat = pygame.transform.scale(self.paat,(64,64))
self.rect = self.paat.get_rect()

self.veerg = veerg
self.rida = rida
self.kokku = veerg * rida

self.rect = self.paat.get_rect()
W = self.veergL = self.rect.width/veerg
H = self.weegK = self.rect.height/rida
HW,HH = self.veergKeskel = (W/2,H/2)

self.veerg = list([(index % veerg * W, int(index/veerg) * H,W,H )for index in range(self.kokku)])

self.handle = list([ #pildi paigutamise voimalikud positsioonid
(0, 0), (-HW, 0), (-W, 0),
(0, -HH), (-HW, -HH), (-W, -HH),
(0, -W), (-HW, -H), (-W, -H),])

self.mask = pygame.mask.from_surface(self.paat)

def do_jumpt(self):
global velocity
if self.jumping:
self.y += velocity[self.velocity_index]
self.velocity_index += 1
if self.velocity_index >= len(velocity) - 1:
self.velocity_index = len(velocity) - 1
if self.y > self.platform_y:
self.y = self.platform_y
self.jumping = False
self.velocity_index = 0



def draw(self, DS,veergindex,x,y,handle=0):
DS.blit(self.paat,(self.x+self.handle[handle][0], self.y + self.handle[handle][1]),self.veerg[veergindex])


def do(self):
self.do_jumpt()
p.draw(DS,index%p.kokku,300,300,0)

def update(self):
self.rect.topleft = self.x, self.y



p = Player(310, 200, 200, 'STlaev.png', 4, 1) #Mangija algkordinaadid, huppe
korgus, pilt, sprite valik
velocity = list([(i/ 2.0)-14 for i in range (0,50)]) #Huppe ulatus
index = 3

def keys(player):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] or keys[pygame.K_UP] and player.jumping == False:
player.jumping = True




class Obsticles(pygame.sprite.Sprite):
def __init__(self, x, y, img, width, height):
super(Obsticles,self).__init__()
self.img = pygame.image.load('box.png').convert()
self.img = pygame.transform.scale(self.img, (64,64))
self.rect = self.img.get_rect()

self.x = x
self.y = y
self.width = width
self.height = height
self.hitbox = (x,y,width,height)

self.mask = pygame.mask.from_surface(self.img)

def draw(self, DS):
DS.blit(self.img, (self.x, self.y))

def update(self):
self.rect.topleft = self.x, self.y



def redrawWindow():
for i in objects:
i.draw(DS)


pygame.time.set_timer(pygame.USEREVENT+2, random.choice([2000, 3000, 1000, 4000,0]))
objects = []


'''Sprites'''
sprites = pygame.sprite.Group()

player = Player(310, 200, 200, 'STlaev.png', 4, 1)
obsticles = Obsticles(832,300,'box.png',64,64)

all_sprites = pygame.sprite.Group(player,obsticles)
ob = pygame.sprite.Group(obsticles)

x=0
while True:

'''Game loop'''
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.USEREVENT+2:
r = random.randrange(0,2)
if r == 0:
objects.append(Obsticles(832,300,64,64))


'''Obsticle speed and deleting'''
for i in objects:
i.x -= 5 #the speed of the obsticle
if i.x < -64: #deleting obsticle from the window
objects.pop(objects.index(i))

'''Background movement'''
back_x = x % bg.get_rect().width
DS.blit(bg, (back_x - bg.get_rect().width, 0))
if back_x < W:
DS.blit(bg, (back_x, 0))
x -= 1

'''Sprites'''

all_sprites.update()

collided = pygame.sprite.spritecollide(player,obsticles ,True)
for i in collided:
print('Collision.')


'''Fuctions'''
keys(p)
p.do()
index+=1

redrawWindow()

pygame.display.update()
clock.tick(60)

pygame.quit()
quit()

最佳答案

碰撞= pygame.sprite.spritecollide(玩家,障碍物,True)

事实上,您正在使用对象obstricles,而不是 Sprite 组ob。因此,要解决这个问题,您可以这样做:

碰撞 = pygame.sprite.spritecollide(player, ob, True)

关于python - Pygame Sprite 碰撞: object has no attribute 'sprites' ,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50375708/

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