TypeError: argument 1 must be pygame.Surface, not list
TypeError: argument 1 must be pygame.Surface, not list
自从看到一个 youtuber 解释如何做后,我一直在制作运动动画,但我收到了这个错误:
TypeError: argument 1 must be pygame.Surface, not list
我的代码大约有 500 行。
# Pygame Template - skeleton for a new pygame project
import pygame
import random
import os
from os import path
vec = pygame.math.Vector2
width = 800
height = 600
FPS = 60
POWERUP_TIME = 5000
title = 'Parkourse'
# Player properties
player_acceleration = 0.5
player_friction = -0.12
player_gravity = 0.8
player_jump = 10
# Starting platforms
platforms_list = [(0,height-40,width,50), # Ground
(0,0,800,10), # Top
(0,0,10,600), # Left Border
(790,height-400,10,600),# Right Border
(250,height - 160,width-200,10), # Floor 1
(0,height - 280,width-200,10), # Floor 2
(250,height - 400,width-100,10)] # Floor 3
# Define Colors
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
# set up assets folders
game_folder = os.path.dirname(__file__)
image_folder = os.path.join(game_folder, "Image")
sound_folder = os.path.join(game_folder, "Sound")
# Initialize pygame and create window
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((width,height))
pygame.display.set_caption(title)
clock = pygame.time.Clock()
# Load all game graphics
background = pygame.image.load(path.join(image_folder, "background.png")).convert()
background_rect = background.get_rect()
no_mvmt_0 = pygame.image.load(path.join(image_folder,"no_mvmt_0.png")).convert()
no_mvmt_1 = pygame.image.load(path.join(image_folder,"no_mvmt_1.png")).convert()
running_0 = pygame.image.load(path.join(image_folder,"running_0.png")).convert()
running_1 = pygame.image.load(path.join(image_folder,"running_1.png")).convert()
jumping_0 = pygame.image.load(path.join(image_folder,"jumping_0.png")).convert()
mini_no_mvmt = pygame.transform.scale(no_mvmt_0, (25,48))
mini_no_mvmt.set_colorkey(white)
scissors = pygame.image.load(path.join(image_folder,"scissors.png")).convert()
mob_left = pygame.image.load(path.join(image_folder,"mob_left.png")).convert()
power_upper_image = {}
power_upper_image['shield_0'] = pygame.image.load(path.join(image_folder,"shield_upper_0.png")).convert()
power_upper_image['shield_1'] = pygame.image.load(path.join(image_folder,"shield_upper_1.png")).convert()
power_upper_image['shield_2'] = pygame.image.load(path.join(image_folder,"shield_upper_2.png")).convert()
power_upper_image['life'] = pygame.image.load(path.join(image_folder,"life_upper.png")).convert()
power_upper_image['power'] = pygame.image.load(path.join(image_folder,"power.png")).convert()
explosion_animation = {}
explosion_animation['normal']=[]
explosion_animation['small']=[]
explosion_animation['player']=[]
for explosion in range(5):
explose = 'explosion_{}.png'.format(explosion)
image = pygame.image.load(path.join(image_folder, explose)).convert()
image.set_colorkey(white)
image.set_colorkey(black)
image_normal = pygame.transform.scale(image, (80,80))
explosion_animation['normal'].append(image_normal)
image_small = pygame.transform.scale(image, (30, 30))
explosion_animation['small'].append(image_small)
death = 'dying_{}.png'.format(explosion)
image = pygame.image.load(path.join(image_folder, death)).convert()
image.set_colorkey(white)
explosion_animation['player'].append(image)
#Load all game sounds
scream_sound = []
for scream in ["slightscream_0.wav", "slightscream_1.wav", "slightscream_2.wav",
"slightscream_3.wav", "slightscream_4.wav", "slightscream_5.wav",
"slightscream_6.wav", "slightscream_7.wav", "slightscream_8.wav",
"slightscream_9.wav", "slightscream_10.wav", "slightscream_11.wav",
"slightscream_12.wav", "slightscream_13.wav", "slightscream_14.wav"]:
scream_sound.append(pygame.mixer.Sound(path.join(sound_folder,scream)))
shoot_sound = pygame.mixer.Sound(path.join(sound_folder,"shoot.wav"))
shield = pygame.mixer.Sound(path.join(sound_folder,"shield.wav"))
life = pygame.mixer.Sound(path.join(sound_folder,"life.wav"))
special_power = pygame.mixer.Sound(path.join(sound_folder,"special_power.wav"))
death_sound = pygame.mixer.Sound(path.join(sound_folder,"death.ogg"))
explosion_sound = []
for sound in ["explosion.wav", "explosion_2.wav"]:
explosion_sound.append(pygame.mixer.Sound(path.join(sound_folder, sound)))
pygame.mixer.music.load(path.join(sound_folder,"gameplay.ogg"))
pygame.mixer.music.set_volume(0.6)
font_name = pygame.font.match_font('arial')
def draw_text (surf, text,color,size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
def newmob():
m = Mobs()
all_sprites.add(m)
mobs.add(m)
def draw_shield_bar(screen, x,y,percentage):
if percentage < 0:
percentage = 0
bar_lenght = 100
bar_height = 10
fill = (percentage / 100) * bar_lenght
outline_rect = pygame.Rect(x,y,bar_lenght,bar_height)
fill_rect = pygame.Rect(x,y,fill, bar_height)
pygame.draw.rect(screen, green, fill_rect)
pygame.draw.rect(screen, black, outline_rect, 2) # 2 is the the number of pixels
# of how wide you want the outline
# of the rectangle to be
def draw_lives (surface, x, y, lives, image):
for i in range(lives):
image_rect = image.get_rect()
image_rect.x = x + 30 * i
image_rect.y = y
surface.blit(image, image_rect)
score = 0
def show_game_over_screen():
screen.blit(background, background_rect)
draw_text(screen, "Dang..!",red,100, width/2, 200)
draw_text(screen, "Score: " + str(score),blue,30, width/2, 330)
draw_text(screen, "Press any key to retry",blue,30, width/2, 390)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
def show_start_screen():
screen.blit(background, background_rect)
draw_text(screen,"Parkourse!", green, 100, width/2, 200)
draw_text(screen, "Use the arrow keys to move, S to fire, and space to Jump",blue,30, width/2, 330)
draw_text(screen, "Press any key to begin",blue,30, width/2, 390)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
class Player (pygame.sprite.Sprite):
# Sprite for the player
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.load_movement_images()
self.image = self.standing_frame[0]
self.rect = self.image.get_rect()
self.pos = vec(50,500)
self.vel = vec(0,0)
self.acc = vec(0,0)
self.shield = 100
self.lives = 3
self.hidden = False
self.hide_timer = pygame.time.get_ticks()
self.power = 1
self.power_timer = pygame.time.get_ticks()
self.running = False
self.jumping = False
self.current_frame = 0
self.last_update = 0
def load_movement_images(self):
self.standing_frame = [no_mvmt_0, no_mvmt_1]
self.running_frame_right = [running_0,running_1]
self.running_frame_left = []
for frame in self.standing_frame:
frame.set_colorkey(white)
for frame in self.running_frame_right:
self.running_frame_left.append(pygame.transform.flip(frame,True,False)) # True is horizontaly, False is vertically
frame.set_colorkey(white)
self.jumping_frame = jumping_0
self.jumping_frame.set_colorkey(white)
def animate(self):
now = pygame.time.get_ticks()
if not self.jumping and not self.running:
if now - self.last_update > 350:
self.last_update = now
self.current_frame = (self.current_frame + 1) % len(self.standing_frame)
self.image = self.standing_frame
def jump(self):
# Jump only if standing on a Platform
self.rect.x +=1
hits = pygame.sprite.spritecollide(player,platforms, False)
self.rect.x -= 1
if hits:
self.vel.y = - player_jump
def update(self):
self.animate()
# timeout for powerups
if self.power >=2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
self.power -= 1
self.power_time = pygame.time.get_ticks()
# unhide if hidden
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.pos = vec(30, 400)
self.acc = vec(0,player_gravity)
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT] or keystate[pygame.K_a]:
self.acc.x = -player_acceleration
if keystate[pygame.K_RIGHT] or keystate[pygame.K_d]:
self.acc.x = player_acceleration
if keystate[pygame.K_SPACE]:
player.jump()
# apply friction
self.acc.x += self.vel.x * player_friction
# equations of motions
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
# wrap around the sides of the screen
if self.pos.x > 750:
self.pos.x = 750
if self.pos.x <= 0:
self.pos.x = 25
self.rect.midbottom = self.pos
def powerup(self):
self.power += 1
self.power_time = pygame.time.get_ticks()
def shoot(self):
if self.power == 1:
bullet = Bullet(self.pos.x + 5, self.pos.y - 20)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
if self.power >= 2:
bullet1 = Bullet(self.pos.x + 5, self.pos.y - 20)
bullet2 = Bullet(self.pos.x + 35, self.pos.y -20)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet1)
bullets.add(bullet2)
shoot_sound.play()
def hide(self):
# hide the player temporarily
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.pos = vec(0, 6000)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = scissors
self.rect = self.image.get_rect()
self.image.set_colorkey(white)
self.image = pygame.transform.scale(scissors, (30,15))
self.rect.bottom = y
self.rect.centerx = x
self.speedx = 10
def update(self):
self.rect.x += self.speedx
# kill if it moves off the top of the screen
if self.rect.bottom < 0:
self.kill()
class Mobs(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = mob_left
self.rect = self.image.get_rect()
self.image.set_colorkey(white)
self.rect.x = random.randrange(0,800)
self.rect.y = 530
self.speedx = 2
def update(self):
self.rect.x -= self.speedx
if self.rect.right < 0:
self.rect.x = 800
class Explosion(pygame.sprite.Sprite):
def __init__(self, center, size, frame):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_animation[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = frame
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_animation[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_animation[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
class Normal_Power(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['shield_0','shield_1','shield_2'])
self.image = power_upper_image[self.type]
self.rect = self.image.get_rect()
self.image.set_colorkey(white)
self.rect.center = center
class Special_Power(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['life','power'])
self.image = power_upper_image[self.type]
self.rect = self.image.get_rect()
self.image.set_colorkey(white)
self.rect.center = center
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, w, h):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((w, h))
self.image.fill(black)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
pygame.mixer.music.play(loops=-1) # loops = -1 means that pygame will restart the song when it's finished
# Game loop
running = True
new_game = True
game_over = False
while running:
if new_game:
show_start_screen()
new_game = False
all_sprites = pygame.sprite.Group()
platforms = pygame.sprite.Group()
for plat in platforms_list:
p = Platform (*plat)
all_sprites.add(p)
platforms.add(p)
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
for i in range(1):
newmob()
score = 0
if game_over:
show_game_over_screen()
game_over = False
all_sprites = pygame.sprite.Group()
platforms = pygame.sprite.Group()
for plat in platforms_list:
p = Platform (*plat)
all_sprites.add(p)
platforms.add(p)
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
for i in range(1):
newmob()
score = 0
# Keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
player.shoot()
# Updates
all_sprites.update()
# check if player hits a platform - only if falling
if player.vel.y > 0:
hits = pygame.sprite.spritecollide(player,platforms,False)
if hits:
player.pos.y = hits[0].rect.top
player.vel.y = 0
# check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs,bullets,True,True)
for hit in hits:
score += 1
random.choice(explosion_sound).play()
expl = Explosion(hit.rect.center, 'normal', 50)
all_sprites.add(expl)
if random.random() > 0.75:
power = Normal_Power(hit.rect.center)
all_sprites.add(power)
powerups.add(power)
if random.random() > 0.90:
lives = Special_Power(hit.rect.center)
all_sprites.add(lives)
powerups.add(lives)
newmob()
# check to see if the mob hit the player
hits = pygame.sprite.spritecollide(player, mobs,True)
for hit in hits:
random.choice(explosion_sound).play()
player.shield -= 25
newmob()
expl = Explosion(hit.rect.center, 'small', 50)
all_sprites.add(expl)
if player.shield <= 0:
death_sound.play()
death_animation = Explosion(player.rect.center, 'player', 100)
all_sprites.add(death_animation)
player.hide()
player.lives -= 1
player.shield = 100
else:
random.choice(scream_sound).play()
# check if the player hit a powerup
hits = pygame.sprite.spritecollide(player, powerups, True)
for hit in hits:
if hit.type == 'shield_0':
player.shield += 5
if player.shield >= 100:
player.shield = 100
shield.play()
if hit.type == 'shield_1':
player.shield += 20
if player.shield >= 100:
player.shield = 100
shield.play()
if hit.type == 'shield_2':
player.shield += 20
if player.shield >= 100:
player.shield = 100
shield.play()
if hit.type == 'life':
player.lives += 1
if player.lives >= 3:
player.lives = 3
life.play()
if hit.type == 'power':
special_power.play()
player.powerup()
# if the player died and the explosion finished playing
if player.lives == 0 and not death_animation.alive():
game_over = True
# Draw / Render
screen.fill(white)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen,str(score),red,30, width/ 2, 30)
draw_text(screen,"Score:",red,30, width / 2, 3)
draw_shield_bar(screen,90,20, player.shield)
draw_lives(screen,95,40,player.lives, mini_no_mvmt)
# *after* drawing everything, flip the display
pygame.display.flip()
pygame.quit()
quit()
错误是由您的 all_sprites
组中的精灵引起的,该精灵具有列表作为其 self.image
属性。我刚刚在 all_sprites.draw(screen)
行
之前打印了精灵图
for sprite in all_sprites:
print(sprite, sprite.image)
并且是玩家精灵以列表作为其图像。
<Player sprite(in 1 groups)> [<Surface(40x25x32 SW)>, <Surface(40x25x32 SW)>]
在 load_movement_images
方法中,您将 self.standing_frame
定义为两个 images/pygame.Surfaces 的列表,在 __init__
中,您将 self.image
设置为第一项那个名单。但是在 animate
方法中,您将 self.image 设置为整个列表而不是活动图像 self.image = self.standing_frame
,这会导致错误。
class Player (pygame.sprite.Sprite):
# Sprite for the player
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.load_movement_images()
# self.image is the first image in the
# self.standing_frame list.
self.image = self.standing_frame[0]
# ...
def load_movement_images(self):
self.standing_frame = [no_mvmt_0, no_mvmt_1]
# ...
def animate(self):
now = pygame.time.get_ticks()
if not self.jumping and not self.running:
if now - self.last_update > 350:
self.last_update = now
self.current_frame = (self.current_frame + 1) % len(self.standing_frame)
# Here you set the self.image to the self.standing_fram list instead one image.
self.image = self.standing_frame
# It should be:
# self.image = self.standing_frame[self.current_frame]
自从看到一个 youtuber 解释如何做后,我一直在制作运动动画,但我收到了这个错误:
TypeError: argument 1 must be pygame.Surface, not list
我的代码大约有 500 行。
# Pygame Template - skeleton for a new pygame project
import pygame
import random
import os
from os import path
vec = pygame.math.Vector2
width = 800
height = 600
FPS = 60
POWERUP_TIME = 5000
title = 'Parkourse'
# Player properties
player_acceleration = 0.5
player_friction = -0.12
player_gravity = 0.8
player_jump = 10
# Starting platforms
platforms_list = [(0,height-40,width,50), # Ground
(0,0,800,10), # Top
(0,0,10,600), # Left Border
(790,height-400,10,600),# Right Border
(250,height - 160,width-200,10), # Floor 1
(0,height - 280,width-200,10), # Floor 2
(250,height - 400,width-100,10)] # Floor 3
# Define Colors
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
# set up assets folders
game_folder = os.path.dirname(__file__)
image_folder = os.path.join(game_folder, "Image")
sound_folder = os.path.join(game_folder, "Sound")
# Initialize pygame and create window
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((width,height))
pygame.display.set_caption(title)
clock = pygame.time.Clock()
# Load all game graphics
background = pygame.image.load(path.join(image_folder, "background.png")).convert()
background_rect = background.get_rect()
no_mvmt_0 = pygame.image.load(path.join(image_folder,"no_mvmt_0.png")).convert()
no_mvmt_1 = pygame.image.load(path.join(image_folder,"no_mvmt_1.png")).convert()
running_0 = pygame.image.load(path.join(image_folder,"running_0.png")).convert()
running_1 = pygame.image.load(path.join(image_folder,"running_1.png")).convert()
jumping_0 = pygame.image.load(path.join(image_folder,"jumping_0.png")).convert()
mini_no_mvmt = pygame.transform.scale(no_mvmt_0, (25,48))
mini_no_mvmt.set_colorkey(white)
scissors = pygame.image.load(path.join(image_folder,"scissors.png")).convert()
mob_left = pygame.image.load(path.join(image_folder,"mob_left.png")).convert()
power_upper_image = {}
power_upper_image['shield_0'] = pygame.image.load(path.join(image_folder,"shield_upper_0.png")).convert()
