Когда я программировал основную игру с НЛО на python 2.7 и с pygame я наткнулся на ошибку, однако она не появилась в консоле.Что случилось:
- Я программировал
- Сделал небольшое изменение в коде
- Экран меню работал нормально, и я иду играть в игру
- Затем он продолжает перезапускаться.
- Я отредактировал еще несколько битов кода, чтобы он находился в цикле while, пока он не вызвал бы команду правильно.
- И он все еще вызывает вызовкоманда.
Если вы хотите иметь изображения, вы можете загрузить их и код Sorcecode здесь: http://dl.dropbox.com/u/33487921/A%20Problem.zip
Вот код:
import sys, pygame, random
from pygame.locals import *
from time import gmtime, strftime
pygame.init()
width = int(500*2)
height = int(300*2)
width2 = width + (width/5)
height2 = height + ((height/3)/2)
screen = pygame.display.set_mode((width, height2))
pygame.display.set_caption("MoeTM's UFO Game")
class FlyingObject():
def Restart(self):
self.amount = 0
self.array = []
def New(self, FPS):
self.amount += 1
for i in range(self.amount):
if i == self.amount-1:
self.array.append([])
Strength = random.randrange(1, 101, 1)
if Strength in range(1, 51, 1):
Type = 1
if Strength in range(51, 76, 1):
Type = 2
if Strength in range(76, 88, 1):
Type = 3
if Strength in range(88, 94, 1):
Type = 4
if Strength in range(94, 101, 1):
Type = 5
X = random.randrange(0,1,1)
if X == 0:
XMove = random.randrange(1,6,1)
if X == 1:
XMove = random.randrange(1,6,1)
XMove /= 5.0
Y = random.randrange(0,2,1)
if Y == 0:
YMove = random.randrange(1,6,1)
if Y == 1:
YMove = random.randrange(1,6,1)
YMove /= 5.0
XMove *= 10
YMove *= 10
XMove *= FPS
YMove *= FPS
TLBR = random.randrange(0,4,1)
if TLBR == 0:#top
XIntercept = random.randrange(0,width+1,1)
YIntercept = -5
if TLBR == 1:#left
XIntercept = -5
YIntercept = random.randrange(0,height+1,1)
if TLBR == 2:#bottom
XIntercept = random.randrange(0,width+1,1)
YIntercept = height + 5
if TLBR == 3:#right
XIntercept = width + 5
YIntercept = random.randrange(0,height+1,1)
if XIntercept in range((width/4)*3,width+1,1):
XMove = -XMove
if YIntercept in range((height/4)*3,height+1,1):
YMove = -YMove
if XIntercept in range((width/4),(width/4)*3, 1):
chance = random.randrange(0,2,1)
if chance == 1:
XMove=-XMove
if YIntercept in range((height/4),(height/4)*3, 1):
chance = random.randrange(0,2,1)
if chance == 1:
YMove=-YMove
if XMove < 1 and YMove >= 1:
XMove *= 3
YMove *= 3
if YMove < 1 and XMove >= 1:
XMove *= 3
YMove *= 3
if YMove < 1 and XMove <1:
XMove *= 3
YMove *= 3
self.array[i] = [XMove,YMove,XIntercept,YIntercept,False,False, Type, "image"]
def Move(self, PX, PY, IX, IY):
for i in range(self.amount):
self.array.append([])
if self.array[i][2] > width +10 or self.array[i][2] < -10:
self.array[i][4] = False
self.array[i][5] = True
if self.array[i][3] > height +10 or self.array[i][3] < -10:
self.array[i][4] = False
self.array[i][5] = True
Check = True
if self.array[i][4] == False and self.array[i][5] == True:
Check = False
if Check == True:
self.array[i][2] += self.array[i][0]#XIntercept+=XMove
self.array[i][3] += self.array[i][1]#YIntercept+=Ymove
if self.array[i][2] in range(0,width+1,1) and self.array[i][3] in range(0,height+1,1):
self.array[i][4] = True
self.array[i][5] = True
else:
self.array[i][4] = False
if int(self.array[i][2]+5) in range(PX, PX+IX, 1) and int(self.array[i][3]+5) in range(PY, PY+IY, 1):
self.colide(self.array[i][6])
self.array[i][4] = False
self.array[i][5] = True
def Blit(self):
for i in range(self.amount):
self.array.append([])
Check = True
if self.array[i][4] == False and self.array[i][5] == True:
