总Python处女,这段代码有什么问题?"检测缩进错误."

 好开心6327 发布于 2023-02-11 16:30

这段代码有什么问题,在你问我之前用youtube视频和简短的教程做了这一切.非常感谢有人可以帮我编码,在这种情况下只需要我的Skype,我会加你,我需要这样做!:).

在第253行左右,它说需要"预期的缩进块"我真的不知道该怎么做.

    import pygame, sys, time, random, Globals
from pygame.locals import *

pygame.init()
pygame.mixer.init(frequency=22050, size=-16, channels=10, buffer=4096)

#Classes

class MenuButton(pygame.sprite.Sprite):
    def __init__(self, image, image_dem, x, y):
        self.image = pygame.image.load(image[0]).convert_alpha()
        self.image_over = pygame.image.load(image[1]).convert_alpha()
        self.image_dem = image_dem
        self.x = x
        self.y = y
        self.rect = pygame.Rect(self.x, self.y, self.image_dem[0], self.image_dem[1])
    def setXY(x, y):
        self.x = x
        self.y = y
    def setImage(image, dem):
        self.image = pygame.image.load(image[0]).convert_alpha()
        self.image_over = pygame.image.load(image[1]).convert_alpha()
        self.image_dem = dem

class Sprite(pygame.sprite.Sprite):
    def __init__(self, image, image_dem, x, y):
        self.image = pygame.image.load(image).convert_alpha()
        self.image_dem = image_dem
        self.x = x
        self.y = y
        self.rect = pygame.Rect(self.x, self.y, self.image_dem[0], self.image_dem[1])
    def setXY(self, x, y):
        self.x = x
        self.y = y
    def setImage(self, image, dem):
        self.image = pygame.image.load(image).convert_alpha()
        self.image_dem = image_dem

#Variables

GAME_LOOP = True
GAME_STATE = [ [False, 'Main_Menu' ], [False, 'About_Screen'], [False, 'Settings'], [False, 'Game'] ]

GAME_CLOCK = pygame.time.Clock()
DELTA_TIME = 0
FPS = 30

WINDOW_X = 900
WINDOW_Y = 600
WINDOW_CAPTION = 'The Intern'
WINDOW = pygame.display.set_mode([WINDOW_X, WINDOW_Y])

BLACK_BACKGROUND = pygame.image.load('asset/black.png').convert()

MAIN_MENU_BACKGROUND = pygame.image.load('main_menu_assets/background.png').convert_alpha()

MAIN_MENU_INTERN = MenuButton(['main_menu_assets/The_Intern.png', 'main_menu_assets/The_Intern.png'], [150, 50], 200, 60)
MAIN_MENU_START_BTN = MenuButton(['main_menu_assets/Start.png', 'main_menu_assets/Start.png'], [150, 50], 400, 250)
MAIN_MENU_SETTINGS_BTN = MenuButton(['main_menu_assets/Settings.png', 'main_menu_assets/Settings.png'], [150, 31], 400, 300)

SETTINGS_BACKGROUND = pygame.image.load('settings_assets/Background.png').convert()
SETTINGS_BACK_BTN = MenuButton(['settings_assets/Back.png', 'settings_assets/Back.png',], [62, 63], 10, 10)
SETTINGS_MUSIC_BTN = MenuButton(['settings_assets/Music.png', 'settings_assets/Music.png',], [309, 113], 300, 250)

#SOUND = pygame.mixer.Sound('main_menu_assets/tip.ogg')
#CHANNEL = pygame.mixer.Channel(6)


















#GAME LEVELS

LEVEL_1_BACKGROUND = pygame.image.load('game_assets/floor_l1.png').convert_alpha()
PLAYER_SPRITE = Sprite('game_assets/Male.png', [100,97], 400, 500)

LEVEL_1_ARRAY_ENEMIES = []
LEVEL_1_ARRAY_BULLETS = []


