嗨,这是我在任何论坛上发表的第一篇文章,我通常只是自己浏览并解决挑战,但我的头脑却因为砸墙而变得非常疼痛。
我非常擅长编程,大约有6个星期的时间来玩我的名字。 我正在使用Linux,使用python3.5。
在尝试减小主模块的大小时,我一直试图将我的课程移到另一个模块而且我已经在某些部分取得了成功
ie:我可以将玩家类放入lib文件夹并在主游戏中散列玩家,并且运行正常,直到我将玩家移动到洞穴或商店,此阶段的游戏崩溃。
我知道这是一个范围问题我从很多阅读中得到,我可以看到其他人有类似的问题,但我只是无法理解解决方案。
我尝试在不同位置使用print(globals())来查找问题以查看是否存在差异,我认为这是由于第一次调用是来自,如果是后卫并且在此内部定义了播放器,但是玩家没有被定义为全局,就像我在主脚本中拥有玩家类一样。
#!/usr/bin/env pyhton
import pygame
from Lib.Colours import *
import random
import os
#imports player class when its in different module
#from Lib.Player import *
# used for importing, when player class is in different module
#from RPGv1_TryModule import *
class Player ( pygame.sprite.Sprite ):
#player class blue print
def __init__(self):
super( Player, self ).__init__()
self.image = pygame.image.load(os.path.join("Data/Images",'player1.png')).convert_alpha()
self.image.get_rect()
#gets players properites and stats
self.set_properites()
self.set_herostats()
#set variable for H and V speed
self.vertical_speed = 0
self.horizontal_speed = 0
#variables for area(map) and if in shop
self.area = 0
self.shop = 0
def set_herostats(self):
#players stats when first created
self.lvl = 1
self.hp = 100
self.maxhp = 100
self.att = [5, 10]
self.defence = 1
self.combatspeed = 1
self.exp = 0
self.maxexp = 100
def set_properites(self):
#gets size of player and sets center point
self.rect = self.image.get_rect()
self.origin_x = self.rect.centerx
self.origin_y = self.rect.centery
#sets movement speed
self.speed = 2
def set_position( self, x, y ):
#tracks players position
self.rect.x = x - self.origin_x
self.rect.y = y - self.origin_y
def set_area(self, area ):
#start positon set by area
self.area = area
self.set_position(area.player_start_x, area.player_start_y)
def update(self, collide = pygame.sprite.Group, interact = pygame.sprite.Group, event=None):
#player movement in x axis
self.rect.x += self.horizontal_speed
collision_list = pygame.sprite.spritecollide(self, collide, False )
# collision detaction and making blocks in passable in x axis
for collided_object in collision_list:
if ( self.horizontal_speed > 0 ):
self.rect.right = collided_object.rect.left
elif ( self.horizontal_speed < 0 ):
self.rect.left = collided_object.rect.right
#player movement in Y axis
self.rect.y += self.vertical_speed
collision_list = pygame.sprite.spritecollide(self, collide, False )
# collision detaction and making blocks in passable in Y axis
for collided_object in collision_list:
if ( self.vertical_speed > 0 ):
self.vertical_speed = 0
self.rect.bottom = collided_object.rect.top
elif ( self.vertical_speed < 0 ):
self.vertical_speed = 0
self.rect.top = collided_object.rect.bottom
#interactive block collision detection
interaction_list = pygame.sprite.spritecollide(self, interact, False )
# interactive block events
for interaction in interaction_list:
print(interaction.name)
self.vertical_speed = 0
self.horizontal_speed = 0
if interaction.name == 'cave1':
change_area(1)
if interaction.name == 'Town':
change_area()
if interaction.name == 'shops':
shopping()
# key commands such as movement keys
if not ( event == None ):
if ( event.type == pygame.KEYDOWN ):
if ( event.key == pygame.K_UP ):
self.vertical_speed += -self.speed
if ( event.key == pygame.K_DOWN ):
self.vertical_speed += self.speed
if ( event.key == pygame.K_LEFT ):
self.horizontal_speed += -self.speed
if ( event.key == pygame.K_RIGHT ):
self.horizontal_speed += self.speed
#key up sets speed back to 0 = player stop moving
if ( event.type == pygame.KEYUP ):
if ( event.key == pygame.K_UP ):
self.vertical_speed = 0
if ( event.key == pygame.K_DOWN ):
self.vertical_speed = 0
if ( event.key == pygame.K_LEFT ):
self.horizontal_speed = 0
if ( event.key == pygame.K_RIGHT ):
self.horizontal_speed = 0
# random battle logic (currently in construction)
#if current_area.areatype == 'Cave':
#0.1% chance to spawn mob while moving
