嗨,我不断从下面的行中收到该错误消息
pygame.one_tile.blit(self.i_list[img_index], pos)
这是来自下面的功能
def create_grid(self, grid_size):
self.grid = [ ]
tile_width = self.surface.get_width() / grid_size
tile_height = self.surface.get_height() / grid_size
# this for loop creates each row in our grid
for i in range(grid_size):
one_row = [ ]
img_index = 0
for j in range(grid_size):
y = i * tile_height
x = j * tile_width
pos = (x,y)
one_tile = Tile(pos, tile_width, tile_height, self.surface)
pygame.one_tile.blit(self.i_list[img_index], pos)
img_index += 1
one_row.append(one_tile)
self.grid.append(one_row)
我正在为内存游戏版本1(该游戏具有8对图像,并且您需要记住哪个图像在哪张卡上并匹配一对)编写代码,但我一直收到该错误消息,但是我没有; t真的不知道该怎么办。任何帮助将不胜感激。谢谢!! 我的完整代码是
import pygame, random
# User-defined functions
def main():
# initialize all pygame modules (some need initialization)
pygame.init()
# create a pygame display window
pygame.display.set_mode((500, 400))
# set the title of the display window
pygame.display.set_caption('A template for graphical games with two moving dots')
# get the display surface
w_surface = pygame.display.get_surface()
# create a game object
game = Game(w_surface)
# start the main game loop by calling the play method on the game object
game.play()
# quit pygame and clean up the pygame window
pygame.quit()
# User-defined classes
class Game:
# An object in this class represents a complete game.
def __init__(self, surface):
# Initialize a Game.
# - self is the Game to initialize
# - surface is the display window surface object
# === objects that are part of every game that we will discuss
self.surface = surface
self.bg_color = pygame.Color('black')
self.FPS = 60
self.game_Clock = pygame.time.Clock()
self.close_clicked = False
self.continue_game = True
# === game specific objects
self.max_frames = 150
self.frame_counter = 0
self.i_list = []
self.images = ["image1.bmp", "image2.bmp", "image3.bmp", "image4.bmp", "image5.bmp", "image6.bmp", "image7.bmp", "image8.bmp"]
for i in self.images:
pygame.image.load(i)
self.i_list.append(i)
self.i_list.append(i)
random.shuffle(self.i_list)
self.create_grid(4)
def create_grid(self, grid_size):
self.grid = [ ]
tile_width = self.surface.get_width() / grid_size
tile_height = self.surface.get_height() / grid_size
# this for loop creates each row in our grid
for i in range(grid_size):
one_row = [ ]
img_index = 0
for j in range(grid_size):
y = i * tile_height
x = j * tile_width
pos = (x,y)
one_tile = Tile(pos, tile_width, tile_height, self.surface)
pygame.one_tile.blit(self.i_list[img_index], pos)
img_index += 1
one_row.append(one_tile)
self.grid.append(one_row)
def play(self):
# Play the game until the player presses the close box.
# - self is the Game that should be continued or not.
while not self.close_clicked: # until player clicks close box
# play frame
self.handle_events()
self.draw()
if self.continue_game:
self.update()
self.decide_continue()
self.game_Clock.tick(self.FPS) # run at most with FPS Frames Per Second
def handle_events(self):
# Handle each user event by changing the game state appropriately.
# - self is the Game whose events will be handled
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
self.close_clicked = True
def draw(self):
# Draw all game objects.
# - self is the Game to draw
self.surface.fill(self.bg_color) # clear the display surface first
for row in self.grid:
for tile in row:
tile.draw()
pygame.display.update()
def update(self):
# Update the game objects for the next frame.
# - self is the Game to update
pass
def decide_continue(self):
# Check and remember if the game should continue
# - self is the Game to check
return True
class Tile:
# A tile represents one location on a grid. Tiles hold content
# (in this case, an X or an O).
def __init__(self, screen_position, width, height, surface):
# initialize one instance of our Tile class. Tiles represent
# one 'position' in our tic-tac-toe board.
# - self: the tile being initialized
# - screen_position: the [x, y] coordinates to draw the tile at
# - surface: the surface on which to draw the tile
# - height: the height of the tile when it is drawn
# - width: the width of the tile when it is drawn
self.screen_position = screen_position
self.surface = surface
self.content = ''
self.height = height
self.width = width
def draw(self):
# draw the contents of a tile to its surface.
tile_boundary = pygame.Rect(self.screen_position[0],
self.screen_position[1],
self.width,
self.height)
pygame.draw.rect(self.surface, pygame.Color("white"), tile_boundary, 2)
main()
答案 0 :(得分:1)
我建议向类.image
中添加一个.visible
属性和一个Tile
属性。每个图块都知道关联的图像,并具有一个状态(如果图块中的图像可见)
class Tile:
# A tile represents one location on a grid. Tiles hold content
# (in this case, an X or an O).
def __init__(self, screen_position, width, height, surface, image):
# initialize one instance of our Tile class. Tiles represent
# one 'position' in our tic-tac-toe board.
# - self: the tile being initialized
# - screen_position: the [x, y] coordinates to draw the tile at
# - surface: the surface on which to draw the tile
# - height: the height of the tile when it is drawn
# - width: the width of the tile when it is drawn
self.screen_position = screen_position
self.surface = surface
self.content = ''
self.height = height
self.width = width
self.image = image
self.visible = False
def show(self, visible):
self.visible = visible
def draw(self):
# draw the contents of a tile to its surface.
tile_boundary = pygame.Rect(self.screen_position[0],
self.screen_position[1],
self.width,
self.height)
pygame.draw.rect(self.surface, pygame.Color("white"), tile_boundary, 2)
if self.visible:
img_rect = self.image.get_rect(center = tile_boundary.center)
self.surface.blit(self.image, img_rect.topleft)
要创建图像列表,您必须加载图像。 pygame.image.load
的返回值是一个pygame.Surface
对象,可以附加到i_list
:
self.i_list = []
self.images = ["image1.bmp", "image2.bmp", "image3.bmp", "image4.bmp", "image5.bmp", "image6.bmp", "image7.bmp", "image8.bmp"]
for imgname in self.images:
img = pygame.image.load(imgname)
self.i_list.append(img)
random.shuffle(self.i_list)
将图像传递给Tile
的构造函数:
for i in range(grid_size):
one_row = [ ]
img_index = 0
for j in range(grid_size):
pos = (j * tile_width, i * tile_height)
one_tile = Tile(pos, tile_width, tile_height, self.surface, self.i_list[img_index])
img_index += 1
one_row.append(one_tile)
self.grid.append(one_row)
请注意,出于调试原因,您可以将所有图像的所有状态视为“可见”(self.visible = True
的构造函数中的Tiles
)。