我正在为这个小项目观看视频,但是遇到了这个错误
Traceback (most recent call last):
File "C:/Users/Dell/Desktop/Pygame/games/pong.py", line 92, in <module>
ball.setx(ball.xcor()+ball.dx)
File "C:\Users\Dell\AppData\Local\Programs\Python\Python37-32\lib\turtle.py", line 1808, in setx
self._goto(Vec2D(x, self._position[1]))
File "C:\Users\Dell\AppData\Local\Programs\Python\Python37-32\lib\turtle.py", line 3158, in _goto
screen._pointlist(self.currentLineItem),
File "C:\Users\Dell\AppData\Local\Programs\Python\Python37-32\lib\turtle.py", line 755, in _pointlist
cl = self.cv.coords(item)
File "<string>", line 1, in coords
File "C:\Users\Dell\AppData\Local\Programs\Python\Python37-32\lib\tkinter\__init__.py", line 2469, in coords
self.tk.call((self._w, 'coords') + args))]
_tkinter.TclError: invalid command name ".!canvas"
当我按下退出按钮以关闭窗口时,会发生这种情况。 该如何解决?
代码如下:
import turtle
wn = turtle.Screen()
wn.title("Pong")
wn.bgcolor('black')
wn.setup(width=800, height=600)
wn.tracer(0)
#Score
score_a = 0
score_b = 0
#paddle A
paddle_a = turtle.Turtle()
paddle_a.speed(0)
paddle_a.shape("square")
paddle_a.color("white")
paddle_a.shapesize(stretch_wid=5, stretch_len = 1)
paddle_a.penup()
paddle_a.goto(-350,0)
#paddle B
paddle_b = turtle.Turtle()
paddle_b.speed(0)
paddle_b.shape("square")
paddle_b.color("white")
paddle_b.shapesize(stretch_wid=5, stretch_len = 1)
paddle_b.penup()
paddle_b.goto(350,0)
#Ball
ball = turtle.Turtle()
ball.speed(0)
ball.shape("circle")
ball.color("white")
ball.penup()
ball.goto(0,0)
ball.dx = 0.5
ball.dy = 0.5
#pen
pen = turtle.Turtle()
pen.speed(0)
pen.color("white")
pen.penup()
pen.hideturtle()
pen.goto(0,260)
pen.write("Player A: 0 Player B: 0", align="center", font=('Courier', 24, "normal"))
#Function
def paddle_a_up():
y = paddle_a.ycor()
y+=20
paddle_a.sety(y)
def paddle_a_down():
y = paddle_a.ycor()
y-=20
paddle_a.sety(y)
def paddle_b_up():
y = paddle_b.ycor()
y+=20
paddle_b.sety(y)
def paddle_b_down():
y = paddle_b.ycor()
y-=20
paddle_b.sety(y)
#Keyboard binding
wn.listen()
wn.onkeypress(paddle_a_up, "w")
wn.onkeypress(paddle_a_down, "s")
wn.onkeypress(paddle_b_up, "Up")
wn.onkeypress(paddle_b_down, "Down")
running = True
#main game loop
while running:
wn.update()
#move the ball
ball.setx(ball.xcor()+ball.dx)
ball.sety(ball.ycor()+ball.dy)
#border
if ball.ycor() > 280:
ball.sety(280)
ball.dy*=-1
if ball.ycor() < -280:
ball.sety(-280)
ball.dy*=-1
if ball.xcor() > 380:
ball.goto(0,0)
ball.dx*=-1
score_a+=1
pen.clear()
pen.write(f"Player A: {score_a} Player B: {score_b}", align="center", font=('Courier', 24, "normal"))
if ball.xcor() < -380:
ball.goto(0,0)
ball.dx*=-1
score_b += 1
pen.clear()
pen.write(f"Player A: {score_a} Player B: {score_b}", align="center", font=('Courier', 24, "normal"))
#colliosion
if (ball.xcor() > 330 and ball.xcor() < 340) and (ball.ycor() < paddle_b.ycor() + 50 and ball.ycor() > paddle_b.ycor() -50):
ball.setx(330)
ball.dx*=-1
if (ball.xcor() < -330 and ball.xcor() > -340) and (ball.ycor() < paddle_a.ycor() + 50 and ball.ycor() > paddle_a.ycor() -50):
ball.setx(-330)
ball.dx*=-1
我读到有关放置.mainloop()方法的信息,但我不知道该把它放在哪里。我非常了解while循环会永远运行并且没有条件可以在此处停止,所以我如何使循环停止?按下退出按钮后,如何告诉python停止循环并退出窗口?
