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AttributeError:“Worker”对象没有属性“idf”

  •  1
  • ScalaBoy  · 技术社区  · 6 年前

    我添加了属性 idf GeoFence 类初始化函数,以便 fence 对象具有标识符。同样的事情也发生了 Worker

    然后我写了一段代码:

    w_dist = {} 
    for w in workers: 
      f_dist = {} 
      for f in fences: 
         if f != self: 
            distance = self.rect_distance(w.rect, f.rect) 
            f_dist[f.idf] = distance 
      w_dist[w.idw] = f_dist 
    

    但我在线路上发现了错误 f_dist_meters[f.idf] = distance :

    AttributeError:“Worker”对象没有属性“idf”

    我不明白为什么 f != self 不起作用。为什么? f 被解释为 工人 而不是 ?

    import pygame, random
    import sys
    
    WHITE = (255, 255, 255)
    GREEN = (20, 255, 140)
    GREY = (210, 210 ,210)
    RED = (255, 0, 0)
    PURPLE = (255, 0, 255)
    
    SCREENWIDTH=1000
    SCREENHEIGHT=578
    
    IMG_BACKGROUND = "background.jpg"
    IMG_WORKER_RUNNING = "images/workers/worker_1.png"
    IMG_WORKER_IDLE = "images/workers/worker_2.png"
    IMG_WORKER_ACCIDENT = "images/workers/accident.png"
    
    
    class Background(pygame.sprite.Sprite):
        def __init__(self, image_file, location, *groups):
            # we set a _layer attribute before adding this sprite to the sprite groups
            # we want the background to be actually in the back
            self._layer = -1
            pygame.sprite.Sprite.__init__(self, groups)
            # let's resize the background image now and only once
            self.image = pygame.transform.scale(pygame.image.load(image_file).convert(), (SCREENWIDTH, SCREENHEIGHT))
            self.rect = self.image.get_rect(topleft=location)
    
    
    class GeoFence(pygame.sprite.Sprite):
        def __init__(self, idf, rect, risk_level, *groups):
            # we set a _layer attribute before adding this sprite to the sprite groups
            self._layer = 1
            pygame.sprite.Sprite.__init__(self, groups)
            self.image = pygame.surface.Surface((rect.width, rect.height))
            self.image.fill(GREEN)
            self.rect = rect
            self.idf = idf
            self.risk_level = risk_level
            self.font = pygame.font.SysFont('Arial', 20)
            text = self.font.render(risk_level, 1, (255,0,0), GREEN)
            text_rect = text.get_rect(center=(rect.width/2, rect.height/2))
            self.image.blit(text, text_rect)
    
    
    
    class Worker(pygame.sprite.Sprite):
    
        # we introduce to possible states: RUNNING and IDLE
        RUNNING = 0
        IDLE = 1
        ACCIDENT = 2
        NUMBER_OF_ACCIDENTS = 0
        image_cache = {}
    
        def __init__(self, image_running, image_idle, image_accident, location, *groups):
    
            self.font = pygame.font.SysFont('Arial', 10)
    
            # each state has it's own image
            self.images = {
                Worker.RUNNING: pygame.transform.scale(self.get_image(image_running), (45, 45)),
                Worker.IDLE: pygame.transform.scale(self.get_image(image_idle), (20, 45)),
                Worker.ACCIDENT: pygame.transform.scale(self.get_image(image_accident), (40, 40))
            }
    
            # we set a _layer attribute before adding this sprite to the sprite groups
            # we want the workers on top
            self._layer = 2
            pygame.sprite.Sprite.__init__(self, groups)
    
            # let's keep track of the state and how long we are in this state already            
            self.state = Worker.IDLE
            self.ticks_in_state = 0
    
            self.image = self.images[self.state]
            self.rect = self.image.get_rect(topleft=location)
    
            self.direction = pygame.math.Vector2(0, 0)
            self.speed = random.randint(1, 3)
            self.set_random_direction()
    
    
        def set_random_direction(self):
            # random new direction or standing still
            vec = pygame.math.Vector2(random.randint(-100,100), random.randint(-100,100)) if random.randint(0, 5) > 1 else pygame.math.Vector2(0, 0)
    
