已解决:TypeError: Button() takes no arguments 这是哪里错了?实参怎么没有?

已解决`

文件:alien_invasion.py

import pygame
from pygame.sprite import Group
from settings import Settings
from game_stats import GameStats
from ship import Ship
import game_functions as gf
from button import Button

def run_game():
# 初始化一个游戏并创建一个屏幕对象
pygame.init() # 初始化背景设置
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption(“Alien Invasion”)

#创建一个飞船,一个存储子弹的编组,一个外星人编组
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()

#创建一个用于存储游戏统计信息的实列
stats = GameStats(ai_settings)

#创建一个按钮
play_button = Button(ai_settings, screen, "play")

#创建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)

# 开始游戏主循环
while True:
    gf.check_events(ai_settings, screen, ship, bullets)
    if stats.game_active:
        ship.update()
        gf.update_bullets(ai_settings, stats, screen, ship, aliens, bullets)
        gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
    gf.update_screen(ai_settings, screen, stats, ship, aliens, bullets, play_button)

run_game()

`文件:button.py

import pygame.font

class Button():
def init(self, ai_setting, screen, msg):
“”“初始化按钮的属性”""
self.screen = screen
self.screen_rect = screen.get_rect()

    #设置按钮的尺寸和其他属性
    self.width, self.height = 200, 50
    self.button_color = (0, 255, 0)
    self.text_color = (250, 250, 250)
    self.font = pygame.font.SysFont(None, 48)

    #创建按钮的rect对象,并使其居中
    self.rect = pygame.Rect(0, 0, self.width, self.height)
    self.rect.center = self.screen_rect.center

    #按钮的标签只需要创建一次
    self.prep_msg(msg)


def prep_msg(self, msg):
    """将美术馆渲染为图像,并使其在按钮上居中"""
    self.msg_image = self.font.render(msg, True, self.text_color, self.button_color)
    self.msg_image_rect = self.msg_image.get_rect()
    self.msg_image_rect.center = self.rect.center


def draw_button(self):
    #绘制一个用颜色填充的按钮再绘制文本
    self.screen.fill(self.button_color, self.rect)
    self.screen.blit(self.msg_image, self.msg_image_rect)

`

import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien

def get_number_alien_x(ai_settings, alien_width):
    """计算每一行可容纳的外星人"""
    available_space_x = ai_settings.screen_width - 2 * alien_width
    number_aliens_x = int(available_space_x / (2 * alien_width))
    return number_aliens_x

def get_number_rows(ai_settings, ship_height, alien_height):
    """计算屏幕可容纳多少行外星人"""
    available_space_y = (ai_settings.screen_height - ( 3 * alien_height) - ship_height)
    number_rows = int(available_space_y / (2 * alien_height))
    return number_rows

def create_alien(ai_settings, screen, aliens, alien_number, row_number):
    """创建一个外星人并计算一行可容纳多少外星人"""
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width
    alien.x = alien_width + 2 * alien_width * alien_number
    alien.rect.x = alien.x
    alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
    aliens.add(alien)

def create_fleet(ai_settings, screen, ship, aliens):
    """创建外星人群"""
    #创建一个外星人, 并计算一行可容纳多少个外星人
    #外星人的间距为外星人宽度
    alien = Alien(ai_settings, screen)
    number_aliens_x = get_number_alien_x(ai_settings, alien.rect.width)
    number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)

    #创建第一行外星人
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings, screen, aliens, alien_number, row_number)

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_UP:
        ship.moving_up = True
    elif event.key == pygame.K_DOWN:
        ship.moving_down = True
    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_q:#关闭游戏
        sys.exit()

def fire_bullet(ai_settings, screen, ship, bullets):
    """如果还没有达到限制, 就发射一颗子弹"""
    # 创建一颗子弹,并将其加入到编组bullet中
    if len(bullets) < ai_settings.bullets_allowed:
        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
    elif event.key == pygame.K_UP:
        ship.moving_up = False
    elif event.key == pygame.K_DOWN:
        ship.moving_down = False

def check_events(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_bullets(ai_settings, screen, ship, aliens, bullets):
    """更新子弹的位置,并删除已消失的子弹"""
    #更新子弹位置
    bullets.update()

    # 删除消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets)


def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets):
    """响应子弹和外星人的碰撞"""
    #删除发生碰撞的子弹和外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if len(aliens) == 0:
        # 删除现有子弹并新建一群外星人
        bullets.empty()
        create_fleet(ai_settings, screen, ship, aliens)


def update_screen(ai_settings, screen, stats, ship, aliens, bullets, play_button):
    """更新屏幕上的图像,并切换到新屏幕"""
    #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()
    aliens.draw(screen)

    #如果游戏处于非活动状态,就绘制Play按钮
    if not stats.game_active:
        play_button.draw_button()

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

def update_aliens(aliens):
    """更新外星人群中所有的外星人的位置"""
    aliens.update()


def check_fleet_edges(ai_settings, aliens):
    """又外星人到达边缘时采取相应的措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            check_fleet_direction(ai_settings, aliens)
            break


def check_fleet_direction(ai_settings, aliens):#要改变方向就要修改game_functions,为此写函数check_fleet_edges()和
    """将整群外星人下移动,并改变方向"""
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1


def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
    """响应外星人碰撞到飞船"""
    if stats.ships_left > 0:
        # 将ships_left减1
        stats.ships_left -= 1

        # 清空外星人列表和子弹列表
        aliens.empty()
        bullets.empty()

        # 创建一群新外星人,并将飞船位置放在屏幕底端中间中央
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()

        # 暂停
        sleep(0.5)

    else:
        stats.game_active = False


def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
    """检查外星人是否有外星人到达了屏幕底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:#外星人的属性rcet.bottom的值大于或等于屏幕rect.bottomd的值,如果有外星人到达屏幕底端,就调用ship_hit():只要检测一个外星人到达底端,就无需检测其他外星人,所有调用ship_hit()后退出循环
            #像飞船被撞到一样进行处理
            ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
            break


def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
    """检查是否有外星人位于边缘屏幕, 并更新整群外星人的位置"""
    check_fleet_edges(ai_settings, aliens)
    aliens.update()
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)#每当外星人碰撞飞船后就会出现一群新外星人

    #检查外星人和飞船之间的碰撞
    if pygame.sprite.spritecollideany(ship, aliens):
        print("Ship hit!!")
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)


新手上路, 多谢指导

开头和末尾各有两个下划线,也就是说要输入4个下划线,即__init__,我一开始是将button类写成了_init_,仔细看可以看出长度是有区别的。

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