【发布时间】:2016-04-27 08:53:32
【问题描述】:
您好,这是我在任何论坛上的第一篇文章,我通常只是浏览并自己解决挑战,但我的头因撞到墙上而变得相当疼痛。
我对编程很陌生,大约有 6 周的时间来玩我的名字。 我正在使用Linux,带有python3.5。
在尝试减小我的主模块的大小时遇到了麻烦,我一直在尝试将我的课程删除到不同的模块,并且我在某些方面取得了成功
ie:我可以将播放器类放入lib文件夹并在main中hash出播放器,它运行良好,直到我将播放器移动到洞穴或商店,这个阶段的游戏崩溃了。
我知道这是我从大量阅读中遇到的范围问题,我可以看到其他人也遇到过类似的问题,但我就是无法理解/理解解决方案。
我尝试在不同的位置使用 print(globals()) 来定位问题以查看是否存在差异,我认为这是由于第一次调用来自 if guard 并且在 this 中定义了播放器,但是player 没有像我在主脚本中有播放器类时那样定义为全局。
#!/usr/bin/env pyhton
import pygame
from Lib.Colours import *
import random
import os
#imports player class when its in different module
#from Lib.Player import *
# used for importing, when player class is in different module
#from RPGv1_TryModule import *
class Player ( pygame.sprite.Sprite ):
#player class blue print
def __init__(self):
super( Player, self ).__init__()
self.image = pygame.image.load(os.path.join("Data/Images",'player1.png')).convert_alpha()
self.image.get_rect()
#gets players properites and stats
self.set_properites()
self.set_herostats()
#set variable for H and V speed
self.vertical_speed = 0
self.horizontal_speed = 0
#variables for area(map) and if in shop
self.area = 0
self.shop = 0
def set_herostats(self):
#players stats when first created
self.lvl = 1
self.hp = 100
self.maxhp = 100
self.att = [5, 10]
self.defence = 1
self.combatspeed = 1
self.exp = 0
self.maxexp = 100
def set_properites(self):
#gets size of player and sets center point
self.rect = self.image.get_rect()
self.origin_x = self.rect.centerx
self.origin_y = self.rect.centery
#sets movement speed
self.speed = 2
def set_position( self, x, y ):
#tracks players position
self.rect.x = x - self.origin_x
self.rect.y = y - self.origin_y
def set_area(self, area ):
#start positon set by area
self.area = area
self.set_position(area.player_start_x, area.player_start_y)
def update(self, collide = pygame.sprite.Group, interact = pygame.sprite.Group, event=None):
#player movement in x axis
self.rect.x += self.horizontal_speed
collision_list = pygame.sprite.spritecollide(self, collide, False )
# collision detaction and making blocks in passable in x axis
for collided_object in collision_list:
if ( self.horizontal_speed > 0 ):
self.rect.right = collided_object.rect.left
elif ( self.horizontal_speed < 0 ):
self.rect.left = collided_object.rect.right
#player movement in Y axis
self.rect.y += self.vertical_speed
collision_list = pygame.sprite.spritecollide(self, collide, False )
# collision detaction and making blocks in passable in Y axis
for collided_object in collision_list:
if ( self.vertical_speed > 0 ):
self.vertical_speed = 0
self.rect.bottom = collided_object.rect.top
elif ( self.vertical_speed < 0 ):
self.vertical_speed = 0
self.rect.top = collided_object.rect.bottom
#interactive block collision detection
interaction_list = pygame.sprite.spritecollide(self, interact, False )
# interactive block events
for interaction in interaction_list:
print(interaction.name)
self.vertical_speed = 0
self.horizontal_speed = 0
if interaction.name == 'cave1':
change_area(1)
if interaction.name == 'Town':
change_area()
if interaction.name == 'shops':
shopping()
# key commands such as movement keys
if not ( event == None ):
if ( event.type == pygame.KEYDOWN ):
if ( event.key == pygame.K_UP ):
self.vertical_speed += -self.speed
if ( event.key == pygame.K_DOWN ):
self.vertical_speed += self.speed
if ( event.key == pygame.K_LEFT ):
self.horizontal_speed += -self.speed
if ( event.key == pygame.K_RIGHT ):
self.horizontal_speed += self.speed
#key up sets speed back to 0 = player stop moving
if ( event.type == pygame.KEYUP ):
if ( event.key == pygame.K_UP ):
