我在下面一行中导入了csv格式文件。
import glob
import pygame
import os
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (100, 40)
class Man(pygame.sprite.Sprite):
# just taking random image to get height and width after trans scale to be able to crop later (see lines 23/36)
idle_images_list = glob.glob(r"C:\Users\aviro\Desktop\מחשבים\python projects\platform game\animation\fighter\PNG\PNG Sequences\Firing"+'\*')
random_image = pygame.image.load(idle_images_list[0])
new_img_width = int(random_image.get_width()/2.5)
new_img_height = int(random_image.get_height()/2.5)
random_image_after_crop = random_image.subsurface((70, 35, new_img_width-125, new_img_height-45))
# to be able to use needed images indexes
# getting idle animations list
right_idle_list = []
left_idle_list = []
for images in idle_images_list:
img = pygame.image.load(images)
wid = img.get_width()
hei = img.get_height()
img = pygame.transform.scale(img, (int(wid/2.5), int(hei/2.5)))
img = img.subsurface((70, 35, new_img_width-125, new_img_height-45))
right_idle_list.append(img)
left_idle_list.append(pygame.transform.flip(img, True, False))
# getting movement animations list
walk_animation_list = glob.glob(r"C:\Users\aviro\Desktop\מחשבים\python projects\platform game\animation\fighter\PNG\PNG Sequences\Run Firing"+'\*')
walk_right_list = []
walk_left_list = []
for files in walk_animation_list: # setting the animation list
img = pygame.image.load(files)
wid = img.get_width()
hei = img.get_height()
img = pygame.transform.scale(img, (int(wid/2.5), int(hei/2.5))) # chaging scale
img = img.subsurface((70, 35, new_img_width-125, new_img_height-45))
walk_right_list.append(img)
walk_left_list.append(pygame.transform.flip(img, True, False)) # mirror list
def __init__(self, x, y,):
super(Man, self).__init__()
self.walk_left_list = Man.walk_left_list
self.walk_right_list = Man.walk_right_list
self.width = Man.new_img_width
self.height = Man.new_img_height
self.hitbox = (x+55, y+35, self.width-125, self.height-45) # nothing special on those num, just Trial and error
self.rect = Man.random_image_after_crop.get_rect()
self.rect.x = x
self.rect.y = y
def game_redraw(): # print things in end for main loop
global right
global left
screen.blit(bg_image, (0, 0))
if right:
screen.blit(man.walk_right_list[frame_count//3], (man.rect.x, man.rect.y))
elif left:
screen.blit(man.walk_left_list[frame_count//3], (man.rect.x, man.rect.y))
else:
if last_action == "right":
screen.blit(man.right_idle_list[frame_count//13], (man.rect.x, man.rect.y))
if last_action == "left":
screen.blit(man.left_idle_list[frame_count//13], (man.rect.x, man.rect.y))
else: # just for the first move
screen.blit(man.right_idle_list[frame_count//13], (man.rect.x, man.rect.y))
pygame.draw.rect(screen, RED, man.rect, 4)
pygame.display.flip()
right = False
left = False
def input_process(key):
global right
global left
global last_action
global man
global frame_count
global is_jump
global neg
global jump_count
#
if is_jump:
if jump_count >= -10: # check if jumping
if jump_count < 0:
neg = -1
man.rect.y -= (jump_count ** 2) * neg * 0.5
jump_count -= 1
else:
neg = 1
is_jump = False
#
if key[pygame.K_RIGHT] and man.rect.right + speed < w:
if left:
frame_count = 0
right = True
left = False
last_action = "right"
man.rect.x += speed
#
if key[pygame.K_LEFT] and man.rect.left + speed > 0:
if right:
frame_count = 0
right = False
left = True
last_action = "left"
man.rect.x -= speed
#
if not is_jump:
if key[pygame.K_UP]:
jump_count = 10
is_jump = True
w = 1728
h = 972
pygame.init()
RED = (255, 0, 0)
images_folder = r'C:\Users\aviro\Desktop\מחשבים\python projects\platform game\images'+'\\'
bg_image = images_folder+"background.png" # setting background image
ground_height = h-143 # the high of the image ground
man = Man(200, ground_height)
man.rect.bottom = ground_height
clock = pygame.time.Clock()
Refresh_Rate = 54
speed = 5
right = False
left = False
frame_count = 0
finish = False
last_action = ""
# jumping ver
is_jump = False
jump_count = 10
neg = 1
#
screen = pygame.display.set_mode((w, h))
bg_image = pygame.image.load(bg_image).convert() # can do convert only after setting surface.
# main loop
while not finish:
if frame_count >= 51:
frame_count = 0
for events in pygame.event.get():
if events.type == pygame.QUIT:
finish = True
key = pygame.key.get_pressed()
input_process(key)
game_redraw()
frame_count += 1
clock.tick(Refresh_Rate)
根据Microsoft文档here,如果FieldInfo是定界的,则不必按任何顺序排列。
列说明符可以按任何顺序排列。如果没有专栏 输入数据中特定列的说明符,该列为 解析为“常规”设置。
无论我在第一个参数 Workbooks.OpenText Filename:=sPath, DataType:=xlDelimited, Comma:=True, FieldInfo:=Array(Array(18, 5), Array(19, 5)), Local:=True
中输入什么内容,excel似乎都将第一个数组视为第一列,将第二个数组视为第二列。因此,要到达第18和19列,我必须做到这一点,这并不好:
Array(Array(x, 5), Array(y, 5))
csv文件样本数据:
Workbooks.OpenText Filename:=sPath, DataType:=xlDelimited, Comma:=True, _
FieldInfo:=Array(Array(1, 1), _
Array(2, 1), _
Array(3, 1), _
Array(4, 1), _
Array(5, 1), _
Array(6, 1), _
Array(7, 1), _
Array(8, 1), _
Array(9, 1), _
Array(10, 1), _
Array(11, 1), _
Array(12, 1), _
Array(13, 1), _
Array(14, 1), _
Array(15, 1), _
Array(16, 1), _
Array(17, 1), _
Array(18, 5), _
Array(19, 5)), _
Local:=True
答案 0 :(得分:2)
我能够使用.txt
文件并使用Tab=True
重现此问题:
Workbooks.OpenText Filename:=Path & "Testfile.txt", DataType:=xlDelimited, Tab:=True, FieldInfo:=Array(Array(18, 9), Array(19, 9)), Local:=True
通过使用值9(xlSkipColumn
),我尝试省略第18列和第19列,但第1列和第2列被跳过(Test1
和Test2
):
documentation明确指出“列说明符可以按任何顺序排列”,但这似乎是不正确的。第一个数组的第一个元素将始终为列1,第二个数组的第一个元素将始终为列2,并且在对所有数组进行迭代之后,其余的列将使用“常规”设置进行解析。
IMO,这对我来说似乎是个错误。如果不是错误,则说明文档非常混乱,需要重新编写。
答案 1 :(得分:2)
这确实看起来像是个错误,或者说明文件具有误导性。一种避免丑陋代码的解决方法是在不定界的情况下导入文本文件,并使用TextToColumns
对其进行拆分。这样的事情(奇怪的是似乎起作用了):
Workbooks.OpenText Filename:=sPath, DataType:=xlDelimited, Comma:=False
Columns("A:A").TextToColumns Destination:=Range("A1"), _
DataType:=xlDelimited, _
TextQualifier:=xlDoubleQuote, _
ConsecutiveDelimiter:=False, _
FieldInfo:=Array(Array(18, 4), Array(19, 4))