2017-02-23 63 views
-3

我正在运动的动画,因为我看到了一个YouTube用户解释如何做到这一点,但我得到这个错误:类型错误:参数1必须pygame.Surface,就不一一列举

TypeError: argument 1 must be pygame.Surface, not list

我的代码大约500条线。

# Pygame Template - skeleton for a new pygame project 
import pygame 
import random 
import os 
from os import path 
vec = pygame.math.Vector2 

width = 800 
height = 600 
FPS = 60 
POWERUP_TIME = 5000 
title = 'Parkourse' 

# Player properties 
player_acceleration = 0.5 
player_friction = -0.12 
player_gravity = 0.8 
player_jump = 10 

# Starting platforms 
platforms_list = [(0,height-40,width,50), # Ground 
        (0,0,800,10),   # Top 
        (0,0,10,600),   # Left Border 
        (790,height-400,10,600),# Right Border 
        (250,height - 160,width-200,10), # Floor 1 
        (0,height - 280,width-200,10), # Floor 2 
        (250,height - 400,width-100,10)] # Floor 3 

# Define Colors 
white = (255,255,255) 
black = (0,0,0) 
red = (255,0,0) 
green = (0,255,0) 
blue = (0,0,255) 

# set up assets folders 
game_folder = os.path.dirname(__file__) 
image_folder = os.path.join(game_folder, "Image") 
sound_folder = os.path.join(game_folder, "Sound") 

# Initialize pygame and create window 
pygame.init() 
pygame.mixer.init() 
screen = pygame.display.set_mode((width,height)) 
pygame.display.set_caption(title) 
clock = pygame.time.Clock() 

# Load all game graphics 
background = pygame.image.load(path.join(image_folder, "background.png")).convert() 
background_rect = background.get_rect() 
no_mvmt_0 = pygame.image.load(path.join(image_folder,"no_mvmt_0.png")).convert() 
no_mvmt_1 = pygame.image.load(path.join(image_folder,"no_mvmt_1.png")).convert() 
running_0 = pygame.image.load(path.join(image_folder,"running_0.png")).convert() 
running_1 = pygame.image.load(path.join(image_folder,"running_1.png")).convert() 
jumping_0 = pygame.image.load(path.join(image_folder,"jumping_0.png")).convert() 
mini_no_mvmt = pygame.transform.scale(no_mvmt_0, (25,48)) 
mini_no_mvmt.set_colorkey(white) 
scissors = pygame.image.load(path.join(image_folder,"scissors.png")).convert() 
mob_left = pygame.image.load(path.join(image_folder,"mob_left.png")).convert() 

power_upper_image = {} 
power_upper_image['shield_0'] = pygame.image.load(path.join(image_folder,"shield_upper_0.png")).convert() 
power_upper_image['shield_1'] = pygame.image.load(path.join(image_folder,"shield_upper_1.png")).convert() 
power_upper_image['shield_2'] = pygame.image.load(path.join(image_folder,"shield_upper_2.png")).convert() 
power_upper_image['life'] = pygame.image.load(path.join(image_folder,"life_upper.png")).convert() 
power_upper_image['power'] = pygame.image.load(path.join(image_folder,"power.png")).convert() 



explosion_animation = {} 
explosion_animation['normal']=[] 
explosion_animation['small']=[] 
explosion_animation['player']=[] 

for explosion in range(5): 
    explose = 'explosion_{}.png'.format(explosion) 
    image = pygame.image.load(path.join(image_folder, explose)).convert() 
    image.set_colorkey(white) 
    image.set_colorkey(black) 
    image_normal = pygame.transform.scale(image, (80,80)) 
    explosion_animation['normal'].append(image_normal) 
    image_small = pygame.transform.scale(image, (30, 30)) 
    explosion_animation['small'].append(image_small) 
    death = 'dying_{}.png'.format(explosion) 
    image = pygame.image.load(path.join(image_folder, death)).convert() 
    image.set_colorkey(white) 
    explosion_animation['player'].append(image) 

