游戏"Pong" 我的代码有问题



我已经对Pong游戏进行了编程。它可以打开并播放,但它仍然表明存在错误:

Traceback (most recent call last):
File "/Users/xxxxxxxxxxr/PycharmProjects/Python/666.py", line 245, in <module>
game_to_five()
File "/Users/xxxxxxxxr/PycharmProjects/Python/666.py", line 240, in game_to_five
pygame.display.update()
pygame.error: video system not initialized

我希望你能帮助我。如果有任何答案,我将不胜感激:(也许你对我的代码有一些想法或意见。我的游戏代码是:

# Importieren einer Bibiothek
import pygame
from pygame.locals import *
# Pygame initialisieren
pygame.init()
# Uhr erstellen // weil sonst der Computer es so schnell wie möglich versucht abzuspielen "Bildfrequenz-Limit"
Clock = pygame.time.Clock()
# Bilschirm Größe
screen_width = 1000
screen_height = 500
# Bilschirm ertsllen mit Überschrift
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Pong von Ramon')
# Farbe definieren
bg = pygame.Color("#458B74")
black = (0, 0, 0)
white = (255, 255, 255)
blue = (255, 255, 255)
orange = (255, 140, 0)
# Soounds
plob_sound = pygame.mixer.Sound("pong.ogg")
score_sound = pygame.mixer.Sound("score.ogg")
# define game variables
margin = 50
# define font
basic_font = pygame.font.SysFont("freesansbold.ttf", 60)

# basic_font = pygame.font.SysFont("Helvetica", 60)

# Text erstllen und den text umwandeln in ein Bild und dieses auf das Spielbildschirm bringen
# dafür muss ich eine font (Schriftart) erstellen
def draw_text(text, basic_font, text_col, x, y):
img = basic_font.render(text, True, text_col)
screen.blit(img, (x, y))

def draw_board():
screen.fill(bg)
pygame.draw.line(screen, white, (0, margin), (screen_width, margin), 4)
pygame.draw.line(screen, white, (500, margin), (500, 500), 4)
# Kreis in der Mitte
pygame.draw.ellipse(screen, white, [400, 180, 200, 200], 4)

# Man kann nicht direkt einen Text schreiben, mann muss es den text in ein Bild konvertieren und diesen mit screen.blit
# auf das "Screen" tun / x und y steht für wo der "Text" am Ende wo es sein soll // font muss noch bestimmt werden //
# text ist der text den man sehen möchte
def draw_text(text, basic_font, text_col, x, y):
img = basic_font.render(text, True, text_col)
screen.blit(img, (x, y))

class paddle():
def __init__(self, x, y):
self.x = x
self.y = y
self.rect = Rect(x, y, 10, 150)
self.speed = 5
self.ai_speed = 5
# damit man den Paddle bewegen kann muss man die Tastatur mit einbinden wenn man eine Tast gefrückt hat und wie der Paddle
# sich zu verhalten hat
def move(self):
key = pygame.key.get_pressed()
# Wenn der UP-Key gedrückt wurde und "Grenzen" einrichten (solange der "Top" größer als margin ist kann man nach oben gehen
# also unter dem Rand ist
if key[pygame.K_UP] and self.rect.top > margin:
self.rect.move_ip(0, -1 * self.speed)
if key[pygame.K_DOWN] and self.rect.bottom < screen_height:
self.rect.move_ip(0, self.speed)
def draw(self):
pygame.draw.rect(screen, white, self.rect)
def ai(self):
# ai to move the paddle automatically
# move down
if self.rect.centery < pong.rect.top and self.rect.bottom < screen_height:
self.rect.move_ip(0, self.ai_speed)
# move up
if self.rect.centery > pong.rect.bottom and self.rect.top > margin:
self.rect.move_ip(0, -1 * self.ai_speed)

