问题
I am trying to implement a movement system where the player move's towards the click position. But I have been running into some problems with the arguments of the movement method.
The movement method currently needs to take all the variables as arguments:
This code works:
def move(self,event,mouse_pos, screen, background):
if event.type == MOUSEBUTTONDOWN:
if mouse_pos[1] > self.pos[1]:
screen.blit(background, self.pos, self.pos) #erases players by bliting bg
self.speed = 1
self.move_south() #moves player
if mouse_pos[0] > self.pos[0]:
screen.blit(background, self.pos, self.pos) #erases players by bliting bg
self.speed = 1
self.move_east() #moves player
screen.blit(self.image, self.pos) #draws player
This code doesn't work:
def move(self,event):
if event.type == MOUSEBUTTONDOWN:
if mouse_pos[1] > self.pos[1]:
screen.blit(background, self.pos, self.pos) #erases players by bliting bg
self.speed = 1
self.move_south() #moves player
if mouse_pos[0] > self.pos[0]:
screen.blit(background, self.pos, self.pos) #erases players by bliting bg
self.speed = 1
self.move_east() #moves player
screen.blit(self.image, self.pos) #draws player
Full Class code:
import pygame, sys
from pygame.locals import *
class GameObject:
def __init__(self, image, height, speed):
self.speed = speed
self.image = image
self.pos = image.get_rect().move(0, height) #initial placement
def move_south(self):
self.pos = self.pos.move(0, self.speed)
if self.pos.right > 600:
self.pos.left = 0
def move_east(self):
self.pos = self.pos.move(self.speed , 0)
if self.pos.right > 600:
self.pos.left = 0
def move(self,event,mouse_pos, screen, background):
if event.type == MOUSEBUTTONDOWN:
if mouse_pos[1] > self.pos[1]:
screen.blit(background, self.pos, self.pos) #erases players by bliting bg
self.speed = 1
self.move_south() #moves player
if mouse_pos[0] > self.pos[0]:
screen.blit(background, self.pos, self.pos) #erases players by bliting bg
self.speed = 1
self.move_east() #moves player
screen.blit(self.image, self.pos) #draws player
main script code:
import pygame, sys
from pygame.locals import *
from classes import *
screen = pygame.display.set_mode((640, 480))
#Importing Chars
player = pygame.image.load('green_hunter_small.png').convert()
#player.set_alpha(100) #makes whole player transparent
player.set_colorkey((0,0,0)) #sets background colour to transparent
ennemi = pygame.image.load('red_hunter_small.png').convert()
ennemi.set_colorkey((0,0,0))
background = pygame.image.load('grass_map_640x640.png').convert()
screen.blit(background, (0, 0))
objects = []
mouse_pos = (320, 240)
objects.append(GameObject(player, 80, 0))
for x in range(2): #create 2 objects
o = GameObject(ennemi, x*40, 0)
objects.append(o)
while True:
for event in pygame.event.get(): #setting up quit
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN :
mouse_pos = pygame.mouse.get_pos()
print mouse_pos
for o in objects:
screen.blit(background, o.pos, o.pos) #erases players by bliting bg
for o in objects:
o.move(event,mouse_pos,screen,background)
pygame.display.update()
pygame.time.delay(100)
I've got two questions : 1) how to reduce the number of arguments for my method ? 2) how to get my player to move continually towards the click position rather than once at every click ?
回答1:
Your problem is that "global" variables in python are not actually global, but rather local to the module in which they were defined in. Thus, you cannot reference globals decalred in the main.py
file in the classes.py
file.
There are three possible solutions:
(not recomended) Move the declarations of
screen
andbackground
to theclasses.py
file, which would put them seemingly out of place.(also not recommended) Add a
from main import screen, background
to theclasses.py
file, which creates circular import problems, forcing themain.py
module to do itsfrom classes import *
after definingscreen
andbackground
- Add a third
display.py
orscreen.py
file, where thescreen
andbackground
variabled are defined and import it frommain.py
andclasses.py
The mouse_pos
variable is totally unnecessary and misused:
- You could just use
pygame.mouse.get_pos()
directly in theclasses.py
file, but - Using
pygame.mouse.get_pos()
itself is extranious becausepygame.MOUSEBUTTONDOWN
events have apos
attribute pointing to the position of the mouse when the event was fired.
回答2:
So after a bit more work I found the solution to my problem.
I only had two python files which both imported each other.
I had to create a third file to avoid this "circular" importation.
I made one file with my main code called main.py importing both the classes.py file and the variables.py file.
main.py:
import pygame, sys, variables
from pygame.locals import *
from classes import *
#Creating the characters
objects = []
objects.append(GameObject(variables.player, 80, 0))
for x in range(2): #create 2 objects
o = GameObject(variables.ennemi, x*40, 0)
objects.append(o)
#game loop
while True:
for event in pygame.event.get(): #setting up quit
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN : #initiating movement on click
for o in objects:
variables.screen.blit(variables.background, o.pos, o.pos) #erases players by bliting bg
for o in objects:
o.move(event)
pygame.display.update()
pygame.time.delay(20)
classes.py:
import pygame, sys, variables
from pygame.locals import *
class GameObject:
def __init__(self, image, height, speed):
self.speed = speed
self.image = image
self.pos = image.get_rect().move(0, height) #initial placement
def move_NS(self):
self.pos = self.pos.move(0, self.speed)
if self.pos.right > 600:
self.pos.left = 0
def move_EW(self):
self.pos = self.pos.move(self.speed , 0)
if self.pos.right > 600:
self.pos.left = 0
def move(self,event):#,mouse_pos, screen, background
if event.type == MOUSEBUTTONDOWN:
if pygame.mouse.get_pos()[1] > self.pos[1]:
variables.screen.blit(variables.background, self.pos, self.pos) #erases players by bliting bg
self.speed = 1
self.move_NS() #moves player
if pygame.mouse.get_pos()[0] > self.pos[0]:
variables.screen.blit(variables.background, self.pos, self.pos) #erases players by bliting bg
self.speed = 1
self.move_EW() #moves player
if pygame.mouse.get_pos()[1] < self.pos[1]:
variables.screen.blit(variables.background, self.pos, self.pos) #erases players by bliting bg
self.speed = -1
self.move_NS() #moves player
if pygame.mouse.get_pos()[0] < self.pos[0]:
variables.screen.blit(variables.background, self.pos, self.pos) #erases players by bliting bg
self.speed = -1
self.move_EW() #moves player
variables.screen.blit(self.image, self.pos) #draws player
variables.py:
import pygame, sys
from pygame.locals import *
#Variables
screen = pygame.display.set_mode((640, 480))
#Importing Chars
player = pygame.image.load('green_hunter_small.png').convert()
player.set_colorkey((0,0,0)) #sets background colour to transparent
ennemi = pygame.image.load('red_hunter_small.png').convert()
ennemi.set_colorkey((0,0,0))
#importing background
background = pygame.image.load('grass_map_640x640.png').convert()
screen.blit(background, (0, 0))
Hope it helps !
来源:https://stackoverflow.com/questions/36814328/error-global-variable-not-defined-when-importing-class