Eu doar fac un titlu de ecran pentru un proiect de viitor, și atunci când am alerga "PLAY" și "DEMISIA" butoanele funcționează destul de bine, dar atunci când faceți clic jur de fundal sau imaginea titlu, jocul se blochează în sus și returnează valoarea de eroare, "AttributeError:" listă " obiect nu are atributul 'sprite'" am încercat adăugarea unui gol fișier audio separat de "dacă joacă == 0:" în cazul în care acesta a fost doar confuz atunci când a avut nimic de-a face, dar problema a rămas.
import pygame
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
YELLOW = (255,255,0)
score = 0
play = 0
class Sprite(pygame.sprite.Sprite):
def __init__(self,filename):
super().__init__()
self.image = pygame.image.load(filename).convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
class Player(Sprite):
def update(self):
""" Method called when updating a sprite. """
# Get the current mouse position. This returns the position
# as a list of two numbers.
pos = pygame.mouse.get_pos()
# Now see how the mouse position is different from the current
# player position. (How far did we move?)
diff_x = self.rect.x - pos[0]
diff_y = self.rect.y - pos[1]
# Loop through each block that we are carrying and adjust
# it by the amount we moved.
# Now wet the player object to the mouse location
self.rect.x = pos[0]
self.rect.y = pos[1]
class Block(pygame.sprite.Sprite):
def __init__(self, color, width, height):
# Call the parent class (Sprite) constructor
super().__init__()
# Create an image of the block, and fill it with a color.
# This could also be an image loaded from the disk.
self.image = pygame.Surface([width, height])
self.image.fill(color)
# Fetch the rectangle object that has the dimensions of the image
# image.
# Update the position of this object by setting the values
# of rect.x and rect.y
self.rect = self.image.get_rect()
# Initialize Pygame
pygame.init()
# Set the height and width of the screen
screen_width = 750
screen_height = 500
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption("LARP")
# This is a list of 'sprites.' Each block in the program is
# added to this list. The list is managed by a class called 'Group.'
block_list = pygame.sprite.Group()
quit_block = pygame.sprite.Group()
start_block = pygame.sprite.Group()
title_image = pygame.image.load("title.png").convert_alpha()
quit_image = pygame.image.load("quit.png").convert_alpha()
logo_image = pygame.image.load("logo.png").convert_alpha()
player_image = pygame.image.load("player.png").convert_alpha()
background_image = pygame.image.load("title_screen.png").convert_alpha()
bomp = pygame.mixer.Sound("bump.wav")
# This is a list of every sprite.
# All blocks and the player block as well.
player_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
#for i in range(50):
#This represents a block
#block = Block(BLACK, 20, 15)
#Set a random location for the block
#block.rect.x = random.randrange(screen_width)
#block.rect.y = random.randrange(screen_height)
#Add the block to the list of objects
#block_list.add(block)
#all_sprites_list.add(block)
title = Sprite("title.png")
title.rect.x = 340
title.rect.y = 230
all_sprites_list.add(title)
start_block.add(title)
quitg = Sprite("quit.png")
quitg.rect.x = 340
quitg.rect.y = 350
all_sprites_list.add(quitg)
quit_block.add(quitg)
logo = Sprite("logo.png")
logo.rect.y = 90
logo.rect.x = 310
all_sprites_list.add(logo)
block_list.add(logo)
player = Player("player.png")
player_list.add(player)
all_sprites_list.add(player)
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# Hide the mouse cursor
pygame.mouse.set_visible(False)
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
# When the mouse button is pressed, see if we are in contact with
# other sprites:
if play == 0:
start_block = pygame.sprite.spritecollide(player, start_block, True)
if len(start_block) >= 1:
play += 1
quit_block = pygame.sprite.spritecollide(player, quit_block, True)
if len(quit_block) >= 1:
done = True
#print(score)
#blocks_hit_list = pygame.sprite.spritecollide(player, block_list, True)
#if len(blocks_hit_list) >= 1:
#score +=1
# Set the list of blocks we are in contact with as the list of
# blocks being carried.
#player.carry_block_list = blocks_hit_list
elif event.type == pygame.MOUSEBUTTONUP:
# When we let up on the mouse, set the list of blocks we are
# carrying as empty.
player.carry_block_list = []
all_sprites_list.update()
# Clear the screen
screen.fill(WHITE)
# Draw all the spites
if play == 0:
screen.blit(background_image, [0,0])
all_sprites_list.draw(screen)
screen.blit(player_image, [player.rect.x, player.rect.y])
# Limit to 60 frames per second
clock.tick(60)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
pygame.quit()