爆炸与宝箱,从零开始用Python制作飞机大战 P9

爆炸做好后提示
Traceback (most recent call last):
File "d:\Python_cs\fjdz\fjdz.py", line 233, in <module>
all_sprites.add(exception)
File "C:\Program Files\Python311\Lib\site-packages\pygame\sprite.py", line 478, in add
sprite.add_internal(self)
^^^^^^^^^^^^^^^^^^^
代码
import pygame
import random
import os
FPS = 60
WIDTH = 500
HEIGHT = 600
COLOR1 = (0,0,0)
COLOR2 = (250,230,100)
COLOR3 = (200,130,150)
COLOR4 = (160,170,210)
COLOR5 = (255,255,255)
COLOR6 = (0,255,0)
# 游戏初始化
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption('飞机大战')
clock = pygame.time.Clock()
background_img = pygame.image.load(os.path.join("img","background.png")).convert()
player_img = pygame.image.load(os.path.join("img","player.png")).convert()
player_mini_img = pygame.transform.scale(player_img,(25,20))
player_mini_img.set_colorkey(COLOR1)
rock_img = pygame.image.load(os.path.join("img","rock.png")).convert()
Bullet_img = pygame.image.load(os.path.join("img","bullet.png")).convert()
rock_images = []
for i in range(7):
rock_images.append(pygame.image.load(os.path.join("img",f"rock{i}.png")).convert())
expl_anim = {}
expl_anim['ig'] = []
expl_anim['sm'] = []
for i in range(9):
expl_img = pygame.image.load(os.path.join("img",f"expl{i}.png")).convert()
expl_img.set_colorkey(COLOR1)
expl_anim["ig"].append(pygame.transform.scale(expl_img,(75,75)))
expl_anim["sm"].append(pygame.transform.scale(expl_img,(30,30)))
shoot_sound = pygame.mixer.Sound(os.path.join("sound","shoot.wav"))
expl_sounds = [
pygame.mixer.Sound(os.path.join("sound","expl0.wav")),
pygame.mixer.Sound(os.path.join("sound","expl1.wav"))
]
pygame.mixer.music.load(os.path.join("sound","background.ogg"))
pygame.mixer.music.set_volume(0.4)
font_name = pygame.font.match_font('arial')
def draw_text(surf,text,size,x,y):
font = pygame.font.Font(font_name,size)
text_surface = font.render(text,True,COLOR5)
text_rect = text_surface.get_rect()
text_rect.centerx = x
text_rect.top = y
surf.blit(text_surface,text_rect)
def draw_health(surf,hp,x,y):
if hp < 0:
hp = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
fill = (hp/100)*BAR_LENGTH
outline_rect = pygame.Rect(x,y,BAR_LENGTH,BAR_HEIGHT)
fill_rect = pygame.Rect(x,y,fill,BAR_HEIGHT)
pygame.draw.rect(surf,COLOR6,fill_rect)
pygame.draw.rect(surf,COLOR5,outline_rect,2)
def draw_lives(surf,lives,img,x,y):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 30 * i
img_rect.y = y
surf.blit(img,img_rect)
def new_rock():
r = Rock()
all_sprites.add(r)
Rocks.add(r)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img,(50,40))
self.image.set_colorkey(COLOR1)
self.rect = self.image.get_rect()
self.radius = 24
#pygame.draw.circle(self.image,COLOR4,self.rect.center,self.radius)
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 20
self.speedx = 8
self.health = 100
self.lives = 3
self.hidden = False
def update(self):
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_RIGHT]:
self.rect.x += self.speedx
if key_pressed[pygame.K_LEFT]:
self.rect.x -= self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
if self.hidden and pygame.time.get_ticks() - self.hide_time > 1000:
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 20
def player_shoot(self):
bullet = Bullet(self.rect.centerx,self.rect.centery)
all_sprites.add(bullet)
Bullets.add(bullet)
shoot_sound.play
def hide(self):
self.hidden = True
self.hide_time = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2,HEIGHT + 500)
class Rock(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_origin = random.choice(rock_images)
self.image_origin.set_colorkey(COLOR1)
self.image = self.image_origin.copy()
self.rect = self.image.get_rect()
self.radius = self.rect.width / 2.2
#pygame.draw.circle(self.image,COLOR4,self.rect.center,self.radius)
self.rect.x = random.randrange(0,WIDTH - self.rect.width)
self.rect.y = random.randrange(-180,-100)
self.speedy = random.randrange(2,10)
self.speedx = random.randrange(-3,3)
self.rot_degree = random.randrange(-3,3)
self.total_degree = 0
def rotate(self):
self.total_degree = self.total_degree + self.rot_degree
self.total_degree = self.total_degree % 360
self.image = pygame.transform.rotate(self.image_origin,self.total_degree)
center = self.rect.center
self.rect = self.image.get_rect()
self.rect.center = center
def update(self):
self.rotate()
self.rect.y += self.speedy
self.rect.x += self.speedx
if self.rect.top > HEIGHT or self.rect.left > WIDTH or self.rect.right < 0:
self.rect.x = random.randrange(0,WIDTH - self.rect.width)
self.rect.y = random.randrange(-100,-40)
self.speedy = random.randrange(2,10)
self.speedx = random.randrange(-3,3)
class Bullet(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = Bullet_img
self.image.set_colorkey(COLOR1)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self,center,size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = expl_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks
def update(self):
now = pygame.time.get_ticks
if now - self.last_update > 50:
self.last_update = now
self.frame = self.frame + 1
if self.frame == len(expl_anim[self.size]):
self.kill()
else:
self.image = expl_anim[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
all_sprites = pygame.sprite.Group()
Rocks = pygame.sprite.Group()
Bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
score = 0
pygame.mixer.music.play(-1)
for i in range(8):
new_rock()
running=True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.player_shoot()
# 更新游戏
all_sprites.update()
hits_rockandbullet = pygame.sprite.groupcollide(Rocks,Bullets,True,True)
for hit in hits_rockandbullet:
random.choice(expl_sounds).play()
exception = Exception(hit.rect.center,'lg')
all_sprites.add(exception)
new_rock()
score = score + int(hit.radius)
hits_playerandrock = pygame.sprite.spritecollide(player,Rocks,True,pygame.sprite.collide_circle)
for hit in hits_playerandrock:
player.health = player.health - hit.radius
new_rock()
expl = Exception(hit.rect.center,'sm')
all_sprites.add(expl)
if player.health <= 0:
player.lives = player.lives - 1
player.health = 100
player.hide()
if player.lives == 0:
running = False
# 显示画面
screen.fill(COLOR1)
screen.blit(background_img,(0,0))
all_sprites.draw(screen)
draw_text(screen,str(score),18,WIDTH/2,0)
draw_health(screen,player.health,10,30)
draw_lives(screen,player.lives,player_mini_img,WIDTH - 100,15)
pygame.display.update()
pygame.quit()