-3
import pygame
#Colours used throughout the game
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
BackGround = ('D:\Idea 2\sky_colour_image.jpg', [0,0])
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
#Player class
class Player(pygame.sprite.Sprite):
#Player image
def __init__(self):
super().__init__()
# Create an image of the block, and fill it with a color.
# This could also be an image loaded from the disk.
width = 40
height = 40
self.image = pygame.Surface([width, height])
self.image.fill(BLUE)
# Set a referance to the image rect.
self.rect = self.image.get_rect()
# Set speed vector of player
self.change_x = 0
self.change_y = 0
# List of sprites we can bump against
self.level = None
def update(self):
""" Move the player. """
# Gravity
self.calc_grav()
# Move left/right
self.rect.x += self.change_x
# See if we hit anything
block_hit_list = pygame.sprite.spritecollide(self,self.level.platform_list, False)
for block in block_hit_list:
# If we are moving right,
# set our right side to the left side of the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
elif self.change_x < 0:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
elif self.change_y < 0:
self.rect.top = block.rect.bottom
# Stop our vertical movement
self.change_y = 0
def calc_grav(self):
if self.change_y == 0:
self.change_y = 1
else:
self.change_y += .35
# See if we are on the ground.
if self.rect.y >= SCREEN_HEIGHT - self.rect.height and self.change_y >= 0:
self.change_y = 0
self.rect.y = SCREEN_HEIGHT - self.rect.height
def jump(self):
# move down a bit and see if there is a platform below us.
# Move down 2 pixels because it doesn't work well if we only move down
# 1 when working with a platform moving down.
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2
# If it is ok to jump, set our speed upwards
if len(platform_hit_list) > 0 or self.rect.bottom >= SCREEN_HEIGHT:
self.change_y = -10
# Player-controlled movement:
def go_left(self):
self.change_x = -6
def go_right(self):
self.change_x = 6
def stop(self):
self.change_x = 0
class Platform(pygame.sprite.Sprite):
def __init__(self, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(GREEN)
self.rect = self.image.get_rect()
class Level(object):
def __init__(self, player):
self.platform_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()
self.player = player
# Update everythign on this level
def update(self):
self.platform_list.update()
self.enemy_list.update()
def draw(self, screen):
# Draw the background
screen.fill(BLUE)
# Draw all the sprite lists that we have
self.platform_list.draw(screen)
self.enemy_list.draw(screen)
# Background class
class Background(pygame.sprite.Sprite):
def __init__(self, image_file, location):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
self.image = pygame.image.load("D:\Idea 2\sky_colour_image.jpg")
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
# Create platforms for the level
class Level_01(Level):
def __init__(self, player):
# Call the parent constructor
Level.__init__(self, player)
# Array with width, height, x, and y of platform
level = [[210, 70, 500, 500],
[210, 70, 200, 400],
[210, 70, 600, 300],
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
def main():
pygame.init()
# Set the height and width of the screen
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Platformer Jumper")
# Create the player
player = Player()
# Create all the levels
level_list = []
level_list.append(Level_01(player))
# Set the current level
current_level_no = 0
current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
player.level = current_level
player.rect.x = 340
player.rect.y = SCREEN_HEIGHT - player.rect.height
active_sprite_list.add(player)
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.go_left()
if event.key == pygame.K_RIGHT:
player.go_right()
if event.key == pygame.K_UP:
player.jump()
screen.fill([255, 255, 255])
screen.blit(BackGround.image, BackGround.rect)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.change_x < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.change_x > 0:
player.stop()
# Update the player.
active_sprite_list.update()
# Update items in the level
current_level.update()
# If the player gets near the right side, shift the world left (-x)
if player.rect.right > SCREEN_WIDTH:
player.rect.right = SCREEN_WIDTH
# If the player gets near the left side, shift the world right (+x)
if player.rect.left < 0:
player.rect.left = 0
current_level.draw(screen)
active_sprite_list.draw(screen)
# Limit to 60 frames per second
clock.tick(60)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
if __name__ == "__main__":
main()
到目前爲止,這應該是(沒有什麼令人興奮的了)與天空背景的簡單平臺跳線。爲計算項目創建一個遊戲,而不是Python中經歷的遊戲。目標是儘快加入移動平臺等,如果有人可以幫助,或者我會很感激的錯誤。AttributeError:'tuple'對象沒有屬性'image'錯誤信息
哪裏出錯?你能不能先縮小它,而是發佈你的整個代碼? – aribeiro
請[編輯]你的問題到[mcve],重點放在「最小」......你已經在我們身上拋棄了一段代碼,並且可能大部分與你所犯的錯誤沒有任何關係接收。相反,請包含_full_堆棧跟蹤。堆棧跟蹤是Python解釋器如何試圖解釋出了什麼問題,在哪裏以及爲什麼......哪些是你想要回答的問題。 (它也會告訴你哪些類和方法在錯誤發生時正在使用,因此很可能會在你的MCVE中結束。) –