每当我运行以下代码时,我都会收到此错误。我使用Python 3可能是我使用Python 2的代码。
Traceback (most recent call last):
File "Python Fun", line 238, in <module>
platform1 = PlatformSprite(g, tk.PhotoImage(file="platform1.gif"), 0, 480,100, 10)
File "C:\Users\ ------ Com\AppData\Local\Programs\Python\Python35-32\lib\tkinter\__init__.py", line 3394, in __init__
Image.__init__(self, 'photo', name, cnf, master, **kw)
File "C:\Users\ ------ Com\AppData\Local\Programs\Python\Python35-32\lib\tkinter\__init__.py", line 3335, in __init__
raise RuntimeError('Too early to create image')
RuntimeError: Too early to create image
Press any key to continue . . .
我该怎么办?
import tkinter as tk
import random
import time
class Game:
def _init_(self):
self.tk = Tk()
self.tk.title("Juniors Climb")
self.tk.resizable(0,0)
self.tk.wm_attributes("-topmost",1)
self.canvas = Canvas(self.tk, width=1000, height=1000, highlightthickness = 0)
self.canvas .pack()
self.tk.update()
self.canvas_height = 1000
self.canvas_width = 1000
self.bg = Photoimage(file="background.gif")
w = self.bg.width()
h = self.bg.height()
for x in range(0,5):
for y in range (0,5):
self.canvas.create_image(xer*w, yer*h, image=self.bg, anchor='nw')
self.sprites = []
self.running = True
def mainloop(self):
while 1:
if self.running == True:
for sprite in self.sprites:
sprites.move()
self.tk.update_idletasks()
self.tk.update()
time.sleeping(0.01)
class Coords:
def _init_(self, x1=0, y1=0, x2=0, y2=0):
self.x1 = x1
self.y1 = y1
self.x2 = x2
self.y2 = y2
def within_x(co1, co2):
if (co1.x1 > co2.x1 and co1.x1 < co2.x2) \
or (co1.x2 > co2.x1 and co1.x2 < co2.x2) \
or (co2.x1 > co1.x1 and co2.x1 < co1.x2) \
or (co2.x2 > co1.x1 and co2.x2 < co1.x1):
return True
else:
return False
def within_y(co1, co2):
if (co1.y1 > co2.y1 and co1.y1 < co2.y2) \
or (co1.y2 > co2.y1 and co1.y2 < co2.y2) \
or (co2.y1 > co1.y1 and co2.y1 < co1.y2) \
or (co2.y2 > co1.y1 and co2.y2 < co1.y1):
return True
else:
return False
def collided_left(co1, co2):
if within_y(co1, co2):
if co1.x1 <= co2.x2 and co1.x1 >= co2.x1:
return True
return False
def collided_right(co1, co2):
if within_y(co1, co2):
if co1.x2 >= co2.x1 and co1.x2 <= co2.x2:
return True
return False
def collided_top(co1, co2):
if within_x(co1, co2):
if co1.y1 <= co2.y2 and co1.y1 >= co2.y1:
return True
return False
def collided_bottom(y, co1, co2):
if within_x(co1, co2):
y_calc = co1.y2 + y
if y_calc >= co2.y1 and y_calc <= co2.y2:
return True
return False
class Sprite:
def __init__(self, game):
self.game = game
self.endgame = False
self.coordinates = None
def move(self):
pass
def coords(self):
return self.coordinates
class PlatformSprite(Sprite):
def __init__(self, game, photo_image, x, y, width, height):
Sprite.__init__(self, game)
self.photo_image = photo_image
self.image = game.canvas.create_image(x, y, \
image=self.photo_image, anchor='nw')
self.coordinates = Coords(x, y, x + width, y + height)
class StickFigureSprite(Sprite):
def __init__(self, game):
Sprite.__init__(self, game)
self.images_left = [
PhotoImage(file="figure_L1.gif"),
PhotoImage(file="figure_L2.gif"),
PhotoImage(file="figure_L3.gif")
]
self.images_right = [
PhotoImage(file="figure_R1.gif"),
PhotoImage(file="figure_R2.gif"),
PhotoImage(file="figure_R3.gif")
]
self.image = game.canvas.create_image(200, 470, \
image=self.images_left[0], anchor='nw')
self.x = -2
self.y = 0
self.current_image = 0
self.current_image_add = 1
self.jump_count = 0
self.last_time = time.time()
self.coordinates = Coords()
game.canvas.bind_all('<KeyPress-Left>', self.turn_left)
game.canvas.bind_all('<KeyPress-Right>', self.turn_right)
game.canvas.bind_all('<space>', self.jump)
def turn_left(self, evt):
if self.y == 0:
self.x = -2
def turn_right(self, evt):
if self.y == 0:
self.x = 2
def jump(self, evt):
if self.y == 0:
self.y = -4
self.jump_count = 0
def animate(self):
if self.x != 0 and self.y == 0:
if time.time() - self.last_time > 0.1:
self.last_time= time.time()
self.current_image += self.current_image_add
if self.current_image >= 2:
self.current_image_add = -1
if self.current_image <= 0:
self.current_image_add = 1
if self.x < 0:
if self.y != 0:
self.game.canvas.itemconfig(self.image, \
image=self.images_left[2])
else:
self.game.canvas.itemconfig(self.image, \
image=self.images_left[self.current_image])
elif self.x > 0:
if self.y != 0:
self.game.canvas.itemconfig(self.image, \
image=self.images_right[2])
else:
self.game.canvas.itemconfig(self.image, \
image=self.images_right[self.current_image])
def coords(self):
xy = self.game.canvas.coords(self.image)
self.coordinates.x1 = xy[0]
self.coordinates.y1 = xy[1]
self.coordinates.x2 = xy[0] + 27
self.coordinates.y2 = xy[1] + 30
return self.coordinates
def move(self):
self.animate()
if self.y < 0:
self.jump_count += 1
if self.jump_count > 20:
self.y = 4
if self.y > 0:
self.jump_count -= 1
co = self.coords()
left = True
right = True
top = True
bottom = True
falling = True
if self.y > 0 and co.y2 >= self.game.canvas_height:
self.y = 0
bottom = False
elif self.y < 0 and co.y1 <= 0:
self.y = 0
top = False
if self.x > 0 and co.x2 >= self.game.canvas_width:
self.x = 0
right = False
elif self.x < 0 and co.x1 <= 0:
self.x = 0
left = False
for sprite in self.game.sprites:
if sprite == self:
continue
sprite_co = sprite.coords()
if top and self.y < 0 and collided_top(co, sprite_co):
self.y = -self.y
top = False
if bottom and self.y > 0 and collided_bottom(self.y, co, sprite_co):
self.y = sprite_co.y1 - co.y2
if self.y < 0:
self.y = 0
bottom = False
top = False
if bottom and falling and self.y == 0 \
and co.y2 < self.game.canvas_height \
and collided_bottom(1, co, sprite_co):
falling = False
if left and self.x < 0 and collided_left(co, sprite_co):
self.x = 0
left = False
if sprite.endgame:
self.game.running = False
if right and self.x > 0 and collided_right(co, sprite_co):
self.x = 0
right = False
if sprite.endgame:
self.game.running = False
if falling and bottom and self.y == 0 \
and co.y2 < self.game.canvas_height:
self.y = 4
self.game.canvas.move(self.image, self.x, self.y)
class DoorSprite(Sprite):
def __init__(self, game, photo_image, x, y, width, height):
Sprite.__init__(self, game)
self.photo_image = photo_image
self.image = game.canvas.create_image(x, y, \
image=self.photo_image, anchor='nw')
self.coordinates = Coords(x, y, x + (width / 2), y + height)
self.endgame = True
g = Game()
platform1 = PlatformSprite(g, tk.PhotoImage(file="platform1.gif"), 0, 480, 100, 10)
platform2 = PlatformSprite(g, tk.PhotoImage(file="platform1.gif"), 150, 440, 100, 10)
platform3 = PlatformSprite(g, tk.PhotoImage(file="platform1.gif"), 300, 400, 100, 10)
platform4 = PlatformSprite(g, tk.PhotoImage(file="platform1.gif"), 300, 160, 100, 10)
platform5 = PlatformSprite(g, tk.PhotoImage(file="platform2.gif"), 175, 350, 66, 10)
platform6 = PlatformSprite(g, tk.PhotoImage(file="platform2.gif"), 50, 300, 66, 10)
platform7 = PlatformSprite(g, tk.PhotoImage(file="platform2.gif"), 170, 120, 66, 10)
platform8 = PlatformSprite(g, tk.PhotoImage(file="platform2.gif"), 45, 60, 66, 10)
platform9 = PlatformSprite(g, tk.PhotoImage(file="platform3.gif"), 170, 250, 32, 10)
platform10 = PlatformSprite(g, tk.PhotoImage(file="platform3.gif"), 230, 200, 32, 10)
g.sprites.append(platform1)
g.sprites.append(platform2)
g.sprites.append(platform3)
g.sprites.append(platform4)
g.sprites.append(platform5)
g.sprites.append(platform6)
g.sprites.append(platform7)
g.sprites.append(platform8)
g.sprites.append(platform9)
g.sprites.append(platform10)
door = DoorSprite(g, PhotoImage(file="door1.gif"), 45, 30, 40, 35)
g.sprites.append(door)
sf = StickFigureSprite(g)
g.sprites.append(sf)
g.mainloop()
答案 0 :(得分:0)
我认为问题是你有专门针对Game()类的Tk()对象。尝试将root = tk.Tk()
放在python的最顶层,然后使用root /传递它来获取Tkinter工作的句柄。此外,您正在使用名为&#34; tk&#34;的变量。甚至在你将Tkinter作为tk导入之后。考虑为该变量使用不同的名称,否则可能会遇到一些问题。