class ball():
def __init__(self, x, y):
self.reset(x, y)
def move(self):
# check collision with top margin
if self.rect.top < margin:
pygame.mixer.Sound.play(plob_sound)
self.speed_y *= -1
# check collision with bottom of the screen
if self.rect.bottom > screen_height:
pygame.mixer.Sound.play(plob_sound)
self.speed_y *= -1
if self.rect.colliderect(player_paddle) or self.rect.colliderect(cpu_paddle):
pygame.mixer.Sound.play(plob_sound)
self.speed_x *= -1
# check for out of bounds
if self.rect.left < 0:
pygame.mixer.Sound.play(score_sound)
self.winner = 1
if self.rect.left > screen_width:
pygame.mixer.Sound.play(score_sound)
self.winner = -1
# update ball position
self.rect.x += self.speed_x
self.rect.y += self.speed_y
return self.winner
def draw(self):
pygame.draw.circle(screen, orange, (self.rect.x + self.ball_rad, self.rect.y + self.ball_rad), self.ball_rad)
def reset(self, x, y):
self.x = x
self.y = y
self.ball_rad = 8
self.rect = Rect(x, y, self.ball_rad * 2, self.ball_rad * 2)
self.speed_x = -4
self.speed_y = 4
self.winner = 0  # 1 is the player and -1 is the CPU

# create paddles
player_paddle = paddle(screen_width - 40, screen_height // 2)
cpu_paddle = paddle(20, screen_height // 2)
# create pong ball
pong = ball(screen_width - 60, screen_height // 2 + 50)

def game_to_five():
player_score = 0
opp_score = 0
live_ball = False
winner = 0
speed_increase = 0
run = True
while (player_score < 5 and opp_score < 5) and run:
Clock.tick(60)
draw_board()
draw_text('OPP: ' + str(opp_score), basic_font, white, 20, 15)
draw_text('P1: ' + str(player_score), basic_font, white, screen_width - 115, 15)
draw_text('TEMPO: ' + str(abs(pong.speed_x)), basic_font, white, screen_width // 2 - 100, 15)
# draw paddles
player_paddle.draw()
cpu_paddle.draw()
if live_ball == True:
speed_increase += 1
winner = pong.move()
if winner == 0:
# draw ball
pong.draw()
# move paddles
player_paddle.move()
cpu_paddle.ai()
else:
live_ball = False
if winner == 1:
player_score += 1
elif winner == -1:
opp_score += 1
# print player instructions
if live_ball == False:
if winner == 0:
draw_text('Zum Starten klicken', basic_font, black, 300, screen_width // 2 - 300)
if winner == 1:
draw_text('YOU SCORED!', basic_font, black, 355, 160)
draw_text('CLICK ANYWHERE TO START', basic_font, black, 200, 200)
if winner == -1:
draw_text('CPU SCORED!', basic_font, black, 355, 160)
draw_text('CLICK ANYWHERE TO START', basic_font, black, 200, 200)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN and live_ball == False:
live_ball = True
pong.reset(500, 250)
# screen_width - 60, screen_height // 2 + 50)
if speed_increase > 500:
speed_increase = 0
if pong.speed_x < 0:
pong.speed_x -= 1
if pong.speed_x > 0:
pong.speed_x += 1
if pong.speed_y < 0:
pong.speed_y -= 1
if pong.speed_y > 0:
pong.speed_y += 1
pygame.display.update()
new_game = False
while not new_game:
draw_board()
draw_text('OPP: ' + str(opp_score), basic_font, white, 20, 15)
draw_text('P1: ' + str(player_score), basic_font, white, screen_width - 115, 15)
draw_text('TEMPO: ' + str(abs(pong.speed_x)), basic_font, white, screen_width // 2 - 100, 15)
if player_score == 5:
draw_text('P1 hat gewonnen!', basic_font, black, 355, 160)
elif opp_score == 5:
draw_text('OPP hat gewonnen!', basic_font, black, 300, 160)
draw_text('Klicken um fortzufahren', basic_font, black, 260, 200)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.MOUSEBUTTONDOWN:
pong.reset(500, 250)
new_game = True
pygame.display.update()