答案 0 :(得分:1)
看起来乌龟正在使用tkinter。在Tk中,有一个名为protocol的方法,您可以使用它来控制某些事件发生时发生的情况,其中一些事件打到红色的“ X”。
为了进行调用,我们需要获取根级别窗口。
放置
canvas = wn.getcanvas()
root = canvas.winfo_toplevel()
会将root设置为您的根窗口。
在这里,您可以使用root.protocol("WM_DELETE_WINDOW", on_close)
调用名为on_close
的函数或任何您想为其命名的函数。
您的功能可能看起来像这样。
def on_close():
global running
running = False
这将使您摆脱循环并关闭程序。
完整代码。
import turtle
wn = turtle.Screen()
canvas = wn.getcanvas()
root = canvas.winfo_toplevel()
wn.title("Pong")
wn.bgcolor('black')
wn.setup(width=800, height=600)
wn.tracer(0)
#Score
score_a = 0
score_b = 0
#paddle A
paddle_a = turtle.Turtle()
paddle_a.speed(0)
paddle_a.shape("square")
paddle_a.color("white")
paddle_a.shapesize(stretch_wid=5, stretch_len = 1)
paddle_a.penup()
paddle_a.goto(-350,0)
#paddle B
paddle_b = turtle.Turtle()
paddle_b.speed(0)
paddle_b.shape("square")
paddle_b.color("white")
paddle_b.shapesize(stretch_wid=5, stretch_len = 1)
paddle_b.penup()
paddle_b.goto(350,0)
#Ball
ball = turtle.Turtle()
ball.speed(0)
ball.shape("circle")
ball.color("white")
ball.penup()
ball.goto(0,0)
ball.dx = 0.5
ball.dy = 0.5
#pen
pen = turtle.Turtle()
pen.speed(0)
pen.color("white")
pen.penup()
pen.hideturtle()
pen.goto(0,260)
pen.write("Player A: 0 Player B: 0", align="center", font=('Courier', 24, "normal"))
#Function
def paddle_a_up():
y = paddle_a.ycor()
y+=20
paddle_a.sety(y)
def paddle_a_down():
y = paddle_a.ycor()
y-=20
paddle_a.sety(y)
def paddle_b_up():
y = paddle_b.ycor()
y+=20
paddle_b.sety(y)
def paddle_b_down():
y = paddle_b.ycor()
y-=20
paddle_b.sety(y)
#Keyboard binding
wn.listen()
wn.onkeypress(paddle_a_up, "w")
wn.onkeypress(paddle_a_down, "s")
wn.onkeypress(paddle_b_up, "Up")
wn.onkeypress(paddle_b_down, "Down")
def on_close():
global running
running = False
root.protocol("WM_DELETE_WINDOW", on_close)
running = True
#main game loop
while running:
wn.update()
#move the ball
ball.setx(ball.xcor()+ball.dx)
ball.sety(ball.ycor()+ball.dy)
#border
if ball.ycor() > 280:
ball.sety(280)
ball.dy*=-1
if ball.ycor() < -280:
ball.sety(-280)
ball.dy*=-1
if ball.xcor() > 380:
ball.goto(0,0)
ball.dx*=-1
score_a+=1
pen.clear()
pen.write(f"Player A: {score_a} Player B: {score_b}", align="center", font=('Courier', 24, "normal"))
if ball.xcor() < -380:
ball.goto(0,0)
ball.dx*=-1
score_b += 1
pen.clear()
pen.write(f"Player A: {score_a} Player B: {score_b}", align="center", font=('Courier', 24, "normal"))
#colliosion
if (ball.xcor() > 330 and ball.xcor() < 340) and (ball.ycor() < paddle_b.ycor() + 50 and ball.ycor() > paddle_b.ycor() -50):
