【问题标题】:Python Terminator ErrorPython终结者错误
【发布时间】:2018-03-31 12:07:33
【问题描述】:

我正在和一个上学的朋友一起做一个 Python 项目。我们已经导入了 Turtle 和 Math。 我的问题是,当我使用“Esc”按钮关闭窗口时,我收到一条错误消息“Terminator Error”... 我问过老师,但他们也不知道问题出在哪里,因为他们对 Turtle 不是很熟悉。

谁能告诉我我做错了什么? 顺便说一句:我在 Windows 10 上使用 EduPython。

代码如下:

import turtle
import math


fn = turtle.Screen()
fn.bgcolor("black")
fn.title("No Escape !")
fn.setup(700, 700)

images = ["right.gif", "left.gif", "face.gif", "back.gif", "tresor.gif", "mur.gif", "sol.gif"]

for image in images:
    # On ajoute l'image a notre labyrinthe.
    fn.addshape(image)
    turtle.shape(image)
    # On retire les mises a jour et deplace l'image de base qui etait au centre.
    fn.tracer(0)
    turtle.goto(-700, -700)



class Stylo(turtle.Turtle):
    def __init__(self):
        turtle.Turtle.__init__(self)
        self.shape("square")
        self.color("white")
        self.penup()
        self.speed(0)

def closefn():
    turtle.bye()

class Joueur(turtle.Turtle):
    def __init__(self):
        turtle.Turtle.__init__(self)
        self.shape("face.gif")
        self.color("blue")
        self.penup()
        self.speed(0)

    def haut(self):
        move_to_x = self.xcor()
        move_to_y = self.ycor() + 24
        self.shape("back.gif")
        if (move_to_x, move_to_y) not in murs:
        self.goto(move_to_x, move_to_y)

    def bas(self):
        move_to_x = self.xcor()
        move_to_y = self.ycor() - 24
        self.shape("face.gif")
        if (move_to_x, move_to_y) not in murs:
        self.goto(move_to_x, move_to_y)

    def gauche(self):  
        move_to_x = self.xcor() - 24
        move_to_y = self.ycor()
        self.shape("left.gif")
    if (move_to_x, move_to_y) not in murs:
        self.goto(move_to_x, move_to_y)

    def droite(self):
        move_to_x = self.xcor() + 24
        move_to_y = self.ycor()
        self.shape("right.gif")
        if (move_to_x, move_to_y) not in murs:
        self.goto(move_to_x, move_to_y)

    def collision(self, other):
        a = self.xcor()-other.xcor()
        b = self.ycor()-other.ycor()
        distance = math.sqrt((a ** 2) + (b ** 2))

        if distance < 5:
            return True
        else:
            return False


class Tresor(turtle.Turtle):
    def __init__(self, x, y):
        turtle.Turtle.__init__(self)
        self.shape("tresor.gif")
        self.penup()
        self.speed(0)
        self.goto(x, y)

    def destruction(self):
        self.goto(2000, 2000)
        self.hideturtle()

niveaux = []

niveaux.append([
    "XXXXXXXXXXXXXXXXXXXXXXXXX",
    "XJ X      X             X",
    "X  X XXX  X    XXXXXXX  X",
    "X  X  TX  X          X  X",
    "X  XXXXX  X  X XXXXXXX  X",
    "X           X  X        X",
    "XXXXXXXX    X  XT X X   X",
    "X X    X XXXXXXXXXXXXXX X",
    "X X X  X X            X X",
    "X X XT X   X X   X    XTX",
    "X X XXXX X X XXXXXX X XXX",
    "X X    X X X TX     X   X",
    "X XXX XX   XXXXXXXXXXXXXX",
    "X        X X            X",
    "XXXXXXXX   XTX  X X XXX X",
    "X      X X XXX  X X XT  X",
    "X  XXX X X      X X XXXXX",
    "X XXT  X X  XXXXXXX X X X",
    "X  XXXXX X              X",
    "X          XXXXXXXXXX X X",
    "XXXXX  XXXXX            X",
    "X          X X X XX XXXXX",
    "X XXXXXXXX X XXX  X    XX",
    "X     TX   X  XT X   X  X",
    "XXXXXXXXXXXXXXXXXXXXXXXXX"]);

