【问题标题】:How to make an object move through an array of objects on keypress?如何使对象在按键上通过一组对象移动?
【发布时间】:2016-08-18 15:50:59
【问题描述】:

这是我所有的代码:

import random as random

import pygame as pygame

pygame.init()  # initialize
clock = pygame.time.Clock()  # framerate limit
Screen = pygame.display.set_mode([1000, 1000])  # Create screen object and Window Size
Done = False
MapSize = 25

TileWidth = 20
TileHeight = 20
TileMargin = 4

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)


class MapTile(object):
    def __init__(self, Name, xlocation, ylocation):
        self.Name = Name
        self.xlocation = xlocation
        self.ylocation = ylocation


class Character(object):
    def __init__(self, Name, HP, Allegiance, xlocation, ylocation):
        self.Name = Name
        self.HP = HP
        self.Allegiance = Allegiance
        self.xlocation = xlocation
        self.ylocation = ylocation

    def Move(self, Direction):
        if Direction == "UP":
            self.ylocation += 1

        elif Direction == "LEFT":
            self.xlocation -= 1

        elif Direction == "RIGHT":
            self.xlocation += 1

        elif Direction == "DOWN":
            self.ylocation -= 1

        self.Location()

    def Location(self):
        print("Coordinates: " + str(self.xlocation) + ", " + str(self.ylocation))




class Map(object):
    Grid = []
    global MapSize

    for Row in range(MapSize):  # Creating grid
        Grid.append([])
        for Column in range(MapSize):
            Grid[Row].append([])

    for Row in range(MapSize):     #Filling grid with grass
        for Column in range(MapSize):
            TempTile = MapTile("Grass", Row, Column)
            Grid[Row][Column].append(TempTile)

    for Row in range(MapSize):     #Rocks
        for Column in range(MapSize):
            TempTile = MapTile("Rock", Row, Column)
            if Row == 1:
                Grid[Row][Column].append(TempTile)

    for i in range(10):       #Random trees
        RandomRow = random.randint(0, MapSize - 1)
        RandomColumn = random.randint(0, MapSize - 1)
        TempTile = MapTile("Tree", Row, Column)
        Grid[RandomRow][RandomColumn].append(TempTile)



    def update(self):
        for Row in range(MapSize):
            for Column in range(MapSize):
                for i in range(len(Map.Grid[Row][Column])):
                    if Map.Grid[Row][Column][i].xlocation != Column:
                        print("BOOP")
                        Map.Grid[Row][Map.Grid[Row][Column][i].xlocation].append(Map.Grid[Row][Column][i])
                        Map.Grid.remove(Map.Grid[Row][Column][i])

                    if Map.Grid[Row][Column][i].ylocation != Row:
                        print("BOOP")
                        Map.Grid[Row][Map.Grid[Row][Column][i].xlocation].append(Map.Grid[Row][Column][i])

                    else:
                        break

    RandomRow = random.randint(0, MapSize - 1)
    RandomColumn = random.randint(0, MapSize - 1)
    Hero = Character("boop", 10, "Friendly", RandomRow, RandomColumn)
    Grid[RandomRow][RandomColumn].append(Hero)


Map = Map()

while not Done:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:

            Done = True

        elif event.type == pygame.MOUSEBUTTONDOWN:
            Pos = pygame.mouse.get_pos()
            Column = Pos[0] // (TileWidth + TileMargin)
            Row = Pos[1] // (TileHeight + TileMargin)
            print(str(Row) + ", " + str(Column))

            for i in range(len(Map.Grid[Row][Column])):
                print(str(Map.Grid[Row][Column][i].Name))

        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                Map.Hero.Move("LEFT")
            if event.key == pygame.K_RIGHT:
                Map.Hero.Move("RIGHT")
            if event.key == pygame.K_UP:
                Map.Hero.Move("UP")
            if event.key == pygame.K_DOWN:
                Map.Hero.Move("DOWN")

            Map.update()


    Screen.fill(BLACK)

    for Row in range(MapSize):  # Drawing grid
        for Column in range(MapSize):
            Color = WHITE
            if len(Map.Grid[Row][Column]) == 2:
                Color = RED
            for i in range(0, len(Map.Grid[Row][Column])):
                if Map.Grid[Row][Column][i].Name == "boop":
                    Color = GREEN
                if Map.Grid[Row][Column][i].Name == "MoveTile":
                    Color = BLUE

            pygame.draw.rect(Screen, Color, [(TileMargin + TileWidth) * Column + TileMargin,
                                             (TileMargin + TileHeight) * Row + TileMargin,
                                             TileWidth,
                                             TileHeight])

    clock.tick(60)

    pygame.display.flip()

pygame.quit()