# create game loop
while True:
game_to_five()
pygame.quit()

运行时:

if event.type == pygame.QUIT:
pygame.quit()

它对视频(又称显示(系统进行去初始化。然后再次调用pygame.display.update()。由于视频系统未初始化,因此会出现错误。

您不应该在那里运行pygame.quit(),而应该更改一个将结束游戏循环的变量。

你的代码应该是这样的:

# Importieren einer Bibiothek
import pygame
from pygame.locals import *
# Pygame initialisieren
pygame.init()
# Uhr erstellen // weil sonst der Computer es so schnell wie möglich versucht abzuspielen "Bildfrequenz-Limit"
Clock = pygame.time.Clock()
# Bilschirm Größe
screen_width = 1000
screen_height = 500
# Bilschirm ertsllen mit Überschrift
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Pong von Ramon')
# Farbe definieren
bg = pygame.Color("#458B74")
black = (0, 0, 0)
white = (255, 255, 255)
blue = (255, 255, 255)
orange = (255, 140, 0)
# Soounds
plob_sound = pygame.mixer.Sound("pong.ogg")
score_sound = pygame.mixer.Sound("score.ogg")
# define game variables
margin = 50
# define font
basic_font = pygame.font.SysFont("freesansbold.ttf", 60)

# basic_font = pygame.font.SysFont("Helvetica", 60)

# Text erstllen und den text umwandeln in ein Bild und dieses auf das Spielbildschirm bringen
# dafür muss ich eine font (Schriftart) erstellen
def draw_text(text, basic_font, text_col, x, y):
img = basic_font.render(text, True, text_col)
screen.blit(img, (x, y))

def draw_board():
screen.fill(bg)
pygame.draw.line(screen, white, (0, margin), (screen_width, margin), 4)
pygame.draw.line(screen, white, (500, margin), (500, 500), 4)
# Kreis in der Mitte
pygame.draw.ellipse(screen, white, [400, 180, 200, 200], 4)

# Man kann nicht direkt einen Text schreiben, mann muss es den text in ein Bild konvertieren und diesen mit screen.blit
# auf das "Screen" tun / x und y steht für wo der "Text" am Ende wo es sein soll // font muss noch bestimmt werden //
# text ist der text den man sehen möchte
def draw_text(text, basic_font, text_col, x, y):
img = basic_font.render(text, True, text_col)
screen.blit(img, (x, y))

class paddle():
def __init__(self, x, y):
self.x = x
self.y = y
self.rect = Rect(x, y, 10, 150)
self.speed = 5
self.ai_speed = 5
# damit man den Paddle bewegen kann muss man die Tastatur mit einbinden wenn man eine Tast gefrückt hat und wie der Paddle
# sich zu verhalten hat
def move(self):
key = pygame.key.get_pressed()
# Wenn der UP-Key gedrückt wurde und "Grenzen" einrichten (solange der "Top" größer als margin ist kann man nach oben gehen
# also unter dem Rand ist
if key[pygame.K_UP] and self.rect.top > margin:
self.rect.move_ip(0, -1 * self.speed)
if key[pygame.K_DOWN] and self.rect.bottom < screen_height:
self.rect.move_ip(0, self.speed)
def draw(self):
pygame.draw.rect(screen, white, self.rect)
def ai(self):
# ai to move the paddle automatically
# move down
if self.rect.centery < pong.rect.top and self.rect.bottom < screen_height:
self.rect.move_ip(0, self.ai_speed)
# move up
if self.rect.centery > pong.rect.bottom and self.rect.top > margin:
self.rect.move_ip(0, -1 * self.ai_speed)

