#1 Le 21/06/2022, à 05:43
- chris7522
Est il possible de rendre un argument d'une classe python optionnel ?
Bonjour a toutes et a tous,
Est il possible de rendre un argument d'une classe python optionnel ? Voici mes 2 classes , la seconde héritant de la première .
class Ship:
COOLDOWN = 30
def __init__(self, x, y, health=100):
self.x = x
self.y = y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
def draw(self, window):
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
def move_lasers(self, vel, obj):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
elif laser.collision(obj):
obj.health -= 5
self.lasers.remove(laser)
def cooldown(self):
if self.cool_down_counter >= self.COOLDOWN:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
class Player(Ship):
def __init__(self,x ,y, health=100):
super().__init__(x,y,health)
self.ship_img = YELLOW_SPACE_SHIP
self.laser_img = YELLOW_LASER
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def move_lasers(self, vel, objs):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(WIDTH):
self.lasers.remove(laser)
else:
for obj in objs:
if laser.collision(obj):
objs.remove(obj)
if laser in self.lasers:
self.lasers.remove(laser)
def draw(self, window):
super().draw(window)
self.healthbar(window)
def draw2(self, window):
super().draw(window)
def healthbar(self, window):
pygame.draw.rect(window, (255,0,0), (self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width(), 10))
pygame.draw.rect(window, (0,255,0), (self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width() * (self.health/self.max_health), 10))
Je souhaiterai instancier Player sans envoyer d'arguments : player = Player()
Est ce possible d'ecrire un truc de ce genre :
class Player(Ship):
def __init__(self,x=None , y=None health=100):
super().__init__(x,y,health)
...
Merci de votre aide !
Dernière modification par chris7522 (Le 21/06/2022, à 05:44)
Hors ligne
#2 Le 21/06/2022, à 07:08
- Compte supprimé
Re : Est il possible de rendre un argument d'une classe python optionnel ?
Bonjour,
Je souhaiterai instancier Player sans envoyer d'arguments : player = Player()
Est ce possible d'ecrire un truc de ce genre :class Player(Ship): def __init__(self,x=None , y=None health=100): super().__init__(x,y,health) ...
Oui. Si tu ne fournis pas d'arguments à la classe Player lors de son ititialisation, les valeurs de x , y, health seront celles proposées par défaut. Soit x=None, y=None, health=100, arguments qui seront envoyés à la méthode __init__() de ta classe Ship via super().__init__(x,y,health)
...
#3 Le 21/06/2022, à 08:14
- kholo
Re : Est il possible de rendre un argument d'une classe python optionnel ?
salut
def __init__(self,x=None , y=None, health=100):
il manque une virgule !
mais, pour le côté optionnel,
il y a aussi les * et ** (arguments non nommés ou nommés => dictionnaire)
... mais c'est plus compliqué à gérer sans bases en python !
Hors ligne
#4 Le 21/06/2022, à 08:23
- chris7522
Re : Est il possible de rendre un argument d'une classe python optionnel ?
ok , je te remercie pour ton aide .
Seulement , j'obtiens ce message d'erreur :
chris@chris:~/Bureau$ python3 Space5.py
pygame 2.1.0 (SDL 2.0.16, Python 3.8.10)
Hello from the pygame community. https://www.pygame.org/contribute.html
Traceback (most recent call last):
File "Space5.py", line 279, in <module>
main_menu()
File "Space5.py", line 275, in main_menu
main()
File "Space5.py", line 203, in main
redraw_window()
File "Space5.py", line 192, in redraw_window
player2.draw2(WIN)
File "Space5.py", line 121, in draw2
super().draw(window)
File "Space5.py", line 61, in draw
window.blit(self.ship_img, (self.x, self.y))
TypeError: invalid destination position for blit
chris@chris:~/Bureau$
Avec mon code dans sa totalité :
import pygame
import os
import time
import random
pygame.font.init()
WIDTH, HEIGHT = 2000, 1000
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Shooter Tutorial")
# Load images
RED_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_ship_red_small.png"))
GREEN_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_ship_green_small.png"))
BLUE_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_ship_blue_small.png"))
# Player player
YELLOW_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_ship_yellow.png"))
# Lasers
RED_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_red.png"))
GREEN_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_green.png"))
BLUE_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_blue.png"))
YELLOW_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_yellow.png"))
# Background
BG = pygame.transform.scale(pygame.image.load(os.path.join("assets", "background-black.png")), (WIDTH, HEIGHT))
class Laser:
def __init__(self, x, y, img):
self.x = x
self.y = y
self.img = img
self.mask = pygame.mask.from_surface(self.img)
def draw(self, window):
window.blit(self.img, (self.x, self.y - 29))
def move(self, vel):
self.x += vel
def off_screen(self, height):
return not(self.x <= WIDTH and self.x >= 0)
def collision(self, obj):
return collide(self, obj)
class Ship:
COOLDOWN = 30
def __init__(self, x, y, health=100):
self.x = x
self.y = y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
def draw(self, window):
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
def move_lasers(self, vel, obj):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
elif laser.collision(obj):
obj.health -= 5
