你好我在尝试运行我的游戏时遇到错误(TypeError)我不知道为什么这样带来堆栈溢出这里是代码:
import pygame
import random
import pygame.mixer
import Funk
from player import *
from zombie import *
from level import *
from bullet import *
class Game():
def __init__(self, x, y, direction):
pygame.init()
pygame.mixer.init()
#pygame.mixer.music.load('sounds/menugame.ogg')
#pygame.mixer.music.play(-1)
#sound = pygame.mixer.Sound('sounds/jump.ogg')
# A few variables
self.gravity = .50
self.ground = pygame.Rect(0, 640, 1280, 80)
# Bullets
self.bullets = []
# Screen
size = (1280, 720)
self.screen = pygame.display.set_mode(size)
pygame.display.set_caption('Moon Survival!')
# Moon / Background
self.moon = Background()
# Zombies
self.zombies = []
for i in range(10):
self.zombies.append( Zombie(random.randint(0,1280), random.randint(0,720)) )
# Player
self.player = Player(25, 320, self.gravity)
# Font for text
self.font = pygame.font.SysFont(None, 72)
# Pause - center on screen
self.pause_text = self.font.render("PAUSE", -1, (255,0,0))
self.pause_rect = self.pause_text.get_rect(center = self.screen.get_rect().center)
def run(self):
clock = pygame.time.Clock()
# "state machine"
RUNNING = True
PAUSED = False
GAME_OVER = False
# Game loop
while RUNNING:
# (all) Events
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_x:
self.bullets.append(Bullet(self.player.rect.x, self.player.rect.y))
if event.key == pygame.K_ESCAPE:
RUNNING = False
elif event.key == pygame.K_p:
PAUSED = not PAUSED
# Player/Zomies events
if not PAUSED and not GAME_OVER:
self.player.handle_events(event)
# (all) Movements / Updates
if not PAUSED and not GAME_OVER:
self.player_move()
self.player.update()
for z in self.zombies:
self.zombie_move(z)
z.update(self.screen.get_rect())
# (all) Display updating
self.moon.render(self.screen)
for z in self.zombies:
z.render(self.screen)
for b in self.bullets:
b.render(self.screen)
self.player.render(self.screen)
if PAUSED:
self.screen.blit(self.pause_text, self.pause_rect)
Funk.text_to_screen(self.screen, 'Level 1', 5, 675)
Funk.text_to_screen(self.screen, 'Health: {0}'.format(self.player.health), 5, 0)
pygame.display.update()
# FTP
clock.tick(100)
# --- the end ---
pygame.quit()
def player_move(self):
# add gravity
self.player.do_jump()
# simulate gravity
self.player.on_ground = False
if not self.player.on_ground and not self.player.jumping:
self.player.velY = 4
# Health
for zombie in self.zombies:
if pygame.sprite.collide_rect(self.player, zombie):
self.player.health -= 5
# move player and check for collision at the same time
self.player.rect.x += self.player.velX
self.check_collision(self.player, self.player.velX, 0)
self.player.rect.y += self.player.velY
self.check_collision(self.player, 0, self.player.velY)
def zombie_move(self, zombie_sprite):
# add gravity
zombie_sprite.do_jump()
# simualte gravity
zombie_sprite.on_ground = False
if not zombie_sprite.on_ground and not zombie_sprite.jumping:
zombie_sprite.velY = 4
# move zombie and check for collision
zombie_sprite.rect.x += zombie_sprite.velX
self.check_collision(zombie_sprite, zombie_sprite.velX, 0)
zombie_sprite.rect.y += zombie_sprite.velY
self.check_collision(zombie_sprite, 0, zombie_sprite.velY)
def check_collision(self, sprite, x_vel, y_vel):
# for every tile in Background.levelStructure, check for collision
for block in self.moon.get_surrounding_blocks(sprite):
if block is not None:
if pygame.sprite.collide_rect(sprite, block):
# we've collided! now we must move the collided sprite a step back
if x_vel < 0:
sprite.rect.x = block.rect.x + block.rect.w
if sprite is Zombie:
print "wohoo"
if x_vel > 0:
sprite.rect.x = block.rect.x - sprite.rect.w
if y_vel < 0:
sprite.rect.y = block.rect.y + block.rect.h
if y_vel > 0 and not sprite.on_ground:
sprite.on_ground = True
sprite.rect.y = block.rect.y - sprite.rect.h
#---------------------------------------------------------------------
Game().run()
这是我似乎得到的错误。我不清楚它为什么会发生(我之前从未遇到过这种情况)
Traceback (most recent call last):
File "F:\My Moon Survival Game\Moon Survival.py", line 183, in <module>
Game().run()
TypeError: __init__() takes exactly 4 arguments (1 given)
[Finished in 0.2s with exit code 1]
任何帮助将不胜感激,谢谢。
答案 0 :(得分:2)
当您致电Game()
时,会依次调用__init__
方法。
您的init方法需要3个参数(self
除外):
def __init__( self, x, y, direction ) :
这是问题的原因。
在旁注中,您将x
,y
,direction
作为参数,但从不使用它。您可能想要删除它们。
答案 1 :(得分:2)
游戏类需要3个参数 - x
,y
,direction
(+ self
)
class Game():
def __init__(self, x, y, direction):
但你创建没有参数的对象
Game().run()
您似乎不需要这些参数,所以请使用
class Game():
def __init__(self):
答案 2 :(得分:1)
Game.__init__
参数外, x
还需要3个附加参数(y
,direction
和self
)。你的电话应该是
Game(100, 100, "north").run()
或对3个必要参数有意义的任何内容。
答案 3 :(得分:1)
在编写代码时,您正在执行
Game().run()
你的构造函数是
def __init__(self, x, y, direction):
然后你运行的脚本只有一个参数(self),在创建对象时被调用,但x,y和direction没有被传递,你需要像
这样的东西Game(some_x, some_y, some_direction).run()
我希望这对你有所帮助