Python 中的 Pygame

问题描述 投票:0回答:2

在添加第 7 行和第 8 行之前,我的游戏就可以运行。 游戏中发生的情况是,从屏幕上掉下来的红色精灵会击中绿色的主角精灵,游戏就会按照我需要的那样停止。

import pygame
import random

from os import path
img_dir = path.join(path.dirname(__file__),'PNG')

background = pygame.image.load(path.join(img_dir,'Space-Background.png')).convert()
background_rect = background.get_rect()

WIDTH = 480
HEIGHT = 600
FPS = 60

WHITE = (255,255,255)
BLACK = (0,0,0)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)


pygame.init()
pygame.mixer.init()

screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()

class Player(pygame.sprite.Sprite):
    
    def __init__(self):
        
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((50,40))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect()
        self.rect.centerx = WIDTH/2
        self.rect.bottom = HEIGHT-10
        
        self.speedx = 0
        
    def update(self):
        self.speedx = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_LEFT]:
            self.speedx = -5
        if keystate[pygame.K_RIGHT]:
            self.speedx = 5
            
        self.rect.x += self.speedx
        
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0
            
    def shoot(self):
        bullet = Bullet(self.rect.centrex,self.rect.top)
        all_sprites.add(bullet)
        bullets.add(bullet)
            
class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((30,40))
        self.image.fill(RED)
        self.rect = self.image.get_rect()
        
        self.rect.x = random.randrange(0, WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100,-40)
        self.speedy = random.randrange(1,8)
        
    def update(self):
        self.rect.y += self.speedy
        
        if self.rect.top > HEIGHT +10:
            self.rect.x = random.randrange(0, WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100,-40)
            self.speedy = random.randrange(1,8)

class Bullet(pygame.sprite.Sprite):
    def __init__(self,x,y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((10,20))
        self.image.fill(YELLOW)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centrex = x
        self.speedy = -10
    def update(self):
        self.rect.y += self.speedy
        
        if self.rect.bottom < 0:
            self.kill()

# player_img = pygame.image.load(path.join(img_dir,"spaceShips_003.png")).convert()
# bullet_img = pygame.image.load(path.join(img_dir,"spaceMissile_006.png")).convert()
# mob_img = pygame.image.load(path.join(img_dir,"SpaceMeteor_004.png")).convert()

all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()

player = Player()

for i in range(8):
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)
    
all_sprites.add(player)

running = True
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
            
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()
    all_sprites.update()
    
    hits = pygame.sprite.groupcollide(mobs,bullets,True,True)
    for hit in hits:
         m = Mob()
         all_sprites.add(m)

    hits = pygame.sprite.spritecollide(player,mobs,False)
    
    if hits:
        running = False
        
    screen.fill(BLACK)
#    screen.split(background.background_rect)
    all_sprites.draw(screen)
    pygame.display.flip()
        
            
pygame.quit()

添加图像的两行后出现错误消息。我不确定发生了什么,我需要一些帮助来修复它。

>>> %Run trial.py
pygame 2.1.2 (SDL 2.0.18, Python 3.7.9)
Hello from the pygame community. https://www.pygame.org/contribute.html
Traceback (most recent call last):
  File "C:\Users\Mish Mash\Documents\School File\trial.py", line 7, in <module>
    background = pygame.image.load(path.join(img_dir,'Space-Background.png')).convert()
pygame.error: cannot convert without pygame.display initialized
python pygame
2个回答
0
投票

以下错误的含义:

pygame.error: cannot convert without pygame.display initialized
是您尝试使用
pygame.display
convert
方法)
的方法,而没有先初始化
pygame
。要解决此问题,只需将
pygame.init()
移动到导入语句下方即可。

代码

import pygame
import random

from os import path

pygame.init()
pygame.mixer.init()

img_dir = path.join(path.dirname(__file__), 'PNG')

background = pygame.image.load(path.join(img_dir, 'Space-Background.png')).convert()
background_rect = background.get_rect()

WIDTH = 480
HEIGHT = 600
FPS = 60

WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)

screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()


class Player(pygame.sprite.Sprite):

    def __init__(self):

        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((50, 40))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect()
        self.rect.centerx = WIDTH / 2
        self.rect.bottom = HEIGHT - 10

        self.speedx = 0

    def update(self):
        self.speedx = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_LEFT]:
            self.speedx = -5
        if keystate[pygame.K_RIGHT]:
            self.speedx = 5

        self.rect.x += self.speedx

        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0

    def shoot(self):
        bullet = Bullet(self.rect.centrex, self.rect.top)
        all_sprites.add(bullet)
        bullets.add(bullet)


class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((30, 40))
        self.image.fill(RED)
        self.rect = self.image.get_rect()

        self.rect.x = random.randrange(0, WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100, -40)
        self.speedy = random.randrange(1, 8)

    def update(self):
        self.rect.y += self.speedy

        if self.rect.top > HEIGHT + 10:
            self.rect.x = random.randrange(0, WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(1, 8)


class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((10, 20))
        self.image.fill(YELLOW)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centrex = x
        self.speedy = -10

    def update(self):
        self.rect.y += self.speedy

        if self.rect.bottom < 0:
            self.kill()


# player_img = pygame.image.load(path.join(img_dir,"spaceShips_003.png")).convert()
# bullet_img = pygame.image.load(path.join(img_dir,"spaceMissile_006.png")).convert()
# mob_img = pygame.image.load(path.join(img_dir,"SpaceMeteor_004.png")).convert()

all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()

player = Player()

for i in range(8):
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)

all_sprites.add(player)

running = True
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()
    all_sprites.update()

    hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
    for hit in hits:
        m = Mob()
        all_sprites.add(m)

    hits = pygame.sprite.spritecollide(player, mobs, False)

    if hits:
        running = False

    screen.fill(BLACK)
    #    screen.split(background.background_rect)
    all_sprites.draw(screen)
    pygame.display.flip()

pygame.quit()

0
投票

随机导入

AI_Car类(汽车): def init(自身): 超级()。init() self.drive_style = random.choice(['激进', '谨慎'])

def update(self):
    # Randomized decision-making
    if self.driving_style == 'aggressive':
        self.speed += random.uniform(0.05, 0.1)
        if random.random() < 0.1:  # Randomly decide to turn sharply
            self.angle += random.randint(-10, 10)
    else:  # cautious
        self.speed += random.uniform(0.01, 0.05)
        if random.random() < 0.05:  # Rarely turn
            self.angle += random.randint(-5, 5)

    # Simulate an occasional error
    if random.random() < 0.02:  # 2% chance to make a mistake
        self.angle += random.choice([-15, 15])

    # Update position as before
    rad = math.radians(self.angle)
    self.rect.x += self.speed * math.sin(rad)
    self.rect.y -= self.speed * math.cos(rad)

在游戏循环中,实例化AI汽车

ai_car = AI_Car()

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