Python 终止符错误

Python Terminator Error

我正在和我的一个学校朋友一起做一个 Python 项目。我们导入了 Turtle 和 Math。 我的问题是,当我使用 "Esc" 按钮关闭 window 时,我收到一条错误消息 "Terminator Error"... 我问过老师,但他们也不知道是什么问题,因为他们对Turtle不是很熟悉。

你们中的任何人都可以告诉我我做错了什么吗? 顺便说一句:我在 Windows 10.

上使用 EduPython

这是代码:

import turtle
import math


fn = turtle.Screen()
fn.bgcolor("black")
fn.title("No Escape !")
fn.setup(700, 700)

images = ["right.gif", "left.gif", "face.gif", "back.gif", "tresor.gif", "mur.gif", "sol.gif"]

for image in images:
    # On ajoute l'image a notre labyrinthe.
    fn.addshape(image)
    turtle.shape(image)
    # On retire les mises a jour et deplace l'image de base qui etait au centre.
    fn.tracer(0)
    turtle.goto(-700, -700)



class Stylo(turtle.Turtle):
    def __init__(self):
        turtle.Turtle.__init__(self)
        self.shape("square")
        self.color("white")
        self.penup()
        self.speed(0)

def closefn():
    turtle.bye()

class Joueur(turtle.Turtle):
    def __init__(self):
        turtle.Turtle.__init__(self)
        self.shape("face.gif")
        self.color("blue")
        self.penup()
        self.speed(0)

    def haut(self):
        move_to_x = self.xcor()
        move_to_y = self.ycor() + 24
        self.shape("back.gif")
        if (move_to_x, move_to_y) not in murs:
        self.goto(move_to_x, move_to_y)

    def bas(self):
        move_to_x = self.xcor()
        move_to_y = self.ycor() - 24
        self.shape("face.gif")
        if (move_to_x, move_to_y) not in murs:
        self.goto(move_to_x, move_to_y)

    def gauche(self):  
        move_to_x = self.xcor() - 24
        move_to_y = self.ycor()
        self.shape("left.gif")
    if (move_to_x, move_to_y) not in murs:
        self.goto(move_to_x, move_to_y)

    def droite(self):
        move_to_x = self.xcor() + 24
        move_to_y = self.ycor()
        self.shape("right.gif")
        if (move_to_x, move_to_y) not in murs:
        self.goto(move_to_x, move_to_y)

    def collision(self, other):
        a = self.xcor()-other.xcor()
        b = self.ycor()-other.ycor()
        distance = math.sqrt((a ** 2) + (b ** 2))

        if distance < 5:
            return True
        else:
            return False


class Tresor(turtle.Turtle):
    def __init__(self, x, y):
        turtle.Turtle.__init__(self)
        self.shape("tresor.gif")
        self.penup()
        self.speed(0)
        self.goto(x, y)

    def destruction(self):
        self.goto(2000, 2000)
        self.hideturtle()

niveaux = []

niveaux.append([
    "XXXXXXXXXXXXXXXXXXXXXXXXX",
    "XJ X      X             X",
    "X  X XXX  X    XXXXXXX  X",
    "X  X  TX  X          X  X",
    "X  XXXXX  X  X XXXXXXX  X",
    "X           X  X        X",
    "XXXXXXXX    X  XT X X   X",
    "X X    X XXXXXXXXXXXXXX X",
    "X X X  X X            X X",
    "X X XT X   X X   X    XTX",
    "X X XXXX X X XXXXXX X XXX",
    "X X    X X X TX     X   X",
    "X XXX XX   XXXXXXXXXXXXXX",
    "X        X X            X",
    "XXXXXXXX   XTX  X X XXX X",
    "X      X X XXX  X X XT  X",
    "X  XXX X X      X X XXXXX",
    "X XXT  X X  XXXXXXX X X X",
    "X  XXXXX X              X",
    "X          XXXXXXXXXX X X",
    "XXXXX  XXXXX            X",
    "X          X X X XX XXXXX",
    "X XXXXXXXX X XXX  X    XX",
    "X     TX   X  XT X   X  X",
    "XXXXXXXXXXXXXXXXXXXXXXXXX"]);

tresors = []
murs = []


def setup_labyrinthe(niveau):
    for y in range(len(niveau)):
        for x in range(len(niveau[y])):
            caractere = niveau[y][x]
            ecran_x = -288 + (x * 24)
            ecran_y = 288 - (y * 24)
            if caractere == "X":
                stylo.goto(ecran_x, ecran_y)
                stylo.shape("mur.gif")
                stylo.stamp()
                murs.append((ecran_x, ecran_y))
            if caractere == "J":
                joueur.goto(ecran_x, ecran_y)
            if caractere == "T":
                tresors.append(Tresor(ecran_x, ecran_y))


stylo = Stylo()
joueur = Joueur()

score = 0

setup_labyrinthe(niveaux[0])


fn.tracer(0)

while True:
    # On associe les touches du clavier.
    turtle.listen()
    turtle.onkeypress(joueur.gauche, "Left")
    turtle.onkeypress(joueur.droite, "Right")
    turtle.onkeypress(joueur.haut, "Up")
    turtle.onkeypress(joueur.bas, "Down")
    turtle.onkey(closefn, "Escape")
    print(score)
    turtle.write(score)
    turtle.goto(180, 315)

    for tresor in tresors:
        if joueur.collision(tresor):
            tresor.destruction()
            score = score+100
            tresors.remove(tresor)
    fn.update()

when I use the "Esc" button to close the window, I get an error saying "Terminator Error"

