Bubble Blaster Python 代码有问题?
Trouble With Bubble Blaster Python Code?
我正在做一个项目,并且已经完成了代码,但仍然出现一个错误,即使我确信我的代码是正确的。
这是不断出现的错误:
Traceback (most recent call last):
File "C:\Python33\bubblee blaster.py", line 61, in <module>
clean_up_bubs()
NameError: name 'clean_up_bubs' is not defined
这是我的 python 代码:
from tkinter import *
HEIGHT = 500
WIDTH = 800
window = Tk()
window.title('bubble blaster')
c = Canvas(window, width=WIDTH, height=HEIGHT, bg='darkblue')
c.pack()
ship_id = c.create_polygon(5, 5, 5, 25, 30, 15, fill='red')
ship_id2 = c.create_oval(0, 0, 30, 30, outline='red')
SHIP_R = 15
MID_X = WIDTH / 2
MID_Y = HEIGHT / 2
c.move(ship_id, MID_X, MID_Y)
c.move(ship_id2, MID_X, MID_Y)
SHIP_SPD = 10
def move_ship(event):
if event.keysym == 'Up':
c.move(ship_id, 0, -SHIP_SPD)
c.move(ship_id2, 0, -SHIP_SPD)
elif event. keysym == 'Down':
c.move(ship_id, 0, SHIP_SPD)
c.move(ship_id2, 0, SHIP_SPD)
elif event.keysym == 'Left':
c.move(ship_id, -SHIP_SPD, 0)
c.move(ship_id2, -SHIP_SPD, 0)
elif event.keysym == 'Right':
c.move(ship_id, SHIP_SPD, 0)
c.move(ship_id2, SHIP_SPD, 0)
c.bind_all('<Key>' , move_ship)
from random import randint
bub_id = list()
bub_r = list()
bub_speed = list()
MIN_BUB_R = 10
MAX_BUB_R = 30
MAX_BUB_SPD = 110
GAP = 100
def create_bubble():
x = WIDTH + GAP
y = randint(0, HEIGHT)
r = randint(MIN_BUB_R, MAX_BUB_R)
id1 = c.create_oval(x - r, y - r, x + r, y + r, outline='white')
bub_id.append(id1)
bub_r.append(r)
bub_speed.append(randint(1, MAX_BUB_SPD))
def move_bubbles():
for i in range(len(bub_id)):
c.move(bub_id[i], -bub_speed[i], 0)
from time import sleep, time
BUB_CHANCE = 10
TIME_LIMIT = 30
BONUS_SCORE = 1000
score = 0
bonus = 0
end = time() + TIME_LIMIT
#MAIN GAME LOOP
while time() < end:
if randint(1, BUB_CHANCE) == 1:
create_bubble()
move_bubbles()
clean_up_bubs()
score += collision()
if (int(score / BONUS_SCORE)) > bonus:
bonus += 1
end += TIME_LIMIT
show_score(score)
show_time(int(end - time()))
print(score)
window.update()
sleep(0.01)
def get_coords(id_num):
pos = c.coords(id_num)
x = (pos[0] + pos[2])/2
y = (pos[1] + pos[3])/2
return x, y
def del_bubble(i):
del bub_r[i]
del bub_speed[i]
c.delete(bub_id[i])
del bub_id[i]
def clean_up_bubs():
for i in range(len(bub_id)-1, -1, -1):
x, y = get_coords(bub_id[i])
if x < -GAP:
del_bubble(i)
from math import sqrt
def distance(id1, id2):
x1, y1 = get_coords(id1)
x2, y2 = get_coords(id2)
return sqrt((x2 - x1)**2 + (y2 - y1)**2)
def collision():
points = 0
for bub in range(len(bub_id)-1, -1, -1):
if distance(ship_id2, bub_id[bub]) < (SHIP_R + bub_r[bub]):
points += (bub_r[bub] + bub_speed[bub])
del_bubble(bub)
return points
c.create_text(50, 30, text='TIME' , fill='white' )
c.create_text(150, 30, text='SCORE' , fill='white' )
time_text = c.create_text(50, 50, fill='white' )
score_text = c.create_text(150, 50, fill='white' )
def show_score(score):
c.itemconfig(score_text, text=str(score))
def show_time(time_left):
c.itemconfig(time_text, text=str(time_left))
c.create_text(MID_X, MID_Y, \
text='GAME OVER', fill='white', font=('Helvetica' ,30))
c.create_text(MID_X, MID_Y + 30, \
text='Score: '+ str(score), fill='white')
c.create_text(MID_X, MID_Y + 45, \
text='Bonus time: '+ str(bonus*TIME_LIMIT), fill='white')
现在clean_up_bubs
在第61行下面。你必须在它被调用之前拥有它。您会注意到 move_bubbles
和 create_bubbles
在 while 循环之前,clean_up_bubs
.