Check = False
if Check == True:
screen.blit(self.array[i][7], (int(self.array[i][2]), int(self.array[i][3])))
class Bullits(FlyingObject):
def colide(self, damage=1):
Play.Game.Player.Hit(damage)
def Convert(self):
for i in range(self.amount):
self.array.append([])
self.array[i][7]=self.Image = pygame.image.load("images\Bullit"+str(self.array[i][6])+".png")
class Orbs(FlyingObject):
def colide(self, ammount=1):
Play.Game.Player.GotPoint(ammount)
def Convert(self):
for i in range(self.amount):
self.array.append([])
self.array[i][7]=self.Image = pygame.image.load("images\Orb"+str(self.array[i][6])+".png")
class UFO():
def __init__(self):
self.health = 10
self.maxhealth = 50
self.startinghealth = 10
self.maxspeed = 20
self.Image = pygame.image.load("images\UFO.png")
self.Heart0 = pygame.transform.scale(pygame.image.load("images\Heart0.png"), (width/50,height/30))
self.Heart1 = pygame.transform.scale(pygame.image.load("images\Heart1.png"), (width/50,height/30))
self.Heart2 = pygame.transform.scale(pygame.image.load("images\Heart2.png"), (width/50,height/30))
self.Heart3 = pygame.transform.scale(pygame.image.load("images\Heart3.png"), (width/50,height/30))
self.Heart4 = pygame.transform.scale(pygame.image.load("images\Heart4.png"), (width/50,height/30))
self.Heart5 =pygame.transform.scale( pygame.image.load("images\Heart5.png"), (width/50,height/30))
self.ix = 100
self.iy = 40
self.points = 0
self.collection = 0
self.x = (width-self.ix)/2
self.y = (height-self.iy)/2
self.HeartCol= []
self.DA = "New"
for i in range(0,10,1):
self.HeartCol.append([])
dif = int((width/2.5)/10)
higt = int(((height2-height)/2)+height)
self.HeartCol[i] = [dif*i, higt]
def New(self):
print "Starting"
self.health = self.startinghealth
self.x = (width-self.ix)/2
self.y = (height-self.iy)/2
self.DA = "Alive"
print Alive
def Hit(self, damage=1):
self.health -= damage
if self.health <= 0:
self.DA = "Dead"
def GotPoint(self, amount=1):
self.points += amount
if self.points >= 10:
self.points -= 10
self.collection += 1
self.health += 1
if self.health >= self.maxhealth:
self.health = self.maxhealth
def Move(self,mx,my):
if mx >= width - (self.ix/2):
mx = width - self.ix
elif mx <= self.ix/2:
mx = 0
else:
mx = mx - (self.ix/2)
if my >= height - (self.iy/2):
my = height - self.iy
elif my <= self.iy/2:
my = 0
else:
my = my - (self.iy/2)
if mx > self.x:
if mx-self.x > self.maxspeed:
self.x += self.maxspeed
else:
self.x = mx
if mx < self.x:
if self.x-mx > self.maxspeed:
self.x -= self.maxspeed
else:
self.x = mx
if my > self.y:
if my-self.y > self.maxspeed:
self.y += self.maxspeed
else:
self.y = my
if my < self.y:
if self.y-my > self.maxspeed:
self.y -= self.maxspeed
else:
self.y = my
def Blit(self):
screen.blit(self.Image, (self.x, self.y))
def ForBlit(self):
return self.x, self.y, self. ix, self.iy
def Toolbar(self):
pygame.draw.rect(screen, [127,127,127], pygame.Rect(0, height, width, height2))
for i in range(0,10,1):
if self.health >= 41+i:
screen.blit(self.Heart5, (self.HeartCol[i][0], self.HeartCol[i][1]))
elif self.health >= 31+i:
screen.blit(self.Heart4, (self.HeartCol[i][0], self.HeartCol[i][1]))
elif self.health >= 21+i:
screen.blit(self.Heart3, (self.HeartCol[i][0], self.HeartCol[i][1]))
elif self.health >= 11+i:
screen.blit(self.Heart2, (self.HeartCol[i][0], self.HeartCol[i][1]))
elif self.health >= 1+i:
screen.blit(self.Heart1, (self.HeartCol[i][0], self.HeartCol[i][1]))
else:
screen.blit(self.Heart0, (self.HeartCol[i][0], self.HeartCol[i][1]))
def DOA(self):
return self.DA
def New(self):
pass
class Background():
