不用多说了,我创建了一个变量
colour = (int, int, int)
然后我尝试以这种方式通过
self.img = self.my_font.render(self.unit_type, 1, self.colour)
我得到的错误是
Traceback (most recent call last):
File "C:/Users/oricc/PycharmProjects/designAChessboardChallange/display.py", line 137, in <module>
pw1 = Pikeman()
File "C:/Users/oricc/PycharmProjects/designAChessboardChallange/display.py", line 90, in __init__
self.img = self.my_font.render(self.unit_type, 1, self.colour)
TypeError: Invalid foreground RGBA argument
完整的代码如下
import pygame
import sys
from coordinator import coordinator
# Sets up the display
pygame.init()
window_size = (800, 800)
game_window = pygame.display.set_mode(size=window_size)
pygame.display.set_caption('My Game')
# Defines classes and related methods
class WhiteSquare:
def __init__(self):
self.height = int(window_size[0] / 8)
self.width = int(window_size[1] / 8)
self.white_square = pygame.Surface((self.height, self.width))
self.white_square.fill((255, 255, 255))
class BlackSquare:
def __init__(self):
self.height = int(window_size[0] / 8)
self.width = int(window_size[1] / 8)
self.black_square = pygame.Surface((self.height, self.width))
self.black_square.fill((0, 0, 0))
class ChessBoard:
def __init__(self):
self.ws = ws
self.bs = bs
self.white_columns = white_columns
self.black_columns = black_columns
def draw(self):
for w_columns in self.white_columns:
game_window.blit(self.ws.white_square, w_columns)
for b_columns in self.black_columns:
game_window.blit(self.bs.black_square, b_columns)
# class SquareNames:
# letters = ['A', 'B', 'C', 'D', 'E', 'F', 'G', 'H']
# numbers = ['1', '2', '3', '4', '5', '6', '7', '8']
# square_names = []
# for letter in letters:
# for number in numbers:
# square_name = letter + number
# square_names.append(square_name)
# print((square_names))
# # for coordinate in
# # coordinates = (square_name : coordinate)
# TBC..........
# Background for units
class CircleSurface:
def __init__(self):
self.circle_surface = pygame.Surface((100, 100), flags=pygame.SRCALPHA)
pygame.draw.circle(self.circle_surface, (0, 255, 0), (50, 50), 45)
class Unit:
def __init__(self):
self.surface = pygame.Surface((100, 100))
self.my_font = pygame.font.SysFont('Time New Roman', 100)
self.cs = cs
def draw_circle(self, surface):
pygame.draw.circle(self.cs.circle_surface, (0, 255, 0), (200, 200), 50)
surface.blit(self.cs.circle_surface, (200, 200))
class Pikeman(Unit):
unit_type = 'P'
destination = (int, int)
colour = (int, int, int)
def __init__(self):
self.r = int
self.g = int
self.b = int
self.colour = (self.r, self.g, self.b)
super().__init__()
self.img = self.my_font.render(self.unit_type, 1, self.colour)
def set_colour(self, colour):
self.colour = colour
def draw(self, surface):
surface.blit(self.img, self.destination)
class Archer(Unit):
unit_type = 'A'
destination = (525, 525)
def __init__(self):
super().__init__()
self.img = self.my_font.render(self.unit_type, 1, (255, 0, 0))
def draw(self, surface):
surface.blit(self.img, self.destination)
class Knight(Unit):
unit_type = 'K'
destination = (325, 525)
def __init__(self):
super().__init__()
self.img = self.my_font.render(self.unit_type, 1, (255, 0, 0))
def draw(self, surface):
surface.blit(self.img, self.destination)
# Sets and gets the coordinates for black and white squares
coordinator = coordinator()
black_columns = coordinator[2] + coordinator[3]
white_columns = coordinator[0] + coordinator[1]
# Creates needed objects
ws = WhiteSquare()
bs = BlackSquare()
cb = ChessBoard()
cs = CircleSurface()
pw1 = Pikeman()
pw1.destination = (225, 625)
# pw1.colour = (0, 0, 255)
# print('pw1 colour' + str(pw1.colour))
pw1.set_colour((0, 0, 255))
print('colour' + str(pw1.colour))
pw2 = Pikeman()
pw2.destination = (325, 625)
pw3 = Pikeman()
pw3.destination = (425, 625)
pw4 = Pikeman()
pw4.destination = (525, 625)
kw1 = Knight()
kw1.destination = (125, 625)
kw2 = Knight()
kw2.destination = (625, 625)
aw1 = Archer()
aw1.destination = (225, 725)
aw2 = Archer()
aw2.destination = (325, 725)
aw3 = Archer()
aw3.destination = (425, 725)
aw4 = Archer()
aw4.destination = (525, 725)
# Event loop (outer)
while 1:
# Event loop (inner)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# Draws needed objects and updates display
cb.draw()
# Draws white pieces in their initial position
pw1.draw(game_window)
pw1.draw_circle(game_window)
pw2.draw(game_window)
pw2.draw_circle(game_window)
pw3.draw(game_window)
pw3.draw_circle(game_window)
pw4.draw(game_window)
pw4.draw_circle(game_window)
kw1.draw(game_window)
kw1.draw_circle(game_window)
kw2.draw(game_window)
kw2.draw_circle(game_window)
aw1.draw(game_window)
aw1.draw_circle(game_window)
aw2.draw(game_window)
aw2.draw_circle(game_window)
aw3.draw(game_window)
aw3.draw_circle(game_window)
aw4.draw(game_window)
aw4.draw_circle(game_window)
pygame.display.update()
从这段代码以及从我在Pikeman()中创建的所有变量中可以看到,我首先尝试直接设置color变量的值,但是随后我尝试创建一个setter,我无法使其工作。
pw1 = Pikeman()
pw1.destination = (225, 625)
# pw1.colour = (0, 0, 255)
# print('pw1 colour' + str(pw1.colour))
pw1.set_colour((0, 0, 255))
print('colour' + str(pw1.colour))
答案 0 :(得分:2)
对不起,您的假设是错误的。当然,如果更改了self.color
的值,
def set_colour(self, colour): self.colour = colour
然后使用self.colour
绘制的每个对象将使用新的颜色集进行绘制。
可悲的是self.colour
再也没有用于呈现任何东西。注意,在对象的构造函数中使用self.colour
来渲染Solution Stackblitz example:
def __init__(self): # [...] self.colour = (self.r, self.g, self.b) self.img = self.my_font.render(self.unit_type, 1, self.colour)
如果更改用于渲染Surface
(图像)的颜色,则图像不会发生神奇的变化。
更改颜色后,必须再次渲染Surface
:
class Pikeman(Unit):
unit_type = 'P'
destination = (int, int)
colour = (int, int, int)
def __init__(self):
super().__init__()
self.set_colour((0, 0, 0))
def set_colour(self, colour):
self.colour = colour
self.img = self.my_font.render(self.unit_type, 1, self.colour)
def draw(self, surface):
surface.blit(self.img, self.destination)
答案 1 :(得分:0)
问题是初始化rgb变量的类的类型int
。即如果将Alla零赋予初始值,则它将是便捷的类型,因此您需要以不同的方式处理它。
def __init__(self):
self.r = 0
self.g = 0
self.b = 0
self.colour = (self.r, self.g, self.b)
super().__init__()
self.img = self.my_font.render(self.unit_type, 1, self.colour)
我不是说这是解决方案,但这是您的问题。