我正在开发一个项目,并且已经完成了代码,但是仍然会出现一个错误,即使我确信我的代码是正确的。
这是一直出现的错误:
Traceback (most recent call last):
File "C:\Python33\bubblee blaster.py", line 61, in <module>
clean_up_bubs()
NameError: name 'clean_up_bubs' is not defined
这是我的python代码:
from tkinter import *
HEIGHT = 500
WIDTH = 800
window = Tk()
window.title('bubble blaster')
c = Canvas(window, width=WIDTH, height=HEIGHT, bg='darkblue')
c.pack()
ship_id = c.create_polygon(5, 5, 5, 25, 30, 15, fill='red')
ship_id2 = c.create_oval(0, 0, 30, 30, outline='red')
SHIP_R = 15
MID_X = WIDTH / 2
MID_Y = HEIGHT / 2
c.move(ship_id, MID_X, MID_Y)
c.move(ship_id2, MID_X, MID_Y)
SHIP_SPD = 10
def move_ship(event):
if event.keysym == 'Up':
c.move(ship_id, 0, -SHIP_SPD)
c.move(ship_id2, 0, -SHIP_SPD)
elif event. keysym == 'Down':
c.move(ship_id, 0, SHIP_SPD)
c.move(ship_id2, 0, SHIP_SPD)
elif event.keysym == 'Left':
c.move(ship_id, -SHIP_SPD, 0)
c.move(ship_id2, -SHIP_SPD, 0)
elif event.keysym == 'Right':
c.move(ship_id, SHIP_SPD, 0)
c.move(ship_id2, SHIP_SPD, 0)
c.bind_all('<Key>' , move_ship)
from random import randint
bub_id = list()
bub_r = list()
bub_speed = list()
MIN_BUB_R = 10
MAX_BUB_R = 30
MAX_BUB_SPD = 110
GAP = 100
def create_bubble():
x = WIDTH + GAP
y = randint(0, HEIGHT)
r = randint(MIN_BUB_R, MAX_BUB_R)
id1 = c.create_oval(x - r, y - r, x + r, y + r, outline='white')
bub_id.append(id1)
bub_r.append(r)
bub_speed.append(randint(1, MAX_BUB_SPD))
def move_bubbles():
for i in range(len(bub_id)):
c.move(bub_id[i], -bub_speed[i], 0)
from time import sleep, time
BUB_CHANCE = 10
TIME_LIMIT = 30
BONUS_SCORE = 1000
score = 0
bonus = 0
end = time() + TIME_LIMIT
#MAIN GAME LOOP
while time() < end:
if randint(1, BUB_CHANCE) == 1:
create_bubble()
move_bubbles()
clean_up_bubs()
score += collision()
if (int(score / BONUS_SCORE)) > bonus:
bonus += 1
end += TIME_LIMIT
show_score(score)
show_time(int(end - time()))
print(score)
window.update()
sleep(0.01)
def get_coords(id_num):
pos = c.coords(id_num)
x = (pos[0] + pos[2])/2
y = (pos[1] + pos[3])/2
return x, y
def del_bubble(i):
del bub_r[i]
del bub_speed[i]
c.delete(bub_id[i])
del bub_id[i]
def clean_up_bubs():
for i in range(len(bub_id)-1, -1, -1):
x, y = get_coords(bub_id[i])
if x < -GAP:
del_bubble(i)
from math import sqrt
def distance(id1, id2):
x1, y1 = get_coords(id1)
x2, y2 = get_coords(id2)
return sqrt((x2 - x1)**2 + (y2 - y1)**2)
def collision():
points = 0
for bub in range(len(bub_id)-1, -1, -1):
if distance(ship_id2, bub_id[bub]) < (SHIP_R + bub_r[bub]):
points += (bub_r[bub] + bub_speed[bub])
del_bubble(bub)
return points
c.create_text(50, 30, text='TIME' , fill='white' )
c.create_text(150, 30, text='SCORE' , fill='white' )
time_text = c.create_text(50, 50, fill='white' )
score_text = c.create_text(150, 50, fill='white' )
def show_score(score):
c.itemconfig(score_text, text=str(score))
def show_time(time_left):
c.itemconfig(time_text, text=str(time_left))
c.create_text(MID_X, MID_Y, \
text='GAME OVER', fill='white', font=('Helvetica' ,30))
c.create_text(MID_X, MID_Y + 30, \
text='Score: '+ str(score), fill='white')
c.create_text(MID_X, MID_Y + 45, \
text='Bonus time: '+ str(bonus*TIME_LIMIT), fill='white')
答案 0 :(得分:1)
现在clean_up_bubs
低于第61行。在调用它之前必须拥有它。您会注意到move_bubbles
和create_bubbles
在while循环之前,clean_up_bubs
必须如此。
答案 1 :(得分:1)
那段代码是一个难以理解的混乱!
