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我跟着小甲鱼老师学习 pygame,跟着视频一步一步学习,如何打飞机。
额...是如何编写打飞机。。。。
然后打飞机的第二节课的时候 小甲鱼写到生成敌机 跟绘制敌机这一步,我的代码跟鱼兄的一样 可是我却出现了这个错误,小甲鱼的视频上就编译通过了。
下面是我的代码 跟出现的错误
#这个是出现的错误文本
Traceback (most recent call last):
File "C:\Users\TR\Desktop\python实验\打飞机打飞机打飞机\main.py", line 176, in <module>
main()
File "C:\Users\TR\Desktop\python实验\打飞机打飞机打飞机\main.py", line 89, in main
add_small_enemies(small_enemies, enemies, 15)
File "C:\Users\TR\Desktop\python实验\打飞机打飞机打飞机\main.py", line 58, in add_small_enemies
e1 = enemy.SmallEnemy(bg_size)
File "F:\PYTHON编程\lib\site-packages\pygame\sprite.py", line 124, in __init__
self.add(*groups)
File "F:\PYTHON编程\lib\site-packages\pygame\sprite.py", line 142, in add
self.add(*group)
File "F:\PYTHON编程\lib\site-packages\pygame\sprite.py", line 142, in add
self.add(*group)
TypeError: add() argument after * must be an iterable, not int
#main.py
import pygame
import sys
import traceback
import myplane
##import bullet
import enemy
##import supply
from random import *
from pygame.locals import *
#初始化pygame和混合音效
pygame.init()
pygame.mixer.init()
#设置屏幕大小
bg_size = width,height = 400,700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption('飞机大战')
background = pygame.image.load('ui\\shoot_background\\background.png')
#载入游戏音乐
pygame.mixer.music.load('蔡健雅 - 别找我麻烦.mp3')
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound('Sound\\射击.wav')
bullet_sound.set_volume(0.2)
button_sound = pygame.mixer.Sound('Sound\\7423.wav')
button_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound('Sound\\enemy1_down.wav')
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound('Sound\\enemy2_down.wav')
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound('Sound\\enemy3_down.wav')
enemy3_down_sound.set_volume(0.2)
achievement_sound = pygame.mixer.Sound('Sound\\achievement.wav')
achievement_sound.set_volume(0.2)
big_spaceship_flying_sound = pygame.mixer.Sound('Sound\\big_spaceship_flying.wav')
big_spaceship_flying_sound.set_volume(0.2)
game_over_sound = pygame.mixer.Sound('Sound\\game_over.wav')
game_over_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound('Sound\\get_bomb.wav')
get_bomb_sound.set_volume(0.2)
get_double_laser_sound = pygame.mixer.Sound('Sound\\get_double_laser.wav')
get_double_laser_sound.set_volume(0.2)
out_porp_sound = pygame.mixer.Sound('Sound\\out_porp.wav')
out_porp_sound.set_volume(0.2)
use_bomb_sound = pygame.mixer.Sound('Sound\\use_bomb.wav')
use_bomb_sound.set_volume(0.2)
#添加飞机的方法
def add_small_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_mid_enemies(group1,group2,num):
for i in range(num):
e2 = enemy.MidEnemy(bg_size)
group1.add(e2)
group2.add(e2)
def add_big_enemies(group1,group2,num):
for i in range(num):
e3 = enemy.BigEnemy(bg_size)
group1.add(e3)
group2.add(e3)
def main():
pygame.mixer.music.play(-1)
#生成我方飞机
me = myplane.MyPlane(bg_size)
#生成敌方飞机
enemies = pygame.sprite.Group()
#生成敌方小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
#生成敌方中型飞机
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 4)
#生成敌方大型飞机
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 2)
clock = pygame.time.Clock()
#用于切换图片
switch_image = True
#用于延迟
delay = 100
#用于切换飞机状态(图片)
running = True
while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit
#检测用户的键盘操作
key_pressed = pygame.key.get_pressed()
if key_pressed[K_w] or key_pressed[K_UP]:
me.moveUp()
if key_pressed[K_s] or key_pressed[K_DOWN]:
me.moveDown()
if key_pressed[K_a] or key_pressed[K_LEFT]:
me.moveLeft()
if key_pressed[K_d] or key_pressed[K_RIGHT]:
me.moveRight()
#绘制背景
screen.blit(background,(0,0))
#绘制大型敌机
for each in big_enemies:
each.move()
if switch_image:
screen.blit(each.image1,each.rect)
else:
screen.blit(each.image2,each.rect)
#即将出现大JJ,来点BGM
if each.rect.botoom> -50:
enemy3_down_sound.play()
#绘制中JJ
for each in mid_enemies:
each.move()
screen.blit(each.image,each.rect)
#绘制小JJ
for each in small_enemies:
each.move()
screen.blit(each.image,each.rect)
#绘制我的飞机
switch_image = not switch_image
if switch_image:
screen.blit(me.image1,me.rect)
else:
screen.blit(me.image2,me.rect)
#切换图片
if not (delay % 5):
switch_image = not switch_image
delay -=1
if not delay:
delay = 100
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
#enemy.py
import pygame
from random import *
class SmallEnemy(pygame.sprite.Sprite):
def __int__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('ui\\shoot\\enemy1.png').convert_alpha()
self.rect = self.image.get_rect()
self.width,self.height = bg_size[0],bg_size[1]
self.speed = 2
self.rect.left, self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-5 * self.height,0)
def move(self):
if sel.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset():
self.rect.left,self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-5 * self.height,0)
class MidEnemy(pygame.sprite.Sprite):
def __int__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('ui\\shoot\\enemy2.png').convert_alpha()
self.rect = self.image.get_rect()
self.width,self.height = bg_size[0],bg_size[1]
self.speed = 2
self.rect.left,self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-10 * self.height,-self.height)
def move(self):
if sel.rect.top < self.height:
self.rect.top += self.speed
else:
#如果超过边界就重新绘制
self.reset()
def reset():
self.rect.left,self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-10 * self.height,-self.height)
class BigEnemy(pygame.sprite.Sprite):
def __int__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load('ui\\shoot\\enemy3_n1.png').convert_alpha()
self.image2 = pygame.image.load('ui\\shoot\\enemy3_n2.png').convert_alpha()
self.rect = self.image.get_rect()
self.width,self.height = bg_size[0], bg_size[1]
self.speed = 1
self.rect.left,self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-15 * self.height,-5 * self.height)
def move(self):
if sel.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset():
self.rect.left,self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-15 * self.height,-5 * self.height)
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