以及相关位:

elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                Map.Hero.Move("LEFT")
            if event.key == pygame.K_RIGHT:
                Map.Hero.Move("RIGHT")
            if event.key == pygame.K_UP:
                Map.Hero.Move("UP")
            if event.key == pygame.K_DOWN:
                Map.Hero.Move("DOWN")

            Map.update()

移动功能:

def Move(self, Direction):
            if Direction == "UP":
                self.ylocation += 1

            elif Direction == "LEFT":
                self.xlocation -= 1

            elif Direction == "RIGHT":
                self.xlocation += 1

            elif Direction == "DOWN":
                self.ylocation -= 1

还有更新函数,问题出在哪里:

def update(self):
            for Row in range(MapSize):
                for Column in range(MapSize):
                    for i in range(len(Map.Grid[Row][Column])):
                        if Map.Grid[Row][Column][i].xlocation != Column:
                            print("BOOP")
                            Map.Grid[Row][Map.Grid[Row][Column][i].xlocation].append(Map.Grid[Row][Column][i])
                            Map.Grid.remove(Map.Grid[Row][Column][i])

                        if Map.Grid[Row][Column][i].ylocation != Row:
                            print("BOOP")
                            Map.Grid[Row][Map.Grid[Row][Column][i].xlocation].append(Map.Grid[Row][Column][i])

                        else:
                            break

更新函数的预期行为是检查网格中的每个对象并查看它是否已移动(如果对象的内部坐标与其在网格上的当前位置之间存在差异),并在网格中替换它在适当的位置。它通过在新位置附加对象的新版本并删除旧版本来做到这一点。

我得到的错误是:

Traceback (most recent call last):
  File "/Users/kosay.jabre/Desktop/Monster.py", line 136, in <module>
    Map.update()
  File "/Users/kosay.jabre/Desktop/Monster.py", line 93, in update
    Map.Grid.remove(Map.Grid[Row][Column][i])
ValueError: list.remove(x): x not in list

我怎样才能最好地实现预期的行为?

【问题讨论】:

  • 您得到的错误是因为Map.Grid.remove() 仅在列表的第一个维度中查找值,该列表仅包含表示第二个维度的其他列表 - 所以它永远找不到对应的 @987654327 @实例引用。您需要遍历每个子列表和 try 以删除目标(并在/如果这样做时退出循环)。
  • 你能帮我看看这样做的语法吗?另外,我不是要删除 MapTile,而是要删除 Hero。我想通过将英雄附加到新位置并删除旧实例来移动英雄。

标签: python arrays python-3.x oop pygame


【解决方案1】:

感谢您取消删除您的问题,以便我发布答案。很抱歉,我花了这么长时间才回复您 - 希望现在提供帮助还为时不晚。

以下是您问题中代码的经过大量修改(但工作)的版本。让我慢下来的一件事是您没有遵循PEP 8 - Style Guide for Python Code 的建议,这使我难以阅读和理解您的代码版本。普遍缺乏 cmet 解释发生了什么,特别是在某些部分,并没有让它变得更容易。

Map.update() 方法是我实现的地方,有点像我在评论中描述的关于如何解决ValueError 问题的问题。

import pygame as pygame
import random as random
import sys

GRASS_NAME = "Grass"
HERO_NAME = "Hero"
MOVETILE_NAME = "MoveTile"
ROCK_NAME = "Rock"
TREE_NAME = "Tree"
MAP_SIZE = 25
TILE_WIDTH = 20
TILE_HEIGHT = 20
TILE_MARGIN = 4
TILE_SIZE = TILE_WIDTH+TILE_MARGIN
BLACK = 0, 0, 0
WHITE = 255, 255, 255
GREEN = 0, 255, 0
RED = 255, 0, 0
BLUE = 0, 0, 255
YELLOW = 255, 255, 0
BROWN = 128, 128, 0
UP, DOWN, LEFT, RIGHT = 0, 1, 2, 3
MOVEMENTS = {UP: (-1, 0), DOWN: (1, 0), LEFT: (0, -1,), RIGHT: (0, 1)}
MOVEMENT_KEYS = {pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN}

def quit_game():
    pygame.quit()
    sys.exit()

class MapTile(object):
    def __init__(self, name, xloc, yloc):
        self.name = name
        self.xloc = xloc
        self.yloc = yloc

class Character(object):
    def __init__(self, name, hp, allegiance, xloc, yloc):
        self.name = name
        self.hp = hp
        self.allegiance = allegiance
        self.xloc = xloc
        self.yloc = yloc

    def move(self, direction):
        dy, dx = MOVEMENTS[direction]
        self.yloc += dy
        self.xloc += dx

