我正在开发一款可以创建迷宫的游戏。您可以将块放在16x16网格上,同时从各种块中进行选择以使其成为水平。每当你创建一个块时,它都会添加这个类:
class Block(object):
def __init__(self,x,y,spr):
self.x=x
self.y=y
self.sprite=spr
self.rect=self.sprite.get_rect(x=self.x,y=self.y)
到名为instances
的列表。
我尝试将它搁置到.bin文件中,但它返回一些处理曲面的错误。我怎样才能保存和加载水平?
任何帮助表示赞赏! :)
以下是完整的参考代码:
import pygame
from pygame.locals import *
#initstuff
pygame.init()
screen=pygame.display.set_mode((640,480))
pygame.display.set_caption('PiMaze')
instances=[]
#loadsprites
menuspr=pygame.image.load('images/menu.png').convert()
b1spr=pygame.image.load('images/b1.png').convert()
b2spr=pygame.image.load('images/b2.png').convert()
currentbspr=b1spr
curspr=pygame.image.load('images/curs.png').convert()
curspr.set_colorkey((0,255,0))
#menu
menuspr.set_alpha(185)
menurect=menuspr.get_rect(x=-260,y=4)
class MenuItem(object):
def __init__(self,pos,spr):
self.x=pos[0]
self.y=pos[1]
self.sprite=spr
self.pos=(self.x,self.y)
self.rect=self.sprite.get_rect(x=self.x,y=self.y)
class Block(object):
def __init__(self,x,y,spr):
self.x=x
self.y=y
self.sprite=spr
self.rect=self.sprite.get_rect(x=self.x,y=self.y)
while True:
#menu items
b1menu=b1spr.get_rect(x=menurect.left+32,y=48)
b2menu=b2spr.get_rect(x=menurect.left+64,y=48)
menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)]
screen.fill((20,30,85))
mse=pygame.mouse.get_pos()
key=pygame.key.get_pressed()
placepos=((mse[0]/16)*16,(mse[1]/16)*16)
if key[K_q]:
if mse[0]<260:
if menurect.right<255:
menurect.right+=1
else:
if menurect.left>-260:
menurect.left-=1
else:
if menurect.left>-260:
menurect.left-=1
for e in pygame.event.get():
if e.type==QUIT:
exit()
if menurect.right<100:
if e.type==MOUSEBUTTONUP:
if e.button==1:
to_remove = [i for i in instances if i.rect.collidepoint(placepos)]
for i in to_remove:
instances.remove(i)
if not to_remove:
instances.append(Block(placepos[0],placepos[1],currentbspr))
for i in instances:
screen.blit(i.sprite,i.rect)
if not key[K_q]:
screen.blit(curspr,placepos)
screen.blit(menuspr,menurect)
for item in menuitems:
screen.blit(item.sprite,item.pos)
if item.rect.collidepoint(mse):
if pygame.mouse.get_pressed()==(1,0,0):
currentbspr=item.sprite
pygame.draw.rect(screen, ((255,0,0)), item, 1)
pygame.display.flip()
答案 0 :(得分:2)
你无法序列化/挑选/搁置pygame的Surface
个对象(至少不需要付出很多努力)。所以你的问题的答案是:只是不要尝试序列化你的表面(无论如何它只会浪费磁盘空间)。
例如,您可以创建一个简单的dict
来存储曲面,并让您的类只存储密钥,例如:
menuspr=pygame.image.load('images/menu.png').convert()
b1spr=pygame.image.load('images/b1.png').convert()
b2spr=pygame.image.load('images/b2.png').convert()
currentbspr=b1spr
curspr=pygame.image.load('images/curs.png').convert()
curspr.set_colorkey((0,255,0))
# create a dict to store all surfaces
surf_dict = {'b1spr': b1spr,
'b2spr': b2spr,
'currentbspr': currentbspr,
'curspr': curspr}
...
class Block(object):
def __init__(self,x,y,spr):
self.x=x
self.y=y
self.sprite=spr
# self.sprite is no longer a Surface, but a str
self.rect=surf_dict[self.sprite].get_rect(x=self.x,y=self.y)
...
...
