AttributeError:'tuple'对象没有属性'blit'

时间:2019-12-19 01:39:31

标签: python pygame tetris

尝试通过编写一些游戏来学习更多python,只是通过一些youtube教程进行工作。这是从youtube上的俄罗斯方块教程编写的。我已经改变了一切,查看了最终代码,但仍然无法解决此错误。

这是错误

Traceback (most recent call last):
  File "C:/Users/Ellis/PycharmProjects/firstprojectever/what is your name.py", line 418, in <module>
    main_menu(win)
  File "C:/Users/Ellis/PycharmProjects/firstprojectever/what is your name.py", line 407, in main_menu
    draw_text_middle(win, "Press Any Key To Play", 60, (255, 255, 255))
  File "C:/Users/Ellis/PycharmProjects/firstprojectever/what is your name.py", line 209, in draw_text_middle
    surface.blit(label, (top_left_x + play_width / 2 - (label.get_width() / 2), top_left_y + play_height / 2 - label.get_height() / 2))
AttributeError: 'tuple' object has no attribute 'blit'

Process finished with exit code 1

这是我的代码

import pygame
import random

# creating the data structure for pieces
# setting up global vars
# functions
# - create_grid
# - draw_grid
# - draw_window
# - rotating shape in main
# - setting up the main

"""
10 x 20 square grid
shapes: S, Z, I, O, J, L, T
represented in order by 0 - 6
"""

pygame.font.init()

# GLOBALS VARS
s_width = 800
s_height = 700
play_width = 300  # meaning 300 // 10 = 30 width per block
play_height = 600  # meaning 600 // 20 = 20 height per block
block_size = 30

top_left_x = (s_width - play_width) // 2
top_left_y = s_height - play_height

# SHAPE FORMATS

S = [['.....',
      '......',
      '..00..',
      '.00...',
      '.....'],
     ['.....',
      '..0..',
      '..00.',
      '...0.',
      '.....']]

Z = [['.....',
      '.....',
      '.00..',
      '..00.',
      '.....'],
     ['.....',
      '..0..',
      '.00..',
      '.0...',
      '.....']]

I = [['..0..',
      '..0..',
      '..0..',
      '..0..',
      '.....'],
     ['.....',
      '0000.',
      '.....',
      '.....',
      '.....']]

O = [['.....',
      '.....',
      '.00..',
      '.00..',
      '.....']]

J = [['.....',
      '.0...',
      '.000.',
      '.....',
      '.....'],
     ['.....',
      '..00.',
      '..0..',
      '..0..',
      '.....'],
     ['.....',
      '.....',
      '.000.',
      '...0.',
      '.....'],
     ['.....',
      '..0..',
      '..0..',
      '.00..',
      '.....']]

L = [['.....',
      '...0.',
      '.000.',
      '.....',
      '.....'],
     ['.....',
      '..0..',
      '..0..',
      '..00.',
      '.....'],
     ['.....',
      '.....',
      '.000.',
      '.0...',
      '.....'],
     ['.....',
      '.00..',
      '..0..',
      '..0..',
      '.....']]

T = [['.....',
      '..0..',
      '.000.',
      '.....',
      '.....'],
     ['.....',
      '..0..',
      '..00.',
      '..0..',
      '.....'],
     ['.....',
      '.....',
      '.000.',
      '..0..',
      '.....'],
     ['.....',
      '..0..',
      '.00..',
      '..0..',
      '.....']]

shapes = [S, Z, I, O, J, L, T]
shape_colors = [(0, 255, 0), (255, 0, 0), (0, 255, 255), (255, 255, 0), (255, 165, 0), (0, 0, 255), (128, 0, 128)]


# index 0 - 6 represent shape


class Piece(object):
    def __init__(self, x, y, shape):
        self.x = x
        self.y = y
        self.shape = shape
        self.color = shape_colors[shapes.index(shape)]
        self.rotation = 0


def create_grid(locked_positions: object = {}) -> object:
    grid = [[(0, 0, 0) for x in range(10)] for x in range(20)]

    for i in range(len(grid)):
        for j in range(len(grid[i])):
            if (j, i) in locked_positions:
                c = locked_positions[(j, i)]
                grid[i][j] = c

    return grid


def convert_shape_format(shape):
    positions = []
    format = shape.shape[shape.rotation % len(shape.shape)]

    for i, line in enumerate(format):
        row = list(line)
        for j, column in enumerate(row):
            if column == '0':
                positions.append((shape.x + j, shape.y + i))

    for i, pos in enumerate(positions):
        positions[i] = (pos[0] - 2, pos[1] - 4)

    return positions


def valid_space(shape, grid):
    accepted_pos = [[(j, i) for j in range(10) if grid[i][j] == (0, 0, 0)] for i in range(20)]
    accepted_pos = [j for sub in accepted_pos for j in sub]

    formatted = convert_shape_format(shape)

    for pos in formatted:
        if pos not in accepted_pos:
            if pos[1] > -1:
                return False
    return True


def check_lost(positions):
    for pos in positions:
        x, y = pos
        if y < 1:
            return True

    return False


def get_shape():
    return Piece(5, 0, random.choice(shapes))


def draw_text_middle(text, size, color, surface):
    font = pygame.font.SysFont("comicsans", 30, bold=True)
    label = font.render("comicsans", 1, (255,255,255))

    surface.blit(label, (top_left_x + play_width / 2 - (label.get_width() / 2), top_left_y + play_height / 2 - label.get_height() / 2))


def draw_grid(surface, grid):
    sx = top_left_x
    sy = top_left_y

    for i in range(len(grid)):
        pygame.draw.line(surface, (128, 128, 128), (sx, sy + i * block_size), (sx + play_width, sy + i * block_size))
        for j in range(len(grid[i])):
            pygame.draw.line(surface, (128, 128, 128), (sx + j * block_size, sy),
                             (sx + j * block_size, sy + play_height))


