liujie2345 2019-10-19 11:35 采纳率: 0%
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python: missing 1 required positional argument

学习python从入门到实战遇到的问题遇到的问题,引入pygame.sprite使用Group创建一个编组,但使用时出现了问题

报错:check_events() missing 1 required positional argument: 'bullets'

alien_invasion.py

import pygame
import settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group


def run_game():
    # 初始化pygame、设置和屏幕对象
    pygame.init()
    ai_settings = settings.Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # 创建一艘飞船
    ship = Ship(ai_settings, screen)
    # 创建一个用于存储子弹的编组
    bullets = Group()
    # 开始游戏的主循环
    while True:
        gf.check_events(ai_settings, screen, ship, bullets)
        ship.update()
        bullets.update()
        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):
    #响应按键
    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:
        # 创建一颗子弹,并加入编组bullets
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)


def check_keyup_events(event, ship):
    #响应松开
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False


def check_events(event,ai_settings, screen, ship, bullets):
    #响应按键和鼠标事件
    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 update_screen(ai_settings, screen, ship, bullets):
    # 每次循环时都重绘屏幕
    screen.fill(ai_settings.bg_color)
    # 在飞船和外星人后面重绘所有子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()

    # 让最近绘制的屏幕可见
    pygame.display.flip()



        settings.py
        class Settings():
  # 存储外星人所有设置
  def __init__(self):
    self.screen_width=900
    self.screen_height=600
    self.bg_color=(230,230,230)
    self.ship_speed_factor=1.5
    # 子弹设置
    self.bullet_speed_factor=1
    self.bullet_width=3
    self.bullet_height=15
    self.bullet_color= 60,60,60


        bullet.py


        import pygame
from pygame.sprite import Sprite


class Bullet(Sprite):
    """一个对飞船发射的子弹进行管理的类"""

    def __init__(self, ai_settings, screen, ship):
        """在飞船所处的位置创建一个子弹对象"""
        super().__init__()
        self.screen = screen

        # 在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
        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

        # 存储用小数表示子弹位置
        self.y = float(self.rect.y)
        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor

    def update(self):
        """向上移动子弹"""
        # 更新表示子弹位置的小数值
        self.y -= self.speed_factor
        # 更新表示子弹的rect的位置
        self.rect.y = self.y

    def draw_bullet(self):
        """在屏幕上绘制子弹"""
        pygame.draw.rect(self.screen, self.color, self.rect)
  • 写回答

3条回答 默认 最新

  • 我亦飘零久~ 2019-11-11 14:41
    关注

    这个问题我找到了
    def check_events(event,ai_settings, screen, ship, bullets):
    for event in pygame.event.get():
    第一个参数event去掉就可以了,不用定义这个形参,这个event是pygame.event.get():直接获取的,不是自定义的

    评论

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