好的,所以我开始玩pygame了。但是我遇到了问题。我试图以某种方式提高我的代码,使其有条理,所以我决定在这里使用类。它看起来像这样:
import pygame
from pygame.locals import *
import sys
pygame.init()
class MainWindow:
def __init__(self, width, height):
self.width=width
self.height=height
self.display=pygame.display.set_mode((self.width,self.height))
pygame.display.set_caption("Caption")
def background(self)
img = pygame.image.load("image.png")
self.display.blit(img, (0,0))
mainWindow = MainWindow(800,600)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.exit()
sys.exit()
mainWindow.background()
pygame.display.update()
好的,有效。但是,如果我想要,例如用白色填充窗户?然后我必须定义一个方法fill()
,它只是self.display.fill()
,对吧?有没有办法,正常处理它,而不是在我的班级中定义数百个已经存在pygame的方法?
还有一件事。如果我通过使用我的课程来做某事,而且我搞砸了,我总是得到这个消息:
File "C:/Python35/game.py", line 23, in <module>
pygame.display.update()
pygame.error
而我实际上并不知道什么是错的。如果我通常这样做,没有课程,那么我会得到诸如pygame object blabla has no method blablabla
之类的错误,或者类似的东西,我只知道发生了什么。有没有办法解决这个问题,并找到发生了什么?
提前感谢您的帮助!
答案 0 :(得分:5)
你在这里所做的是在正确的轨道上,但它是以错误的方式完成的。你的主要“游戏循环”应该在类本身内部作为方法,而不是在实际循环中从类外部调用东西。以下是您应该做的事情的基本示例。
#Load and initialize Modules here
import pygame
pygame.init()
#Window Information
displayw = 800
displayh = 600
window = pygame.display.set_mode((displayw,displayh))
#Clock
windowclock = pygame.time.Clock()
#Load other things such as images and sound files here
image = pygame.image.load("foo.png").convert #Use conver_alpha() for images with transparency
#Main Class
class MainRun(object):
def __init__(self,displayw,displayh):
self.dw = displayw
self.dh = displayh
self.Main()
def Main(self):
#Put all variables up here
stopped = False
while stopped == False:
window.fill((255,255,255)) #Tuple for filling display... Current is white
#Event Tasking
#Add all your event tasking things here
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
stopped = True
#Add things like player updates here
#Also things like score updates or drawing additional items
#Remember things on top get done first so they will update in the order yours is set at
#Remember to update your clock and display at the end
pygame.display.update()
windowclock.tick(60)
#If you need to reset variables here
#This includes things like score resets
#After your main loop throw in extra things such as a main menu or a pause menu
#Make sure you throw them in your main loop somewhere where they can be activated by the user
#All player classes and object classes should be made outside of the main class and called inside the class
#The end of your code should look something like this
if __name__ == __main__:
MainRun()
主循环将在创建对象MainRun()时调用自身。
如果您需要更多关于对象处理等具体事项的示例,请告诉我,我会看看是否可以为您提供更多信息。
我希望这可以帮助您完成编程并祝您好运。
=========================编辑===================== ===========
在这种情况下,这些特殊操作使它们对象特定。而不是使用一个通用方法来blit你的对象,使每个对象都有自己的功能。这样做是为了允许您为每个对象提供更多选项。代码的一般想法如下......我在这里创建了一个简单的播放器对象。
#Simple player object
class Player(object):
def __init__(self,x,y,image):
self.x = x
self.y = y
self.image = image
#Method to draw object
def draw(self):
window.blit(self.image,(self.x,self.y))
#Method to move object (special input of speedx and speedy)
def move(self,speedx,speedy):
self.x += speedx
self.y += speedy
现在,您可以使用对象的方法...我已经包含了一个事件循环来帮助演示如何使用move函数。只需将此代码添加到您需要的主循环中,您就可以全部设置。
#Creating a player object
player = Player(0,0,playerimage)
#When you want to draw the player object use its draw() method
player.draw()
#Same for moving the player object
#I have included an event loop to show an example
#I used the arrow keys in this case
speedx = 0
speedy = 0
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
speedy = -5
speedx = 0
elif event.key == pygame.K_DOWN:
speedy = 5
speedx = 0
elif event.key == pygame.K_RIGHT:
speedy = 0
speedx = 5
elif event.key == pygame.K_LEFT:
speedy = 0
speedx = -5
elif event.type == pygame.KEYUP:
speedx = 0
speedy = 0
#Now after you event loop in your object updates section do...
player.move(speedx,speedy)
#And be sure to redraw your player
player.draw()
#The same idea goes for other objects such as obstacles or even scrolling backgrounds
请务必在绘图功能中使用相同的显示名称。