也是如此
该代码是一团乱七八糟的东西!
您应该将所有导入放在脚本的顶部。
接下来,定义你的全局常量(和全局变量,但如果你能重新组织你的代码以尽量减少全局变量的使用会更好)。
接下来定义您的函数。
然后把调用这些函数的代码放在最后。
这样做的原因是您需要先定义事物,然后才能使用它们。 Python 自上而下扫描脚本,通过执行定义来创建各种对象(包括函数)。 Functions definitions 可以引用尚未定义的全局事物(包括其他函数)。但是当你实际调用函数时,它所指的东西必须已经被定义了。
此外,(至少)在函数周围放置一个空行,以便更容易看到它们的开始和结束位置。并在其他地方使用空行,使你的程序结构更加明显。
我已尝试实施这些更改,并且运行了生成的代码,但我不确定它是否完全符合您的要求。
from tkinter import *
from random import randint
from time import sleep, time
from math import sqrt
HEIGHT = 500
WIDTH = 800
SHIP_R = 15
MID_X = WIDTH / 2
MID_Y = HEIGHT / 2
SHIP_SPD = 10
bub_id = list()
bub_r = list()
bub_speed = list()
MIN_BUB_R = 10
MAX_BUB_R = 30
MAX_BUB_SPD = 110
GAP = 100
BUB_CHANCE = 10
TIME_LIMIT = 30
BONUS_SCORE = 1000
score = 0
bonus = 0
end = time() + TIME_LIMIT
def move_ship(event):
if event.keysym == 'Up':
c.move(ship_id, 0, -SHIP_SPD)
c.move(ship_id2, 0, -SHIP_SPD)
elif event.keysym == 'Down':
c.move(ship_id, 0, SHIP_SPD)
c.move(ship_id2, 0, SHIP_SPD)
elif event.keysym == 'Left':
c.move(ship_id, -SHIP_SPD, 0)
c.move(ship_id2, -SHIP_SPD, 0)
elif event.keysym == 'Right':
c.move(ship_id, SHIP_SPD, 0)
c.move(ship_id2, SHIP_SPD, 0)
def create_bubble():
x = WIDTH + GAP
y = randint(0, HEIGHT)
r = randint(MIN_BUB_R, MAX_BUB_R)
id1 = c.create_oval(x - r, y - r, x + r, y + r, outline='white')
bub_id.append(id1)
bub_r.append(r)
bub_speed.append(randint(1, MAX_BUB_SPD))
def move_bubbles():
for i in range(len(bub_id)):
c.move(bub_id[i], -bub_speed[i], 0)
def get_coords(id_num):
pos = c.coords(id_num)
x = (pos[0] + pos[2])/2
y = (pos[1] + pos[3])/2
return x, y
def del_bubble(i):
del bub_r[i]
del bub_speed[i]
c.delete(bub_id[i])
del bub_id[i]
def clean_up_bubs():
for i in range(len(bub_id)-1, -1, -1):
x, y = get_coords(bub_id[i])
if x < -GAP:
del_bubble(i)
def distance(id1, id2):
x1, y1 = get_coords(id1)
x2, y2 = get_coords(id2)
return sqrt((x2 - x1)**2 + (y2 - y1)**2)
def collision():
points = 0
for bub in range(len(bub_id)-1, -1, -1):
if distance(ship_id2, bub_id[bub]) < (SHIP_R + bub_r[bub]):
points += (bub_r[bub] + bub_speed[bub])
del_bubble(bub)
return points
def show_score(score):
c.itemconfig(score_text, text=str(score))
def show_time(time_left):
c.itemconfig(time_text, text=str(time_left))
window = Tk()