# don't pass the surface to the Block, just the key
instances.append(Block(placepos[0],placepos[1], 'currentbspr'))
...
for i in instances:
# get the Surface from the dict, not from the instance itself
screen.blit(surf_dict[i.sprite],i.rect)
现在,您可以尝试腌制/搁置所有Block
个实例(我看到您已经提出相关问题here)。
答案 1 :(得分:0)
我自己找到了解决办法。我使用内置open(fname,mode)
的python来创建一个关卡文件。
每当创建一个块时,它会获取块的精灵名称和坐标,并以.bin格式将其添加到保存文件中:
f.write('Block('+str(placepos[0])+','+str(placepos[1])+',b1spr).')
然后我创建了一个函数来读取它,并相应地创建级别:
def CreateLevel(levelname):
f=open(levelname,'r')
obj=f.read()
f.close()
obj=obj.split('.')
for b in obj:
instances.append(eval(b))
它适用于绚丽的色彩!
以下是整个代码,谢谢你们的帮助。
import pygame
from pygame.locals import *
#initstuff
pygame.init()
screen=pygame.display.set_mode((640,480))
pygame.display.set_caption('PiMaze')
instances=[]
level='save.bin'
#loadsprites
menuspr=pygame.image.load('images/menu.png').convert()
b1spr=pygame.image.load('images/b1.png').convert()
b2spr=pygame.image.load('images/b2.png').convert()
b3spr=pygame.image.load('images/b3.png').convert()
currentbspr=b1spr
curspr=pygame.image.load('images/curs.png').convert()
curspr.set_colorkey((0,255,0))
#menu
menuspr.set_alpha(185)
menurect=menuspr.get_rect(x=-260,y=4)
class MenuItem(object):
def __init__(self,pos,spr):
self.x=pos[0]
self.y=pos[1]
self.sprite=spr
self.pos=(self.x,self.y)
self.rect=self.sprite.get_rect(x=self.x,y=self.y)
class Block(object):
def __init__(self,x,y,spr):
self.x=x
self.y=y
self.sprite=spr
self.rect=self.sprite.get_rect(x=self.x,y=self.y)
def CreateLevel(levelname):
f=open(levelname,'r')
obj=f.read()
f.close()
obj=obj.split('.')
for b in obj:
instances.append(eval(b))
try:
CreateLevel(level)
except:
pass
f=open(level,'a+')
while True:
#menu items
b1menu=b1spr.get_rect(x=menurect.left+32,y=48)
b2menu=b2spr.get_rect(x=menurect.left+64,y=48)
b3menu=b3spr.get_rect(x=menurect.left+96,y=48)
menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr),MenuItem(b3menu,b3spr)]
screen.fill((20,30,85))
mse=pygame.mouse.get_pos()
key=pygame.key.get_pressed()
placepos=((mse[0]/16)*16,(mse[1]/16)*16)
if key[K_q]:
if mse[0]<260:
if menurect.right<255:
menurect.right+=1
else:
if menurect.left>-260:
menurect.left-=1
else:
if menurect.left>-260:
menurect.left-=1
for e in pygame.event.get():
if e.type==QUIT:
f.close()
exit()
if menurect.right<100:
if key[K_LSHIFT]:
if pygame.mouse.get_pressed()==(1,0,0):
to_remove = [i for i in instances if i.rect.collidepoint(placepos)]
if not to_remove:
instances.append(Block(placepos[0],placepos[1],currentbspr))
f.write('Block('+str(placepos[0])+','+str(placepos[1])+',b1spr).')
to_remove = []
if not key[K_LSHIFT] or key[K_RSHIFT]:
if e.type==MOUSEBUTTONUP:
if e.button==1:
to_remove = [i for i in instances if i.rect.collidepoint(placepos)]
for i in to_remove:
instances.remove(i)
if not to_remove:
instances.append(Block(placepos[0],placepos[1],currentbspr))
f.write('Block('+str(placepos[0])+','+str(placepos[1])+',b1spr).')
if key[K_RSHIFT]:
if pygame.mouse.get_pressed()==(1,0,0):
to_remove = [i for i in instances if i.rect.collidepoint(placepos)]
for i in to_remove:
instances.remove(i)
to_remove=[]
for i in instances:
screen.blit(i.sprite,i.rect)
if not key[K_q]:
screen.blit(curspr,placepos)
screen.blit(menuspr,menurect)
for item in menuitems:
screen.blit(item.sprite,item.pos)
if item.rect.collidepoint(mse):
if pygame.mouse.get_pressed()==(1,0,0):
currentbspr=item.sprite
pygame.draw.rect(screen, ((255,0,0)), item, 1)
pygame.display.flip()