#Load all game sounds 
scream_sound = [] 
for scream in ["slightscream_0.wav", "slightscream_1.wav", "slightscream_2.wav", 
       "slightscream_3.wav", "slightscream_4.wav", "slightscream_5.wav", 
       "slightscream_6.wav", "slightscream_7.wav", "slightscream_8.wav", 
       "slightscream_9.wav", "slightscream_10.wav", "slightscream_11.wav", 
       "slightscream_12.wav", "slightscream_13.wav", "slightscream_14.wav"]: 
    scream_sound.append(pygame.mixer.Sound(path.join(sound_folder,scream))) 

shoot_sound = pygame.mixer.Sound(path.join(sound_folder,"shoot.wav")) 
shield = pygame.mixer.Sound(path.join(sound_folder,"shield.wav")) 
life = pygame.mixer.Sound(path.join(sound_folder,"life.wav")) 
special_power = pygame.mixer.Sound(path.join(sound_folder,"special_power.wav")) 
death_sound = pygame.mixer.Sound(path.join(sound_folder,"death.ogg")) 
explosion_sound = [] 
for sound in ["explosion.wav", "explosion_2.wav"]: 
    explosion_sound.append(pygame.mixer.Sound(path.join(sound_folder, sound))) 
pygame.mixer.music.load(path.join(sound_folder,"gameplay.ogg")) 
pygame.mixer.music.set_volume(0.6) 

font_name = pygame.font.match_font('arial') 

def draw_text (surf, text,color,size, x, y): 
    font = pygame.font.Font(font_name, size) 
    text_surface = font.render(text, True, color) 
    text_rect = text_surface.get_rect() 
    text_rect.midtop = (x, y) 
    surf.blit(text_surface, text_rect) 

def newmob(): 
    m = Mobs() 
    all_sprites.add(m) 
    mobs.add(m) 

def draw_shield_bar(screen, x,y,percentage): 
    if percentage < 0: 
     percentage = 0 
    bar_lenght = 100 
    bar_height = 10 
    fill = (percentage/100) * bar_lenght 
    outline_rect = pygame.Rect(x,y,bar_lenght,bar_height) 
    fill_rect = pygame.Rect(x,y,fill, bar_height) 
    pygame.draw.rect(screen, green, fill_rect) 
    pygame.draw.rect(screen, black, outline_rect, 2) # 2 is the the number of pixels 
                # of how wide you want the outline 
                # of the rectangle to be 

def draw_lives (surface, x, y, lives, image): 
    for i in range(lives): 
     image_rect = image.get_rect() 
     image_rect.x = x + 30 * i 
     image_rect.y = y 
     surface.blit(image, image_rect) 

score = 0 

def show_game_over_screen(): 
    screen.blit(background, background_rect) 
    draw_text(screen, "Dang..!",red,100, width/2, 200) 
    draw_text(screen, "Score: " + str(score),blue,30, width/2, 330) 
    draw_text(screen, "Press any key to retry",blue,30, width/2, 390) 
    pygame.display.flip() 
    waiting = True 
    while waiting: 
     clock.tick(FPS) 
     for event in pygame.event.get(): 
      if event.type == pygame.QUIT: 
       pygame.quit() 
      if event.type == pygame.KEYUP: 
       waiting = False 

def show_start_screen(): 
    screen.blit(background, background_rect) 
    draw_text(screen,"Parkourse!", green, 100, width/2, 200) 
    draw_text(screen, "Use the arrow keys to move, S to fire, and space to Jump",blue,30, width/2, 330) 
    draw_text(screen, "Press any key to begin",blue,30, width/2, 390) 
    pygame.display.flip() 
    waiting = True 
    while waiting: 
     clock.tick(FPS) 
     for event in pygame.event.get(): 
      if event.type == pygame.QUIT: 
       pygame.quit() 
      if event.type == pygame.KEYUP: 
       waiting = False 

class Player (pygame.sprite.Sprite): 
    # Sprite for the player 
    def __init__(self): 
     pygame.sprite.Sprite.__init__(self) 
     self.load_movement_images() 
     self.image = self.standing_frame[0] 
     self.rect = self.image.get_rect() 
     self.pos = vec(50,500) 
     self.vel = vec(0,0) 
     self.acc = vec(0,0) 
     self.shield = 100 
     self.lives = 3 
     self.hidden = False 
     self.hide_timer = pygame.time.get_ticks() 
     self.power = 1 
     self.power_timer = pygame.time.get_ticks() 
     self.running = False 
     self.jumping = False 
     self.current_frame = 0 
     self.last_update = 0 