def __init__(self):
self.sr = 5
self.bg = [0,0,0]
def New(self):
self.amountOfStars = random.randrange(10,51,1)
self.stars=[]
for i in range(self.amountOfStars):
x = random.randrange(self.sr*2,width-(self.sr*2)+1,1)
y = random.randrange(self.sr*2,height-(self.sr*2)+1,1)
coulerr = random.randrange(200,256,1)
coulerg = random.randrange(200,256,1)
coulerb = random.randrange(0,56,1)
size = random.randrange(5, 10, 1)
self.stars.append([])
self.stars[i] = [[x,y],[coulerr,coulerg,coulerb],size]
def Blit(self):
screen.fill(self.bg)
for i in range(self.amountOfStars):
self.stars.append([])
pygame.draw.circle(screen,self.stars[i][1],self.stars[i][0],self.stars[i][2])
class Text():
def Text(self, Text, TextSize, Couler):
self.Couler = Couler
self.TextSize = int(TextSize)
self.Text = str(Text)
self.font = pygame.font.Font(None, self.TextSize)
self.text = self.font.render(self.Text, 1, self.Couler)
self.Size = self.text.get_rect()
self.ctext = self.text
self.cCouler = self.Couler
def Position(self, X, Y):
self.X = X
self.Y = Y
self.Position = self.X,self.Y
def Blit(self):
screen.blit(self.ctext, [self.X,self.Y])
def IsItClicked(self, MouseX, MouseY):
if MouseX in range(self.X,self.X+self.Size[2]+1,1) and MouseY in range(self.Y,self.Y+self.Size[3]+1,1):
return True
else:
return False
def Hover(self, MouseX=0, MouseY=0, couler=-1):
if couler == -1:
couler = self.Couler
hover = self.IsItClicked(MouseX, MouseY)
if hover == True:
self.cCouler = couler
self.ctext = self.font.render(self.Text, 1, self.cCouler)
else:
self.cCouler = self.Couler
self.ctext = self.font.render(self.Text, 1, self.cCouler)
class Menu():
def __init__(self):
self.Move = (height2/4)/2
self.move = self.Move*2
self.Menu = Text()
self.Menu.Text("MoeTM's UFO Game", 50, [255,255,0])
self.Menu.Position((width - self.Menu.Size[2])/2,self.Menu.Size[0])
self.Play = Text()
self.Play.Text("Play The Game!", 30, [255,255,0])
self.Play.Position(self.Play.Size[0]+20,self.Play.Size[0]+self.Move)
self.Shop = Text()
self.Shop.Text("Enter the Shop, Why?", 30, [255,255,0])
self.Shop.Position(self.Shop.Size[0]+20,self.Shop.Size[0]+self.move*2-self.Move)
self.Saves = Text()
self.Saves.Text("Save the game, ;P", 30, [255,255,0])
self.Saves.Position(self.Saves.Size[0]+20,self.Saves.Size[0]+self.move*3-self.Move)
self.Options = Text()
self.Options.Text("Options...", 30, [255,255,0])
self.Options.Position(self.Options.Size[0]+20,self.Options.Size[0]+self.move*4-self.Move)
self.Area = "Menu"
def Blit(self, MouseX=0, MouseY=0):
if self.Area == "Menu":
self.Play.Hover(MouseX, MouseY, [192,255,0])
self.Shop.Hover(MouseX, MouseY, [192,255,0])
self.Saves.Hover(MouseX, MouseY, [192,255,0])
self.Options.Hover(MouseX, MouseY, [192,255,0])
self.Play.Blit()
self.Shop.Blit()
self.Saves.Blit()
self.Options.Blit()
if self.Area == "Shop":
pass
if self.Area == "Saves":
pass
if self.Area == "Options":
pass
if self.Area != "Play":
self.Menu.Hover(MouseX, MouseY, [192,255,0])
self.Menu.Blit()
def IsClicked(self, MouseX, MouseY):
if self.Area == "Menu":
play = self.Play.IsItClicked(MouseX, MouseY)
if play == True:
self.Area = "Play"
Shop = self.Shop.IsItClicked(MouseX, MouseY)
if Shop == True:
self.Area = "Shop"
Saves = self.Saves.IsItClicked(MouseX, MouseY)
if Saves == True:
self.Area = "Saves"
Options = self.Options.IsItClicked(MouseX, MouseY)
if Options == True:
self.Area = "Options"
menu = self.Menu.IsItClicked(MouseX, MouseY)
if menu == True:
self.Area = "Menu"
def getArea(self):
return self.Area
class Game():
def __init__(self):
self.Player = UFO()
self.Background = Background()
