self.rect.left,self.rect.top = location
时间: 2023-12-17 07:03:12 浏览: 155
这一行代码将球体的初始位置设置为location参数中传入的位置坐标。在Pygame中,使用rect属性来表示精灵对象的位置和大小。rect是一个包含四个整数值的元组,分别表示精灵对象的左上角x和y坐标以及宽度和高度。在这里,我们使用location参数中传入的x和y坐标来设置球体的初始位置,即将球体的左上角坐标设置为(location[0], location[1])。由于球体的大小和位置是通过rect属性来管理的,因此我们可以使用self.rect来访问和修改球体的位置和大小。
相关问题
帮我把下面代码添加注释class Button: def __init__(self, text='按钮', left=0, top=0, width=90, height=30, color=(200, 200, 200)): self.text = text self.color = color self.rect = pygame.Rect(left, top, width, height) self.font = pygame.font.Font(r"C:\Windows\Fonts\simsun.ttc", 16) self.text_surface = self.font.render(self.text, True, (0, 0, 0)) self.text_rect = self.text_surface.get_rect() # self.text_rect.center = self.rect.center self.active = False self.function = None button_group.append(self) def set_text(self, new_text): self.text = new_text self.text_surface = self.font.render(self.text, True, (0, 0, 0)) self.text_rect = self.text_surface.get_rect() def draw(self, screen): if self.active: pygame.draw.rect(screen, (180, 180, 200), self.rect, 0) else: pygame.draw.rect(screen, self.color, self.rect, 0) self.text_rect.center = self.rect.center screen.blit(self.text_surface, self.text_rect) def get_click(self, event): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: mx, my = event.pos if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom: self.active = True elif event.type == pygame.MOUSEBUTTONUP and self.active: if event.button == 1: mx, my = event.pos if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom: # print(f'{self.text}按钮被点击') if callable(self.function): self.function() self.active = False def click_connect(self, function): self.function = function
以下是代码的注释:
```
class Button:
def __init__(self, text='按钮', left=0, top=0, width=90, height=30, color=(200, 200, 200)):
# 初始化函数,设置按钮的文本、位置、大小和颜色
self.text = text
self.color = color
self.rect = pygame.Rect(left, top, width, height) # 按钮的矩形区域
self.font = pygame.font.Font(r"C:\Windows\Fonts\simsun.ttc", 16) # 按钮文本的字体
self.text_surface = self.font.render(self.text, True, (0, 0, 0)) # 渲染按钮文本
self.text_rect = self.text_surface.get_rect() # 获取按钮文本的矩形区域
# self.text_rect.center = self.rect.center
self.active = False # 按钮是否被点击
self.function = None # 按钮被点击时调用的函数
button_group.append(self) # 将按钮对象添加到按钮组中
def set_text(self, new_text):
# 设置按钮的文本
self.text = new_text
self.text_surface = self.font.render(self.text, True, (0, 0, 0))
self.text_rect = self.text_surface.get_rect()
def draw(self, screen):
# 绘制按钮
if self.active:
pygame.draw.rect(screen, (180, 180, 200), self.rect, 0)
else:
pygame.draw.rect(screen, self.color, self.rect, 0)
self.text_rect.center = self.rect.center
screen.blit(self.text_surface, self.text_rect)
def get_click(self, event):
# 获取鼠标点击事件
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mx, my = event.pos
if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom:
self.active = True
elif event.type == pygame.MOUSEBUTTONUP and self.active:
if event.button == 1:
mx, my = event.pos
if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom:
# print(f'{self.text}按钮被点击')
if callable(self.function):
self.function()
self.active = False
def click_connect(self, function):
# 将按钮与函数连接,当按钮被点击时调用函数
self.function = function
```
class HeroPlane(pygame.sprite.Sprite): def __init__(self,screen): pygame.sprite.Sprite.__init__(self) #初始化精灵类 self.image1 = pygame.image.load("D:/PYTHON/pointgame/hero1.jpg") self.rect = self.image1.get_rect() #获取图片大小 self.rect.topleft = [300,700] #获取飞机左上角坐标 self.speed = 10 # 飞机速度 self.screen = screen self.screen_rect = self.screen.get_rect() self.bullets = pygame.sprite.Group() #group方法 类似列表 def key_control(self): # 键盘输入 key_pressed = pygame.key.get_pressed() if key_pressed[K_w] or key_pressed[K_UP]: self.rect.top -= self.speed if key_pressed[K_s] or key_pressed[K_DOWN]: self.rect.bottom += self.speed if key_pressed[K_a] or key_pressed[K_LEFT]: self.rect.left -= self.speed if key_pressed[K_d] or key_pressed[K_RIGHT]: self.rect.right += self.speed if key_pressed[K_SPACE]: bullet = Bullet(self.screen,self.rect.left,self.rect.top) #飞机参数调用 self.bullets.add(bullet) #把子弹放入列表 if self.rect.left < 0:# 控制player不能离开屏幕 self.rect.left = 0 elif self.rect.right > self.screen.rect.right: self.rect.right = self.screen.rect.right 错误是 File "D:/PYTHON/pointgame/pointgame.py", line 124, in <module> main() File "D:/PYTHON/pointgame/pointgame.py", line 117, in main player.key_control() File "D:/PYTHON/pointgame/pointgame.py", line 33, in key_control elif self.rect.right > self.screen.rect.right: AttributeError: 'pygame.surface.Surface' object has no attribute 'rect'怎么修改
问题出在第21行,应该将`self.screen_rect = self.screen.get_rect()`改为`self.screen_rect = self.screen.get_rect()`,即将`screen`改为`screen_rect`。代码如下:
```
class HeroPlane(pygame.sprite.Sprite):
def __init__(self,screen):
pygame.sprite.Sprite.__init__(self) #初始化精灵类
self.image1 = pygame.image.load("D:/PYTHON/pointgame/hero1.jpg")
self.rect = self.image1.get_rect() #获取图片大小
self.rect.topleft = [300,700] #获取飞机左上角坐标
self.speed = 10 # 飞机速度
self.screen = screen
self.screen_rect = self.screen.get_rect()
self.bullets = pygame.sprite.Group() #group方法 类似列表
def key_control(self):
# 键盘输入
key_pressed = pygame.key.get_pressed()
if key_pressed[K_w] or key_pressed[K_UP]:
self.rect.top -= self.speed
if key_pressed[K_s] or key_pressed[K_DOWN]:
self.rect.bottom += self.speed
if key_pressed[K_a] or key_pressed[K_LEFT]:
self.rect.left -= self.speed
if key_pressed[K_d] or key_pressed[K_RIGHT]:
self.rect.right += self.speed
if key_pressed[K_SPACE]:
bullet = Bullet(self.screen,self.rect.left,self.rect.top) #飞机参数调用
self.bullets.add(bullet) #把子弹放入列表
if self.rect.left < 0:# 控制player不能离开屏幕
self.rect.left = 0
elif self.rect.right > self.screen_rect.right: # 修改这行
self.rect.right = self.screen_rect.right
```
这样应该就能解决报错问题了。
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