2014-01-17 7 views
0

내가 파이 게임에 대한 단순화 된 이벤트 클래스를 만들려고 노력하고 있어요, 난 this 예를보고, 내가 찾고있는 것 같다,하지만 난 그것을 실행하면 오류 얻을되었습니다파이 게임 이벤트 클래스

if event.type == pygame.JOYBUTTONDOWN: 
AttributeError: 'list' object has no attribute 'type' 

내가 코드에 작은 수정을 만들었습니다, 여기에 내 코드 전체에 있습니다

import pygame 
pygame.init() 


# -*- coding: utf-8 -*- 

# 
# Freevial 
# Common event-related classes and functions 
# 
# Copyright (C) 2007-2009 The Freevial Team 
# 
# By Carles Oriol i Margarit <[email protected]> 
# By Siegfried-Angel Gevatter Pujals <[email protected]> 
# 
# This program is free software: you can redistribute it and/or modify 
# it under the terms of the GNU General Public License as published by 
# the Free Software Foundation, either version 3 of the License, or 
# (at your option) any later version. 
# 
# This program is distributed in the hope that it will be useful, 
# but WITHOUT ANY WARRANTY; without even the implied warranty of 
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 
# GNU General Public License for more details. 
# 
# You should have received a copy of the GNU General Public License 
# along with this program. If not, see <http://www.gnu.org/licenses/>. 
# 

import sys 
import re 
import pygame 

##from freevialglob import screenshot, if2 


mouseButtons = { 
     'primary': 1, 
     'secondary': 2, 
     'middle': 3, 
    } 

# Aliases for PS2 remotes 
joystick_aliases = { 
     0: pygame.K_RETURN, 
     1: pygame.K_ESCAPE, 
     2: pygame.K_RETURN, 
     3: pygame.K_s, 
     4: pygame.K_F2, 
     5: pygame.K_a, 
     6: pygame.K_F1, 
     7: pygame.K_F3, 
     8: pygame.K_SPACE, 
     9: pygame.K_ESCAPE, 
     12: pygame.K_UP, 
     13: pygame.K_RIGHT, 
     14: pygame.K_DOWN, 
     15: pygame.K_LEFT, 
    } 

class EventHandle: 
    """ 

    This class takes a pygame event and creates an object with convenient 
    methods to identify it. 

    """ 

    global mouseButtons 

    def __init__(self, event, do_base_actions = True): 

     if event.type == pygame.JOYBUTTONDOWN: 
      event = self._convert_joystick_event(event) 

     self.event = event 
     # The following line should be deprecated when eventLoop improves. 
     self.type = event.type 
     self.handled = False 

     if do_base_actions and self.base_actions(): 
      self.handled = True 


    def _convert_joystick_event(self, event): 

     if joystick_aliases.get(event.button): 
      return pygame.event.Event(pygame.KEYUP, { 'key': joystick_aliases[ event.button ], 'unicode': u's', 'mod': 0 }) 


    def _getKey(self, key): 

     if type(key) is str: 

      if key[:2] != 'K_': 
       key = 'K_' + key 

      key = getattr(pygame, key) 

     return key 


    def _isKeyEvent(self): 

     return hasattr(self.event, 'key') 


    def _isStateEvent(self): 

     return hasattr(self.event, 'state') 


    def _hasKey(self, keynames): 

     if not self._isKeyEvent(): 
      return False 

     if len(keynames) == 1 and type(keynames[0]) is tuple: 
      keynames = keynames[0] 

     for key in keynames: 

      if self.event.key == self._getKey(key): 
       return True 

     return False 


    def isKey(self, *keynames): 

     return self._hasKey(keynames) 


    def isUp(self): 

     return self.event.type == pygame.KEYUP 


    def isDown(self): 

     return self.event.type == pygame.KEYDOWN 


    def isClick(self, request = 0): 

     if type(request) is not int: 
      request = mouseButtons[ request ] 

     return self.event.type == pygame.MOUSEBUTTONDOWN and (self.event.button == request or request == 0) 


    def isRelease(self, request = 0): 

     if type(request) is not int: 
      request = mouseButtons[ request ] 

     return self.event.type == pygame.MOUSEBUTTONUP and (self.event.button == request or request == 0) 


    def keyUp(self, *keynames): 

     if not self.isUp(): 
      return False 

     if len(keynames) == 0: 
      return True 

     return self.isKey(*keynames) 


    def keyDown(self, *keynames): 

     if not self.isDown(): 
      return False 

     if len(keynames) == 0: 
      return True 

     return self.isKey(keynames) 


    def isWindowMinimize(self): 

     return self._isStateEvent() and self.event.state == 6 and self.event.gain == 0 

    def isWindowRestore(self): 

     return self._isStateEvent() and self.event.state == 4 and self.event.gain == 1 

    def isWindowFocusLose(self): 