self.vertical_speed = 0
if ( event.key == pygame.K_DOWN ):
self.vertical_speed = 0
if ( event.key == pygame.K_LEFT ):
self.horizontal_speed = 0
if ( event.key == pygame.K_RIGHT ):
self.horizontal_speed = 0
# random battle logic (currently in construction)
#if current_area.areatype == 'Cave':
#0.1% chance to spawn mob while moving
# chance = random.randint(1,1000)
# if chance in range(1,2):
# if self.horizontal_speed != 0 or self.vertical_speed != 0:
# print('SpawnMob')
class Block( pygame.sprite.Sprite ):
#none passable objects blueprint
def __init__( self, x, y, width, height, colour = black ):
super( Block, self ).__init__()
self.image = pygame.Surface( ( width, height ) )
self.image.fill ( colour )
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Interactive_block( pygame.sprite.Sprite ):
#interactive blocks blueprint( interactive event set in player class )
def __init__( self, name, x, y, image ):
super( Interactive_block, self ).__init__()
self.image = pygame.image.load(os.path.join('Data/Images', image ) )
self.name = name
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Area ( object ):
def __init__(self, player_object):
#adding to sprite groups
self.block_list = pygame.sprite.Group()
self.interactiveblock_list = pygame.sprite.Group()
self.player_object = player_object
self.player_start = self.player_start_x, self.player_start_y = \
0, 0
#mob spawn variable
self.areatype = None
#world shift start variable
self.world_shift_x = self.world_shift_y = 0
#camera settings
self.left_viewbox = display_width/2
self.right_viewbox = display_width/2
self.up_viewbox = display_height/2
self.down_viewbox = display_height/2
def shift_world(self, shift_x, shift_y ):
#shifts blocks in area
self.world_shift_x += shift_x
self.world_shift_y += shift_y
for each_object in self.interactiveblock_list:
each_object.rect.x += shift_x
each_object.rect.y += shift_y
for each_object1 in self.block_list:
each_object1.rect.x += shift_x
each_object1.rect.y += shift_y
def run_viewbox(self):
#basic camera to follow player
if ( self.player_object.rect.x <= self.left_viewbox ):
view_difference = self.left_viewbox - self.player_object.rect.x
self.player_object.rect.x = self.left_viewbox
self.shift_world ( view_difference, 0 )
if ( self.player_object.rect.x >= self.right_viewbox ):
view_difference = self.right_viewbox - self.player_object.rect.x
self.player_object.rect.x = self.right_viewbox
self.shift_world ( view_difference, 0 )
if ( self.player_object.rect.y <= self.up_viewbox ):
view_difference = self.up_viewbox - self.player_object.rect.y
self.player_object.rect.y = self.up_viewbox
self.shift_world ( 0, view_difference )
if ( self.player_object.rect.y >= self.down_viewbox ):
view_difference = self.down_viewbox - self.player_object.rect.y
self.player_object.rect.y = self.down_viewbox
self.shift_world ( 0, view_difference )
def update(self):
#update function for areas
window.fill(self.backcolour)
self.block_list.update()
self.interactiveblock_list.update()
def draw(self, window ):
#draw function for areas
self.block_list.draw( window )
self.interactiveblock_list.draw( window )
class Main_town(Area):
#start area
def __init__(self, Player_object ):
super( Main_town, self ).__init__(Player_object)
self.backcolour = green
boarder_colour = water
self.player_start = self.player_start_x, self.player_start_y = \
752, 711
# used for no mob spawn
self.areatype = 'Town'
#none passable objects
boarders = [
[0, 2, 153, 997, boarder_colour ],
[12, 851, 1841, 148, boarder_colour ],
[1669, 0, 185, 988, boarder_colour ],
[0, 0, 1834, 119, boarder_colour ],
[194, 144, 1443, 33, wall ],
