如何解决为什么在此python脚本中什么都没有移动?
因此,我从python书籍中复制了此代码,该代码本来就像一个鸡蛋捕手游戏,但是,如果您运行该代码,则可以看到,tkinter会创建所有内容,但是该游戏将进行设置本身不会启动。有人知道如何开始吗?我尝试按下按钮并使整个功能正常运行,但是它们都无法正常工作。这是我的下面的代码...
from itertools import cycle
from random import randrange
from tkinter import Canvas,Tk,messagebox,font
canvas_width = 800
canvas_height = 400
root = Tk()
c = Canvas(root,width=canvas_width,height=canvas_height,background='deep sky blue')
c.create_rectangle(-5,canvas_height - 100,canvas_width + 5,canvas_height + 5,\
fill='sea green',width=0)
c.create_oval(-80,-80,120,fill='orange',width=0)
c.pack()
color_cycle = cycle(['light blue','light green','light pink','light yellow','light cyan'])
egg_width = 45
egg_height = 55
egg_score = 10
egg_speed = 500
egg_interval = 4000
difficulty_factor = 0.95
catcher_color = 'blue'
catcher_width = 100
catcher_height = 100
catcher_start_x = canvas_width / 2 - catcher_width / 2
catcher_start_y = canvas_height - catcher_height - 20
catcher_start_x2 = catcher_start_x + catcher_width
catcher_start_y2 = catcher_start_y + catcher_height
catcher = c.create_arc(catcher_start_x,catcher_start_y,\
catcher_start_x2,catcher_start_y2,start=200,extent=140,\
style='arc',outline=catcher_color,width=3)
game_font = font.nametofont('TkFixedFont')
game_font.config(size=18)
score = 0
score_text = c.create_text(10,10,anchor='nw',font=game_font,fill='darkblue',\
text='Score: ' + str(score))
lives_remaining = 3
lives_text = c.create_text(canvas_width - 10,anchor='ne',\
text='Lives: ' + str(lives_remaining))
eggs = []
def create_egg():
x = randrange(10,740)
y = 40
new_egg = c.create_oval(x,y,x + egg_width,y + egg_height,fill=next(color_cycle),width=0)
eggs.append(new_egg)
root.after(egg_interval,create_egg)
def move_eggs():
for egg in eggs:
(egg_x,egg_y,egg_x2,egg_y2) = c.coords(egg)
c.move(egg,10)
if egg_y2 > canvas_height:
egg_dropped(egg)
root.after(egg_speed,move_eggs)
def egg_dropped(egg):
eggs.remove(egg)
c.delete(egg)
lose_a_life()
if lives_remaining == 0:
messagebox.showinfo('Game Over!','Final Score: ' + str(score))
root.destroy()
def lose_a_life():
global lives_remaining
lives_remaining -= 1
c.itemconfigure(lives_text,text='Lives: ' + str(lives_remaining))
def check_catch():
(catcher_x,catcher_y,catcher_x2,catcher_y2) = c.coords(catcher)
for egg in eggs:
(egg_x,egg_y2) = c.coords(egg)
if catcher_x < egg_x and egg_x2 < catcher_x2 and catcher_y2 - egg_y2 < 40:
eggs.remove(egg)
c.delete(egg)
increase_score(egg_score)
root.after(100,check_catch)
def increase_score(points):
global score,egg_speed,egg_interval
score += points
egg_speed = int(egg_speed * difficulty_factor)
egg_interval = int(egg_interval * difficulty_factor)
c.itemconfigure(score_text,text='Score: ' + str(score))
def move_left(event):
(x1,y1,x2,y2) = c.coords(catcher)
if x1 > 0:
c.move(catcher,-20,0)
def move_right(event):
(x1,y2) = c.coords(catcher)
if x2 < canvas_width:
c.move(catcher,20,0)
c.bind('<Left>',move_left)
c.bind('<Right>',move_right)
c.focus_set()
root.after(1000,create_egg)
root.after(1000,move_eggs)
root.after(1000,check_catch)
root.mainloop()
解决方法
我看到了很多函数,但没有调用它们,尤其是运行Tkinter
主循环的函数。
鉴于您期望move_left()
和move_right()
函数之间的相似性,几乎可以肯定的是,该函数的最后一行不应 缩进到它们的位置
使用您的 current 代码,仅在调用move_right()
时执行执行绑定和计时器回调设置的行。并非如此,因为将调用的键绑定仅在调用时设置(这不是因为...
WARNING W-42: thought process terminated due to likely stack overflow in wet-ware
:-)
换句话说,您的代码应类似于:
def move_left(event):
(x1,y1,x2,y2) = c.coords(catcher)
if x1 > 0:
c.move(catcher,-20,0)
def move_right(event):
(x1,y2) = c.coords(catcher)
if x2 < canvas_width:
c.move(catcher,20,0)
# Run this at top level,NOT as part of move_right().
c.bind('<Left>',move_left)
c.bind('<Right>',move_right)
c.focus_set()
root.after(1000,create_egg)
root.after(1000,move_eggs)
root.after(1000,check_catch)
root.mainloop()
顺便说一句,这可能只是粘贴代码的方式,但是在编写代码时,您应该尝试遵循PEP8样式指南,特别是缩进四个空格的指南。它们通常使您的代码更易于阅读和/或分析。
而且,正如您所知道的那样,这些move_xxx()
函数实际上将使您的捕捉器脱离屏幕边缘(我认为最多20像素)。如果这不是您想要的,则可能需要进行一些更改:
move_sz = 20
def move_left(event):
(x1,y2) = c.coords(catcher)
c.move(catcher,-min(move_sz,x1),min(move_sz,canvas_width - x2 - 1),0)
我还没有测试过(特别是可能超出一个像素-我会把它留给你),但是这个想法只是为了限制您的移动量,以免将捕捉器发送到画布边界之外
您会看到我还用一个更合适的变量替换了魔法常数20
-这样,如果您要调整移动速度,只需要将其更改为一个位置即可。
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