AttributeError: 'Scoreboard' object has no attribute 'score'

  1. 这score是指的什么? 怎么解决?求帮助。。。谢谢

    文件名:scorebard。

    py import pygame.font
    
    class Scoreboard():
        """显示得分信息的类"""
    
        def __init__(self, ai_settings, screen, stats):
            """初始化显示得分涉及属性"""
            self.screen = screen
            self.screen_rect = screen.get_rect()
            self.ai_settings = ai_settings
            self.stats = stats
    
            #显示得分信息时使用的字体设置
            self.text_color = (30, 30, 30)
            self.font = pygame.font.SysFont(None, 48)
    
            ##准备初始得分图像
            self.prep_score()#预科成绩
    
    
        def prep_score(self):
            """将得分转换为一副渲染的图像"""
            score_str = str(self.stats.score)
            self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
    
            #得分放在屏幕右上角
            self.score_rect = self.score_image.get_rect()
            self.score_rect.right = self.screen_rect.right - 20
            self.score_rect.top = 20
    
        def show_score(self):
            """在屏幕上显示得分"""
            self.screen.blit(self.score_image, self.score_rect)
    

文件名:game_functions.py

    import sys
    import pygame 
    from bullet import Bullet 
    from alien import Alien 
    from time import sleep
    
    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, stats, play_button, ship,
    aliens, 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)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_x, mouse_y = pygame.mouse.get_pos()
                check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y)
    
    
    def check_play_button(ai_settings, screen, stats, play_button, ship,
    aliens, bullets, mouse_x, mouse_y,):
        """在玩家单击play时开始游戏"""
        button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
        if button_clicked and not stats.game_active:
            #重制游戏
            ai_settings.initialize_dynamic_settings()
    
            #隐藏光标
            pygame.mouse.set_visible(False)
    
            #重制游戏统计信息
            stats.reset_stats()
            stats.game_active = True
    
            #清除外星人列表和子弹列表
            aliens.empty()
            bullets.empty()
    
            #创建一群新的外星人,并让飞船居中
            create_fleet(ai_settings, screen, ship, aliens)
            ship.center_ship()
    
    def update_bullets(ai_settings, screen, ship, stats, sb, 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, stats, sb, ship, aliens, bullets)
    
    
    def check_bullet_alien_collisions(ai_settings, screen, stats, sb,
    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 collisions:
            stats.score += ai_settings.alien_points
            sb.prep_score()
    
        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, sb, 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)
    
        #显示游戏
        sb.show_score()
    
        #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
            pygame.mouse.set_visible(True)
    
    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)
    
    
    
    ## 标题文件名game_functions.py ```python import sys import pygame from bullet import Bullet from alien import Alien from time import sleep
    
    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, stats, play_button, ship,
    aliens, 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)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_x, mouse_y = pygame.mouse.get_pos()
                check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y)
    
    
    def check_play_button(ai_settings, screen, stats, play_button, ship,
    aliens, bullets, mouse_x, mouse_y,):
        """在玩家单击play时开始游戏"""
        button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
        if button_clicked and not stats.game_active:
            #重制游戏
            ai_settings.initialize_dynamic_settings()
    
            #隐藏光标
            pygame.mouse.set_visible(False)
    
            #重制游戏统计信息
            stats.reset_stats()
            stats.game_active = True
    
            #清除外星人列表和子弹列表
            aliens.empty()
            bullets.empty()
    
            #创建一群新的外星人,并让飞船居中
            create_fleet(ai_settings, screen, ship, aliens)
            ship.center_ship()
    
    def update_bullets(ai_settings, screen, ship, stats, sb, 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, stats, sb, ship, aliens, bullets)
    
    
    def check_bullet_alien_collisions(ai_settings, screen, stats, sb,
    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 collisions:
            stats.score += ai_settings.alien_points
            sb.prep_score()
    
        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, sb, 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)
    
        #显示游戏
        sb.show_score()
    
        #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
            pygame.mouse.set_visible(True)
    
    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)
```

```Traceback (most recent call last):   File
"C:/Users//Desktop/python
从入门到实践/第14章计分/14.3记分/14.3.3在外星人被消灭时更新得分/alien_invasion.py", line 43,
in <module>
    run_game()   File "C:/Users//Desktop/python 从入门到实践/第14章计分/14.3记分/14.3.3在外星人被消灭时更新得分/alien_invasion.py", line 38,
in run_game
    gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)   File "C:\Users\\Desktop\python
从入门到实践\第14章计分\14.3记分\14.3.3在外星人被消灭时更新得分\game_functions.py", line
119, in update_bullets
    check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)   File "C:\Users\\Desktop\python
从入门到实践\第14章计分\14.3记分\14.3.3在外星人被消灭时更新得分\game_functions.py", line
128, in check_bullet_alien_collisions
    stats.score += ai_settings.alien_points AttributeError: 'Scoreboard' object has no attribute 'score'
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