def clear_rows(grid, locked):
    inc = 0
    for i in range(len(grid) - 1, -1, -1):
        row = grid[i]
        if (0, 0, 0) not in row:
            inc += i
            ind = i
            for j in range(len(row)):
                try:
                    del locked[(j, i)]
                except:
                    continue

    if inc > 0:
        for key in sorted(list(locked), key=lambda x: x[1])[::-1]:
            x, y = key
            if y < ind:
                newKey = (x, y + inc)
                locked[newKey] = locked.pop(key)

    return inc


def draw_next_shape(shape, surface):
    font = pygame.font.SysFont('Arial', 30)
    label = font.render('Next Shape', 1, (255, 255, 255))

    sx = top_left_x + play_width + 50
    sy = top_left_y + play_height / 2 - 100
    format = shape.shape[shape.rotation % len(shape.shape)]

    for i, line in enumerate(format):
        row = list(line)
        for j, column in enumerate(row):
            if column == '0':
                pygame.draw.rect(surface, shape.color,
                                 (sx + j * block_size, sy + i * block_size, block_size, block_size), 0)

    surface.blit(label, (sx + 10, sy - 30))


def update_score(nscore):
    score = max_scores()
    with open('scores.txt', 'r') as f:
        lines = f.readlines()
        score = lines[0].strip()

    with open('scores.txt', 'w') as f:
        if int(score) > nscore:
            f.write(str(score))
        else:
            f.write(str(nscore))


def max_scores():
    with open('scores.txt', 'r') as f:
        lines = f.readlines()
        score = lines[0].strip()

    return score


def draw_window(surface, grid, score=0, last_score=0):
    surface.fill((0, 0, 0))

    pygame.font.init()
    font = pygame.font.SysFont('comicsans', 60)
    label = font.render('Tetris', 1, (255, 255, 255))

    surface.blit(label, (top_left_x + play_width / 2 - (label.get_width() / 2), 30))

    # current score
    font = pygame.font.SysFont('Arial', 30)
    label = font.render('Score: ' + str(score), 1, (255, 255, 255))

    sx = top_left_x + play_width + 50
    sy = top_left_y + play_height / 2 - 100

    surface.blit(label, (sx + 30, sy + 160))
    # last score

    label = font.render('High Score: ' + last_score, 1, (255, 255, 255))

    sx = top_left_x - 200
    sy = top_left_y + 200

    surface.blit(label, (sx + 30, sy + 160))

    for i in range(len(grid)):
        for j in range(len(grid[i])):
            pygame.draw.rect(surface, grid[i][j],
                             (top_left_x + j * block_size, top_left_y + i * block_size, block_size, block_size), 0)

    pygame.draw.rect(surface, (255, 0, 0), (top_left_x, top_left_y, play_width, play_height), 5)
    draw_grid(surface, grid)
    # pygame.display.update()


def main(win):
    last_score = max_scores()
    locked_positions = {}
    grid = create_grid(locked_positions)

    change_piece = False
    run = True
    current_piece = get_shape()
    next_piece = get_shape()
    clock = pygame.time.Clock()
    fall_time = 0
    fall_speed = 0.27
    level_time = 0
    score = 0

    while run:
        grid = create_grid(locked_positions)
        fall_time += clock.get_rawtime()
        level_time += clock.get_rattime()
        clock.tick()

        if level_time / 1000 > 5:
            if fall_speed > 0.12:
                fall_speed -= 0.005

        if fall_time / 1000 > fall_speed:
            fall_time = 0
            current_piece.y += 1
            if not (valid_space(current_piece, grid)) and current_piece.y > 0:
                current_piece.y - 1
                change_piece = True

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    current_piece.x -= 1
                    if not (valid_space(current_piece, grid)):
                        current_piece.x += 1
                if event.key == pygame.K_RIGHT:
                    current_piece.x += 1
                    if not (valid_space(current_piece, grid)):
                        current_piece.x -= 1
                if event.key == pygame.K_DOWN:
                    current_piece.y += 1
                    if not (valid_space(current_piece, grid)):
                        current_piece.y -= 1
                if event.key == pygame.K_UP:
                    current_piece.rotation += 1
                    if not (valid_space(current_piece, grid)):
                        current_piece.rotation -= 1

        shape_pos = convert_shape_format(current_piece)

        for i in range(len(shape_pos)):
            x, y = shape_pos[i]
            if y > -1:
                grid[y][x] = current_piece.color

        if change_piece:
            for pos in shape_pos:
                p = (pos[0], pos[1])
                locked_positions[p] = current_piece.color
            current_piece = next_piece
            next_piece = get_shape()
            change_piece = False
            score += clear_rows(grid, locked_positions) * 10

        draw_window(win, grid, score, last_score)
        draw_next_shape(next_piece, win)
        pygame.display.update()

        if check_lost(locked_positions):
            draw_text_middle(win, 'BETTER LUCK NEXT TIME GAMER!', 80, (255, 255, 255))
            pygame.display.update()
            pygame.time.delay(1500)
            run = False
            update_score(score)


def main_menu(win):
    run = True
    while run:
        win.fill((0, 0, 0))
        draw_text_middle(win, "Press Any Key To Play", 60, (255, 255, 255))
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
            if event.type == pygame.KEYDOWN:
                main(win)


win = pygame.display.set_mode((s_width, s_height))
pygame.display.set_caption('Tetris')
main_menu(win)

感谢您提供任何反馈意见,不确定是怎么回事。我正在通过基于项目的学习来学习python,所以我还是菜鸟。随意残酷

0 个答案:

没有答案