ball.setx(330)
ball.dx*=-1
if (ball.xcor() < -330 and ball.xcor() > -340) and (ball.ycor() < paddle_a.ycor() + 50 and ball.ycor() > paddle_a.ycor() -50):
ball.setx(-330)
ball.dx*=-1
答案 1 :(得分:0)
我们可以从乌龟内部解决此问题,而无需深入了解tkinter的基础。通常,您需要遵守规则。具体来说,没有while running:
也称为while True:
。 Turtle是一个基于事件的环境,您不会让事件得到正确处理,从而导致错误消息。
我们需要一个while
事件来代替ontimer()
循环:
from turtle import Screen, Turtle
FONT = ('Courier', 24, 'normal')
# Score
score_a = 0
score_b = 0
# Function
def paddle_a_up():
paddle_a.sety(paddle_a.ycor() + 20)
def paddle_a_down():
paddle_a.sety(paddle_a.ycor() - 20)
def paddle_b_up():
paddle_b.sety(paddle_b.ycor() + 20)
def paddle_b_down():
paddle_b.sety(paddle_b.ycor() - 20)
def single_step():
global score_a, score_b
# move the ball
ball.setposition(ball.xcor() + ball.dx, ball.ycor() + ball.dy)
# border
if ball.ycor() > 280:
ball.sety(280)
ball.dy *= -1
elif ball.ycor() < -280:
ball.sety(-280)
ball.dy *= -1
if ball.xcor() > 380:
ball.goto(0, 0)
ball.dx *= -1
score_a += 1
pen.clear()
pen.write(f"Player A: {score_a} Player B: {score_b}", align='center', font=FONT)
if ball.xcor() < -380:
ball.goto(0, 0)
ball.dx *= -1
score_b += 1
pen.clear()
pen.write(f"Player A: {score_a} Player B: {score_b}", align='center', font=FONT)
# collision
if 330 < ball.xcor() < 340 and paddle_b.ycor() - 50 < ball.ycor() < paddle_b.ycor() + 50:
ball.setx(330)
ball.dx *= -1
elif -340 < ball.xcor() < -330 and paddle_a.ycor() - 50 < ball.ycor() < paddle_a.ycor() + 50:
ball.setx(-330)
ball.dx *= -1
screen.update()
screen.ontimer(single_step)
screen = Screen()
screen.title('Pong')
screen.bgcolor('black')
screen.setup(width=800, height=600)
screen.tracer(0)
# paddle A
paddle_a = Turtle()
paddle_a.shape('square')
paddle_a.color('white')
paddle_a.shapesize(stretch_wid=5, stretch_len=1)
paddle_a.penup()
paddle_a.setx(-350)
# paddle B
paddle_b = Turtle()
paddle_b.shape('square')
paddle_b.color('white')
paddle_b.shapesize(stretch_wid=5, stretch_len=1)
paddle_b.penup()
paddle_b.setx(350)
# Ball
ball = Turtle()
ball.shape('circle')
ball.color('white')
ball.penup()
ball.dx = 1
ball.dy = 1
# pen
pen = Turtle()
pen.hideturtle()
pen.color('white')
pen.penup()
pen.sety(260)
pen.write("Player A: 0 Player B: 0", align='center', font=FONT)
# Keyboard binding
screen.onkeypress(paddle_a_up, 'w')
screen.onkeypress(paddle_a_down, 's')
screen.onkeypress(paddle_b_up, 'Up')
screen.onkeypress(paddle_b_down, 'Down')
screen.listen()
single_step()
screen.mainloop()
现在,当您关闭窗口时,该事件将由运行游戏的同一mainloop
事件处理程序处理。