** В этой игре шесть модулей, и главная проблема заключается в том, что он показывает все ошибки, на самом деле я делал этот проект из книги под названием python cra sh Конечно, все шло хорошо, пока не появилась эта ошибка, и я пробовать все возможные пути, но это не идет вперед **
"Traceback (most recent call last):
File "C:/Users/oracle.DESKTOP-DESAP2E/PycharmProjects/Alien_invasion/start_game", line 29, in <module>
run_game()
File "C:/Users/oracle.DESKTOP-DESAP2E/PycharmProjects/Alien_invasion/start_game", line 27, in run_game
gf.update_screen(ai_settings, screen, ship, aliens, bullets)
File "C:\Users\oracle.DESKTOP-DESAP2E\PycharmProjects\Alien_invasion\game_functions.py", line 74, in update_screen
aliens.draw(screen)
File "C:\Users\oracle.DESKTOP-DESAP2E\PycharmProjects\Alien_invasion\venv\lib\site-packages\pygame\sprite.py", line 476, in draw
self.spritedict[spr] = surface_blit(spr.image, spr.rect)
AttributeError: 'Alien' object has no attribute 'image'"
----- и код здесь ....
start_game.py
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
def run_game():
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screenwidth,ai_settings.screenheight))
pygame.display.set_caption("Alien Invasion")
# Make a ship, a group of bullets, and a group of aliens.
ship = Ship(ai_settings,screen)
# Make a group to store bullets in.
bullets = Group()
aliens = Group()
# Create a fleet of aliens
gf.create_fleet(ai_settings, screen, aliens)
while True:
gf.check_events(ai_settings,screen,ship,bullets)
ship.update()
bullets.update()
gf.update_bullets(bullets)
gf.update_screen(ai_settings, screen, ship, aliens, bullets)
run_game()
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_evnets(event,ai_settings,screen,ship,bullets):
"""This part works when right arrow key is pressed"""
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 check_keyup_events(event,ship):
"""This part works when right arrow key is released"""
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):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_evnets(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event,ship)
def update_bullets(bullets):
"""Update position of bullets and get rid of old bullets."""
# Update bullet positions.
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
def fire_bullet(ai_settings, screen, ship, bullets):
# checks whether max bullets on screen are 3 and adds new bullet
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def create_fleet(ai_settings, screen, aliens):
"""Create a full fleet of aliens."""
# Create an alien and find the number of aliens in a row.
# Spacing between each alien is equal to one alien width.
alien = Alien(ai_settings,screen)
alien_width = alien.rect.width
available_space_x = ai_settings.screenwidth - (2 * alien_width)
number_alien_x = int(available_space_x / (2 * alien_width))
# Create the first row of the alien
for alien_number in range(number_alien_x):
# Create an alien and place it in a row
alien = Alien(ai_settings, screen)
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
aliens.add(alien)
"""updates the screen"""
def update_screen(ai_settings,screen,ship,aliens,bullets):
# redraw the screen during each pass of the loop
screen.fill(ai_settings.bg_color)
# Redraw all bullets behind 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()
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""a class to manage bullets fired from the ship"""
def __init__(self,ai_settings,screen,ship):
# create a bullet object from ship current position
super().__init__()
self.screen = screen
# create a bullet
self.rect = pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# stores bullets position as a decimal
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
"""Move the bullet up the screen."""
# Update the decimal position of the bullet.
self.y -= self.speed_factor
# Update the rect position.
self.rect.y = self.y
def draw_bullet(self):
"""Draw the bullets to the screen"""
pygame.draw.rect(self.screen,self.color,self.rect)
settings.py
class Settings():
"""A class to store all the settings of the game"""
def __init__(self):
"""Initializes the game settings"""
#screen settings
self.screenwidth = 1200
self.screenheight = 600
self.bg_color = (200,230,230)
#ship settings
self.ship_speed_factor = 1.5
# Bullet settings
self.bullet_speed_factor = 0.5
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
ship.py
import pygame
class Ship():
def __init__(self,ai_settings,screen):
"""Initialize ship at starting position"""
self.screen = screen
self.ai_settings = ai_settings
self.image = pygame.image.load('images/ship2.bmp')
self.rect = self.image.get_rect()
self.screen_rect = self.screen.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# Store a decimal value for the ship's center.
self.center = float(self.rect.centerx)
# movement flags
self.moving_right = False
self.moving_left = False
"""Updates ship when key is pressed whether left or right based on movement flags"""
def update(self):
# Update the ship's center value, not the rect.
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
# Update rect object from self.center.
self.rect.centerx = self.center
def blitme(self):
"""Draw the ship at its current location"""
self.screen.blit(self.image,self.rect)
alien.py
from pygame.sprite import Sprite
import pygame
class Alien(Sprite):
"""A class to represent a single alien in the fleet."""
def __init__(self, ai_settings, screen):
"""Initialize the alien and set its starting position."""
super().__init__()
self.screen = screen
self.ai_settings = ai_settings
# Load the alien image and set its rect attribute.
self.alien_img = pygame.image.load('images/alien.bmp')
self.rect = self.alien_img.get_rect()
# Start each new alien near the top left of the screen.
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# Stores alien's exact position
self.x = float(self.rect.x)
def blitme(self):
""" Draw the aliens at its current position"""
self.screen.blit(self.alien_img, self.rect)