GAME_LEVEL_1 = True
GAME_LEVEL_2 = False
GAME_LEVEL_3 = False
GAME_LEVEL_4 = False
GAME_LEVEL_5 = False
GAME_LEVEL_6 = False


def level_1_gen_enemy():
    y = random.randint(-50, -100)
    x = random.randint(50, 800)
    sprite = Sprite('Enemy_l1.png', [253,234], x, y)
    LEVEL_1_ARRAY_ENEMIES.append(sprite)
    return sprite

def setGameLevel(l):
    global GAME_LEVEL_1, GAME_LEVEL_2, GAME_LEVEL_3, GAME_LEVEL_4, GAME_LEVEL_5, GAME_LEVEL_6
    if l == 1:
        GAME_LEVEL_1 = True
        GAME_LEVEL_2 = False
        GAME_LEVEL_3 = False
        GAME_LEVEL_4 = False
        GAME_LEVEL_5 = False
        GAME_LEVEL_6 = False
    if l == 2:
        GAME_LEVEL_1 = False
        GAME_LEVEL_2 = True
        GAME_LEVEL_3 = False
        GAME_LEVEL_4 = False
        GAME_LEVEL_5 = False
        GAME_LEVEL_6 = False
    if l == 3:
        GAME_LEVEL_1 = False
        GAME_LEVEL_2 = False
        GAME_LEVEL_3 = True
        GAME_LEVEL_4 = False
        GAME_LEVEL_5 = False
        GAME_LEVEL_6 = False
    if l == 4:
        GAME_LEVEL_1 = False
        GAME_LEVEL_2 = False
        GAME_LEVEL_3 = False
        GAME_LEVEL_4 = True
        GAME_LEVEL_5 = False
        GAME_LEVEL_6 = False
    if l == 5:
        GAME_LEVEL_1 = False
        GAME_LEVEL_2 = False
        GAME_LEVEL_3 = False
        GAME_LEVEL_4 = False
        GAME_LEVEL_5 = True
        GAME_LEVEL_6 = False
    if l == 6:
        GAME_LEVEL_1 = False
        GAME_LEVEL_2 = False
        GAME_LEVEL_3 = False
        GAME_LEVEL_4 = False
        GAME_LEVEL_5 = False
        GAME_LEVEL_6 = True

#games
#The first level is displayed below
minionCounter_level1 = 0
gameWon = False

def void_game_level_1():
    WINDOW.blit(LEVEL_1_BACKGROUND, [0, 0])
    if gameWon == False:
        WINDOW.blit(PLAYER_SPRITE.image, [PLAYER_SPRITE.x, PLAYER_SPRITE.y])
        level_1_gen_enemy()
        if (minionCounter_level1 > 15):
            gameWon = True
    else:



def void_game_level_2():
    a = 0   

def void_game_level_3():    
    a = 0

def void_game_level_4():
    a = 0

def void_game_level_5():
    a = 0

def void_game_level_6():
    a = 0

#loops
#These events show what will happen if a key or button is struck.
def void_game_loop_level_1(event):
    if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_LEFT:
            PLAYER_SPRITE.x = PLAYER_SPRITE.x - 5
        if event.key == pygame.K_a:
            PLAYER_SPRITE.x = PLAYER_SPRITE.x - 5
        if event.key == pygame.K_RIGHT:
            PLAYER_SPRITE.x = PLAYER_SPRITE.x + 5
        if event.key == pygame.K_d:
            PLAYER_SPRITE.x = PLAYER_SPRITE.x + 5


def void_game_loop_level_2(event):
    a = 0

def void_game_loop_level_3(event):
    a = 0

def void_game_loop_level_4(event):
    a = 0

def void_game_loop_level_5(event):
    a = 0

def void_game_loop_level_6(event):
    a = 0    




















#Functions

def getGameState(name):
    for state in GAME_STATE:
        if state[1] == name:
            return state
    return state[0]

def setGameState(name):
    global WINDOW
    for state in GAME_STATE:
        if state[1] == name:
            state[0] = True
        else:
            state[0] = False

#Initilizers

def main_init():
    pygame.display.set_caption(WINDOW_CAPTION)
    setGameState('Main_Menu')
    pygame.key.set_repeat(50,50)

def main_menu_event(event):
    if event.type == MOUSEBUTTONDOWN:
        start = MAIN_MENU_START_BTN.rect
        settings = MAIN_MENU_SETTINGS_BTN.rect
        mouse = event.pos
        if start.collidepoint(mouse):
            pygame.mixer.music.stop()
            setGameState('Game')
        if settings.collidepoint(mouse):
            setGameState('Settings')

