我们从Python开源项目中,提取了以下15个代码示例,用于说明如何使用pygame.get_error()。
def load_image(file, transparent): "loads an image, prepares it for play" file = os.path.join(main_dir, 'data', file) try: surface = pygame.image.load(file) except pygame.error: raise SystemExit('Could not load image "%s" %s' % (file, pygame.get_error())) if transparent: corner = surface.get_at((0, 0)) surface.set_colorkey(corner, RLEACCEL) return surface.convert() # The logic for all the different sprite types
def test_get_error(self): # __doc__ (as of 2008-08-02) for pygame.base.get_error: # pygame.get_error(): return errorstr # get the current error message # # SDL maintains an internal error message. This message will usually # be given to you when pygame.error is raised. You will rarely need to # call this function. # e = pygame.get_error() self.assertTrue(e == "" or # This may be returned by SDL_mixer built with # FluidSynth support. Setting environment variable # SDL_SOUNDFONTS to the path of a valid sound font # file removes the error message. e == "No SoundFonts have been requested", e) pygame.set_error("hi") self.assertEqual(pygame.get_error(), "hi") pygame.set_error("") self.assertEqual(pygame.get_error(), "")
def test_get_error(self): # __doc__ (as of 2008-08-02) for pygame.base.get_error: # pygame.get_error(): return errorstr # get the current error message # # SDL maintains an internal error message. This message will usually # be given to you when pygame.error is raised. You will rarely need to # call this function. # self.assertEqual(pygame.get_error(), "") pygame.set_error("hi") self.assertEqual(pygame.get_error(), "hi") pygame.set_error("") self.assertEqual(pygame.get_error(), "")
def load_image(file): "loads an image, prepares it for play" file = os.path.join('data', file) try: surface = pygame.image.load(file) except pygame.error: raise SystemExit('Could not load image "%s" %s'%(file, pygame.get_error())) return surface.convert()
def load_image(file): "loads an image, prepares it for play" file = os.path.join(main_dir, 'data', file) try: surface = pygame.image.load(file) except pygame.error: raise SystemExit('Could not load image "%s" %s'%(file, pygame.get_error())) return surface.convert()
def test_set_error(self): e = pygame.get_error() self.assertTrue(e == "" or # This may be returned by SDL_mixer built with # FluidSynth support. Setting environment variable # SDL_SOUNDFONTS to the path of a valid sf2 file # removes the error message. e == "No SoundFonts have been requested", e) pygame.set_error("hi") self.assertEqual(pygame.get_error(), "hi") pygame.set_error("") self.assertEqual(pygame.get_error(), "")
def test(): logging.info("Importing pygame") import pygame result = pygame.init() logging.info("Result of initiating pygame: {}".format(result)) if result[1] != 0: if result[1] == 1 and pygame.mixer.get_init() is None: logging.warning("WARNING: pygame mixer module is not initializing properly, however since this is " "not required the test will still pass.") else: logging.error("ERROR: Unable to properly initialize pygame (from pygame: {})".format( pygame.get_error())) raise AssertionError() # otherwise the test passes
def load_image(file): "loads an image, prepares it for play" file = os.path.join('data', file) try: surface = pygame.image.load(file) except pygame.error: raise SystemExit, 'Could not load image "%s" %s'%(file, pygame.get_error()) return surface.convert()
def test_set_error(self): self.assertEqual(pygame.get_error(), "") pygame.set_error("hi") self.assertEqual(pygame.get_error(), "hi") pygame.set_error("") self.assertEqual(pygame.get_error(), "")
