[英]why is not pygame blit not working in a class
I am trying to create my own game using pygame with classes and my problem is that I cannot understand why my program is not working properly我正在尝试使用带有类的 pygame 创建我自己的游戏,我的问题是我无法理解为什么我的程序无法正常工作
import pygame
import time
import random
import sys
pygame.init()
screen = pygame.display.set_mode((1280, 720))
pygame.display.set_caption("this game")
class Background:
def __init__(self, x, y):
self.xpos = x
self.ypos = y
picture = pygame.image.load("C:/images/dunes.jpg")
picture = pygame.transform.scale(picture, (1280, 720))
def draw(self):
pygame.surface.Surface.blit(picture, (self.xpos, self.ypos))
class Monster:
def __init__(self, x, y):
self.xpos = x
self.ypos = y
def move_left(self):
self.xpos =- 5
def move_right(self):
self.xpos =+ 5
def jump(self):
for x in range(1, 10):
self.ypos =-1
pygame.display.show()
for x in range(1, 10):
self.ypos =+1
pygame.display.show()
picture = pygame.image.load("C:/pics/hammerhood.png")
picture = pygame.transform.scale(picture, (200, 200))
def draw(self):
pygame.surface.Surface.blit(picture, (self.xpos, self.ypos))
class enemy:
def __init__(self, x, y):
self.xpos = x
self.ypos = y
picture = pygame.image.load("C:/pics/dangler_fish.png")
picture = pygame.transform.scale(picture, (200, 200))
def teleport(self):
self.xpos = random.randint(1, 1280)
self.pos= random.randint(1, 720)
def draw(self):
pygame.surface.Surface.blit(picture, (self.xpos, self.ypos))
while True:
ice = Background(720, 360)
hammerhood = Monster(200, 500)
fish = enemy(0, 0)
fish.teleport()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if pygame.event == pygame.K_d:
hammerhood.move_right()
if pygame.event == pygame.K_a:
hammerhood.move_left()
if pygame.event == pygame.K_w:
hammerhood.jump()
hammerhood.draw()
ice.draw()
fish.draw()
what it is saying to me is, line 49, in the draw它对我说的是,第 49 行,在平局中
pygame.surface.Surface.blit(picture, (self.xpos, self.ypos))
NameError: name 'picture' is not defined
I have tried everything and there is another project I copied from the internet and this has the exact same way of blitting the picture in the class but in this one, it is not working我已经尝试了所有方法,我从互联网上复制了另一个项目,这与在课堂上传输图片的方式完全相同,但在这个项目中,它不起作用
you define picture at the class top level which makes it a class attribute.您在类顶级定义图片,使其成为类属性。 To access it from a method you have to use self. picture
要从方法访问它,您必须使用self. picture
self. picture
The picture
attributes are class attributes (defined outside of the __init__
method) but they can be accessed like any other attributes by prepending them with self.
picture
属性是类属性(在__init__
方法之外定义),但它们可以像任何其他属性一样通过在它们前面加上self.
来访问self.
. . Also, you most likely want to blit the pictures onto the screen
surface, so just call the blit
method of this surface:此外,您很可能希望将图片 blit 到screen
表面上,因此只需调用此表面的blit
方法:
def draw(self):
screen.blit(self.picture, (self.xpos, self.ypos))
Note that class attributes are shared between all instances, so if you modify one surface/image, they'll be changed for all sprites.请注意,类属性在所有实例之间共享,因此如果您修改一个表面/图像,它们将针对所有精灵进行更改。
There are a few more problems:还有几个问题:
speed
attributes and add them to the positions each frame.定义一些speed
属性并将它们添加到每帧的位置。convert
or convert_alpha
methods to improve the blit performance of the surfaces.您应该几乎总是调用convert
或convert_alpha
方法来提高表面的 blit 性能。Here's a fixed version (except for the jumping) with some comments:这是一个固定版本(除了跳跃)有一些评论:
import pygame
import random
import sys
pygame.init()
screen = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock() # A clock to limit the frame rate.
pygame.display.set_caption("this game")
class Background:
picture = pygame.image.load("C:/images/dunes.jpg").convert()
picture = pygame.transform.scale(picture, (1280, 720))
def __init__(self, x, y):
self.xpos = x
self.ypos = y
def draw(self):
# Blit the picture onto the screen surface.
# `self.picture` not just `picture`.
screen.blit(self.picture, (self.xpos, self.ypos))
class Monster:
picture = pygame.image.load("C:/pics/hammerhood.png").convert_alpha()
picture = pygame.transform.scale(picture, (200, 200))
def __init__(self, x, y):
self.xpos = x
self.ypos = y
# If you want to move continuously you need to set these
# attributes to the desired speed and then add them to
# self.xpos and self.ypos in an update method that should
# be called once each frame.
self.speed_x = 0
self.speed_y = 0
def update(self):
# Call this method each frame to update the positions.
self.xpos += self.speed_x
self.ypos += self.speed_y
# Not necessary anymore.
# def move_left(self):
# self.xpos -= 5 # -= not = -5 (augmented assignment).
#
# def move_right(self):
# self.xpos += 5 # += not = +5 (augmented assignment).
def jump(self):
# What do you want to do here?
for x in range(1, 10):
self.ypos -= 1 # -= not =-
# pygame.display.show() # There's no show method.
for x in range(1, 10):
self.ypos += 1
# pygame.display.show()
def draw(self):
screen.blit(self.picture, (self.xpos, self.ypos))
class Enemy: # Use upper camelcase names for classes.
picture = pygame.image.load("C:/pics/dangler_fish.png").convert_alpha()
picture = pygame.transform.scale(picture, (200, 200))
def __init__(self, x, y):
self.xpos = x
self.ypos = y
def teleport(self):
self.xpos = random.randint(1, 1280)
self.pos= random.randint(1, 720)
def draw(self):
screen.blit(self.picture, (self.xpos, self.ypos))
# Create the instances before the while loop.
ice = Background(0, 0) # I pass 0, 0 so that it fills the whole screen.
hammerhood = Monster(200, 500)
fish = Enemy(0, 0)
while True:
# Handle events.
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Check if the `event.type` is KEYDOWN first.
elif event.type == pygame.KEYDOWN:
# Then check which `event.key` was pressed.
if event.key == pygame.K_d:
hammerhood.speed_x = 5
elif event.key == pygame.K_a:
hammerhood.speed_x = -5
elif event.key == pygame.K_w:
hammerhood.jump()
elif event.type == pygame.KEYUP:
# Stop moving when the keys are released.
if event.key == pygame.K_d and hammerhood.speed_x > 0:
hammerhood.speed_x = 0
elif event.key == pygame.K_a and hammerhood.speed_x < 0:
hammerhood.speed_x = 0
# Update the game.
hammerhood.update()
fish.teleport()
# Draw everything.
ice.draw() # Blit the background to clear the screen.
hammerhood.draw()
fish.draw()
pygame.display.flip()
clock.tick(60) # Limit the frame rate to 60 FPS.
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