self.Orbs = Orbs()
self.Bullits = Bullits()
self.Death = pygame.image.load("images\Death.png")
self.Death = pygame.transform.scale(self.Death, (width2, height2))
self.death = 0
def New(self):
while True:
self.Player.New()
Place = self.Player.DOA()
if Place != "New":
self.TotalTime = 0
self.Background.New()
self.Bullits.Restart()
self.Orbs.Restart()
def Blit(self):
self.Bullits.Convert()
self.Orbs.Convert()
self.Background.Blit()
self.Bullits.Blit()
self.Orbs.Blit()
self.Player.Blit()
def Move(self, MX, MY):
self.Player.Move(MX, MY)
PX, PY, IX, IY = self.Player.ForBlit()
self.Bullits.Move(PX, PY, IX, IY)
self.Orbs.Move(PX, PY, IX, IY)
def Updater(self, time):
self.TotalTime += time
def Death(self):
if self.death >= 1: return 0
self.death += 1
time = float(self.TotalTime) * 10
time = int(time)
time /= 10.0
time = str(time)
self.DeadText = Text()
text = "You died in "+time+" seconds"
self.DeadText.Text(text,50,[0,0,0])
self.DeadText.Position((width-self.DeadText.Size[2])/2,(height2-self.DeadText.Size[3])/2)
def DeadBlit(self):
screen.blit(self.Death, (0, 0))
self.DeadText.Blit()
class Main():
def __init__(self):
self.Game = Game()
self.Menu = Menu()
self.DA= ""
self.seconds = 0
self.clock = pygame.time.Clock()
self.FPS = 0.1
self.QUIT = False
self.Place = ["","New"]
self.difficalty1 = 10
self.difficalty2 = 5
def Main(self):
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.QUIT = True
if event.type == KEYDOWN:
if event.key == K_p:
time = strftime("%a, %d %b %Y %H:%M:%S", gmtime())
pygame.image.save(screen, time+".png")
#if event.key == K_DOWN:
#if event.key == K_UP:
if event.type == MOUSEBUTTONDOWN:
self.Menu.IsClicked(MouseX, MouseY)
if self.QUIT == True:
pygame.quit()
break
self.seconds += self.clock.tick()/1000.0
if self.seconds >= self.FPS:
MouseX,MouseY = pygame.mouse.get_pos()
self.Place[0] = self.Menu.getArea()
if self.Place[0] == "Play" and self.Place[1] == "New":
self.Game.New()
screen.fill([0,0,0])
if self.Place[0] != "Play":
self.Menu.Blit(MouseX, MouseY)
if self.Place[0] == "Play":
if self.Place[1] != "Dead":
self.Game.Move(MouseX,MouseY)
self.Game.Updater(self.seconds)
randomChance = random.randrange(0,self.difficalty1,1)
if randomChance in range(0, self.difficalty2, 1):
self.Game.Orbs.New(self.FPS)
randomChance = random.randrange(0,self.difficalty1,1)
if randomChance in range(0, self.difficalty2, 1):
self.Game.Bullits.New(self.FPS)
self.Game.Blit()
self.Place[1] = self.Game.Player.DOA()
if self.Place[1] == "Dead":
self.Game.Death()
self.Game.DeadBlit()
pygame.display.flip()
self.seconds -= self.FPS
Play = Main()
Play.Main()
pygame.quit()
вот два бита кода, которые сломались.(Я поставил класс над def, чтобы вы знали, в каком классе он находится)
class UFO():
def New(self):
print "Starting"
self.health = self.startinghealth
self.x = (width-self.ix)/2
self.y = (height-self.iy)/2
self.DA = "Alive"
print Alive
class Game():
def New(self):
while True:
self.Player.New()
Place = self.Player.DOA()
if Place != "New":
self.TotalTime = 0
self.Background.New()
self.Bullits.Restart()
self.Orbs.Restart()
если вы используете код в IDLE, вы будете знать, что он даже не вызовет self.Player.New (), потому чтоОболочка не печатает «Starting» или выдает ошибку для меня при печати print Alive, она просто непрерывно зацикливает цикл while.
Извините за мили кода, :( Но, надеюсь, это помогает, в основном потому, что без некоторыхоб этом вы понимаете это. Также спасибо, что нашли время, чтобы прочитать и попытаться ответить на это. И извините за все грамматические и ошибочные ошибки, я не могу записать.