# chance = random.randint(1,1000)
# if chance in range(1,2):
# if self.horizontal_speed != 0 or self.vertical_speed != 0:
# print('SpawnMob')
class Block( pygame.sprite.Sprite ):
#none passable objects blueprint
def __init__( self, x, y, width, height, colour = black ):
super( Block, self ).__init__()
self.image = pygame.Surface( ( width, height ) )
self.image.fill ( colour )
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Interactive_block( pygame.sprite.Sprite ):
#interactive blocks blueprint( interactive event set in player class )
def __init__( self, name, x, y, image ):
super( Interactive_block, self ).__init__()
self.image = pygame.image.load(os.path.join('Data/Images', image ) )
self.name = name
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Area ( object ):
def __init__(self, player_object):
#adding to sprite groups
self.block_list = pygame.sprite.Group()
self.interactiveblock_list = pygame.sprite.Group()
self.player_object = player_object
self.player_start = self.player_start_x, self.player_start_y = \
0, 0
#mob spawn variable
self.areatype = None
#world shift start variable
self.world_shift_x = self.world_shift_y = 0
#camera settings
self.left_viewbox = display_width/2
self.right_viewbox = display_width/2
self.up_viewbox = display_height/2
self.down_viewbox = display_height/2
def shift_world(self, shift_x, shift_y ):
#shifts blocks in area
self.world_shift_x += shift_x
self.world_shift_y += shift_y
for each_object in self.interactiveblock_list:
each_object.rect.x += shift_x
each_object.rect.y += shift_y
for each_object1 in self.block_list:
each_object1.rect.x += shift_x
each_object1.rect.y += shift_y
def run_viewbox(self):
#basic camera to follow player
if ( self.player_object.rect.x <= self.left_viewbox ):
view_difference = self.left_viewbox - self.player_object.rect.x
self.player_object.rect.x = self.left_viewbox
self.shift_world ( view_difference, 0 )
if ( self.player_object.rect.x >= self.right_viewbox ):
view_difference = self.right_viewbox - self.player_object.rect.x
self.player_object.rect.x = self.right_viewbox
self.shift_world ( view_difference, 0 )
if ( self.player_object.rect.y <= self.up_viewbox ):
view_difference = self.up_viewbox - self.player_object.rect.y
self.player_object.rect.y = self.up_viewbox
self.shift_world ( 0, view_difference )
if ( self.player_object.rect.y >= self.down_viewbox ):
view_difference = self.down_viewbox - self.player_object.rect.y
self.player_object.rect.y = self.down_viewbox
self.shift_world ( 0, view_difference )
def update(self):
#update function for areas
window.fill(self.backcolour)
self.block_list.update()
self.interactiveblock_list.update()
def draw(self, window ):
#draw function for areas
self.block_list.draw( window )
self.interactiveblock_list.draw( window )
class Main_town(Area):
#start area
def __init__(self, Player_object ):
super( Main_town, self ).__init__(Player_object)
self.backcolour = green
boarder_colour = water
self.player_start = self.player_start_x, self.player_start_y = \
752, 711
# used for no mob spawn
self.areatype = 'Town'
#none passable objects
boarders = [
[0, 2, 153, 997, boarder_colour ],
[12, 851, 1841, 148, boarder_colour ],
[1669, 0, 185, 988, boarder_colour ],
[0, 0, 1834, 119, boarder_colour ],
[194, 144, 1443, 33, wall ],
[1600, 177, 37, 633, wall ],
[196, 768, 1404, 42, wall ],
[196, 171, 39, 597, wall ],
[504, 408, 29, 362, wall ],
[669, 173, 32, 166, wall ],
[898, 167, 29, 169, wall ],
[1047, 414, 35, 358, wall ],
[1256, 172, 27, 194, wall ],
[1421, 568, 185, 30, wall ],
[1287, 611, 23, 157, wall ],
[1442, 175, 17, 189, wall ],
]
for block in boarders:
block = Block( block[0], block[1], block[2], block[3], block[4] )
self.block_list.add( block )
#list of rough coords for objects, created with basic map editor
#shops coords (371, 688)
#shops coords (323, 248)
#shops coords (548, 249)
#shops coords (809, 260)
#caves coords (1364, 241)
#caves coords (1529, 241)
#caves coords (1503, 692)