            # check the new vector and decide if we are running or fooling around
            length = vec.length()
            speed = sum(abs(int(v)) for v in vec.normalize() * self.speed) if length > 0 else 0
    
            if (length == 0 or speed == 0) and (self.state != Worker.ACCIDENT):
                new_state = Worker.IDLE
                self.direction = pygame.math.Vector2(0, 0)
            elif self.state != Worker.ACCIDENT:
                new_state = Worker.RUNNING
                self.direction = vec.normalize()
            else:
                new_state = Worker.ACCIDENT
    
            self.ticks_in_state = 0
            self.state = new_state
    
            # use the right image for the current state
            self.image = self.images[self.state]
    
    
        def update(self, screen):
            self.ticks_in_state += 1
            # the longer we are in a certain state, the more likely is we change direction
            if random.randint(0, self.ticks_in_state) > 70:
                self.set_random_direction()
    
            # now let's multiply our direction with our speed and move the rect
            vec = [int(v) for v in self.direction * self.speed]
            self.rect.move_ip(*vec)
    
            # if we're going outside the screen, change direction
            if not screen.get_rect().contains(self.rect):
                self.direction = self.direction * -1
    
            # Check distances between workers and fences
            w_dist = {}
            for w in workers:
                f_dist = {}
                for f in fences:
                    if f != self:
                        distance_meters = self.rect_distance(w.rect, f.rect)
                        f_dist_meters[f.idf] = distance
                w_dist[w.idw] = f_dist
            pygame.display.set_caption(str(w_dist[1][1]))
    
            # Risk handling
            self.handle_risks()
    
            self.rect.clamp_ip(screen.get_rect())
    
    
        def handle_risks(self):
            for s in pygame.sprite.spritecollide(self, fences, False):
                if s != self:
                    self.speed = 0
                    self.state = Worker.ACCIDENT
                    self.image = self.images[self.state]
                    Worker.NUMBER_OF_ACCIDENTS += 1
    
    
        # Distance between workers and geo-fences
        def rect_distance(self, rect1, rect2):
            x1, y1 = rect1.topleft
            x1b, y1b = rect1.bottomright
            x2, y2 = rect2.topleft
            x2b, y2b = rect2.bottomright
            left = x2b < x1
            right = x1b < x2
            top = y2b < y1
            bottom = y1b < y2
            if bottom and left:
                return math.hypot(x2b-x1, y2-y1b)
            elif left and top:
                return math.hypot(x2b-x1, y2b-y1)
            elif top and right:
                return math.hypot(x2-x1b, y2b-y1)
            elif right and bottom:
                return math.hypot(x2-x1b, y2-y1b)
            elif left:
                return x1 - x2b
            elif right:
                return x2 - x1b
            elif top:
                return y1 - y2b
            elif bottom:
                return y2 - y1b
            else:
                return 0
    
    
        def get_image(self,key):
            if not key in image_cache:
                image_cache[key] = pygame.image.load(key)
            return image_cache[key]
    
    
    pygame.init()
    
    all_sprites = pygame.sprite.LayeredUpdates()
    workers = pygame.sprite.Group()
    fences = pygame.sprite.Group()
    
    screen = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
    pygame.display.set_caption("TEST")
    
    # create multiple workers
    for pos in ((30,30), (50, 400), (200, 100), (700, 200)):
        Worker(IMG_WORKER_RUNNING, IMG_WORKER_IDLE, IMG_WORKER_ACCIDENT, pos, all_sprites, workers, fences)
    
    # create multiple geo-fences
    idf = 1
    risks = ["H","M","L"]
    for rect in (pygame.Rect(510,150,75,52), pygame.Rect(450,250,68,40), pygame.Rect(450,370,68,48),
                 pygame.Rect(0,0,20,SCREENHEIGHT),pygame.Rect(0,0,SCREENWIDTH,20),
                 pygame.Rect(SCREENWIDTH-20,0,20,SCREENHEIGHT),pygame.Rect(0,SCREENHEIGHT-20,SCREENWIDTH,20)):
        risk = risks[random.randint(0,2)]
        GeoFence(idf, rect, risk, all_sprites, fences)
        idf += 1
    
    # and the background
    Background(IMG_BACKGROUND, [0,0], all_sprites)
    
    carryOn = True
    clock = pygame.time.Clock()
    while carryOn:
        for event in pygame.event.get():
            if event.type==pygame.QUIT:
                carryOn = False
                pygame.display.quit()
                pygame.quit()
                quit()
    
        all_sprites.update(screen)
        all_sprites.draw(screen)
    
        pygame.display.flip()
    
        clock.tick(20)
    
    1 回复  |  直到 6 年前
        1
  •  1
  •   skrx    6 年前

    我不知道你为什么把栅栏和工人都加在 fences 小组。这个 Worker idf 属性,因此您将在 for f in fences: 尝试在此处访问此属性时循环 f_dist_meters[f.idf] = distance 因为 f

    你需要给你的工人一个 以色列国防军