问题是您在 event-based 世界中使用 while True:,有效地关闭了事件系统并导致事情以 non-synchronous 方式发生。 Terminator Error 在 turtle 屏幕关闭时发生,但方法仍像 运行 一样运行。

解决这个问题的一种方法是让一切都在事件模型中运行。下面我删除了 while True: 循环并将其替换为每当玩家移动到新位置时调用的函数。为了提高效率,我已经清理了很多其他东西 and/or 风格:

from turtle import Turtle, Screen

IMAGES = ["right.gif", "left.gif", "face.gif", "back.gif", "tresor.gif", "mur.gif", "sol.gif"]

FONT = ('Arial', 18, 'bold')

class Stylo(Turtle):
    def __init__(self):
        Turtle.__init__(self, "mur.gif")
        self.color("white")
        self.penup()
        self.speed('fastest')

class Joueur(Turtle):
    def __init__(self):
        Turtle.__init__(self, "face.gif")
        self.color("blue")
        self.penup()
        self.speed('fastest')

    def haut(self):
        move_to_x = self.xcor()
        move_to_y = self.ycor() + 24
        self.shape("back.gif")
        if (move_to_x, move_to_y) not in murs:
            self.goto(move_to_x, move_to_y)
        scorefn()

    def bas(self):
        move_to_x = self.xcor()
        move_to_y = self.ycor() - 24
        self.shape("face.gif")
        if (move_to_x, move_to_y) not in murs:
            self.goto(move_to_x, move_to_y)
        scorefn()

    def gauche(self):
        move_to_x = self.xcor() - 24
        move_to_y = self.ycor()
        self.shape("left.gif")
        if (move_to_x, move_to_y) not in murs:
            self.goto(move_to_x, move_to_y)
        scorefn()

    def droite(self):
        move_to_x = self.xcor() + 24
        move_to_y = self.ycor()
        self.shape("right.gif")
        if (move_to_x, move_to_y) not in murs:
            self.goto(move_to_x, move_to_y)
        scorefn()

    def collision(self, other):

        return self.distance(other) < 5

class Tresor(Turtle):
    def __init__(self, x, y):
        Turtle.__init__(self, "tresor.gif")
        self.penup()
        self.speed('fastest')
        self.goto(x, y)

    def destruction(self):
        self.hideturtle()
        self.goto(2000, 2000)

NIVEAUX = [[
    "XXXXXXXXXXXXXXXXXXXXXXXXX",
    "XJ X      X             X",
    "X  X XXX  X    XXXXXXX  X",
    "X  X  TX  X          X  X",
    "X  XXXXX  X  X XXXXXXX  X",
    "X           X  X        X",
    "XXXXXXXX    X  XT X X   X",
    "X X    X XXXXXXXXXXXXXX X",
    "X X X  X X            X X",
    "X X XT X   X X   X    XTX",
    "X X XXXX X X XXXXXX X XXX",
    "X X    X X X TX     X   X",
    "X XXX XX   XXXXXXXXXXXXXX",
    "X        X X            X",
    "XXXXXXXX   XTX  X X XXX X",
    "X      X X XXX  X X XT  X",
    "X  XXX X X      X X XXXXX",
    "X XXT  X X  XXXXXXX X X X",
    "X  XXXXX X              X",
    "X          XXXXXXXXXX X X",
    "XXXXX  XXXXX            X",
    "X          X X X XX XXXXX",
    "X XXXXXXXX X XXX  X    XX",
    "X     TX   X  XT X   X  X",
    "XXXXXXXXXXXXXXXXXXXXXXXXX"]]

def setup_labyrinthe(niveau):
    for y in range(len(niveau)):
        for x in range(len(niveau[y])):
            caractere = niveau[y][x]
            ecran_x = -288 + (x * 24)
            ecran_y = 288 - (y * 24)

            if caractere == "X":
                stylo.goto(ecran_x, ecran_y)
                stylo.stamp()
                murs.append((ecran_x, ecran_y))
            elif caractere == "J":
                joueur.goto(ecran_x, ecran_y)
            elif caractere == "T":
                tresors.append(Tresor(ecran_x, ecran_y))

def scorefn():
    global score

    for tresor in tresors:
        if joueur.collision(tresor):
            tresor.destruction()
            score += 100
            # On associe les touches du clavier.
            marker.undo()
            marker.write(score, font=FONT)
            tresors.remove(tresor)

fn = Screen()
fn.bgcolor("black")
fn.title("No Escape!")
fn.setup(700, 700)

fn.tracer(False)  # turn off screen updates

for image in IMAGES:
    # On ajoute l'image a notre labyrinthe.
    fn.addshape(image)

stylo = Stylo()
joueur = Joueur()

tresors = []
murs = []

setup_labyrinthe(NIVEAUX[0])

fn.onkeypress(joueur.gauche, "Left")
fn.onkeypress(joueur.droite, "Right")
fn.onkeypress(joueur.haut, "Up")
fn.onkeypress(joueur.bas, "Down")
fn.onkey(fn.bye, "Escape")
fn.listen()

score = 0

marker = Turtle(visible=False)
marker.penup()
marker.color('green')
marker.goto(180, 315)
marker.write(score, font=FONT)

fn.tracer(True)  # turn screen updates back on

fn.mainloop()

我的下一个警告是海龟在浮点平面上游荡。将列表中的墙位置直接与海龟位置进行比较可能并不总是有效(思考 315.0 与 315.00003)。像宝藏一样,考虑使用乌龟的 distance() 方法(它适用于位置以及其他乌龟)和软糖因素来确定你是否离墙太近而不是恰好在一堵墙上。