您应该将所有导入放在脚本的顶部
接下来,定义全局常量(和全局变量,但如果可以重新组织代码以最小化全局变量的使用,则更好。)
接下来定义你的功能
然后在最后放置调用这些函数的代码。
原因是您需要在使用之前定义内容。 Python自上而下扫描您的脚本,通过执行定义来创建各种对象(包括函数)。函数 definitions 可以引用尚未定义的全局事物(包括其他函数)。但是,当您实际上调用函数时,它所引用的必须的内容已经定义。
此外,在函数周围放置(至少)一个空行,以便更容易查看它们的开始和结束位置。并在其他地方使用空行来使程序的结构更加明显。
我已尝试实施这些更改,并且生成的代码会运行,但我不确定它是否完全符合您的要求。
from tkinter import *
from random import randint
from time import sleep, time
from math import sqrt
HEIGHT = 500
WIDTH = 800
SHIP_R = 15
MID_X = WIDTH / 2
MID_Y = HEIGHT / 2
SHIP_SPD = 10
bub_id = list()
bub_r = list()
bub_speed = list()
MIN_BUB_R = 10
MAX_BUB_R = 30
MAX_BUB_SPD = 110
GAP = 100
BUB_CHANCE = 10
TIME_LIMIT = 30
BONUS_SCORE = 1000
score = 0
bonus = 0
end = time() + TIME_LIMIT
def move_ship(event):
if event.keysym == 'Up':
c.move(ship_id, 0, -SHIP_SPD)
c.move(ship_id2, 0, -SHIP_SPD)
elif event.keysym == 'Down':
c.move(ship_id, 0, SHIP_SPD)
c.move(ship_id2, 0, SHIP_SPD)
elif event.keysym == 'Left':
c.move(ship_id, -SHIP_SPD, 0)
c.move(ship_id2, -SHIP_SPD, 0)
elif event.keysym == 'Right':
c.move(ship_id, SHIP_SPD, 0)
c.move(ship_id2, SHIP_SPD, 0)
def create_bubble():
x = WIDTH + GAP
y = randint(0, HEIGHT)
r = randint(MIN_BUB_R, MAX_BUB_R)
id1 = c.create_oval(x - r, y - r, x + r, y + r, outline='white')
bub_id.append(id1)
bub_r.append(r)
bub_speed.append(randint(1, MAX_BUB_SPD))
def move_bubbles():
for i in range(len(bub_id)):
c.move(bub_id[i], -bub_speed[i], 0)
def get_coords(id_num):
pos = c.coords(id_num)
x = (pos[0] + pos[2])/2
y = (pos[1] + pos[3])/2
return x, y
def del_bubble(i):
del bub_r[i]
del bub_speed[i]
c.delete(bub_id[i])
del bub_id[i]
def clean_up_bubs():
for i in range(len(bub_id)-1, -1, -1):
x, y = get_coords(bub_id[i])
if x < -GAP:
del_bubble(i)
def distance(id1, id2):
x1, y1 = get_coords(id1)
x2, y2 = get_coords(id2)
return sqrt((x2 - x1)**2 + (y2 - y1)**2)
def collision():
points = 0
for bub in range(len(bub_id)-1, -1, -1):
if distance(ship_id2, bub_id[bub]) < (SHIP_R + bub_r[bub]):
points += (bub_r[bub] + bub_speed[bub])
del_bubble(bub)
return points
def show_score(score):
c.itemconfig(score_text, text=str(score))
def show_time(time_left):
c.itemconfig(time_text, text=str(time_left))
window = Tk()
window.title('bubble blaster')
c = Canvas(window, width=WIDTH, height=HEIGHT, bg='darkblue')
c.pack()
ship_id = c.create_polygon(5, 5, 5, 25, 30, 15, fill='red')
ship_id2 = c.create_oval(0, 0, 30, 30, outline='red')
c.bind_all('<Key>' , move_ship)
c.move(ship_id, MID_X, MID_Y)
c.move(ship_id2, MID_X, MID_Y)
c.create_text(50, 30, text='TIME' , fill='white' )
c.create_text(150, 30, text='SCORE' , fill='white' )
time_text = c.create_text(50, 50, fill='white' )
score_text = c.create_text(150, 50, fill='white' )
#MAIN GAME LOOP
while time() < end:
if randint(1, BUB_CHANCE) == 1:
create_bubble()
move_bubbles()
clean_up_bubs()
score += collision()
if (int(score / BONUS_SCORE)) > bonus:
bonus += 1
end += TIME_LIMIT
show_score(score)
show_time(int(end - time()))
#print(score)
window.update()
sleep(0.01)
c.create_text(MID_X, MID_Y, \
text='GAME OVER', fill='white', font=('Helvetica' ,30))
c.create_text(MID_X, MID_Y + 30, \
text='Score: '+ str(score), fill='white')
c.create_text(MID_X, MID_Y + 45, \
text='Bonus time: '+ str(bonus*TIME_LIMIT), fill='white')
FWIW,在window.update
和sleep
的循环中,通常不会像这样使用Tkinter。使用window.mainloop
和事件驱动编程更为正常。