每当我尝试在tkinter Toplevel中创建形状时,都会出现此错误消息:
Traceback (most recent call last):
File "C:\Users\tkinter\__init__.py", line 1705, in __call__
return self.func(*args)
File "C:/Users/filea.py", line 183, in nxt_lvl
paddle = Paddle(canvas, 'blue')
File "C:/Users/filea.py", line 125, in __init__
self.id = canvas.create_rectangle(0, 0, 100, 10, fill=color)
AttributeError: 'Toplevel' object has no attribute 'create_rectangle'
这是代码,您只需要关注Ball
类和nxt_lvl
函数:
import random
import time
tk = Tk()
jump_counter = 0
You_win = Label(tk, text="You win!")
class Ball:
def __init__(self, canvas, jumps, paddle, color):
self.canvas = canvas
self.paddle = paddle
self.canvas_height = self.canvas.winfo_height()
print(self.canvas_height)
self.canvas_width = self.canvas.winfo_width()
self.id = canvas.create_oval(10, 10, 25, 25, fill=color)
y = self.id
self.canvas.move(self.id, 245, 100)
self.x = 0
self.y = 25
self.jumps = jumps
self.win = False
self.gravity = 0.1
self.canvas.bind_all('<KeyPress-Up>', self.turn_Up)
self.canvas.bind_all('<KeyRelease-Up>', self.turn_Up_stop)
self.canvas.bind_all('<KeyPress-Left>', self.turn_left)
self.canvas.bind_all('<KeyRelease-Left>', self.turn_left_stop)
self.canvas.bind_all('<KeyPress-Right>', self.turn_right)
self.canvas.bind_all('<KeyRelease-Right>', self.turn_right_stop)
def draw(self):
global jump_counter
paddle_pos = self.canvas.coords(self.paddle.id)
paddle_p2s = self.canvas.coords(self.paddle.id2)
paddle_p3s = self.canvas.coords(self.paddle.id3)
self.canvas.move(self.id, self.x, self.y)
pos = self.canvas.coords(self.id)
self.y += self.gravity
# pos[0] = left side of the Ball
# pos[2] = Right side of the ball
if pos[1] <= 0: # Top of the Ball
You_win.pack()
self.win = True
self.y = 3
if pos[3] >= self.canvas_height: # Bottom of the Ball
jump_counter = 0
self.y = 0
if pos[0] <= 0: # Left Side of the Ball
self.x = 1
if pos[2] >= self.canvas_width: # Right Side of the Ball
self.x = -1
# --------------------------------Hit Collision--------------------------------#
if pos[2] >= paddle_pos[0] and pos[0] <= paddle_pos[2]:
if paddle_pos[1] <= pos[3] <= paddle_pos[3]:
jump_counter = 0
self.y = 0
if pos[2] >= paddle_p2s[0] and pos[0] <= paddle_p2s[2]:
if paddle_p2s[1] <= pos[3] <= paddle_p2s[3]:
jump_counter = 0
self.y = 0
if pos[2] >= paddle_p3s[0] and pos[0] <= paddle_p3s[2]:
if paddle_p3s[1] <= pos[3] <= paddle_p3s[3]:
jump_counter = 0
self.y = 0
if pos[2] <= paddle_pos[2] and pos[0] >= paddle_pos[0]:
if paddle_pos[1] <= pos[1] <= paddle_pos[3]:
self.y = 1
if pos[2] <= paddle_p2s[2] and pos[0] >= paddle_p2s[0]:
if paddle_p2s[1] <= pos[1] <= paddle_p2s[3]:
self.y = 1
if pos[2] <= paddle_p3s[2] and pos[0] >= paddle_p3s[0]:
if paddle_p3s[1] <= pos[1] <= paddle_p3s[3]:
self.y = 1
# If the top of the ball is greater than or equal too paddle's top and if the top of the ball is less than or equal too paddle's bottom
# --------------------------------Hit Collision: End--------------------------------#
def turn_Up(self, evt):
