hi everyone
i am trying to implement a spaceship game using python 3.2.3, the codes runs or compiles but refuses to load the images using photoImage of the game. i cant call the drawing functions it gives me errors, need your assistance please
hi everyone
i am trying to implement a spaceship game using python 3.2.3, the codes runs or compiles but refuses to load the images using photoImage of the game. i cant call the drawing functions it gives me errors, need your assistance please
def draw(self, canvas):
canvas.create_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
from tkinter import *
import tkinter
import winsound
import math
import random
root = Tk()
canvas = Canvas(root)
# globals for user interface
width = 800
height = 600
score = 0
lives = 3
time = 0
class ImageInfo:
def __init__(self, center, size, radius = 0, lifespan = None, animated = False):
self.center = center
self.size = size
self.radius = radius
if lifespan:
self.lifespan = lifespan
else:
self.lifespan = float('inf')
self.animated = animated
def get_center(self):
return self.center
def get_size(self):
return self.size
def get_radius(self):
return self.radius
def get_lifespan(self):
return self.lifespan
def get_animated(self):
return self.animated
# debris images
debris_info = ImageInfo([320, 240], [640, 480])
debris_image = PhotoImage(r"C:\Users\Esther\Pictures\games\planet_asteroid.gif")
# nebula images
nebula_info = ImageInfo([400, 300], [800, 600])
nebula_image = PhotoImage(r"C:\Users\Esther\Pictures\games\veil_nebula.gif")
# splash image
#splash_info = ImageInfo([200, 150], [400, 300])
#splash_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/splash.png")
# ship image
ship_info = ImageInfo([45, 45], [90, 90], 35)
ship_image = PhotoImage(file =r"C:\Users\Esther\Pictures\games\Rockete.gif")
# missile image
missile_info = ImageInfo([5,5], [10, 10], 3, 50)
missile_image =PhotoImage(file =r"C:\Users\Esther\Pictures\games\aircraft-missile.gif")
# asteroid images
asteroid_info = ImageInfo([45, 45], [90, 90], 40)
asteroid_image = PhotoImage(r"C:\Users\Esther\Pictures\games\asteroidB.gif")
# animated explosion
explosion_info = ImageInfo([64, 64], [128, 128], 17, 24, True)
explosion_image = PhotoImage(file =r"C:\Users\Esther\Pictures\games\explosion1.gif")
#soundtrack =r"C:\Users\Esther\Documents\Downloads\woptheme.WAV"
#winsound.PlaySound(soundtrack,winsound.SND_NOSTOP)
missile_sound = r"C:\Users\Esther\Documents\Downloads\MISSILE.WAV"
#missile_sound.set_volume(.5)
ship_thrust_sound = r"C:\Users\Esther\Documents\Downloads\ARTIFACT.WAV"
explosion_sound = r"C:\Users\Esther\Documents\Downloads\HEADCRAS.WAV"
#explosion= winsound.PlaySound(explosion_sound,winsound.SND_NOSTOP)
# helper functions to handle transformations
def angle_to_vector(ang):
return [math.cos(ang), math.sin(ang)]
def dist(p,q):
return math.sqrt((p[0]-q[0])**2+(p[1]-q[1])**2)
# Ship class
class Ship:
def __init__(self, pos, vel, angle, image, info):
self.pos = [pos[0],pos[1]]
self.vel = [vel[0],vel[1]]
self.thrust = False
self.angle = angle
self.angle_vel = 0
self.image = image
self.image_center = info.get_center()
self.image_size = info.get_size()
self.radius = info.get_radius()
self.forward = [0,0]
def draw(self,canvas):
#canvas.create_circle(self.pos, self.radius, 1, "White", "White")
canvas.create_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
if self.thrust == True:
canvas.create_image(self.image, [self.image_center[0] + 90, self.image_center[1]], self.image_size, self.pos, self.image_size, self.angle)
label = Label(root, image= self.image)
label.self.image = self.image
def update(self):
self.angle += self.angle_vel
self.pos[0] += self.vel[0]
self.pos[1] += self.vel[1]
if self.pos[0] // 800 == 1:
self.pos[0] = 0
elif self.pos[0] // 800 < 0:
self.pos[0] = 800
if self.pos[1] // 600 == 1:
self.pos[1] = 0
elif self.pos[1] // 600 < 0:
self.pos[1] = 600
# the following two lines are to induce friction, which caps maximum velocity
# and also causes ship to slowly stop by itself when thrusters are off
self.vel[0] *= .99
