这个问题在这里已有答案:
我有两个文件:sprites.py
和test.py
。在sprites.py
,我做了一个Player
课程。我使用main
将所有内容导入test.py
文件(from player import *
)。
sprites.py
:
import pygame
from test import *
class Player(pygame.sprite.Sprite):
# ...
pass
test.py
:
import pygame
from sprites import *
# ...
all_sprites = pygame.sprite.Group()
player = Player() # <-- line 28, NameError
all_sprites.add(player)
我收到此错误:
Traceback (most recent call last):
File "test.py", line 2, in <module>
from sprites import *
File "C:\Users\Adam\Desktop\PYthon Test\sprites.py", line 2, in <module>
from test import *
File "C:\Users\Adam\Desktop\PYthon Test\test.py", line 28, in <module>
player = Player()
NameError: name 'Player' is not defined
我已经确保我拼写正确的一切。这个错误可能来自哪里?
问题是在from test import *
的sprite.py
- 有循环导入有时会产生问题
我的版本有一些其他修改。
test.朋友
import pygame
from sprites import *
# --- constants --- (UPPER_CASE_NAMES)
WHITE = (255,255,255)
BLACK = (0,0,0)
WIDTH = 900
HEIGHT = 450
# --- main ---
# - init -
pygame.init()
#pygame.mixer.init() # pygame.init() should init mixer too
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption('game')
# - objects -
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
# - mainloop -
clock = pygame.time.Clock()
running = True
while running:
# - events -
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
player.handle_event(event)
# - updates -
all_sprites.update()
# - draw -
screen.fill(WHITE)
all_sprites.draw(screen)
pygame.display.flip()
# - FPS -
clock.tick(30)
# - end -
pygame.quit()
sprites.朋友
import pygame
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
# use Surface to create image
self.image = pygame.Surface([40,40])
#self.image.fill((0,0,0)) # surface is black as default so it don't have to be fill with black
# `group.draw()` needs `self.image` and `self.rect`
self.rect = self.image.get_rect(x=450, y=225)
self.velocity = 9
self.gravitiy = 3
self.speedy = 0
self.speedx = 0
self.on_ground = True
def handle_event(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.speedx = -5
elif event.key == pygame.K_RIGHT:
self.speedx = 5
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
self.speedx = 0
elif event.key == pygame.K_RIGHT:
self.speedx = 0
def update(self):
self.rect.x += self.speedx