'pygame.Surface' object is not callable出现错误

'pygame.Surface' object is not callable出现错误

我在写一个小游戏时运行报错'pygame.Surface' object is not callable

以下是代码:

import pygame
import random
import os

FPS = 60
WIDTH = 500
HEIGHT = 600
WHITE = (255,255,255)
GREEN = (0,255,0)
RED = (255,0,0)
YELLOW = (255,255,0)
BLACK = (0,0,0)

#初始化
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT))

pygame.display.set_caption("飞机大战")
clock = pygame.time.Clock()

background_img = pygame.image.load(
    os.path.join("img","background.png")).convert()
player_img = pygame.image.load(
    os.path.join("img","player.png")).convert()
player_mini_img = pygame.transform.scale(player_img(25,20))
player_mini_img.set_colorkey(BLACK)
rock_img = pygame.image.load(
    os.path.join("img","rock.png")).convert()
bullet_img = pygame.image.load(
    os.path.join("img","bullet.png")).convert()

rock_images = []

for i in range(7):
    rock_images.append(pygame.image.load(
        os.path.join("img",f"rock{i}.png")).convert())

shoot_sound = pygame.mixer.Sound(os.path.join("sound","shoot.wav"))
expl_sounds = [
    pygame.mixer.Sound(os.path.join("sound","expl0.wav")),
    pygame.mixer.Sound(os.path.join("sound","expl1.wav"))
]

pygame.mixer.music.load(os.path.join("sound","background.ogg"))
pygame.mixer.music.set_volume(0.3)

font_name = pygame.font.match_font('arial')

def draw_text(surf,text,size,x,y):
    font = pygame.font.Font(font_name,size)
    text_surface = font.render(text,True,WHITE)
    text_rect = text_surface.get_rect()
    text_rect.centerx = x
    text_rect.centery = y
    surf.blit(text_surface,text_rect)

def draw_lives(surf,lives,img,x,y):
    for i in range(lives):
        img_rect = img.get_rect()
        img_rect.x = x + 30*i
        img_rect.y = y
        surf.blit(img,img_rect)

def draw_health(surf,hp,x,y):
    if hp<0:
        hp=0
    BAR_LENGTH = 100
    BAR_HEIGHT = 10
    fill = (hp/100)*BAR_LENGTH
    outline_rect = pygame.Rect(x,y,BAR_LENGTH,BAR_HEIGHT)
    fill_rect = pygame.Rect(x,y,fill,BAR_HEIGHT)
    pygame.draw.rect(surf,GREEN,fill_rect)
    pygame.draw.rect(surf,WHITE,outline_rect,2)

def new_rock():
    rock = Rock()
    all_sprites.add(rock)
    rocks.add(rock)


class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.transform.scale(player_img,(50,40))
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.radius = 25
        #pygame.draw.circle(self.image,RED,self.rect.center,self.radius)
        self.rect.centerx = WIDTH/2
        self.rect.bottom = HEIGHT - 10

        self.radius = 25
        pygame.draw.circle(self.image,RED,self.rect.center,self.radius)

        self.speedx = 8
        self.health = 100
        self.lives = 3
        self.hidden = False

    def update(self):
        key_pressed = pygame.key.get_pressed()
        if key_pressed[pygame.K_RIGHT]:
            self.rect.x += self.speedx
        if key_pressed[pygame.K_LEFT]:
            self.rect.x -= self.speedx

        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH

        if self.hidden and pygame.time.get_ticks() - self.hide_time < 1000:
            self.hidden = False
            self.rect.centerx = WIDTH/2
            self.rect.bottom = HEIGHT - 10

    def shoot(self):
        bullet = Bullet(self.rect.centerx,self.rect.centery)
        all_sprites.add(bullet)
        bullets.add(bullet)
        shoot_sound.play()

    def hide(self):
        self.hidden = True
        self.hide_time = pygame.time.get_ticks()
        self.rect.center = (WIDTH/2,HEIGHT+500)

class Rock(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image_origin = random.choice(rock_images)
        self.image_origin.set_colorkey(BLACK)
        self.image = self.image_origin.copy()
        
        self.rect = self.image.get_rect()

        self.radius = self.rect.width/2.2
        #pygame.draw.circle(self.image,RED,self.rect.center,self.radius)

        self.rect.x = random.randrange(0,WIDTH - self.rect.width)
        self.rect.y = random.randrange(-180,-100)

        self.speedy = random.randrange(2,10)
        self.speedx = random.randrange(-3,3)

        self.rot_degree = random.randrange(-3,3)
        self.total_degree = 0

    def rotate(self):
        self.total_degree = self.total_degree + self.rot_degree
        self.total_degree = self.total_degree % 360
        self.image = pygame.transform.rotate(self.image_origin,self.total_degree)
        center = self.rect.center
        self.rect = self.image.get_rect()
        self.rect.center = center

    def update(self):
        self.rotate()
        self.rect.y = self.rect.y + self.speedy
        self.rect.x += self.speedx
        if self.rect.top > HEIGHT or self.rect.left > WIDTH or self.rect.right < 0:
            self.rect.x = random.randrange(0,WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100,-40)
            self.speedy = random.randrange(2,10)
            self.speedx = random.randrange(-3,3)

class Bullet(pygame.sprite.Sprite):
    def __init__(self,x,y):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.image.set_colorkey(BLACK)        

        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

        self.speedy = -10

    def update(self):
        self.rect.y = self.rect.y + self.speedy
        if self.rect.bottom < 0:
            self.kill()

all_sprites = pygame.sprite.Group()
rocks = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
score = 0
pygame.mixer.music.play(-1)

for i in range(9):
    new_rock()

running = True
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()

    #更新游戏
    all_sprites.update()

    hits_rockandbullet = pygame.sprite.groupcollide(rocks,bullets,True,True)
    for hit in hits_rockandbullet:
        random.choice(expl_sounds).play()
        r = Rock()
        all_sprites.add(r)
        rocks.add(r)
        score = score + int(hit.radius)

    hits_playerandrock = pygame.sprite.spritecollide(player,rocks,True,pygame.sprite.collide_circle)
    for hit in hits_playerandrock:
        player.health = player.health - hit.radius
        new_rock()
        if player.health<=0:
            player.lives = player.lives -1
            player.health = 100
            player.hide()
        if player.lives == 0:
            running = False

    #显示画面
    screen.fill(BLACK)
    screen.blit(background_img,(0,0))
    all_sprites.draw(screen)
    draw_text(screen,str(score),18,WIDTH/2,0)
    draw_health(screen,player.health,10,30)
    draw_lives(screen,player.lives,player_mini_img,WIDTH-100,15)
    pygame.display.update()
pygame.quit()


报错:
发生异常: TypeError
'pygame.Surface' object is not callableline
26, in player_mini_img = pygame.transform.scale(player_img(25,20))

我去代码里寻找了pygame.Surface,可无结果

我想要的效果是能运行且无报错

pygame.transform.scale(player_img(25,20))你本意是: pygame.transform.scale(player_img,(25,20)) 才对吧!

pygame.transform.scale(player_img(25,20))改为pygame.transform.scale(player_img,(25,20))