global jump_counter
if jump_counter == self.jumps:
print(jump_counter)
self.y += self.gravity
elif jump_counter != self.jumps:
print('Jump', jump_counter)
jump_counter = jump_counter + 1
self.y = -4
def turn_Up_stop(self, evt):
self.y += self.gravity
def turn_left(self, evt):
self.x = -3
def turn_right(self, evt):
self.x = 3
def turn_left_stop(self, evt):
self.x = self.x
time.sleep(0.005)
self.x = 0
def turn_right_stop(self, evt):
self.x = self.x
time.sleep(0.005)
self.x = 0
class Paddle:
def __init__(self, canvas, color):
pstartsX = [100, 300, 400]
pstartsY = [125, 215, 300]
random.shuffle(pstartsX)
random.shuffle(pstartsY)
self.canvas = canvas
self.id = canvas.create_rectangle(0, 0, 100, 10, fill=color)
self.id2 = canvas.create_rectangle(0, 0, 100, 10, fill=color)
self.id3 = canvas.create_rectangle(0, 0, 100, 10, fill=color)
self.canvas.move(self.id, pstartsX[0], pstartsY[0])
pstartsX.pop(0)
pstartsY.pop(0)
random.shuffle(pstartsX)
random.shuffle(pstartsY)
self.canvas.move(self.id2, pstartsX[0], pstartsY[0])
pstartsX.pop(0)
pstartsY.pop(0)
random.shuffle(pstartsX)
random.shuffle(pstartsY)
self.canvas.move(self.id3, pstartsX[0], pstartsY[0])
pstartsX.pop(0)
pstartsY.pop(0)
random.shuffle(pstartsX)
random.shuffle(pstartsY)
self.y = 0
self.x = 0
self.canvas_width = self.canvas.winfo_width()
def draw(self):
self.canvas.move(self.id, self.x, 0)
pos = self.canvas.coords(self.id)
if pos[0] <= 0:
self.x = 1
elif pos[2] >= self.canvas_width:
self.x = -1
tkwidth = 500
tkheight = 400
tk.title('Level 1')
tk.resizable(0, 0)
tk.wm_attributes("-topmost", 1)
canvas = Canvas(tk, width=tkwidth, height=tkheight, bd=0, highlightthickness=0)
canvas.pack()
tk.update()
paddle = Paddle(canvas, 'blue')
ball = Ball(canvas, 3, paddle, 'green')
print(tkwidth, tkheight)
# width=tkwidth + 100, height=tkheight + 100, bd=0, highlightthickness=0
def nxt_lvl():
global pstartsX
global pstartsY
pstartsX = [100, 300, 400]
pstartsY = [125, 250, 375]
lvl2 = Toplevel(width=tkwidth + 100, height=tkheight + 100, bd=0, highlightthickness=0)
lvl2.title('Level 2')
paddle = Paddle(lvl2, 'blue')
ball = Ball(lvl2, 3, paddle, 'green')
ball.draw()
lvl_2_btn = Button(tk, text="Next Level?", command=nxt_lvl)
while 1:
if not ball.win:
ball.draw()
elif ball.win:
lvl_2_btn.pack()
tk.update_idletasks()
tk.update()
time.sleep(0.01)
答案 0 :(得分:0)
考虑以下代码:
lvl2 = Toplevel(width=tkwidth + 100, height=tkheight + 100, bd=0, highlightthickness=0)
lvl2.title('Level 2')
paddle = Paddle(lvl2, 'blue')
ball = Ball(lvl2, 3, paddle, 'green')
请注意,您正在lvl2
传递给Ball
和Paddle
的地方,他们希望帆布。您需要在Toplevel
内创建画布,并将画布传递到Ball
和Paddle
。
它看起来应该像这样:
lvl2 = Toplevel(width=tkwidth + 100, height=tkheight + 100, bd=0, highlightthickness=0)
lvl2.title('Level 2')
canvas = Canvas(lvl2)
canvas.pack(fill="both", expand=True)
paddle = Paddle(canvas, 'blue')
ball = Ball(canvas, 3, paddle, 'green')