self.lasers.remove(laser)
def cooldown(self):
if self.cool_down_counter >= self.COOLDOWN:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
class Player(Ship):
def __init__(self,x=None, y=None, health=100):
super().__init__(x,y,health)
self.ship_img = YELLOW_SPACE_SHIP
self.laser_img = YELLOW_LASER
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def move_lasers(self, vel, objs):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(WIDTH):
self.lasers.remove(laser)
else:
for obj in objs:
if laser.collision(obj):
objs.remove(obj)
if laser in self.lasers:
self.lasers.remove(laser)
def draw(self, window):
super().draw(window)
self.healthbar(window)
def draw2(self, window):
super().draw(window)
def healthbar(self, window):
pygame.draw.rect(window, (255,0,0), (self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width(), 10))
pygame.draw.rect(window, (0,255,0), (self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width() * (self.health/self.max_health), 10))
class Enemy(Ship):
COLOR_MAP = {
"red": (RED_SPACE_SHIP, RED_LASER),
"green": (GREEN_SPACE_SHIP, GREEN_LASER),
"blue": (BLUE_SPACE_SHIP, BLUE_LASER)
}
def __init__(self, x, y, color, health=100):
super().__init__(x, y, health)
self.ship_img, self.laser_img = self.COLOR_MAP[color]
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, vel):
self.x -= vel
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x-20, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
#--------------------------------------------------
def collide(obj1, obj2):
offset_x = obj2.x - obj1.x
offset_y = obj2.y - obj1.y
return obj1.mask.overlap(obj2.mask, (offset_x, offset_y)) != None
def main():
run = True
FPS = 60
level = 0
lives = 10
main_font = pygame.font.SysFont("comicsans", 50)
lost_font = pygame.font.SysFont("comicsans", 60)
enemies = []
wave_length = 3
enemy_vel = 5
player_vel = 10
laser_vel = 20
player = Player(50,325)
player2 = Player()
clock = pygame.time.Clock()
lost = False
lost_count = 0
def redraw_window():
WIN.blit(BG, (0,0))
# draw text
lives_label = main_font.render(f"Lives: {lives}", 1, (255,255,255))
level_label = main_font.render(f"Level: {level}", 1, (255,255,255))
WIN.blit(lives_label, (10, 10))
WIN.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
for enemy in enemies:
enemy.draw(WIN)
player.draw(WIN)
player2.draw2(WIN)
if lost:
lost_label = lost_font.render("You Lost!!", 1, (255,255,255))
WIN.blit(lost_label, (WIDTH/2 - lost_label.get_width()/2, 350))
pygame.display.update()
while run:
clock.tick(FPS)
redraw_window()
if lives <= 0 or player.health <= 0:
lost = True
lost_count += 1
if lost:
if lost_count > FPS * 3:
run = False
else:
continue
if len(enemies) == 0:
level += 1
wave_length += 2
for i in range(wave_length):
enemy = Enemy(random.randrange(2050,3500), random.randrange(50, HEIGHT-50), random.choice(["red", "blue", "green"]))
enemies.append(enemy)
if level > 1:
player2.x = player.x
player2.y = player.y - 50
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and player.x - player_vel > 0:
player.x -= player_vel
if keys[pygame.K_RIGHT] and player.x + player_vel + player.get_width() < WIDTH:
player.x += player_vel
if keys[pygame.K_UP] and player.y - player_vel > 0:
player.y -= player_vel
if keys[pygame.K_DOWN] and player.y + player_vel + player.get_height() + 15 < HEIGHT:
player.y += player_vel
if keys[pygame.K_SPACE]:
player.shoot()
player2.shoot()
for enemy in enemies[:]:
enemy.move(enemy_vel)
enemy.move_lasers(-laser_vel, player)
if random.randrange(0, 2*60) == 1:
enemy.shoot()
if collide(enemy, player):
player.health -= 10
enemies.remove(enemy)
elif enemy.x + enemy.get_width() < 0:
lives -= 1
enemies.remove(enemy)
player.move_lasers(laser_vel, enemies)
player2.move_lasers(laser_vel, enemies)
def main_menu():
title_font = pygame.font.SysFont("comicsans", 70)
run = True
while run:
WIN.blit(BG, (0,0))
title_label = title_font.render("Press the mouse to begin...", 1, (255,255,255))
WIN.blit(title_label, (WIDTH/2 - title_label.get_width()/2, 350))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
main()
pygame.quit()
main_menu()
Hors ligne
#5 Le 21/06/2022, à 08:45
- kholo
Re : Est il possible de rendre un argument d'une classe python optionnel ?
File "Space5.py", line 61, in draw
window.blit(self.ship_img, (self.x, self.y))
TypeError: invalid destination position for blit
c'est ta méthode
def draw(self, window):
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
qui reçoit un argument "window" qui pose problème
tu peux déboguer à grand coups de print
def draw(self, window):
print("window de type", type(window), window)
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
et éventuellement mettre ça temporairement dans un try pour faire tourner le code
(la méthode ne fonctionnera pas mais tu pourras regarder le code tourner)
Hors ligne
#6 Le 21/06/2022, à 10:56
- Compte supprimé
Re : Est il possible de rendre un argument d'une classe python optionnel ?
Salut,
L'exception rencontrée semble plutôt liée aux arguments self.x, self.y fournis à la méthode blit() de pygame.
Aussi, je printerais leur contenu. Cela ne m'étonnerait pas que leurs valeurs soient à None... à voir (code non testable)
#7 Le 21/06/2022, à 14:52
- chris7522
Re : Est il possible de rendre un argument d'une classe python optionnel ?
Je vous remercie de vos précieux conseils , finalement , j'ai pu trouver une solution à mon problème .
Merci à tous les deux !
Hors ligne