window.title('bubble blaster')
c = Canvas(window, width=WIDTH, height=HEIGHT, bg='darkblue')
c.pack()
ship_id = c.create_polygon(5, 5, 5, 25, 30, 15, fill='red')
ship_id2 = c.create_oval(0, 0, 30, 30, outline='red')
c.bind_all('<Key>' , move_ship)
c.move(ship_id, MID_X, MID_Y)
c.move(ship_id2, MID_X, MID_Y)
c.create_text(50, 30, text='TIME' , fill='white' )
c.create_text(150, 30, text='SCORE' , fill='white' )
time_text = c.create_text(50, 50, fill='white' )
score_text = c.create_text(150, 50, fill='white' )
#MAIN GAME LOOP
while time() < end:
if randint(1, BUB_CHANCE) == 1:
create_bubble()
move_bubbles()
clean_up_bubs()
score += collision()
if (int(score / BONUS_SCORE)) > bonus:
bonus += 1
end += TIME_LIMIT
show_score(score)
show_time(int(end - time()))
#print(score)
window.update()
sleep(0.01)
c.create_text(MID_X, MID_Y, \
text='GAME OVER', fill='white', font=('Helvetica' ,30))
c.create_text(MID_X, MID_Y + 30, \
text='Score: '+ str(score), fill='white')
c.create_text(MID_X, MID_Y + 45, \
text='Bonus time: '+ str(bonus*TIME_LIMIT), fill='white')
FWIW,像这样在 window.update
和 sleep
循环中使用 Tkinter 并不常见。使用window.mainloop
和事件驱动编程比较正常
我正在做一个项目,并且已经完成了代码,但仍然出现一个错误,即使我确信我的代码是正确的。
这是不断出现的错误:
Traceback (most recent call last):
File "C:\Python33\bubblee blaster.py", line 61, in <module>
clean_up_bubs()
NameError: name 'clean_up_bubs' is not defined
这是我的 python 代码:
from tkinter import *
HEIGHT = 500
WIDTH = 800
window = Tk()
window.title('bubble blaster')
c = Canvas(window, width=WIDTH, height=HEIGHT, bg='darkblue')
c.pack()
ship_id = c.create_polygon(5, 5, 5, 25, 30, 15, fill='red')
ship_id2 = c.create_oval(0, 0, 30, 30, outline='red')
SHIP_R = 15
MID_X = WIDTH / 2
MID_Y = HEIGHT / 2
c.move(ship_id, MID_X, MID_Y)
c.move(ship_id2, MID_X, MID_Y)
SHIP_SPD = 10
def move_ship(event):
if event.keysym == 'Up':
c.move(ship_id, 0, -SHIP_SPD)
c.move(ship_id2, 0, -SHIP_SPD)
elif event. keysym == 'Down':
c.move(ship_id, 0, SHIP_SPD)
c.move(ship_id2, 0, SHIP_SPD)
elif event.keysym == 'Left':
c.move(ship_id, -SHIP_SPD, 0)
c.move(ship_id2, -SHIP_SPD, 0)
elif event.keysym == 'Right':
c.move(ship_id, SHIP_SPD, 0)
c.move(ship_id2, SHIP_SPD, 0)
c.bind_all('<Key>' , move_ship)
from random import randint