    def load_movement_images(self): 
     self.standing_frame = [no_mvmt_0, no_mvmt_1] 
     self.running_frame_right = [running_0,running_1] 
     self.running_frame_left = [] 
     for frame in self.standing_frame: 
      frame.set_colorkey(white) 
     for frame in self.running_frame_right: 
      self.running_frame_left.append(pygame.transform.flip(frame,True,False)) # True is horizontaly, False is vertically 
      frame.set_colorkey(white) 
     self.jumping_frame = jumping_0 
     self.jumping_frame.set_colorkey(white) 

    def animate(self): 
     now = pygame.time.get_ticks() 
     if not self.jumping and not self.running: 
      if now - self.last_update > 350: 
       self.last_update = now 
       self.current_frame = (self.current_frame + 1) % len(self.standing_frame) 
       self.image = self.standing_frame 

    def jump(self): 
     # Jump only if standing on a Platform 
     self.rect.x +=1 
     hits = pygame.sprite.spritecollide(player,platforms, False) 
     self.rect.x -= 1 
     if hits: 
      self.vel.y = - player_jump 

    def update(self): 
     self.animate() 
     # timeout for powerups 
     if self.power >=2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME: 
      self.power -= 1 
      self.power_time = pygame.time.get_ticks() 

     # unhide if hidden 
     if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000: 
      self.hidden = False 
      self.pos = vec(30, 400) 

     self.acc = vec(0,player_gravity) 
     keystate = pygame.key.get_pressed() 
     if keystate[pygame.K_LEFT] or keystate[pygame.K_a]: 
      self.acc.x = -player_acceleration 
     if keystate[pygame.K_RIGHT] or keystate[pygame.K_d]: 
      self.acc.x = player_acceleration 
     if keystate[pygame.K_SPACE]: 
      player.jump() 

     # apply friction 
     self.acc.x += self.vel.x * player_friction 
     # equations of motions 
     self.vel += self.acc 
     self.pos += self.vel + 0.5 * self.acc 
     # wrap around the sides of the screen 
     if self.pos.x > 750: 
      self.pos.x = 750 
     if self.pos.x <= 0: 
      self.pos.x = 25 

     self.rect.midbottom = self.pos 

    def powerup(self): 
     self.power += 1 
     self.power_time = pygame.time.get_ticks() 

    def shoot(self): 
     if self.power == 1: 
      bullet = Bullet(self.pos.x + 5, self.pos.y - 20) 
      all_sprites.add(bullet) 
      bullets.add(bullet) 
      shoot_sound.play() 
     if self.power >= 2: 
      bullet1 = Bullet(self.pos.x + 5, self.pos.y - 20) 
      bullet2 = Bullet(self.pos.x + 35, self.pos.y -20) 
      all_sprites.add(bullet1) 
      all_sprites.add(bullet2) 
      bullets.add(bullet1) 
      bullets.add(bullet2) 
      shoot_sound.play() 

    def hide(self): 
     # hide the player temporarily 
     self.hidden = True 
     self.hide_timer = pygame.time.get_ticks() 
     self.pos = vec(0, 6000) 

class Bullet(pygame.sprite.Sprite): 
    def __init__(self, x, y): 
     pygame.sprite.Sprite.__init__(self) 
     self.image = scissors 
     self.rect = self.image.get_rect() 
     self.image.set_colorkey(white) 
     self.image = pygame.transform.scale(scissors, (30,15)) 
     self.rect.bottom = y 
     self.rect.centerx = x 
     self.speedx = 10 

    def update(self): 
     self.rect.x += self.speedx 
     # kill if it moves off the top of the screen 
     if self.rect.bottom < 0: 
      self.kill() 

class Mobs(pygame.sprite.Sprite): 
    def __init__(self): 
     pygame.sprite.Sprite.__init__(self) 
     self.image = mob_left 
     self.rect = self.image.get_rect() 
     self.image.set_colorkey(white) 
     self.rect.x = random.randrange(0,800) 
     self.rect.y = 530 
     self.speedx = 2 

    def update(self): 
     self.rect.x -= self.speedx 
     if self.rect.right < 0: 
      self.rect.x = 800 