tresors = []
murs = []


def setup_labyrinthe(niveau):
    for y in range(len(niveau)):
        for x in range(len(niveau[y])):
            caractere = niveau[y][x]
            ecran_x = -288 + (x * 24)
            ecran_y = 288 - (y * 24)
            if caractere == "X":
                stylo.goto(ecran_x, ecran_y)
                stylo.shape("mur.gif")
                stylo.stamp()
                murs.append((ecran_x, ecran_y))
            if caractere == "J":
                joueur.goto(ecran_x, ecran_y)
            if caractere == "T":
                tresors.append(Tresor(ecran_x, ecran_y))


stylo = Stylo()
joueur = Joueur()

score = 0

setup_labyrinthe(niveaux[0])


fn.tracer(0)

while True:
    # On associe les touches du clavier.
    turtle.listen()
    turtle.onkeypress(joueur.gauche, "Left")
    turtle.onkeypress(joueur.droite, "Right")
    turtle.onkeypress(joueur.haut, "Up")
    turtle.onkeypress(joueur.bas, "Down")
    turtle.onkey(closefn, "Escape")
    print(score)
    turtle.write(score)
    turtle.goto(180, 315)

    for tresor in tresors:
        if joueur.collision(tresor):
            tresor.destruction()
            score = score+100
            tresors.remove(tresor)
    fn.update()

【问题讨论】:

    标签: python runtime-error turtle-graphics


    【解决方案1】:

    当我使用“Esc”按钮关闭窗口时,我收到一条错误消息 “终结者错误”

    问题是您在基于事件的世界中使用while True:,有效地关闭了事件系统并导致事情以非同步方式发生。 Terminator Error 在海龟屏幕已关闭但方法仍在运行时发生。

    解决此问题的一种方法是让一切都在事件模型中正常工作。下面我已经消除了您的 while True: 循环并将其替换为每当玩家移动到新位置时调用的函数。为了提高效率和/或风格,我还清理了许多其他内容:

    from turtle import Turtle, Screen
    
    IMAGES = ["right.gif", "left.gif", "face.gif", "back.gif", "tresor.gif", "mur.gif", "sol.gif"]
    
    FONT = ('Arial', 18, 'bold')
    
    class Stylo(Turtle):
        def __init__(self):
            Turtle.__init__(self, "mur.gif")
            self.color("white")
            self.penup()
            self.speed('fastest')
    
    class Joueur(Turtle):
        def __init__(self):
            Turtle.__init__(self, "face.gif")
            self.color("blue")
            self.penup()
            self.speed('fastest')
    
        def haut(self):
            move_to_x = self.xcor()
            move_to_y = self.ycor() + 24
            self.shape("back.gif")
            if (move_to_x, move_to_y) not in murs:
                self.goto(move_to_x, move_to_y)
            scorefn()
    
        def bas(self):
            move_to_x = self.xcor()
            move_to_y = self.ycor() - 24
            self.shape("face.gif")
            if (move_to_x, move_to_y) not in murs:
                self.goto(move_to_x, move_to_y)
            scorefn()
    
        def gauche(self):
            move_to_x = self.xcor() - 24
            move_to_y = self.ycor()
            self.shape("left.gif")
            if (move_to_x, move_to_y) not in murs:
                self.goto(move_to_x, move_to_y)
            scorefn()
    
        def droite(self):
            move_to_x = self.xcor() + 24
            move_to_y = self.ycor()
            self.shape("right.gif")
            if (move_to_x, move_to_y) not in murs:
                self.goto(move_to_x, move_to_y)
            scorefn()
    
        def collision(self, other):
    
            return self.distance(other) < 5
    
    class Tresor(Turtle):
        def __init__(self, x, y):
            Turtle.__init__(self, "tresor.gif")
            self.penup()
            self.speed('fastest')
            self.goto(x, y)
    
        def destruction(self):
            self.hideturtle()
            self.goto(2000, 2000)
    
