プロジェクト用に開発中のゲームを実行しようとしているときに、コードが機能せず、画面が黒くなります。 Mycharacterはキャラクター、敵は敵キャラクター、障害物はゲーム内の障害物です。デザインは敵を追いかけているキャラクターになっているのに対し、敵は途中で障害物があるポイントを得るためにキャラクターを追いかけています。 他のクラスをこの関数とメインクラスにインポートしています。 すべてのヘルプが表示されます。 コードが見えHERESにどのように:私は見ることができますPyGame画面実行時に黒色に戻る
import pygame
import time
import random
import Mycharacter
import enemy
import obstacle
import json
GREEN = (0, 255, 0)
class Controller:
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((800, 800))
self.background = pygame.Surface(self.screen.get_size()).convert()
#self.button_image = pygame.image.load("start_button.png").convert
self.button = pygame.Rect(350, 50, 100, 100)
#self.button_image.get_rect()
self.font = pygame.font.Font("Shark_Soft_Bites.TTF", 60)
self.text = pygame.font.Font.render(self.font,"Start", True, (255, 0, 0))
#self.score_text = pygame.font.Font.render("Highscore: "+ str())
self.file = open("highscores.json", "r")
self.currentState = "Start"
self.obstacles = []
for i in range(5):
x = random.randrange(50, 600)
y = random.randrange(60, 700)
self.obstacles.append(obstacle.Obstacle((x, y), 'rock.png'))
self.enemies = []
for i in range(3) :
if i == 0:
x = 725
y = 100
elif i == 1:
x = 75
y = 700
elif i == 2:
x = 725
y = 700
self.enemies.append(enemy.Enemy((x, y), "enemy.png"))
self.Mycharacter = Mycharacter.Mycharacter((75, 100), "head6.png")
self.mysprites = pygame.sprite.Group((self.Mycharacter,) + tuple(self.enemies) + tuple(self.obstacles))
self.mysprites2 = pygame.sprite.Group(tuple(self.enemies) + tuple(self.obstacles))
self.score = 0
self.end_time = 0
self.start_time = 0
self.time = (self.end_time-self.start_time) * 1000
def mainLoop(self):
"""
This is the main loop for the game that calls the other functions in this class
in order to create a start screen, run the game, and present the high score and player
score at the end of the game.
Param list: None
Return list: None
"""
self.done = False
while not self.done:
if self.currentState == "start":
self.startGame(self)
elif self.currentState == "running":
self.start_time = pygame.time.get_ticks()
self.runGame(self)
elif self.currentState == "end":
self.endGame(self)
pygame.quit
def startGame(self):
"""
This is the function for the start of the game. It fills the screen
with a different color background and creates the start button that the user
can click on to begin running the game.
Param list: None
Returns: None
"""
start = True
while start:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.done = True
start = False
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
if self.button.collidepoint(mouse_pos):
self.currentState = "running"
start = False
self.screen.fill((255, 0, 255))
pygame.draw.rect(self.screen, (0, 0, 0), self.button)
self.screen.blit(self.text, (350,50))
pygame.display.flip()
pygame.quit
def runGame(self):
run = True
clock = pygame.time.Clock
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.done = True
run = False
if event.type == pygame.KEYDOWN:
#Under here is the game logic and i don't know if i should have the random enemy movement under here
if(event.key == pygame.K_UP):
self.Mycharacter.move_up()
elif(event.key == pygame.K_DOWN):
self.Mycharacter.move_down()
elif(event.key == pygame.K_LEFT):
self.Mycharacter.move_left()
elif(event.key == pygame.K_RIGHT):
self.Mycharacter.move_right()
self.score += 1
if self.score > 400:
if self.score > 800:
if self.score > 1200:
self.enemy.speed(18)
else:
self.enemy.speed(16)
else:
self.enemy.speed(14)
else:
self.enemy.speed(12)
self.mysprites.update()
#self.mysprites2.group_collide
#possibly sprite.groupcollide to save myself these two loops but I like the loops
#also idk if the dokill means it will .kill() or something else
for i in range(len(self.obstacles)):
if(pygame.sprite.collide_rect(self.Mycharacter, self.obstacle[i])):
self.Mycharacter.kill()
self.currentState = "end"
self.end_time = pygame.time.get_ticks()
run = False
for i in range(len(self.enemies)):
if(pygame.sprite.collide_rect(self.Mycharacter, self.enemies[i])):
self.Mycharacter.kill()
self.currentState = "end"
self.end_time = pygame.time.get_ticks()
run = False
self.screen.fill(GREEN)
#self.obstacles.draw(self.screen)
#self.enemies.draw(self.screen)
self.screen.blit(self.background, (0, 0))
self.mysprites.draw()
#self.screen.blit(self.Mycharacter,(self.Mycharacter.rect.x, self.Mycharacter.rect.y))
#drawing code
#update screen with what has been drawn
pygame.display.flip()
clock.tick(60)
pygame.quit
def endGame(self):
#self.screen = pygame.display.set_mode(800, 800)
#self.background = pygame.Surface(self.screen.get_size()).convert()
end = False
while not end:
for event in pygame.event.get():
if event == pygame.QUIT:
end = True
self.done = True
else:
line = json.load(self.file.readline())
num = line["one"]
self.file.close()
if self.time > int(num):
self.file = open("highscores.json", "w")
newstr = "highscore:"+str(num)
jsonstr = json.dump(newstr)
self.file.write(newstr)
self.file.close
self.file = open("highscores.json", "r")
newline = json.load(self.file.readline())
score = newline["highscore"]
self.file.close()
self.screen.fill((0, 0, 255))
#create text and rect to blit onto screen to display high score
self.screen.blit("Highscore: " + str(score), (350, 50))
self.screen.blit("Your Score: " + str(num), (350, 150))
pygame.display.flip()
pygame.quit
def main():
the_game = Controller()
the_game.mainLoop()
main()
ようこそ:
はここで正しく動作する最低限の例です。あなたのコードは、[最小、完全かつ検証可能](https://stackoverflow.com/help/mcve)ではありませんので、変更を加えずに実行してテストすることはできません。私が見る限り、プログラムは 'self'を引数として渡すべきではないので、' mainLoop'の 'self.startGame(self)'行に到達するとクラッシュします。私はその行を修正し、他の不要なコードを削除すると、ボタンのrectとピンクの背景が表示されます。 – skrx