class Explosion(pygame.sprite.Sprite): 
    def __init__(self, center, size, frame): 
     pygame.sprite.Sprite.__init__(self) 
     self.size = size 
     self.image = explosion_animation[self.size][0] 
     self.rect = self.image.get_rect() 
     self.rect.center = center 
     self.frame = 0 
     self.last_update = pygame.time.get_ticks() 
     self.frame_rate = frame 

    def update(self): 
     now = pygame.time.get_ticks() 
     if now - self.last_update > self.frame_rate: 
      self.last_update = now 
      self.frame += 1 
      if self.frame == len(explosion_animation[self.size]): 
       self.kill() 
      else: 
       center = self.rect.center 
       self.image = explosion_animation[self.size][self.frame] 
       self.rect = self.image.get_rect() 
       self.rect.center = center 

class Normal_Power(pygame.sprite.Sprite): 
    def __init__(self, center): 
     pygame.sprite.Sprite.__init__(self) 
     self.type = random.choice(['shield_0','shield_1','shield_2']) 
     self.image = power_upper_image[self.type] 
     self.rect = self.image.get_rect() 
     self.image.set_colorkey(white) 
     self.rect.center = center 

class Special_Power(pygame.sprite.Sprite): 
    def __init__(self, center): 
     pygame.sprite.Sprite.__init__(self) 
     self.type = random.choice(['life','power']) 
     self.image = power_upper_image[self.type] 
     self.rect = self.image.get_rect() 
     self.image.set_colorkey(white) 
     self.rect.center = center 

class Platform(pygame.sprite.Sprite): 
    def __init__(self, x, y, w, h): 
     pygame.sprite.Sprite.__init__(self) 
     self.image = pygame.Surface((w, h)) 
     self.image.fill(black) 
     self.rect = self.image.get_rect() 
     self.rect.x = x 
     self.rect.y = y 

pygame.mixer.music.play(loops=-1) # loops = -1 means that pygame will restart the song when it's finished 

# Game loop 
running = True 
new_game = True 
game_over = False 

while running: 
    if new_game: 
     show_start_screen() 
     new_game = False 
     all_sprites = pygame.sprite.Group() 
     platforms = pygame.sprite.Group() 
     for plat in platforms_list: 
      p = Platform (*plat) 
      all_sprites.add(p) 
      platforms.add(p) 
     mobs = pygame.sprite.Group() 
     player = Player() 
     all_sprites.add(player) 
     bullets = pygame.sprite.Group() 
     powerups = pygame.sprite.Group() 
     for i in range(1): 
      newmob() 
     score = 0 
    if game_over: 
     show_game_over_screen() 
     game_over = False 
     all_sprites = pygame.sprite.Group() 
     platforms = pygame.sprite.Group() 
     for plat in platforms_list: 
      p = Platform (*plat) 
      all_sprites.add(p) 
      platforms.add(p) 
     mobs = pygame.sprite.Group() 
     player = Player() 
     all_sprites.add(player) 
     bullets = pygame.sprite.Group() 
     powerups = pygame.sprite.Group() 
     for i in range(1): 
      newmob() 
     score = 0 

    # Keep loop running at the right speed 
    clock.tick(FPS) 

    # Process input (events) 
    for event in pygame.event.get(): 
     if event.type == pygame.QUIT: 
      running = False 
     if event.type == pygame.KEYDOWN: 
      if event.key == pygame.K_s: 
       player.shoot() 

    # Updates 
    all_sprites.update() 

    # check if player hits a platform - only if falling 
    if player.vel.y > 0: 
     hits = pygame.sprite.spritecollide(player,platforms,False) 
     if hits: 
      player.pos.y = hits[0].rect.top 
      player.vel.y = 0 

    # check to see if a bullet hit a mob 
    hits = pygame.sprite.groupcollide(mobs,bullets,True,True) 
    for hit in hits: 
     score += 1 

     random.choice(explosion_sound).play() 
     expl = Explosion(hit.rect.center, 'normal', 50) 
     all_sprites.add(expl) 
     if random.random() > 0.75: 
      power = Normal_Power(hit.rect.center) 
      all_sprites.add(power) 
      powerups.add(power) 
     if random.random() > 0.90: 
      lives = Special_Power(hit.rect.center) 
      all_sprites.add(lives) 
      powerups.add(lives) 
     newmob() 