power_upper_image['shield_1'] = pygame.image.load(path.join(image_folder,"shield_upper_1.png")).convert()
power_upper_image['shield_2'] = pygame.image.load(path.join(image_folder,"shield_upper_2.png")).convert()
power_upper_image['life'] = pygame.image.load(path.join(image_folder,"life_upper.png")).convert()
power_upper_image['power'] = pygame.image.load(path.join(image_folder,"power.png")).convert()
explosion_animation = {}
explosion_animation['normal']=[]
explosion_animation['small']=[]
explosion_animation['player']=[]
for explosion in range(5):
explose = 'explosion_{}.png'.format(explosion)
image = pygame.image.load(path.join(image_folder, explose)).convert()
image.set_colorkey(white)
image.set_colorkey(black)
image_normal = pygame.transform.scale(image, (80,80))
explosion_animation['normal'].append(image_normal)
image_small = pygame.transform.scale(image, (30, 30))
explosion_animation['small'].append(image_small)
death = 'dying_{}.png'.format(explosion)
image = pygame.image.load(path.join(image_folder, death)).convert()
image.set_colorkey(white)
explosion_animation['player'].append(image)
#Load all game sounds
scream_sound = []
for scream in ["slightscream_0.wav", "slightscream_1.wav", "slightscream_2.wav",
"slightscream_3.wav", "slightscream_4.wav", "slightscream_5.wav",
"slightscream_6.wav", "slightscream_7.wav", "slightscream_8.wav",
"slightscream_9.wav", "slightscream_10.wav", "slightscream_11.wav",
"slightscream_12.wav", "slightscream_13.wav", "slightscream_14.wav"]:
scream_sound.append(pygame.mixer.Sound(path.join(sound_folder,scream)))
shoot_sound = pygame.mixer.Sound(path.join(sound_folder,"shoot.wav"))
shield = pygame.mixer.Sound(path.join(sound_folder,"shield.wav"))
life = pygame.mixer.Sound(path.join(sound_folder,"life.wav"))
special_power = pygame.mixer.Sound(path.join(sound_folder,"special_power.wav"))
death_sound = pygame.mixer.Sound(path.join(sound_folder,"death.ogg"))
explosion_sound = []
for sound in ["explosion.wav", "explosion_2.wav"]:
explosion_sound.append(pygame.mixer.Sound(path.join(sound_folder, sound)))
pygame.mixer.music.load(path.join(sound_folder,"gameplay.ogg"))
pygame.mixer.music.set_volume(0.6)
font_name = pygame.font.match_font('arial')
def draw_text (surf, text,color,size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
def newmob():
m = Mobs()
all_sprites.add(m)
mobs.add(m)
def draw_shield_bar(screen, x,y,percentage):
if percentage < 0:
percentage = 0
bar_lenght = 100
bar_height = 10
fill = (percentage / 100) * bar_lenght
outline_rect = pygame.Rect(x,y,bar_lenght,bar_height)
fill_rect = pygame.Rect(x,y,fill, bar_height)
pygame.draw.rect(screen, green, fill_rect)
pygame.draw.rect(screen, black, outline_rect, 2) # 2 is the the number of pixels
# of how wide you want the outline
# of the rectangle to be
def draw_lives (surface, x, y, lives, image):
for i in range(lives):
image_rect = image.get_rect()
image_rect.x = x + 30 * i
image_rect.y = y
surface.blit(image, image_rect)
score = 0
def show_game_over_screen():
screen.blit(background, background_rect)
draw_text(screen, "Dang..!",red,100, width/2, 200)
draw_text(screen, "Score: " + str(score),blue,30, width/2, 330)
draw_text(screen, "Press any key to retry",blue,30, width/2, 390)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
def show_start_screen():
screen.blit(background, background_rect)
draw_text(screen,"Parkourse!", green, 100, width/2, 200)
draw_text(screen, "Use the arrow keys to move, S to fire, and space to Jump",blue,30, width/2, 330)
draw_text(screen, "Press any key to begin",blue,30, width/2, 390)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
class Player (pygame.sprite.Sprite):
# Sprite for the player
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.load_movement_images()
self.image = self.standing_frame[0]
self.rect = self.image.get_rect()
self.pos = vec(50,500)
self.vel = vec(0,0)
self.acc = vec(0,0)
self.shield = 100
self.lives = 3
self.hidden = False
self.hide_timer = pygame.time.get_ticks()
self.power = 1
self.power_timer = pygame.time.get_ticks()
self.running = False
self.jumping = False