     return self._isStateEvent() and self.event.state == 1 and self.event.gain == 0 

    def isWindowFocusGain(self): 

     return self._isStateEvent() and self.event.state == 1 and self.event.gain == 1 

    def isQuit(self): 

     return self.event.type == pygame.QUIT 

    def str(self): 

     return if2(self._isKeyEvent(), printKey(self.event.key), '') 

    def is_user_action(self): 

     return self.event.type in (pygame.KEYUP, pygame.KEYDOWN, 
      pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN, pygame.JOYBUTTONDOWN) 

    def base_actions(self): 

     if self.isQuit(): 
      sys.exit() 

     elif self.keyDown('PRINT'): 
      screenshot(pygame.display.get_surface()) 
      return True 

     elif self.isWindowFocusLose() or self.isWindowFocusGain(): 
      # Those aren't interesting, skip them. 
      # We could also do some CPU saving here, but this would produce 
      # bad synchronization between the music and the images. 
      return True 

     elif self.keyUp('F11'): 
      pygame.display.toggle_fullscreen() 
      return True 

     elif self.isWindowMinimize(): 
      pauseGameUntilRestore() 
      return True 

     else: 
      return False 


def eventLoop(): 
    """ 

    Generator which runs through the event loop, takes care of global 
    events and yields the unhandled event objects. 

    This function may be expanded in the future to add support for 
    external events (which could come from DBUS or other sources). 

    """ 

    for event in pygame.event.get(): 
     eventhandle = EventHandle(event) 
     if eventhandle.handled: continue 
     yield eventhandle 

def waitForMouseRelease(): 

    while pygame.mouse.get_pressed()[0] + pygame.mouse.get_pressed()[1] + pygame.mouse.get_pressed()[2] != 0: 
     pygame.event.wait() 


def pauseGameUntilRestore(): 

    while True: 
     for event in pygame.event.get(): 
      if EventHandle(event).isWindowRestore(): 
       return False 

     # Sleep for 10 milliseconds. 
     # This has no visible effect but will drastically reduce CPU usage. 
     pygame.time.wait(10) 


aobert = atancat = adieresi = acirc = False 
accents = [u"aeiou", u"àèìòù", u"áéíóú", u"äëïöü", u"âêîôû" ] 

def printKey(tecla): 
    """ Translates a pygame Key object for on-game printing of it's value. """ 

    global aobert, atancat, adieresi, acirc, accents 

    keyname = pygame.key.name(tecla) 

    if keyname == 'space': 
     return ' ' 

    if keyname == 'world 71': 
     if pygame.key.get_mods() & pygame.KMOD_SHIFT: 
      return u'Ç' 
     else: 
      return u'ç' 

    if keyname == 'tab': 
     return ' ' 

    if len(keyname) == 3 and keyname[:1] == '[' and keyname[2:] == ']': 
     keyname = keyname[1:2] 

    pos = accents[0].find(keyname) 
    if pos != -1: 
     if aobert: keyname = accents[1][pos] 
     if atancat: keyname = accents[2][pos] 
     if adieresi: keyname = accents[3][pos] 
     if acirc: keyname = accents[4][pos] 

    if pygame.key.get_mods() & pygame.KMOD_SHIFT: 
     keyname = keyname.upper() 

    if tecla == 314: 
     if pygame.key.get_mods() & pygame.KMOD_SHIFT: 
      atancat = True 
     elif pygame.key.get_mods() & pygame.KMOD_CTRL: 
      adieresi = True 
     elif pygame.key.get_mods() & pygame.KMOD_ALT: 
      acirc = True 
     else: 
      aobert = True 
    else: 
     aobert = atancat = adieresi = acirc = False 

    if not re.search(u"^[a-zA-Z0-9,.+'-/*àèìòùáéíóúäëïöüâêîôû ]$", keyname): 
     return '' 

    return keyname 

event = pygame.event.get() 
events = EventHandle(event) 

나는 조이스틱 이벤트, 단지 키와 마우스를 필요 없어요. 난 그냥 간단한 abrstaction을 원한다. 그리고 이것은 이것을하는 것처럼 보인다. 그러나 그것이 일하는 것처럼 보이지 않는다.

어떤 제안이라도?

답변

2

귀하의 문제는 코드의 맨 끝에 맞다 : 당신이 올바르게 코드에 사용 것처럼

event = pygame.event.get() 
events = EventHandle(event) 

event.get(), 당신에게 당신이 일반적으로 볼 이유는 이벤트의 목록을 제공합니다 :

for event in pygame.event.get(): 

귀하의 EventHandle.__init__은 (는) 하나의 이벤트 만 예상합니다. 단일 이벤트의 경우 event.poll() :

event = EventHandle(pygame.event.poll()) 
을 사용할 수 있습니다.