#caves coords (1200, 683)
#interactive objects
interactive_block = [
['cave1',1114,236,'Cave.png'],
['shops',240,175,'building.png'],
]
for block in interactive_block:
block = Interactive_block( block[0], block[1], block[2], block[3] )
self.interactiveblock_list.add( block )
class Cave1(Area):
# first cave map ( created with basic map editor )
def __init__(self, Player_object ):
super( Cave1, self ).__init__(Player_object)
self.backcolour = grey
boarder_colour = black
self.player_start = self.player_start_x, self.player_start_y = \
193, 795
# used for mob spawns
self.areatype = 'Cave'
# None passable objects
boarders = [
[0, 1, 159, 998, boarder_colour ],
[148, 848, 1705, 151, boarder_colour ],
[1725, 0, 128, 849, boarder_colour ],
[61, 0, 1665, 81, boarder_colour ],
[256, 641, 45, 214, boarder_colour ],
[261, 77, 41, 197, boarder_colour ],
[257, 366, 51, 115, boarder_colour ],
[302, 421, 314, 33, boarder_colour ],
[285, 643, 291, 33, boarder_colour ],
[550, 672, 25, 58, boarder_colour ],
[428, 198, 40, 226, boarder_colour ],
[583, 75, 36, 346, boarder_colour ],
[610, 418, 268, 39, boarder_colour ],
[583, 442, 46, 129, boarder_colour ],
[560, 714, 285, 17, boarder_colour ],
[824, 567, 30, 151, boarder_colour ],
[832, 701, 20, 68, boarder_colour ],
[963, 291, 62, 566, boarder_colour ],
[720, 222, 303, 70, boarder_colour ],
[1011, 226, 274, 63, boarder_colour ],
[1522, 78, 30, 148, boarder_colour ],
[1551, 193, 53, 33, boarder_colour ],
[1598, 194, 35, 495, boarder_colour ],
[1350, 640, 247, 49, boarder_colour ],
[1148, 448, 64, 311, boarder_colour ],
[1388, 81, 36, 434, boarder_colour ],
]
for block in boarders:
block = Block( block[0], block[1], block[2], block[3], block[4] )
self.block_list.add( block )
# Interactive objects
interactive_block = [
['Town',1668, 98,'Cave.png'],
]
for block in interactive_block:
block = Interactive_block( block[0], block[1], block[2], block[3] )
self.interactiveblock_list.add( block )
def change_area(area=0):
# used to change area's possible improvement here
global current_area
area_list = []
area_list.append( Main_town( Player.player ) )
area_list.append( Cave1( Player.player ) )
current_area_number = area
current_area = area_list[ current_area_number ]
Player.player.set_area( current_area )
# general text template
def text(text, font):
textSurface = font.render(text, True, black)
return textSurface, textSurface.get_rect()
# button template that uses mouse events
def button(msg,x,y,w,h,ic,ac,action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(click)
if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(window, ac,(x,y,w,h))
if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(window, ic,(x,y,w,h))
smallText = pygame.font.SysFont("comicsansms", 18)
textSurf, textRect = text(msg, smallText)
textRect.center = ( (x+(w/2)), (y+(h/2)) )
window.blit(textSurf, textRect)
def shopping():
# .shop used to break while loop
Player.player.shop = 0
shop = True
while ( shop ):
for event in pygame.event.get():
if ( event.type == pygame.QUIT ) or \
( event.type == pygame.KEYDOWN and \
( event.key == pygame.K_ESCAPE ) ):
shop = False
pygame.quit()
if Player.player.shop == 1:
break
# shop interface
window.fill( white )
largeText = pygame.font.SysFont('arial' ,55)
TextSurf, TextRect = text("What would you like to do?", largeText)
TextRect.center = ((display_width/2),(display_height/1.5))
window.blit(TextSurf, TextRect)
#shop buttons
button("Potion Store",display_width*0.16,display_height*0.85,display_width*0.13,display_height*0.09,green,bright_green,potionshop)
button("Return to Town",display_width*0.68,display_height*0.85,display_width*0.13,display_height*0.09,red,bright_red,end_shop)
clock.tick( 15 )
pygame.display.update()
def potionshop():
# .shop used to break while loop
Player.player.shop = 0
shop = True
while ( shop ):
for event in pygame.event.get():
if ( event.type == pygame.QUIT ) or \