self.current_frame = 0
self.last_update = 0
def load_movement_images(self):
self.standing_frame = [no_mvmt_0, no_mvmt_1]
self.running_frame_right = [running_0,running_1]
self.running_frame_left = []
for frame in self.standing_frame:
frame.set_colorkey(white)
for frame in self.running_frame_right:
self.running_frame_left.append(pygame.transform.flip(frame,True,False)) # True is horizontaly, False is vertically
frame.set_colorkey(white)
self.jumping_frame = jumping_0
self.jumping_frame.set_colorkey(white)
def animate(self):
now = pygame.time.get_ticks()
if not self.jumping and not self.running:
if now - self.last_update > 350:
self.last_update = now
self.current_frame = (self.current_frame + 1) % len(self.standing_frame)
self.image = self.standing_frame
def jump(self):
# Jump only if standing on a Platform
self.rect.x +=1
hits = pygame.sprite.spritecollide(player,platforms, False)
self.rect.x -= 1
if hits:
self.vel.y = - player_jump
def update(self):
self.animate()
# timeout for powerups
if self.power >=2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
self.power -= 1
self.power_time = pygame.time.get_ticks()
# unhide if hidden
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.pos = vec(30, 400)
self.acc = vec(0,player_gravity)
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT] or keystate[pygame.K_a]:
self.acc.x = -player_acceleration
if keystate[pygame.K_RIGHT] or keystate[pygame.K_d]:
self.acc.x = player_acceleration
if keystate[pygame.K_SPACE]:
player.jump()
# apply friction
self.acc.x += self.vel.x * player_friction
# equations of motions
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
# wrap around the sides of the screen
if self.pos.x > 750:
self.pos.x = 750
if self.pos.x <= 0:
self.pos.x = 25
self.rect.midbottom = self.pos
def powerup(self):
self.power += 1
self.power_time = pygame.time.get_ticks()
def shoot(self):
if self.power == 1:
bullet = Bullet(self.pos.x + 5, self.pos.y - 20)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
if self.power >= 2:
bullet1 = Bullet(self.pos.x + 5, self.pos.y - 20)
bullet2 = Bullet(self.pos.x + 35, self.pos.y -20)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet1)
bullets.add(bullet2)
shoot_sound.play()
def hide(self):
# hide the player temporarily
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.pos = vec(0, 6000)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = scissors
self.rect = self.image.get_rect()
self.image.set_colorkey(white)
self.image = pygame.transform.scale(scissors, (30,15))
self.rect.bottom = y
self.rect.centerx = x
self.speedx = 10
def update(self):
self.rect.x += self.speedx
# kill if it moves off the top of the screen
if self.rect.bottom < 0:
self.kill()
class Mobs(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = mob_left
self.rect = self.image.get_rect()
self.image.set_colorkey(white)
self.rect.x = random.randrange(0,800)
self.rect.y = 530
self.speedx = 2
def update(self):
self.rect.x -= self.speedx
if self.rect.right < 0:
self.rect.x = 800
class Explosion(pygame.sprite.Sprite):
def __init__(self, center, size, frame):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_animation[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = frame
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_animation[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_animation[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
class Normal_Power(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['shield_0','shield_1','shield_2'])
self.image = power_upper_image[self.type]
self.rect = self.image.get_rect()
self.image.set_colorkey(white)
self.rect.center = center
class Special_Power(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['life','power'])
self.image = power_upper_image[self.type]
self.rect = self.image.get_rect()
self.image.set_colorkey(white)
self.rect.center = center
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, w, h):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((w, h))
self.image.fill(black)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
pygame.mixer.music.play(loops=-1) # loops = -1 means that pygame will restart the song when it's finished