def loadresources(self): """painting on the surface (once) and create sprites""" # make an interesting background draw_examples(self.background) # background artwork try: # ----------- load sprite images ----------- PygView.images.append(pygame.image.load(os.path.join("data", "babytux.png"))) # index 0 # load other resources here except: print("pygame error:", pygame.get_error()) print("please make sure there is a subfolder 'data' and in it a file 'babytux.png'") pygame.quit() sys.exit() # ------- create (pygame) Sprites Groups and Sprites ------------- self.allgroup = pygame.sprite.LayeredUpdates() # for drawing self.ballgroup = pygame.sprite.Group() # for collision detection etc. self.hitpointbargroup = pygame.sprite.Group() self.bulletgroup = pygame.sprite.Group() self.tuxgroup = pygame.sprite.Group() self.enemygroup = pygame.sprite.Group() # ----- assign Sprite class to sprite Groups ------- Tux.groups = self.allgroup, self.tuxgroup Hitpointbar.groups = self.hitpointbargroup Ball.groups = self.allgroup, self.ballgroup Evildoge.groups = self.enemygroup, self.allgroup Bullet.groups = self.allgroup, self.bulletgroup self.ball1 = Ball(x=100, y=100) # creating a Ball Sprite self.ball2 = Ball(x=200, y=100) # create another Ball Sprite self.tux1 = Tux(x=400, y=200, dx=0, dy=0, layer=5, imagenr = 0) # over balls layer #self.evildoge = Evildoge(x=150, y=350)
def load_sound(path): path = os.path.join(main_dir, "data", path) if not pygame.mixer: return None try: data = pygame.mixer.Sound(path) except pygame.error: print("Sorry, couldn't load image " +(path) + " " + pygame.get_error()) return data
def load_image(path, transparent): path = os.path.join(main_dir, "data", path) if not pygame.image: return None try: data = pygame.image.load(path) except pygame.error: print("Couldn't load image file " + path+ " " + pygame.get_error()) if transparent: corner = data.get_at((0,0)) data.set_colorkey(corner, RLEACCEL) return data.convert()
def loadresources(self): """painting on the surface (once) and create sprites""" # make an interesting background draw_examples(self.background) # background artwork try: # ----------- load sprite images ----------- tile = pygame.image.load(os.path.join("data", "startile-300px.png")) PygView.images.append(pygame.image.load(os.path.join("data", "babytux.png"))) # index 0 PygView.images.append(pygame.image.load(os.path.join("data", "player_red2.png"))) PygView.images.append(pygame.image.load(os.path.join("data", "babytux_neg.png"))) PygView.images.append(pygame.image.load(os.path.join("data", "player_blue2.png"))) # index 3 # load other resources here except: print("pygame error:", pygame.get_error()) print("please make sure there is a subfolder 'data' with the resource files in it") pygame.quit() sys.exit() # fill background with tiles self.background = fill_surface_with_tiles(tile, self.width, self.height) # write text # ------- write text over everything ----------------- write(self.background, "Press b to add another ball", x=self.width//2, y=250, center=True) write(self.background, "Press c to add another bullet", x=self.width//2, y=275, center=True) write(self.background, "Press w,a,s,d and q,e to steer tux", x=self.width//2, y=300, center=True) write(self.background, "Press space to fire from tux", x=self.width//2, y=325, center=True) self.paintgrid() # ------- create (pygame) Sprites Groups and Sprites ------------- self.allgroup = pygame.sprite.LayeredUpdates() # for drawing self.ballgroup = pygame.sprite.Group() # for collision detection etc. self.bargroup = pygame.sprite.Group() self.bulletgroup = pygame.sprite.Group() self.fire_at_player_group = pygame.sprite.Group() self.tuxgroup = pygame.sprite.Group() self.neutralgroup = pygame.sprite.Group() self.fleegroup = pygame.sprite.Group() self.missilegroup = pygame.sprite.Group() # ----- assign Sprite class to sprite Groups ------- Tux.groups = self.allgroup, self.tuxgroup Basebar.groups = self.bargroup Ball.groups = self.allgroup, self.ballgroup, self.fire_at_player_group # each Ball object belong to those groups Bullet.groups = self.allgroup, self.bulletgroup Doenertier.groups = self.allgroup, self.neutralgroup, self.fleegroup Missile.groups = self.allgroup, self.missilegroup, self.bulletgroup self.doenertier1 = Doenertier() self.ball1 = Ball(x=100, y=100, radius = 10) # creating a Ball Sprite self.ball2 = Ball(x=200, y=100, radius = 20) # create another Ball Sprite self.tux1 = Tux(x=400, y=200, dx=0, dy=0, layer=5, imagenr = 0) # over balls layer self.tux2 = Tux(x=200, y=400, dx=0, dy=0, layer=5, imagenr = 1) print(len(self.joysticks)) if len(self.joysticks) > 2: self.tux3 = Tux(x=300, y=300, dx=0, dy=0, layer=5, imagenr = 2) if len(self.joysticks) > 3: self.tux4 = Tux(x=100, y=500, dx=0, dy=0, layer=5, imagenr = 3)