    NIVEAUX = [[
        "XXXXXXXXXXXXXXXXXXXXXXXXX",
        "XJ X      X             X",
        "X  X XXX  X    XXXXXXX  X",
        "X  X  TX  X          X  X",
        "X  XXXXX  X  X XXXXXXX  X",
        "X           X  X        X",
        "XXXXXXXX    X  XT X X   X",
        "X X    X XXXXXXXXXXXXXX X",
        "X X X  X X            X X",
        "X X XT X   X X   X    XTX",
        "X X XXXX X X XXXXXX X XXX",
        "X X    X X X TX     X   X",
        "X XXX XX   XXXXXXXXXXXXXX",
        "X        X X            X",
        "XXXXXXXX   XTX  X X XXX X",
        "X      X X XXX  X X XT  X",
        "X  XXX X X      X X XXXXX",
        "X XXT  X X  XXXXXXX X X X",
        "X  XXXXX X              X",
        "X          XXXXXXXXXX X X",
        "XXXXX  XXXXX            X",
        "X          X X X XX XXXXX",
        "X XXXXXXXX X XXX  X    XX",
        "X     TX   X  XT X   X  X",
        "XXXXXXXXXXXXXXXXXXXXXXXXX"]]
    
    def setup_labyrinthe(niveau):
        for y in range(len(niveau)):
            for x in range(len(niveau[y])):
                caractere = niveau[y][x]
                ecran_x = -288 + (x * 24)
                ecran_y = 288 - (y * 24)
    
                if caractere == "X":
                    stylo.goto(ecran_x, ecran_y)
                    stylo.stamp()
                    murs.append((ecran_x, ecran_y))
                elif caractere == "J":
                    joueur.goto(ecran_x, ecran_y)
                elif caractere == "T":
                    tresors.append(Tresor(ecran_x, ecran_y))
    
    def scorefn():
        global score
    
        for tresor in tresors:
            if joueur.collision(tresor):
                tresor.destruction()
                score += 100
                # On associe les touches du clavier.
                marker.undo()
                marker.write(score, font=FONT)
                tresors.remove(tresor)
    
    fn = Screen()
    fn.bgcolor("black")
    fn.title("No Escape!")
    fn.setup(700, 700)
    
    fn.tracer(False)  # turn off screen updates
    
    for image in IMAGES:
        # On ajoute l'image a notre labyrinthe.
        fn.addshape(image)
    
    stylo = Stylo()
    joueur = Joueur()
    
    tresors = []
    murs = []
    
    setup_labyrinthe(NIVEAUX[0])
    
    fn.onkeypress(joueur.gauche, "Left")
    fn.onkeypress(joueur.droite, "Right")
    fn.onkeypress(joueur.haut, "Up")
    fn.onkeypress(joueur.bas, "Down")
    fn.onkey(fn.bye, "Escape")
    fn.listen()
    
    score = 0
    
    marker = Turtle(visible=False)
    marker.penup()
    marker.color('green')
    marker.goto(180, 315)
    marker.write(score, font=FONT)
    
    fn.tracer(True)  # turn screen updates back on
    
    fn.mainloop()
    

    我的下一个警告是海龟会在浮点平面上游荡。将列表中的墙位置直接与海龟位置进行比较可能并不总是有效(思考 315.0 与 315.00003)。像珍宝一样,考虑使用海龟的distance() 方法(适用于位置以及其他海龟)和一个软糖因素来确定您是否会离墙太近而不是恰好靠墙。

    【讨论】:

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