# Game loop
running = True
new_game = True
game_over = False
while running:
if new_game:
show_start_screen()
new_game = False
all_sprites = pygame.sprite.Group()
platforms = pygame.sprite.Group()
for plat in platforms_list:
p = Platform (*plat)
all_sprites.add(p)
platforms.add(p)
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
for i in range(1):
newmob()
score = 0
if game_over:
show_game_over_screen()
game_over = False
all_sprites = pygame.sprite.Group()
platforms = pygame.sprite.Group()
for plat in platforms_list:
p = Platform (*plat)
all_sprites.add(p)
platforms.add(p)
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
for i in range(1):
newmob()
score = 0
# Keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
player.shoot()
# Updates
all_sprites.update()
# check if player hits a platform - only if falling
if player.vel.y > 0:
hits = pygame.sprite.spritecollide(player,platforms,False)
if hits:
player.pos.y = hits[0].rect.top
player.vel.y = 0
# check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs,bullets,True,True)
for hit in hits:
score += 1
random.choice(explosion_sound).play()
expl = Explosion(hit.rect.center, 'normal', 50)
all_sprites.add(expl)
if random.random() > 0.75:
power = Normal_Power(hit.rect.center)
all_sprites.add(power)
powerups.add(power)
if random.random() > 0.90:
lives = Special_Power(hit.rect.center)
all_sprites.add(lives)
powerups.add(lives)
newmob()
# check to see if the mob hit the player
hits = pygame.sprite.spritecollide(player, mobs,True)
for hit in hits:
random.choice(explosion_sound).play()
player.shield -= 25
newmob()
expl = Explosion(hit.rect.center, 'small', 50)
all_sprites.add(expl)
if player.shield <= 0:
death_sound.play()
death_animation = Explosion(player.rect.center, 'player', 100)
all_sprites.add(death_animation)
player.hide()
player.lives -= 1
player.shield = 100
else:
random.choice(scream_sound).play()
# check if the player hit a powerup
hits = pygame.sprite.spritecollide(player, powerups, True)
for hit in hits:
if hit.type == 'shield_0':
player.shield += 5
if player.shield >= 100:
player.shield = 100
shield.play()
if hit.type == 'shield_1':
player.shield += 20
if player.shield >= 100:
player.shield = 100
shield.play()
if hit.type == 'shield_2':
player.shield += 20
if player.shield >= 100:
player.shield = 100
shield.play()
if hit.type == 'life':
player.lives += 1
if player.lives >= 3:
player.lives = 3
life.play()
if hit.type == 'power':
special_power.play()
player.powerup()
# if the player died and the explosion finished playing
if player.lives == 0 and not death_animation.alive():
game_over = True
# Draw / Render
screen.fill(white)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen,str(score),red,30, width/ 2, 30)
draw_text(screen,"Score:",red,30, width / 2, 3)
draw_shield_bar(screen,90,20, player.shield)
draw_lives(screen,95,40,player.lives, mini_no_mvmt)
# *after* drawing everything, flip the display
pygame.display.flip()
pygame.quit()
quit()
错误是由您的 all_sprites
组中的精灵引起的,该精灵具有列表作为其 self.image
属性。我刚刚在 all_sprites.draw(screen)
行
for sprite in all_sprites:
print(sprite, sprite.image)
并且是玩家精灵以列表作为其图像。
<Player sprite(in 1 groups)> [<Surface(40x25x32 SW)>, <Surface(40x25x32 SW)>]
在 load_movement_images
方法中,您将 self.standing_frame
定义为两个 images/pygame.Surfaces 的列表,在 __init__
中,您将 self.image
设置为第一项那个名单。但是在 animate
方法中,您将 self.image 设置为整个列表而不是活动图像 self.image = self.standing_frame
,这会导致错误。
class Player (pygame.sprite.Sprite):
# Sprite for the player
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.load_movement_images()
# self.image is the first image in the
# self.standing_frame list.
self.image = self.standing_frame[0]
# ...
def load_movement_images(self):
self.standing_frame = [no_mvmt_0, no_mvmt_1]
# ...
def animate(self):
now = pygame.time.get_ticks()
if not self.jumping and not self.running:
if now - self.last_update > 350:
self.last_update = now
self.current_frame = (self.current_frame + 1) % len(self.standing_frame)
# Here you set the self.image to the self.standing_fram list instead one image.
self.image = self.standing_frame
# It should be:
# self.image = self.standing_frame[self.current_frame]