    # check to see if the mob hit the player 
    hits = pygame.sprite.spritecollide(player, mobs,True) 
    for hit in hits: 
     random.choice(explosion_sound).play() 
     player.shield -= 25 
     newmob() 
     expl = Explosion(hit.rect.center, 'small', 50) 
     all_sprites.add(expl) 
     if player.shield <= 0: 
      death_sound.play() 
      death_animation = Explosion(player.rect.center, 'player', 100) 
      all_sprites.add(death_animation) 
      player.hide() 
      player.lives -= 1 
      player.shield = 100 
     else: 
      random.choice(scream_sound).play() 

    # check if the player hit a powerup 
    hits = pygame.sprite.spritecollide(player, powerups, True) 
    for hit in hits: 
     if hit.type == 'shield_0': 
      player.shield += 5 
      if player.shield >= 100: 
       player.shield = 100 
      shield.play() 
     if hit.type == 'shield_1': 
      player.shield += 20 
      if player.shield >= 100: 
       player.shield = 100 
      shield.play() 
     if hit.type == 'shield_2': 
      player.shield += 20 
      if player.shield >= 100: 
       player.shield = 100 
      shield.play() 
     if hit.type == 'life': 
      player.lives += 1 
      if player.lives >= 3: 
       player.lives = 3 
      life.play() 
     if hit.type == 'power': 
      special_power.play() 
      player.powerup() 

    # if the player died and the explosion finished playing 
    if player.lives == 0 and not death_animation.alive(): 
     game_over = True 

    # Draw/Render 
    screen.fill(white) 
    screen.blit(background, background_rect) 
    all_sprites.draw(screen) 
    draw_text(screen,str(score),red,30, width/ 2, 30) 
    draw_text(screen,"Score:",red,30, width/2, 3) 
    draw_shield_bar(screen,90,20, player.shield) 
    draw_lives(screen,95,40,player.lives, mini_no_mvmt) 

    # *after* drawing everything, flip the display 
    pygame.display.flip() 

pygame.quit() 
quit() 
+0

这是太多的代码。提供一个[最小,完整和可验证的示例](http://stackoverflow.com/help/mcve),并上传图片或者用pygame.Surface替换它们。另外,发布完整的追溯。 – skrx

+0

嗨skrx,我几乎不知道我的问题在哪里,但是当我运行程序时,它说: “line 475,in draw self.spritedict [spr] = surface_blit(spr.image,spr.rect) TypeError:参数1必须是pygame.Surface,而不是列表“ –

+0

这不是足够的信息。请添加您的问题的完整错误信息。我只能看到你在需要pygame.Surface的地方使用列表。 – skrx

回答

0

错误是由一个精灵在具有列表为self.image属性您all_sprites组造成的。我刚刚印刷精灵的all_sprites.draw(screen)线

for sprite in all_sprites: 
    print(sprite, sprite.image) 

之前,它是玩家精灵其中有一个列表作为它的形象。

<Player sprite(in 1 groups)> [<Surface(40x25x32 SW)>, <Surface(40x25x32 SW)>] 

load_movement_images方法定义self.standing_frame两个图像/ pygame.Surfaces的列表,并在__init__设置self.image到该列表中的第一项。但在animate方法中,您将self.image设置为整个列表而不是活动图像self.image = self.standing_frame,并导致错误。

class Player (pygame.sprite.Sprite): 
    # Sprite for the player 
    def __init__(self): 
     pygame.sprite.Sprite.__init__(self) 
     self.load_movement_images() 
     # self.image is the first image in the 
     # self.standing_frame list. 
     self.image = self.standing_frame[0] 
     # ... 

    def load_movement_images(self): 
     self.standing_frame = [no_mvmt_0, no_mvmt_1] 
     # ... 

    def animate(self): 
     now = pygame.time.get_ticks() 
     if not self.jumping and not self.running: 
      if now - self.last_update > 350: 
       self.last_update = now 
       self.current_frame = (self.current_frame + 1) % len(self.standing_frame) 
       # Here you set the self.image to the self.standing_fram list instead one image. 
       self.image = self.standing_frame 
       # It should be: 
       # self.image = self.standing_frame[self.current_frame] 
+0

啊,这让我很困惑......我还是不明白。你介意再详细一点吗? –

+0

嗯,没关系我只是知道了! self.image = self.standing_frame [self.current_frame] –

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