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このコードはassassin1.png、黒い背景に画像を表示します。アイデアは、<right-direction>キーを押すとすぐにキャラクターが動き、 と を使用してアニメーションを表示する必要があるということassassin2.pngですassassin3.png。キャラクターを動かしてアニメーションを表示することはできましたが、2 つを同時に行うことはできませんでした。

<right direction>キーを押さない限り、次のコードが実行されます。

import pyglet

def sprite_type(type_ = "standing"):
    if type_ == "moving-forward":
        moving_forward_image_list = [pyglet.image.load('assassin2.png'), pyglet.image.load('assassin3.png')]
        moving_forward_animation = pyglet.image.Animation.from_image_sequence(moving_forward_image_list, 0.3) 
        return moving_forward_animation
    if type_ == "standing":
        standing_animation = pyglet.image.load("assassin1.png")
        return standing_animation

class Assassin(pyglet.sprite.Sprite):
    def __init__(self, batch, img):
        pyglet.sprite.Sprite.__init__(self, img, x = 50, y = 30)

    def stand(self, batch, img):
        self.batch = batch
        self.img = img

    def move(self, batch, img):
        self.batch = batch
        self.img = img      

class Game(pyglet.window.Window):
    def __init__(self):
        pyglet.window.Window.__init__(self, width = 315, height = 220)
        self.batch_draw = pyglet.graphics.Batch()
        self.player = Assassin(batch = self.batch_draw, img = sprite_type())
        self.fps_display = pyglet.clock.ClockDisplay()
        self.keys_held = []      
        self.schedule = pyglet.clock.schedule_interval(func = self.update, interval = 1/60.) 

    def on_draw(self): 
        self.clear()         
        self.fps_display.draw()
        self.batch_draw.draw()
        self.player.draw()  

    def on_key_press(self, symbol, modifiers):
        self.keys_held.append(symbol)
        if symbol == pyglet.window.key.RIGHT:
            self.player = self.player.move(batch = self.batch_draw, img = sprite_type("moving-forward"))
            print "The 'RIGHT' key was pressed"

    def on_key_release(self, symbol, modifiers):
        self.keys_held.pop(self.keys_held.index(symbol))
        self.player = self.player.stand(batch = self.batch_draw, img = sprite_type("standing"))

    def update(self, interval):
        if pyglet.window.key.RIGHT in self.keys_held:
            self.player.x += 50 * interval

if __name__ == "__main__":
    window = Game()
    pyglet.app.run()

キーを押すとすぐに<right-direction>、次のエラーが発生します。

Traceback (most recent call last):
  File "ircex.py", line 55, in <module>
    pyglet.app.run()
  File "/usr/local/lib/python2.7/dist-packages/pyglet/app/__init__.py", line 264, in run
    EventLoop().run()
  File "/usr/local/lib/python2.7/dist-packages/pyglet/app/xlib.py", line 93, in run
    sleep_time = self.idle()
  File "/usr/local/lib/python2.7/dist-packages/pyglet/app/__init__.py", line 193, in idle
    window.dispatch_event('on_draw')
  File "/usr/local/lib/python2.7/dist-packages/pyglet/window/__init__.py", line 1219, in dispatch_event
    EventDispatcher.dispatch_event(self, *args)
  File "/usr/local/lib/python2.7/dist-packages/pyglet/event.py", line 349, in dispatch_event
    return getattr(self, event_type)(*args)
  File "pyglet-walk.py", line 37, in on_draw
    self.player.draw()  
AttributeError: 'NoneType' object has no attribute 'draw'
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1 に答える 1

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あなたのコードでは、move()メソッドは以下を返しますNone

class Assassin(pyglet.sprite.Sprite):
    (...)


    def move(self, batch, img):
        self.batch = batch
        self.img = img      

次に、以下の行で、のself.player戻り値を設定しますplayer.move()。これはNone次のとおりです。

self.player = self.player.move(batch = self.batch_draw, img = sprite_type("moving-forward"))

につながるAttributeError: 'NoneType' object has no attribute 'draw'、なぜなら、あなたself.playerはそれNoneを呼び出そうとするからdraw()です。

于 2012-07-02T10:33:14.573 に答える