bub_id = list()
bub_r = list()
bub_speed = list()
MIN_BUB_R = 10
MAX_BUB_R = 30
MAX_BUB_SPD = 110
GAP = 100
def create_bubble():
x = WIDTH + GAP
y = randint(0, HEIGHT)
r = randint(MIN_BUB_R, MAX_BUB_R)
id1 = c.create_oval(x - r, y - r, x + r, y + r, outline='white')
bub_id.append(id1)
bub_r.append(r)
bub_speed.append(randint(1, MAX_BUB_SPD))
def move_bubbles():
for i in range(len(bub_id)):
c.move(bub_id[i], -bub_speed[i], 0)
from time import sleep, time
BUB_CHANCE = 10
TIME_LIMIT = 30
BONUS_SCORE = 1000
score = 0
bonus = 0
end = time() + TIME_LIMIT
#MAIN GAME LOOP
while time() < end:
if randint(1, BUB_CHANCE) == 1:
create_bubble()
move_bubbles()
clean_up_bubs()
score += collision()
if (int(score / BONUS_SCORE)) > bonus:
bonus += 1
end += TIME_LIMIT
show_score(score)
show_time(int(end - time()))
print(score)
window.update()
sleep(0.01)
def get_coords(id_num):
pos = c.coords(id_num)
x = (pos[0] + pos[2])/2
y = (pos[1] + pos[3])/2
return x, y
def del_bubble(i):
del bub_r[i]
del bub_speed[i]
c.delete(bub_id[i])
del bub_id[i]
def clean_up_bubs():
for i in range(len(bub_id)-1, -1, -1):
x, y = get_coords(bub_id[i])
if x < -GAP:
del_bubble(i)
from math import sqrt
def distance(id1, id2):
x1, y1 = get_coords(id1)
x2, y2 = get_coords(id2)
return sqrt((x2 - x1)**2 + (y2 - y1)**2)
def collision():
points = 0
for bub in range(len(bub_id)-1, -1, -1):
if distance(ship_id2, bub_id[bub]) < (SHIP_R + bub_r[bub]):
points += (bub_r[bub] + bub_speed[bub])
del_bubble(bub)
return points
c.create_text(50, 30, text='TIME' , fill='white' )
c.create_text(150, 30, text='SCORE' , fill='white' )
time_text = c.create_text(50, 50, fill='white' )
score_text = c.create_text(150, 50, fill='white' )
def show_score(score):
c.itemconfig(score_text, text=str(score))
def show_time(time_left):
c.itemconfig(time_text, text=str(time_left))
c.create_text(MID_X, MID_Y, \
text='GAME OVER', fill='white', font=('Helvetica' ,30))
c.create_text(MID_X, MID_Y + 30, \
text='Score: '+ str(score), fill='white')
c.create_text(MID_X, MID_Y + 45, \
text='Bonus time: '+ str(bonus*TIME_LIMIT), fill='white')
现在clean_up_bubs
在第61行下面。你必须在它被调用之前拥有它。您会注意到 move_bubbles
和 create_bubbles
在 while 循环之前,clean_up_bubs
.
该代码是一团乱七八糟的东西!
