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使用该书发布的附件中的参考代码在Pyhton3.7 Pycharm2019.2.4(最新版本)的环境下运行,出现报错如下:
Traceback (most recent call last):
File "F:/python_work/AI/Alien_Invasion.py", line 25, in
run_game()
File "F:/python_work/AI/Alien_Invasion.py", line 21, in run_game
gf.check_evnets(ship)
AttributeError: module 'game_functions' has no attribute 'check_evnets'
使用的相关具体代码如下:(并没有贴settings.py和bullet.py)
alien_invasion.py
import pygame
from pygame.sprite import Group
from settings import Settings
from ship import Ship
import game_functions as gf
def run_game():
# Initialize pygame, 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")
# Set the background color.
bg_color = (230, 230, 230)
# Make a ship.
ship = Ship(ai_settings, screen)
# Make a group to store bullets in.
bullets = Group()
# Start the main loop for the game.
while True:
gf.check_events(ai_settings, screen, ship, bullets)
ship.update()
gf.update_bullets(bullets)
gf.update_screen(ai_settings, screen, ship, bullets)
run_game()
game_functions.py
import sys
import pygame
from bullet import Bullet
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)
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 fire_bullet(ai_settings, screen, ship, bullets):
"""Fire a bullet, if limit not reached yet."""
# Create a new bullet, add to bullets group.
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def update_screen(ai_settings, screen, ship, bullets):
"""Update images on the screen, and flip to the new screen."""
# Redraw the screen, each pass through 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()
# Make the most recently drawn screen visible.
pygame.display.flip()
def update_bullets(bullets):
"""Update position of bullets, and get rid of old bullets."""
# Update bullet positions.
bullets.update()
# Get rid of bullets that have disappeared.
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
ship.py
import pygame
class Ship():
def __init__(self, ai_settings, screen):
"""Initialize the ship, and set its starting position."""
self.screen = screen
self.ai_settings = ai_settings
# Load the ship image, and get its rect.
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# Start each new ship at the bottom center of the screen.
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
def update(self):
"""Update the ship's position, based on movement flags."""
# 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)
请问各位这个问题该怎么解决?感谢!
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