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是的,它看起來就像是一個重複的問題(已經問here),但是,我有一個pygame的應用程序,而不是一個控制檯應用程序的問題。從IDLE或Python代碼執行器(只需雙擊該文件:))啓動時,它工作正常,但崩潰沒有回溯。它只是不斷地崩潰(看起來像它崩潰的繪圖步驟,我不知道),我每次啓動EXE的時間。該全代碼是在這裏:的Python 3:cx_Freeze凍結工作程序轉換成不工作程序
import pygame
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
# This is a simple class that will help us print to the screen
# It has nothing to do with the joysticks, just outputing the
# information.
class TextPrint:
def __init__(self):
self.reset()
self.font = pygame.font.Font(None, 20)
def print(self, screen, textString):
textBitmap = self.font.render(textString, True, BLACK)
screen.blit(textBitmap, [self.x, self.y])
self.y += self.line_height
def reset(self):
self.x = 10
self.y = 10
self.line_height = 15
def indent(self):
self.x += 10
def unindent(self):
self.x -= 10
pygame.init()
# Set the width and height of the screen [width,height]
size = [500, 700]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("JoyMonitor V.1.1")
#pygame.display.set_icon("icon.ico")
# Get ready to print
textPrint = TextPrint()
#Loop until the user clicks the close button.
nondone = True
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# Initialize the joysticks
pygame.joystick.init()
# -------- Main Program Loop -----------
while nondone:
# EVENT PROCESSING STEP
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
nondone = False # Flag that we are done so we exit this loop
# Possible joystick actions: JOYAXISMOTION JOYBALLMOTION JOYBUTTONDOWN JOYBUTTONUP JOYHATMOTION
if event.type == pygame.JOYBUTTONDOWN:
print("Joystick button pressed.")
if event.type == pygame.JOYBUTTONUP:
print("Joystick button released.")
# DRAWING STEP
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
screen.fill(WHITE)
textPrint.reset()
textPrint.print(screen, "JoyMonitor: Joysticks, Gamepads & Steering Wheels")
textPrint.print(screen, "Connecting/disconnecting devices requires restart!")
# Get count of joysticks
joystick_count = pygame.joystick.get_count()
textPrint.print(screen, "Number of game input devices: {}".format(joystick_count))
textPrint.indent()
# For each joystick:
for i in range(joystick_count):
joystick = pygame.joystick.Joystick(i)
joystick.init()
textPrint.print(screen, "Device {}".format(i))
textPrint.indent()
# Get the name from the OS for the controller/joystick
name = joystick.get_name()
textPrint.print(screen, "Device name: {}".format(name))
# Usually axis run in pairs, up/down for one, and left/right for
# the other.
axes = joystick.get_numaxes()
textPrint.print(screen, "Number of axes: {}".format(axes))
textPrint.indent()
for i in range(axes):
axis = joystick.get_axis(i)
textPrint.print(screen, "Axis {} value: {:>6.3f}".format(i, axis))
textPrint.unindent()
buttons = joystick.get_numbuttons()
textPrint.print(screen, "Number of buttons: {}".format(buttons))
textPrint.indent()
for i in range(buttons):
button = joystick.get_button(i)
textPrint.print(screen, "Button {:>2} value: {}".format(i,button))
textPrint.unindent()
# Hat switch. All or nothing for direction, not like joysticks.
# Value comes back in an array.
hats = joystick.get_numhats()
textPrint.print(screen, "Number of POVs: {}".format(hats))
textPrint.indent()
for i in range(hats):
hat = joystick.get_hat(i)
textPrint.print(screen, "POV {} value: {}".format(i, str(hat)))
textPrint.unindent()
balls = joystick.get_numballs()
textPrint.print(screen, "Number of trackballs: {}".format(balls))
textPrint.indent()
for i in range(balls):
ball = joystick.get_ball(i)
textPrint.print(screen, "Trackball {} value: {}".format(i, str(ball)))
textPrint.unindent()
textPrint.unindent()
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 60 frames per second
clock.tick(60)
# Close the window and quit.
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit()
你可以添加你的'setup.py'嗎? – Dashadower