class ball():
def __init__(self, x, y):
self.reset(x, y)
def move(self):
# check collision with top margin
if self.rect.top < margin:
pygame.mixer.Sound.play(plob_sound)
self.speed_y *= -1
# check collision with bottom of the screen
if self.rect.bottom > screen_height:
pygame.mixer.Sound.play(plob_sound)
self.speed_y *= -1
if self.rect.colliderect(player_paddle) or self.rect.colliderect(cpu_paddle):
pygame.mixer.Sound.play(plob_sound)
self.speed_x *= -1
# check for out of bounds
if self.rect.left < 0:
pygame.mixer.Sound.play(score_sound)
self.winner = 1
if self.rect.left > screen_width:
pygame.mixer.Sound.play(score_sound)
self.winner = -1
# update ball position
self.rect.x += self.speed_x
self.rect.y += self.speed_y
return self.winner
def draw(self):
pygame.draw.circle(screen, orange, (self.rect.x + self.ball_rad, self.rect.y + self.ball_rad), self.ball_rad)
def reset(self, x, y):
self.x = x
self.y = y
self.ball_rad = 8
self.rect = Rect(x, y, self.ball_rad * 2, self.ball_rad * 2)
self.speed_x = -4
self.speed_y = 4
self.winner = 0  # 1 is the player and -1 is the CPU

# create paddles
player_paddle = paddle(screen_width - 40, screen_height // 2)
cpu_paddle = paddle(20, screen_height // 2)
# create pong ball
pong = ball(screen_width - 60, screen_height // 2 + 50)
run = True
def game_to_five():
global run
player_score = 0
opp_score = 0
live_ball = False
winner = 0
speed_increase = 0
run = True
while (player_score < 5 and opp_score < 5) and run:
Clock.tick(60)
draw_board()
draw_text('OPP: ' + str(opp_score), basic_font, white, 20, 15)
draw_text('P1: ' + str(player_score), basic_font, white, screen_width - 115, 15)
draw_text('TEMPO: ' + str(abs(pong.speed_x)), basic_font, white, screen_width // 2 - 100, 15)
# draw paddles
player_paddle.draw()
cpu_paddle.draw()
if live_ball == True:
speed_increase += 1
winner = pong.move()
if winner == 0:
# draw ball
pong.draw()
# move paddles
player_paddle.move()
cpu_paddle.ai()
else:
live_ball = False
if winner == 1:
player_score += 1
elif winner == -1:
opp_score += 1
# print player instructions
if live_ball == False:
if winner == 0:
draw_text('Zum Starten klicken', basic_font, black, 300, screen_width // 2 - 300)
if winner == 1:
draw_text('YOU SCORED!', basic_font, black, 355, 160)
draw_text('CLICK ANYWHERE TO START', basic_font, black, 200, 200)
if winner == -1:
draw_text('CPU SCORED!', basic_font, black, 355, 160)
draw_text('CLICK ANYWHERE TO START', basic_font, black, 200, 200)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN and live_ball == False:
live_ball = True
pong.reset(500, 250)
# screen_width - 60, screen_height // 2 + 50)
if speed_increase > 500:
speed_increase = 0
if pong.speed_x < 0:
pong.speed_x -= 1
if pong.speed_x > 0:
pong.speed_x += 1
if pong.speed_y < 0:
pong.speed_y -= 1
if pong.speed_y > 0:
pong.speed_y += 1
pygame.display.update()
new_game = False
while not new_game:
draw_board()
draw_text('OPP: ' + str(opp_score), basic_font, white, 20, 15)
draw_text('P1: ' + str(player_score), basic_font, white, screen_width - 115, 15)
draw_text('TEMPO: ' + str(abs(pong.speed_x)), basic_font, white, screen_width // 2 - 100, 15)
if player_score == 5:
draw_text('P1 hat gewonnen!', basic_font, black, 355, 160)
elif opp_score == 5:
draw_text('OPP hat gewonnen!', basic_font, black, 300, 160)
draw_text('Klicken um fortzufahren', basic_font, black, 260, 200)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
pong.reset(500, 250)
new_game = True
pygame.display.update()

# create game loop
while run:
game_to_five()
pygame.quit()

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