您应该将所有导入放在脚本的顶部。
接下来,定义你的全局常量(和全局变量,但如果你能重新组织你的代码以尽量减少全局变量的使用会更好)。
接下来定义您的函数。
然后把调用这些函数的代码放在最后。
这样做的原因是您需要先定义事物,然后才能使用它们。 Python 自上而下扫描脚本,通过执行定义来创建各种对象(包括函数)。 Functions definitions 可以引用尚未定义的全局事物(包括其他函数)。但是当你实际调用函数时,它所指的东西必须已经被定义了。
此外,(至少)在函数周围放置一个空行,以便更容易看到它们的开始和结束位置。并在其他地方使用空行,使你的程序结构更加明显。
我已尝试实施这些更改,并且运行了生成的代码,但我不确定它是否完全符合您的要求。
from tkinter import *
from random import randint
from time import sleep, time
from math import sqrt
HEIGHT = 500
WIDTH = 800
SHIP_R = 15
MID_X = WIDTH / 2
MID_Y = HEIGHT / 2
SHIP_SPD = 10
bub_id = list()
bub_r = list()
bub_speed = list()
MIN_BUB_R = 10
MAX_BUB_R = 30
MAX_BUB_SPD = 110
GAP = 100
BUB_CHANCE = 10
TIME_LIMIT = 30
BONUS_SCORE = 1000
score = 0
bonus = 0
end = time() + TIME_LIMIT
def move_ship(event):
if event.keysym == 'Up':
c.move(ship_id, 0, -SHIP_SPD)
c.move(ship_id2, 0, -SHIP_SPD)
elif event.keysym == 'Down':
c.move(ship_id, 0, SHIP_SPD)
c.move(ship_id2, 0, SHIP_SPD)
elif event.keysym == 'Left':
c.move(ship_id, -SHIP_SPD, 0)
c.move(ship_id2, -SHIP_SPD, 0)
elif event.keysym == 'Right':
c.move(ship_id, SHIP_SPD, 0)
c.move(ship_id2, SHIP_SPD, 0)
def create_bubble():
x = WIDTH + GAP
y = randint(0, HEIGHT)
r = randint(MIN_BUB_R, MAX_BUB_R)
id1 = c.create_oval(x - r, y - r, x + r, y + r, outline='white')
bub_id.append(id1)
bub_r.append(r)
bub_speed.append(randint(1, MAX_BUB_SPD))
def move_bubbles():
for i in range(len(bub_id)):
c.move(bub_id[i], -bub_speed[i], 0)
def get_coords(id_num):
pos = c.coords(id_num)
x = (pos[0] + pos[2])/2
y = (pos[1] + pos[3])/2
return x, y
def del_bubble(i):
del bub_r[i]
del bub_speed[i]
c.delete(bub_id[i])
del bub_id[i]
def clean_up_bubs():
for i in range(len(bub_id)-1, -1, -1):
x, y = get_coords(bub_id[i])
if x < -GAP:
del_bubble(i)
def distance(id1, id2):
x1, y1 = get_coords(id1)
x2, y2 = get_coords(id2)
return sqrt((x2 - x1)**2 + (y2 - y1)**2)
def collision():
points = 0
for bub in range(len(bub_id)-1, -1, -1):
if distance(ship_id2, bub_id[bub]) < (SHIP_R + bub_r[bub]):
points += (bub_r[bub] + bub_speed[bub])
del_bubble(bub)
return points
def show_score(score):
c.itemconfig(score_text, text=str(score))
def show_time(time_left):
c.itemconfig(time_text, text=str(time_left))
window = Tk()
window.title('bubble blaster')
c = Canvas(window, width=WIDTH, height=HEIGHT, bg='darkblue')
c.pack()
ship_id = c.create_polygon(5, 5, 5, 25, 30, 15, fill='red')
ship_id2 = c.create_oval(0, 0, 30, 30, outline='red')
c.bind_all('<Key>' , move_ship)
c.move(ship_id, MID_X, MID_Y)
c.move(ship_id2, MID_X, MID_Y)
c.create_text(50, 30, text='TIME' , fill='white' )
c.create_text(150, 30, text='SCORE' , fill='white' )
time_text = c.create_text(50, 50, fill='white' )
score_text = c.create_text(150, 50, fill='white' )
#MAIN GAME LOOP
while time() < end:
if randint(1, BUB_CHANCE) == 1:
create_bubble()
move_bubbles()
clean_up_bubs()
score += collision()
if (int(score / BONUS_SCORE)) > bonus:
bonus += 1
end += TIME_LIMIT
show_score(score)
show_time(int(end - time()))
#print(score)
window.update()
sleep(0.01)
c.create_text(MID_X, MID_Y, \
text='GAME OVER', fill='white', font=('Helvetica' ,30))
c.create_text(MID_X, MID_Y + 30, \
text='Score: '+ str(score), fill='white')
c.create_text(MID_X, MID_Y + 45, \
text='Bonus time: '+ str(bonus*TIME_LIMIT), fill='white')
FWIW,像这样在 window.update
和 sleep
循环中使用 Tkinter 并不常见。使用window.mainloop
和事件驱动编程比较正常