好的,所以我开始玩 pygame 了。但是我有一个问题。我试图以某种方式增强我的代码,使其有条理,所以我决定在这里使用类。它看起来像这样:
import pygame
from pygame.locals import *
import sys
pygame.init()
class MainWindow:
def __init__(self, width, height):
self.width=width
self.height=height
self.display=pygame.display.set_mode((self.width,self.height))
pygame.display.set_caption("Caption")
def background(self)
img = pygame.image.load("image.png")
self.display.blit(img, (0,0))
mainWindow = MainWindow(800,600)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.exit()
sys.exit()
mainWindow.background()
pygame.display.update()
好的,有效。但是如果我想用白色填充窗口怎么办?然后我必须定义一个方法fill(),它只是self.display.fill(),对吧?有没有一种方法可以正常处理它,而无需在我的类中定义数百个 pygame 已经存在的方法?
还有一件事。如果我使用我的类(class)做了一些事情,但我搞砸了,我总是会收到这个消息:
File "C:/Python35/game.py", line 23, in <module>
pygame.display.update()
pygame.error
其实我也不知道到底哪里出了问题。如果我在没有类的情况下正常执行此操作,则会出现诸如 pygame object blabla has no method blablabla 之类的错误,我只知道发生了什么。有没有办法解决这个问题,并找出发生了什么?
预先感谢您的帮助!
请您参考如下方法:
你在这里做的事情是在正确的轨道上,但是做错了。您的主要“游戏循环”应该作为一种方法在类本身内部,而不是在实际循环中从类外部调用东西。这是您应该做什么的基本示例。
# Load and initialize Modules here
import pygame
pygame.init()
# Window Information
displayw = 800
displayh = 600
window = pygame.display.set_mode((displayw,displayh))
# Clock
windowclock = pygame.time.Clock()
# Load other things such as images and sound files here
image = pygame.image.load("foo.png").convert # Use convert_alpha() for images with transparency
# Main Class
class MainRun(object):
def __init__(self,displayw,displayh):
self.dw = displayw
self.dh = displayh
self.Main()
def Main(self):
#Put all variables up here
stopped = False
while stopped == False:
window.fill((255,255,255)) #Tuple for filling display... Current is white
#Event Tasking
#Add all your event tasking things here
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
stopped = True
#Add things like player updates here
#Also things like score updates or drawing additional items
# Remember things on top get done first so they will update in the order yours is set at
# Remember to update your clock and display at the end
pygame.display.update()
windowclock.tick(60)
# If you need to reset variables here
# This includes things like score resets
# After your main loop throw in extra things such as a main menu or a pause menu
# Make sure you throw them in your main loop somewhere where they can be activated by the user
# All player classes and object classes should be made outside of the main class and called inside the class
#The end of your code should look something like this
if __name__ == __main__:
MainRun()
主循环将在创建对象 MainRun() 时调用自身。
如果您需要更多关于对象处理等特定事物的示例,请告诉我,我会看看是否可以为您提供更多信息。
希望这对您的编程有所帮助,祝您好运。
========================= 编辑 ===================== ===========
在这种情况下,这些特殊操作使它们特定于对象。不要使用一种通用方法来 block 化对象,而是让每个对象都有自己的功能。这样做是为了让您制作的每个对象都有更多选项。代码的总体思路如下...我在这里创建了一个简单的播放器对象。
#Simple player object
class Player(object):
def __init__(self,x,y,image):
self.x = x
self.y = y
self.image = image
#Method to draw object
def draw(self):
window.blit(self.image,(self.x,self.y))
#Method to move object (special input of speedx and speedy)
def move(self,speedx,speedy):
self.x += speedx
self.y += speedy
下面是如何使用该对象的方法...我包含了一个事件循环来帮助展示如何使用移动功能。只需将这段代码添加到您的主循环中需要的地方,一切就绪。
#Creating a player object
player = Player(0,0,playerimage)
#When you want to draw the player object use its draw() method
player.draw()
#Same for moving the player object
#I have included an event loop to show an example
#I used the arrow keys in this case
speedx = 0
speedy = 0
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
speedy = -5
speedx = 0
elif event.key == pygame.K_DOWN:
speedy = 5
speedx = 0
elif event.key == pygame.K_RIGHT:
speedy = 0
speedx = 5
elif event.key == pygame.K_LEFT:
speedy = 0
speedx = -5
elif event.type == pygame.KEYUP:
speedx = 0
speedy = 0
#Now after you event loop in your object updates section do...
player.move(speedx,speedy)
#And be sure to redraw your player
player.draw()
#The same idea goes for other objects such as obstacles or even scrolling backgrounds
请务必在绘图函数中使用与显示相同的显示名称。