self.vel[1] *= .99
if self.thrust == True:
self.forward = angle_to_vector(self.angle)
self.vel[0] += self.forward[0] * .12
self.vel[1] += self.forward[1] * .12
def keydown(self,key):
ang_vel = .09
if key == tkinter.KEY_MAP['left']:
self.angle_vel = - ang_vel
elif key == tkinter.KEY_MAP['right']:
self.angle_vel = ang_vel
elif key == tkinter.KEY_MAP['up']:
self.thrust = True
if self.thrust == True:
sound = ship_thrust_sound
winsound.PlaySound(ship_thrust_sound,winsound.SND_NOSTOP)
elif key == tkinter.KEY_MAP['space']:
self.shoot()
def keyup(self,key):
angle_vel = 0
if key == tkinter.KEY_MAP['right']:
my_ship.angle_vel = angle_vel
elif key == tkinter.KEY_MAP['left']:
my_ship.angle_vel = angle_vel
elif key == tkinter.KEY_MAP['up']:
self.thrust = False
if self.thrust == False:
self.forward = [0,0]
sound = ship_thrust_sound
sound.pause()
def shoot(self):
global a_missile
vector = angle_to_vector(my_ship.angle)
a_missile = Sprite([my_ship.pos[0] + (vector[0] * my_ship.radius),my_ship.pos[1] + (vector[1] * my_ship.radius)], [my_ship.vel[0] + (vector[0] * 5),my_ship.vel[1] + (vector[1] * 5)], 0, 0, missile_image, missile_info, missile_sound)
# Sprite class
class Sprite:
def __init__(self, pos, vel, ang, ang_vel, image, info, sound = None):
self.pos = [pos[0],pos[1]]
self.vel = [vel[0],vel[1]]
self.angle = ang
self.angle_vel = ang_vel
self.image = image
self.image_center = info.get_center()
self.image_size = info.get_size()
self.radius = info.get_radius()
self.lifespan = info.get_lifespan()
self.animated = info.get_animated()
self.age = 0
#if sound:
#sound.rewind()
#sound.play()
def draw(self, canvas):
canvas.create_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
label = Label(root, image= self.image)
label.self.image = image
def update(self):
self.pos[0] += self.vel[0]
self.pos[1] += self.vel[1]
self.angle += self.angle_vel
def draw(canvas):
global time
# animate background
time += 1
center = debris_info.get_center()
size = debris_info.get_size()
wtime = (time / 8) % center[0]
canvas.create_image([width/2, height/2],nebula_image, nebula_info.get_center(), nebula_info.get_size())
canvas.create_image(debris_image, [center[0]-wtime, center[1]], [size[0]-2*wtime, size[1]],
[width/2+1.25*wtime, height/2], [width-2.5*wtime, height])
canvas.create_image(debris_image, [size[0]-wtime, center[1]], [2*wtime, size[1]],
[1.25*wtime, height/2], [2.5*wtime, height])
canvas.create_text(25, 50, font = 36, fill ="Red", text = "HestyLuv")
# draw ship and sprites
my_ship.draw(canvas)
a_rock.draw(canvas)
a_missile.draw(canvas)
# update ship and sprites
my_ship.update()
a_rock.update()
a_missile.update()
# timer handler that spawns a rock
def rock_spawner():
global a_rock
a_rock = Sprite([width * random.random(), height * random.random()], [random.random() * 3 - 1.5,random.random() * 3 - 1.5], 0, (random.random() - .5) / 8, asteroid_image, asteroid_info)
def key_down(key):
my_ship.keydown(key)
def key_up(key):
my_ship.keyup(key)
# initialize frame
root.title('My spaceship game')
#frame = Frame(root)
# initialize ship and two sprites
my_ship = Ship([width / 2, height / 2], [0, 0], 1.5 * math.pi, ship_image, ship_info)
a_rock = Sprite([width * random.random(), height * random.random()], [random.random() * 3 - 1.5,random.random() * 3 - 1.5], 0, (random.random() - .5) / 8, asteroid_image, asteroid_info)
a_missile = Sprite([2 * width / 3, 2 * height / 3], [-1,1], 0, 0, missile_image, missile_info, winsound.PlaySound(missile_sound,winsound.SND_NOSTOP))
# register handler
#root.bind("<Button-1>", draw)
#root.bind("<KeyPress-Down>", key_down)
#root.bind("<KeyPress-Up>", key_up)
#frame.set_draw_handler(draw)
#frame.set_keydown_handler(key_down)
#frame.set_keyup_handler(key_up)
#timer = tkinter.create_timer(1000.0, rock_spawner)
# get things rolling
#timer.pack()
canvas.pack(fill=BOTH)
#frame.pack()
root.mainloop() 
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