        # Enforce boundaries
        if self.xloc < 0:
            self.xloc = 0
        elif self.xloc > MAP_SIZE-1:
            self.xloc = MAP_SIZE-1

        if self.yloc < 0:
            self.yloc = 0
        elif self.yloc > MAP_SIZE-1:
            self.yloc = MAP_SIZE-1

        self.location()

    def location(self):
        print("{} coordinates: ({}, {})".format(self.name, self.xloc, self.yloc))

class Map(object):
    # Initialize grid
    grid = [[[] for column in range(MAP_SIZE)] for row in range(MAP_SIZE)]

    for row in range(MAP_SIZE):     # Completely fill grid with grass
        for column in range(MAP_SIZE):
            grid[row][column].append(MapTile(GRASS_NAME, column, row))

    # Add row of rocks near top
    row = 1
    for column in range(MAP_SIZE):
        grid[row][column].append(MapTile(ROCK_NAME, column, row))

    for _ in range(10):  # Add some random trees
        row, column = random.randint(0, MAP_SIZE-1), random.randint(0, MAP_SIZE-1)
        grid[row][column].append(MapTile(TREE_NAME, column, row))

    # Put hero character in random location
    row, column = random.randint(0, MAP_SIZE-1), random.randint(0, MAP_SIZE-1)
    hero = Character(HERO_NAME, 10, "Friendly", column, row)
    grid[row][column].append(hero)

    del row, column  # clean up class context

    def update(self):
        """Check every object in the grid and see if it has moved (if there is a
        discrepancy between the object's internal coordinates and its current
        position on the grid), and if so put it in its proper place by deleting
        it from its old list and appending it to the one for the proper location.
        """
        for row in range(MAP_SIZE):
            for column in range(MAP_SIZE):
                for i, object in enumerate(map.grid[row][column]):
                    if object.xloc != column or object.yloc != row: # wrong spot?
                        #print("BOOP")
                        map.grid[row][column].pop(i)
                        map.grid[object.yloc][object.xloc].append(object)

pygame.init()
clock = pygame.time.Clock()  # to limit framerate
screen = pygame.display.set_mode([1000, 1000])
map = Map()

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            quit_game()
        elif(event.type == pygame.MOUSEBUTTONDOWN
             and pygame.mouse.get_pressed()[0]):  # button1 pressed?
            xpos, ypos = pygame.mouse.get_pos()
            column, row = xpos // TILE_SIZE, ypos // TILE_SIZE
            if 0 <= column < MAP_SIZE and 0 <= row < MAP_SIZE:  # on map?
                print(str(row) + ", " + str(column))
                for i in range(len(map.grid[row][column])):
                    print(str(map.grid[row][column][i].name))
        elif event.type == pygame.KEYDOWN:
            if event.key in MOVEMENT_KEYS:
                if event.key == pygame.K_LEFT:
                    map.hero.move(LEFT)
                elif event.key == pygame.K_RIGHT:
                    map.hero.move(RIGHT)
                elif event.key == pygame.K_UP:
                    map.hero.move(UP)
                else:
                    map.hero.move(DOWN)
                map.update()
            elif event.key == pygame.K_ESCAPE:
                quit_game()

    screen.fill(BLACK)

    # Draw grid
    for row in range(MAP_SIZE):
        for column in range(MAP_SIZE):
            # Determine color based on objects in this spot
            names = {object.name for object in map.grid[row][column]}
            color = WHITE  # default color (Grass)
            if HERO_NAME in names:
                color = YELLOW
            elif MOVETILE_NAME in names:
                color = BLUE
            elif TREE_NAME in names:
                color = GREEN
            elif ROCK_NAME in names:
                color = RED

            pygame.draw.rect(screen, color,
                             [TILE_SIZE*column + TILE_MARGIN,
                              TILE_SIZE*row + TILE_MARGIN,
                              TILE_WIDTH,
                              TILE_HEIGHT])

    clock.tick(60)
    pygame.display.flip()

pygame.quit()

【讨论】:

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