[1600, 177, 37, 633, wall ],
[196, 768, 1404, 42, wall ],
[196, 171, 39, 597, wall ],
[504, 408, 29, 362, wall ],
[669, 173, 32, 166, wall ],
[898, 167, 29, 169, wall ],
[1047, 414, 35, 358, wall ],
[1256, 172, 27, 194, wall ],
[1421, 568, 185, 30, wall ],
[1287, 611, 23, 157, wall ],
[1442, 175, 17, 189, wall ],
]
for block in boarders:
block = Block( block[0], block[1], block[2], block[3], block[4] )
self.block_list.add( block )
#list of rough coords for objects, created with basic map editor
#shops coords (371, 688)
#shops coords (323, 248)
#shops coords (548, 249)
#shops coords (809, 260)
#caves coords (1364, 241)
#caves coords (1529, 241)
#caves coords (1503, 692)
#caves coords (1200, 683)
#interactive objects
interactive_block = [
['cave1',1114,236,'Cave.png'],
['shops',240,175,'building.png'],
]
for block in interactive_block:
block = Interactive_block( block[0], block[1], block[2], block[3] )
self.interactiveblock_list.add( block )
class Cave1(Area):
# first cave map ( created with basic map editor )
def __init__(self, Player_object ):
super( Cave1, self ).__init__(Player_object)
self.backcolour = grey
boarder_colour = black
self.player_start = self.player_start_x, self.player_start_y = \
193, 795
# used for mob spawns
self.areatype = 'Cave'
# None passable objects
boarders = [
[0, 1, 159, 998, boarder_colour ],
[148, 848, 1705, 151, boarder_colour ],
[1725, 0, 128, 849, boarder_colour ],
[61, 0, 1665, 81, boarder_colour ],
[256, 641, 45, 214, boarder_colour ],
[261, 77, 41, 197, boarder_colour ],
[257, 366, 51, 115, boarder_colour ],
[302, 421, 314, 33, boarder_colour ],
[285, 643, 291, 33, boarder_colour ],
[550, 672, 25, 58, boarder_colour ],
[428, 198, 40, 226, boarder_colour ],
[583, 75, 36, 346, boarder_colour ],
[610, 418, 268, 39, boarder_colour ],
[583, 442, 46, 129, boarder_colour ],
[560, 714, 285, 17, boarder_colour ],
[824, 567, 30, 151, boarder_colour ],
[832, 701, 20, 68, boarder_colour ],
[963, 291, 62, 566, boarder_colour ],
[720, 222, 303, 70, boarder_colour ],
[1011, 226, 274, 63, boarder_colour ],
[1522, 78, 30, 148, boarder_colour ],
[1551, 193, 53, 33, boarder_colour ],
[1598, 194, 35, 495, boarder_colour ],
[1350, 640, 247, 49, boarder_colour ],
[1148, 448, 64, 311, boarder_colour ],
[1388, 81, 36, 434, boarder_colour ],
]
for block in boarders:
block = Block( block[0], block[1], block[2], block[3], block[4] )
self.block_list.add( block )
# Interactive objects
interactive_block = [
['Town',1668, 98,'Cave.png'],
]
for block in interactive_block:
block = Interactive_block( block[0], block[1], block[2], block[3] )
self.interactiveblock_list.add( block )
def change_area(area=0):
# used to change area's possible improvement here
global current_area
area_list = []
area_list.append( Main_town( Player.player ) )
area_list.append( Cave1( Player.player ) )
current_area_number = area
current_area = area_list[ current_area_number ]
Player.player.set_area( current_area )
# general text template
def text(text, font):
textSurface = font.render(text, True, black)
return textSurface, textSurface.get_rect()
# button template that uses mouse events
def button(msg,x,y,w,h,ic,ac,action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(click)
if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(window, ac,(x,y,w,h))
if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(window, ic,(x,y,w,h))
smallText = pygame.font.SysFont("comicsansms", 18)
textSurf, textRect = text(msg, smallText)
textRect.center = ( (x+(w/2)), (y+(h/2)) )
window.blit(textSurf, textRect)
def shopping():
# .shop used to break while loop
Player.player.shop = 0