( event.type == pygame.KEYDOWN and \
( event.key == pygame.K_ESCAPE ) ):
shop = False
pygame.quit()
if Player.player.shop == 1:
break
# shop interface
window.fill( grey )
largeText = pygame.font.SysFont('arial' ,55)
TextSurf, TextRect = text("Welcome to the potion store", largeText)
TextRect.center = ((display_width/2),(display_height/1.5))
window.blit(TextSurf, TextRect)
#shop buttons
button("Small potion",display_width*0.14,display_height*0.75,display_width*0.13,display_height*0.09,green,bright_green,None)
button("medium potion",display_width*0.28,display_height*0.75,display_width*0.13,display_height*0.09,green,bright_green,None)
button("large potion",display_width*0.42,display_height*0.75,display_width*0.13,display_height*0.09,green,bright_green,None)
button("massive potion",display_width*0.56,display_height*0.75,display_width*0.13,display_height*0.09,green,bright_green,None)
button("Return to Store",display_width*0.70,display_height*0.75,display_width*0.13,display_height*0.09,blue,bright_blue,go_shopping)
button("Return to Town",display_width*0.42,display_height*0.85,display_width*0.13,display_height*0.09,red,bright_red,end_shop)
clock.tick( 15 )
pygame.display.update()
def go_shopping():
# .shop used to break while loop
Player.player.shop = 1
shopping()
def end_shop():
# .shop used to break while loop
Player.player.shop = 1
change_area()
if ( __name__ == "__main__" ):
pygame.init()
boarder = 20
display_size = display_width, display_height = 700, 350
window = pygame.display.set_mode( display_size )
pygame.display.set_caption ( "Battle RPG ")
Player.player = Player()
Player.player.set_herostats()
active_object_list = pygame.sprite.Group()
active_object_list.add( Player.player )
change_area()
clock = pygame.time.Clock()
frames_per_second = 60
running = True
while ( running ):
for event in pygame.event.get():
if ( event.type == pygame.QUIT ) or \
( event.type == pygame.KEYDOWN and \
( event.key == pygame.K_ESCAPE ) ):
running = False
# Update Functions
Player.player.update(current_area.block_list,current_area.interactiveblock_list, event)
event = None
current_area.update()
# Logic Testing
current_area.run_viewbox()
# Draw everything
current_area.draw( window )
active_object_list.draw( window )
# Delay Framerate
clock.tick( frames_per_second )
# Update the screen
pygame.display.update()
pygame.quit()
这里的任何方式都是代码(对不起它很长),我知道这可能是一个状态,我从一个教程中得到了一些我跟着其余的我偶然发现了。你们已经帮助了我很多而不知道几乎所有谷歌搜索,我希望有一个stackoverflow结果。无论如何,我的主要目标是:
然后 2.慢慢删除剩下的代码(希望它会同样的解决方案) 3.摆脱我用于current_area的全局。
感谢阅读并希望解决,我将继续打击墙,直到我破解这一点,并将回复我发现自己的任何解决方案。
答案 0 :(得分:0)
将Player放入名为player.py的文件中,将Block和InteractiveBlock放入名为blocks.py的文件中,将Area填入area.py.在每个导入pygame及其使用的任何类的顶部,因此如果在Area类中使用player,则可以执行return this -> MYMAP
,在这种情况下,您必须编写the_player = payer.Player( )或this -> MYMAP
,在这种情况下你可以写the_player = Player()。
将其余部分放在名为main.py的文件中,然后导入其中的所有内容,播放器,区域和阻止。
你引用它们与其他类一样。
Current_area肯定应该是一个Player类变量。
答案 1 :(得分:0)
interaction_list = pygame.sprite.spritecollide(self, interact, False )
# interactive block events
for interaction in interaction_list:
print(interaction.name)
self.vertical_speed = 0
self.horizontal_speed = 0
if interaction.name == 'cave1':
change_area(player, 1)
if interaction.name == 'Town':
change_area(player)
if interaction.name == 'shops':
shopping(player)
这就是我现在将玩家传递给函数的方式
def shopping(player_object):
# .shop used to break while loop
player = player_object
clock = pygame.time.Clock()
player.shop = 0
shop = True
while ( shop ):
for event in pygame.event.get():
if ( event.type == pygame.QUIT ) or \
( event.type == pygame.KEYDOWN and \
( event.key == pygame.K_ESCAPE ) ):
shop = False
pygame.quit()
if player.shop == 1:
break
这就是函数接收播放器类的方式,从而保持它的定义。现在这可行,因为我打算可能是一个更好的解决方案,但它是一个有效的,我理解。谢谢大家
答案 2 :(得分:0)
我认为错误在于:Player.player
- 播放器是一个类,没有播放器变量。您只需在主体中执行the_player = Player()
或the_player = player.Player()
来实例化一个玩家对象,具体取决于您从播放器模块导入Player类的方式,如上面的答案所示。尽量不要给变量赋予与模块相同的名称。什么是Player_object
?