【问题标题】:init takes 1 argument but 2 were given? (Positional)init 需要 1 个参数,但给出了 2 个参数? (定位)
【发布时间】:2021-03-23 13:52:35
【问题描述】:

我正在使用 pygmae 在 python 中制作游戏。我在使用 Init 时遇到了问题,它说它有 2 个参数。但我只给出了一个,我在网上找到了其他解决方案,但这些解决方案不太奏效,过去我也多次遇到此错误,通常当我修复它时,它会以非常不寻常的方式出现,例如代码所在的地方一直到屏幕的另一侧。我知道这就是 python 的工作原理,但我很确定即使在我给出的 self 方法中,我只给了它一个位置参数>如果有人想知道,这是错误代码(我这样做是为了让敌人出现在屏幕,所以这一切都是为了敌人,这个问题源于我试图让敌人出现在屏幕上)

enemy = Enemy(enemy_image)

TypeError: init() 接受 1 个位置参数,但给出了 2 个

这是我的代码:

import pygame, sys

# classes
# Player class
class Player(pygame.sprite.Sprite):
    def __init__(self, image):
        super().__init__()
        self.image = image
        self.rect = self.image.get_rect(center = (screen_width//2, screen_height//2))

    def update(self):
        self.rect.center = pygame.mouse.get_pos()

    def create_bullet(self):
        return Bullet(*pygame.mouse.get_pos())
# bullet class
class Bullet (pygame.sprite.Sprite):
    def __init__(self,pos_x,pos_y):
        super().__init__()
        self.image = pygame.Surface((50,10))
        self.image.fill((255,255,0))
        self.rect = self.image.get_rect(center = (pos_x,pos_y))

    def update(self):
        self.rect.x += 5
#Making the enemy work
enemy_speed_factor = 1.5
class Enemy:
    def __init__(self):
        """Initialize the enemy and set its starting position"""
        self.screen = screen


        #Load the enemy image and get its rect
        self.image = pygame.image.load("Enemy4.png")
        self.rect = self.image.get_rect()
        self.scree_rect = screen.get_rect()

        #start each new enemy at the bottom of the screen
        self.rect.centerx = self.scree_rect.centerx
        self.rect.bottom = self.scree_rect.bottom

        #store a decimal value for the ships x and y center
        self.centerx = float(self.rect.centerx)
        self.centery = float(self.rect.centery)

        #Movement flag
        self.moving_right = False
        self.moving_left = False
        self.moving_down = False
        self.moving_up = False

    def update(self):
        """Update the enemys position based on the movement flag"""
        #Upade the enemy's center value, not the rect.
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.centerx += self.ai_settings.ship_speed_factor
        if self.mobing_left and self.rect.left >0:
            self.centerx -= self.ai_settings.ship_speed_factor
        if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
            self.centery =+ self.ai_settings.ship_speed_factor
        if self.moving_down and self.rect.top > self.screen_rect.top:
            self.centery -= self.ai_settings.ship_speed_factor

        #Update rect object from self.center
        if self.moving_up or self.moving_down:
            self.rect.centery = self.centery
        if self.moving_left or self.moving_right:
            self.rect.centerx = self.centerx
    def blitme(selfself, self):
        """draw the enemy at its current location"""
        self.screen.blit(self.image, self.rect)

#making the movements for the enemy
def check_keydown_events(events, ship):
    """responds to keypresses"""
    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_DOWN:
        ship.moving_down = True
    elif event.key == pygame.K_UP:
        ship.moving_up = True

def check_keyup_evets(event, ship):
    """responds to key releases"""
    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_DOWN:
        ship.moving_down = False
    elif event.key == pygame.K_UP:
        ship.moving_up = False


def check_keyup_events(event, ship):
    pass


def check_events(ship):
    """Respond to keypresses and mouse events"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, enemy)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, ship)

def update_screen(ai_settings, screen, ship):
    """Update images on the screen and flip to the new screen"""
    #Redeaw the screen during each pass through the loop
    screen.fill(ai_settings.bg_color)
    enemy.blitme()

    #Make the most recently drawn screeen visible
    pygame.display.flip()


def blitme(self):
    self.screen.blit(self)



# general setup
pygame.init()
clock = pygame.time.Clock()

# game screen
screen_width = 1920
screen_height = 1080
screen = pygame .display.set_mode((screen_width, screen_height))
background = pygame.image.load("BackGround.png")

# player
player_image = pygame.image.load("Charachter2.png")
player = Player(player_image)
player_group = pygame.sprite.Group()
player_group.add(player)

# enemy
enemy_image = pygame.image.load("Enemy4.png")
enemy = Enemy(enemy_image)
enemy_group = pygame.sprite.Group()
enemy_group.add(enemy)

# Bullet
bullet_group = pygame.sprite.Group()

# caption
pygame.display.set_caption("Wild-West Shooter")

# makes game quit
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame:quit()
            sys.exit()
        if event.type == pygame.MOUSEBUTTONDOWN:
            bullet_group.add(player.create_bullet())


    player_group.update()
    bullet_group.update()

    # draw
    screen.blit(background,(0,0)) # background
    player_group.draw(screen) # player
    bullet_group.draw(screen) # bullets
    enemy.draw(screen)
    #thief.draw(screen) # enemy

    pygame.display.flip()
    clock.tick(120)



# makes game run
if __name__ == "__main__" :
        theApp = App()
        theApp.on_execute()



【问题讨论】:

  • class Enemy: def __init__(self): 不接受除自动传递的self 以外的任何参数
  • 但是对于其他类,我给了他们更多的参数,例如 pos_x 和 pos_y
  • 对,但是这个类的构造函数不接受任何参数
  • 另外,请只添加相关代码,很难梳理整个颂歌的相关位:)。
  • @sourvad 我提出了一个新问题,因为它与此完全无关(以某种方式)

标签: python pygame


【解决方案1】:

问题是您的Enemy 类的__init__ 方法只需要一个参数,即self 参数。当为类创建对象时,Python 会自动传递它。

例如,如果你有一个类Foo,它的__init__方法定义为:

def __init__ (self):
    # Do stuff

然后你创建一个这样的对象:

bar = Foo()

Python 自动转换对象调用并添加self 参数。将其视为self 参数始终存在。

现在,如果你想传递两个参数,你需要像这样编辑__init__ 方法:

def __init__(self, image):
    # Do stuff

这样,__init__ 方法接受 2 个参数,selfimage。然后您可以继续创建一个对象,如下所示:

enemy = Enemy(enemy_image)

Python 会自动添加self 参数,这样你的最终对象就是enemy = Enemy(self, enemy_image)

【讨论】:

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