def main_menu_loop():
    WINDOW.blit(MAIN_MENU_BACKGROUND, [0,0])
    WINDOW.blit(MAIN_MENU_INTERN.image, [MAIN_MENU_INTERN.x, MAIN_MENU_INTERN.y])
    WINDOW.blit(MAIN_MENU_START_BTN.image, [MAIN_MENU_START_BTN.x, MAIN_MENU_START_BTN.y])
    WINDOW.blit(MAIN_MENU_SETTINGS_BTN.image, [MAIN_MENU_SETTINGS_BTN.x, MAIN_MENU_SETTINGS_BTN.y])

def gaming_event(event):
    if(GAME_LEVEL_1 == True):
        void_game_loop_level_1(event)
    if(GAME_LEVEL_2 == True):
        void_game_loop_level_2(event)
    if(GAME_LEVEL_3 == True):
        void_game_loop_level_3(event)
    if(GAME_LEVEL_4 == True):
        void_game_loop_level_4(event)
    if(GAME_LEVEL_5 == True):
        void_game_loop_level_5(event)
    if(GAME_LEVEL_6 == True):
        void_game_loop_level_6(event)

def gaming_loop():
    if(GAME_LEVEL_1 == True):
        void_game_level_1()
    if(GAME_LEVEL_2 == True):
        void_game_level_2()
    if(GAME_LEVEL_3 == True):
        void_game_level_3()
    if(GAME_LEVEL_4 == True):
        void_game_level_4()
    if(GAME_LEVEL_5 == True):
        void_game_level_5()
    if(GAME_LEVEL_6 == True):
        void_game_level_6()

def settings_event(event):
    if event.type == MOUSEBUTTONDOWN:
        back = SETTINGS_BACK_BTN.rect
        music = SETTINGS_MUSIC_BTN.rect
        mouse = event.pos
        if back.collidepoint(mouse):
            setGameState('Main_Menu')
        if music.collidepoint(mouse):
            if Globals.MASTER_SOUND == True:
                pygame.mixer.music.stop()
                Globals.MASTER_SOUND = False
            else:
                pygame.mixer.music.play()
                MASTER_SOUND = True

def settings_loop():
    WINDOW.blit(SETTINGS_BACKGROUND, [0,0])
    WINDOW.blit(SETTINGS_BACK_BTN.image, [SETTINGS_BACK_BTN.x, SETTINGS_BACK_BTN.y])
    WINDOW.blit(SETTINGS_MUSIC_BTN.image, [SETTINGS_MUSIC_BTN.x, SETTINGS_MUSIC_BTN.y])


#Testing Function
def p():
    print 'ur'

def game_loop():

    #GAME_LEVEL_1.setInit([p()])
    #GAME_LEVEL_1.runInit()

    about_screen = pygame.image.load('main_menu_assets/AboutScreen.png').convert()
    WINDOW.blit(about_screen, [0,0])
    pygame.display.flip()
    time.sleep(1)
    WINDOW.blit(about_screen, [1000,1000])

    while GAME_LOOP == True:
        DELTA_TIME = GAME_CLOCK.tick(FPS)
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit
                sys.exit()
            if getGameState('Main_Menu')[0] == True:    
                main_menu_event(event)
            if getGameState('Game')[0] == True:
                gaming_event(event)
            if getGameState('Settings')[0] == True:
                settings_event(event)
        if getGameState('Main_Menu')[0] == True:
            main_menu_loop()
        if getGameState('Game')[0] == True:
            gaming_loop()
        if getGameState('Settings')[0] == True:
            settings_loop()

        pygame.display.flip()

#Main

def main():
    pygame.mixer.music.load('main_menu_assets/main_menu_song.ogg')
    if Globals.MASTER_SOUND:
        pygame.mixer.music.play(-1)
    main_init()
    game_loop()

main()

user2357112 .. 5

def void_game_level_1():
    WINDOW.blit(LEVEL_1_BACKGROUND, [0, 0])
    if gameWon == False:
        WINDOW.blit(PLAYER_SPRITE.image, [PLAYER_SPRITE.x, PLAYER_SPRITE.y])
        level_1_gen_enemy()
        if (minionCounter_level1 > 15):
            gameWon = True
    else:

你忘了完成这个功能.在将来,查看错误消息告诉您查看的行,然后查看其上方的行,因为问题经常出现在较早的行上,并且仅在错误所讨论的行上检测到.另外,发布您收到的任何错误消息的全文.

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