shop = True
while ( shop ):
for event in pygame.event.get():
if ( event.type == pygame.QUIT ) or \
( event.type == pygame.KEYDOWN and \
( event.key == pygame.K_ESCAPE ) ):
shop = False
pygame.quit()
if Player.player.shop == 1:
break
# shop interface
window.fill( white )
largeText = pygame.font.SysFont('arial' ,55)
TextSurf, TextRect = text("What would you like to do?", largeText)
TextRect.center = ((display_width/2),(display_height/1.5))
window.blit(TextSurf, TextRect)
#shop buttons
button("Potion Store",display_width*0.16,display_height*0.85,display_width*0.13,display_height*0.09,green,bright_green,potionshop)
button("Return to Town",display_width*0.68,display_height*0.85,display_width*0.13,display_height*0.09,red,bright_red,end_shop)
clock.tick( 15 )
pygame.display.update()
def potionshop():
# .shop used to break while loop
Player.player.shop = 0
shop = True
while ( shop ):
for event in pygame.event.get():
if ( event.type == pygame.QUIT ) or \
( event.type == pygame.KEYDOWN and \
( event.key == pygame.K_ESCAPE ) ):
shop = False
pygame.quit()
if Player.player.shop == 1:
break
# shop interface
window.fill( grey )
largeText = pygame.font.SysFont('arial' ,55)
TextSurf, TextRect = text("Welcome to the potion store", largeText)
TextRect.center = ((display_width/2),(display_height/1.5))
window.blit(TextSurf, TextRect)
#shop buttons
button("Small potion",display_width*0.14,display_height*0.75,display_width*0.13,display_height*0.09,green,bright_green,None)
button("medium potion",display_width*0.28,display_height*0.75,display_width*0.13,display_height*0.09,green,bright_green,None)
button("large potion",display_width*0.42,display_height*0.75,display_width*0.13,display_height*0.09,green,bright_green,None)
button("massive potion",display_width*0.56,display_height*0.75,display_width*0.13,display_height*0.09,green,bright_green,None)
button("Return to Store",display_width*0.70,display_height*0.75,display_width*0.13,display_height*0.09,blue,bright_blue,go_shopping)
button("Return to Town",display_width*0.42,display_height*0.85,display_width*0.13,display_height*0.09,red,bright_red,end_shop)
clock.tick( 15 )
pygame.display.update()
def go_shopping():
# .shop used to break while loop
Player.player.shop = 1
shopping()
def end_shop():
# .shop used to break while loop
Player.player.shop = 1
change_area()
if ( __name__ == "__main__" ):
pygame.init()
boarder = 20
display_size = display_width, display_height = 700, 350
window = pygame.display.set_mode( display_size )
pygame.display.set_caption ( "Battle RPG ")
Player.player = Player()
Player.player.set_herostats()
active_object_list = pygame.sprite.Group()
active_object_list.add( Player.player )
change_area()
clock = pygame.time.Clock()
frames_per_second = 60
running = True
while ( running ):
for event in pygame.event.get():
if ( event.type == pygame.QUIT ) or \
( event.type == pygame.KEYDOWN and \
( event.key == pygame.K_ESCAPE ) ):
running = False
# Update Functions
Player.player.update(current_area.block_list,current_area.interactiveblock_list, event)
event = None
current_area.update()
# Logic Testing
current_area.run_viewbox()
# Draw everything
current_area.draw( window )
active_object_list.draw( window )
# Delay Framerate
clock.tick( frames_per_second )
# Update the screen
pygame.display.update()
pygame.quit()
这里是代码(对不起,它很长),我知道这可能是我从教程中得到的一些状态,我遵循了我偶然发现的其余部分。你们在几乎不知道所有谷歌搜索的情况下帮助了我很多,我一直希望有一个 stackoverflow 结果。无论如何,我的主要目标是:
- 将播放器类从主脚本中移除到它自己的模块中,同时仍然可以通过区域。
然后 2.慢慢删除其余的代码(希望它会是相同的解决方案) 3.摆脱我用于current_area的全局。
感谢阅读并希望能解决,我将继续碰壁,直到我解决这个问题,并将回复我找到的任何解决方案。
【问题讨论】:
标签: python import module scope pygame